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QDarkRex 76b7f998f5 fix(kernel): give every thread a pthread handle and keep mutex ownership consistent
- scePthreadSelf returned null on Linux and for threads not created by
  scePthreadCreate (including the main thread); such threads now get a
  lazily adopted, non-joinable handle
- scePthreadExit on Linux skipped FinishThread, losing the join value
- detached threads on Linux were never freed; use the reference count
  already used on Windows
- unlocking a recursive mutex from a non-owner was undefined behaviour;
  return SCE_KERNEL_ERROR_EPERM
- scePthreadCondTimedwait did not restore the mutex owner after waking,
  so another thread locking during the wait made the waiter's unlock
  fail with EPERM and left the mutex locked forever
- SCE_KERNEL_ERROR_ETIMEDOUT in Cond.cpp was 0x80020062 instead of 0x8002003C

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:38:59 +07:00
3rdparty feat(repo): add git submodules to 3rdparty 2026-09-11 15:51:24 +03:00
core fix(kernel): give every thread a pthread handle and keep mutex ownership consistent 2026-09-27 12:38:59 +07:00
docs docs(dev): add item about custom sce_module load to tech debt 2026-09-26 11:00:59 +03:00
.gitignore feat(agc): add timing logs for path after recompling 2026-09-23 22:11:41 +03:00
.gitmodules feat(repo): add git submodules to 3rdparty 2026-09-11 15:51:24 +03:00
CMakeLists.txt fix(build): configure bundled SDL2 without static executable linking 2026-09-26 11:15:16 +02:00
LICENSE initial commit 2026-08-03 20:02:52 +03:00
README.md docs(code): add en code style conventions 2026-09-25 14:56:13 +03:00

README.md

About

Tool for automatic executables porting to Linux and Windows.

Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.

Releases will be published after the first full successful launch of at least one game.

Status

Execution reaches _start, stack unwinding and exception handling tables are built, reaches main. Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.

The shader recompiler successfully produces validated via Spirv-Tools SPIR-V.

The real game reaches the logo, main menu, and gameplay with audio.

Technical debt of the project, code style conventions

Build

The relinker uses only the C++20 standard library and should build with any conforming compiler.

libc.prx implementations contain compiler-specific code. Linux builds work with GCC; on Windows, MinGW-w64 GCC 15.2.0 (winlibs-gcc15, x86_64-ucrt-posix-seh) is currently required.

The project targets maximum compiler portability. Support for additional compilers will be addressed after the first successful game launch.

Disclaimer

This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.

License

This project is licensed under the GNU General Public License version 2 only.