PS5 titles pass a 0x230-byte SceAvPlayerInitDataEx: auto start is the byte after debug_level at 0x74, nine 0x30-byte thread parameter blocks fill 0x78-0x228 and the output video frame buffer count is at 0x228. sceAvPlayerInitEx read both fields at their PS4 offsets: auto start at 0xa8 is the video decoder thread priority and the buffer count at 0xa4 lies in the audio decoder block. PPSA25063 (Poppy Playtime: Chapter 4) sets every thread priority to 700, so its intro video started on its own and stopped at once; it writes auto start 0 and starts playback itself. With this_size 0x230 or more both fields are read at the PS5 offsets; smaller structures are read as before. The layout follows KytyPS5, prosper, SharpProspero and sharpemu and is recorded in TechnicalDebt. guest_avplayer builds a 0x230-byte structure with auto start 0 and nonzero thread parameters, then with auto start 1, and checks when playback starts and how many video buffers are allocated. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| core | ||
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| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
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| 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.