Rosetta runs AVX2, FMA, BMI1/2, F16C and MOVBE, but, unlike an Intel host, it has neither RDSEED, CLWB nor RDPID. --to-rosetta converts everything --to-intel does and lowers these three as well: - RDSEED becomes RDRAND (the /6 form of the same opcode), which also returns a random value and sets CF. - CLWB only writes a cache line back, so it becomes a NOP of the same length. - RDPID becomes a load of 0 through an optional stub: Rosetta's TSC_AUX is a constant, not a processor index, so every thread reports processor 0. A site with no movable instruction after it for the jump is kept. The flag implies --to-intel and conflicts with --windows. It is independent of --macos: it only changes what the conversion produces, so --macos alone leaves these instructions as they are, as on an Intel Mac, and a title for Rosetta is relinked with --macos --to-rosetta. Intel output is unchanged: the target is a parameter of the converter, Intel by default. |
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| 3rdparty | ||
| core | ||
| docs | ||
| tools | ||
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| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| 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.
Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing
Status
* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.
Dreaming Sarah (2D platformer) runs at a stable 60 fps on a GTX 1050 Ti / i5-7500 3.4GHz.
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).
Compatibility
See the game compatibility list for tested games and known issues.
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.