- 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> |
||
|---|---|---|
| 3rdparty | ||
| core | ||
| docs | ||
| .gitignore | ||
| .gitmodules | ||
| CMakeLists.txt | ||
| LICENSE | ||
| README.md | ||
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.