Importing guest memory collected the write watch over the whole import, which write-protected every page of it, so pages nothing had collected yet took a write fault on their first CPU write. The import now collects only the parts a collect already protects (GuestWriteWatchCollectArmed). The rest stays unprotected until something collects it, which reports it as written; a GPU write recorded into such memory (MarkWritten) first collects the never-collected parts of its 64 KiB blocks (GuestWriteWatchCollectFresh), so that report is older than the GPU's results and does not read as a CPU write over them. Those pages are stamped as written and their CPU pages are noted, but the block's CPU stamp is left alone, so a GPU label record or a pending storage image elsewhere in the block does not see a CPU write. StoredOver and UnchangedSinceCollected read the noted pages whenever a block has them, so a store to such a page is still seen by a check over that page. The extra generation step happens only when something was collected; a block whose write protection fails is unwatched and the write returns no generation. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| core | ||
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| 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.