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devilismyfriend 91557ebade feat(audio): AudioOut2 SDL output queue, ATRAC9 decoder in libSceAjm.native
- AudioOut2: one SDL device per context; the hardware grain queue level
  is derived from the SDL queued bytes so the title's poll-and-push loop
  runs at real time; ports are mixed per push with 7.1 folded to stereo.
- libSceAjm.native: instance and batch APIs; ATRAC9 decoding with
  variable-size frames inside superframes, padding, gapless parameters
  and handle re-creation on re-initialisation.
- AudioOut v1: sceAudioOutOutput(handle, NULL) drains instead of
  throwing.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0177gthrWEBBfBu5xJDXgBfo
2026-09-25 16:27:49 -07:00
3rdparty feat(repo): add git submodules to 3rdparty 2026-09-11 15:51:24 +03:00
core feat(audio): AudioOut2 SDL output queue, ATRAC9 decoder in libSceAjm.native 2026-09-25 16:27:49 -07:00
docs docs(md): add commits and images info to conventions 2026-09-25 15:08:10 +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): register relinker tests with CTest 2026-09-25 05:27:19 +10:00
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.