fix: support SDK startup, linear framebuffers and indexed draws Fix SDK startup with an empty allocator replacement table, add linear framebuffer presentation through the current presentation path, and implement explicit indexed draws with packet validation. Retain buffer-address regression coverage for the correction already upstream, and restrict the POSIX exception-runtime test to Unix so Windows test builds succeed. Also fix two issues reproduced after rebasing: render-target format lookup probed unsupported formats by repeatedly throwing exceptions, costing about 78 ms per draw; the lookup now searches supported entries directly. Recorder buffers now use Windows FLS cleanup to avoid MinGW freeing emulated TLS storage before running their destructors. Cross-DLL tests check independent values and destruction on standard and native Windows threads. |
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| CMakeLists.txt | ||
| 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.
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.
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.