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OverkillLabs 855176796b pad: real implementations for extended pad info/lightbar/trigger NIDs
Replace NotImplemented stubs with real implementations for
scePadGetInfo, scePadDeviceClassGetExtendedInformation/ParseData,
scePadGetExtControllerInformation, scePadSetLightBar,
scePadResetLightBar, scePadResetOrientation,
scePadSetMotionSensorState, scePadGetTriggerEffectState,
scePadSetProcessPrivilege, and scePadSetParticularMode, wiring them to
the new Pad:: output/orientation API. None of these NIDs are touched
by upstream's existing keyboard/mouse binding work, so this is a
clean additive change.

scePadSetVibration, scePadSetVibrationMode, and scePadSetTriggerEffect
are also given real implementations here, even though they were not
named in the audit's NID list: they are the only guest entry points
for the Pad::SetVibration/SetVibrationMode/SetTriggerCommand plumbing
added in the previous commit, so leaving them NotImplemented would
make the rumble/adaptive-trigger machinery unreachable from any title.

Every other previously-NotImplemented NID in this file (scePadGetHandle,
scePadSetAngularVelocityDeadbandState, scePadSetTiltCorrectionState,
scePadSetVibrationTriggerEffectWeakWhileEmbeddedMicInUse) is left
exactly as upstream had it; scePadOpen_nid_postfix, scePadRead_nid_postfix,
and scePadReadState are untouched (upstream's APS5_INVALID_ARG_EX
throw-based error handling is kept as-is, not replaced with plain
error-code returns).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-28 13:43:07 +03:00
3rdparty feat(repo): add git submodules to 3rdparty 2026-09-11 15:51:24 +03:00
core pad: real implementations for extended pad info/lightbar/trigger NIDs 2026-09-28 13:43:07 +03:00
docs Merge pull request #54 from oneandonlydean/feat/extrq-register-form 2026-09-28 09:35:28 +03:00
.gitignore chore(gitignore): ignore build_tools/ secondary CMake tree 2026-09-25 16:27:49 -07:00
.gitmodules feat(repo): add git submodules to 3rdparty 2026-09-11 15:51:24 +03:00
CMakeLists.txt refactor(agc): make frame timing logs optional by cmake option 2026-09-28 10:51:29 +03:00
LICENSE initial commit 2026-08-03 20:02:52 +03:00
README.md feat(input): support SDL game controllers 2026-09-27 20:27:22 -05:00

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.

relinker --to-intel rewrites the Zen 2-only instructions a title may contain (EXTRQ, INSERTQ, MOVNTSS, MOVNTSD) at relink time, in place when an equal-length Intel encoding exists and otherwise through a jump to a generated stub section, so Intel hosts need no runtime emulation.

By default the relinker also converts the title's own sce_module/sce_modules prx files into guest modules that take priority at link time (they require eager binding). A title whose sce_module ships its own libc.prx, such as Demon's Souls (PPSA01342), is relinked with --skip-sce-module: its libc would replace the project's libc.prx (guest memory arena, heap, crash reporting) and imports kernel functions that are not implemented, so the executable fails to bind at startup.

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 SPIR-V, validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS.

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.

Input mapping

SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.

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.