AnyPS5/docs/user/USAGE.md

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Relinker usage

Online relinker - files stay on your device.

Input and conversion

Use a clean ELF executable. Place its bundled ELF modules in sce_module/, sce_modules/, or prx/ beside the input executable, or under the parent directory selected with --sce-module-path <path>. The option accepts absolute paths and paths relative to the current working directory; do not include the sce_module directory itself. Only files directly inside the module directories are processed. A bundled module in a SELF container is an error, as the executable is. prx/ can coexist with either sce_module/ or sce_modules/. Both sce_module/ and sce_modules/ present, or all three absent, is an error.

source/
    input.elf
    sce_module/
        <bundled ELF modules>
relinker [options] <input.elf> <output>

Linux output:

relinker source/input.elf app.elf

Windows output:

relinker --windows source/input.elf app.exe

macOS output (x86-64 Mach-O, which runs under Rosetta on Apple silicon):

relinker --macos source/input.elf eboot

Add --to-intel for Intel hosts, or --to-rosetta for Rosetta; a title that runs under Rosetta on Apple silicon is relinked with --macos --to-rosetta. --to-intel rewrites AMD-specific instructions found in the executable and bundled modules; it cannot translate AMD-specific instructions generated by a title at runtime, so such titles require an AMD host. The output format defaults to Linux ELF regardless of the filename; .exe alone does not select Windows.

The executable, registry, Windows import diagnostics, icon and desktop entry output files must not refer to the input executable or a bundled module being converted, including through a hard link or symbolic link. These collisions fail before any output is written. An existing output file can be replaced if it is separate from those inputs.

Options

All switches are disabled by default. unused-filter defaults to 0; --rpath defaults to $ORIGIN/libs.

Option Effect
--windows Produce a Windows PE executable.
--macos Produce an x86-64 Mach-O executable, with bundled modules as Mach-O libraries in app0/sce_module. Conflicts with --windows.
--windows-diagnostics Include startup dependency diagnostics. Requires --windows.
--windows-gui Select the Windows GUI subsystem instead of the console subsystem. Requires --windows.
--to-intel Convert supported AMD-only instructions in the executable and bundled modules. Unsupported instructions or unreachable conversion stubs cause an error.
--to-rosetta Convert as --to-intel does and also lower what Rosetta lacks: RDSEED becomes RDRAND, CLWB a NOP, and RDPID returns processor 0. Implies --to-intel. Independent of --macos: --macos alone leaves these instructions as they are. Conflicts with --windows.
unused-filter=0 Keep all imported NID references.
unused-filter=1 Filter unused non-PLT imports using control-flow and GOT access analysis, treating address-taken code as reachable; preserve PLT imports.
unused-filter=2 Apply strict unused-import analysis and compact the PLT. Unsupported analysis cases cause an error.
--registry Write <output-stem>.registry.json beside the output executable, and <output-stem>.<module>.registry.json for each converted bundled module.
--rpath <path> Set the system library search path. Quote $ORIGIN to prevent shell expansion, for example --rpath '$ORIGIN/libs' in Bash or PowerShell. Linux guest modules require an absolute path or a path beginning with $ORIGIN. Windows requires a nonempty ASCII path and supports $ORIGIN as the executable directory.
--autorun Run the output after conversion, print its exit code, and wait for Enter. Adds executable permissions for Linux output. Requires the target OS and prepared runtime layout.
--sce-module-path <path> Parent of the module directories, not the module directory itself. Default: input ELF parent; relative input paths resolve from the process working directory. Explicit absolute path: used directly. Explicit relative path (including . and ..): relative to the process working directory. Output path has no effect. Requires one nonempty value; repeats, nonexistent or nondirectory paths, access failures, and combination with --skip-sce-module are errors.
--module-dir <dir> Relink the ELF modules of a directory under the module parent directory, besides sce_module/sce_modules/prx; outputs keep the relative path. A module the executable or another module needs is initialized at startup, any other when the title loads it with sceKernelLoadStartModule, with its start arguments (for example Unity plugins in Media/Plugins). Repeatable; . is the parent itself, without the input ELF. Conflicts with --skip-sce-module.
--executable <path> Also convert another executable of the title, which it starts with sceSystemServiceLoadExec; the path is relative to the module parent directory, for example picker/picker.bin. It is written beside the output, named after the path with / replaced by . and given the output's extension (picker.picker.bin.exe), and uses the same libs/, app0/ and guest modules. It is an error if a guest module converts differently for it. Repeatable. Conflicts with --skip-sce-module.
--skip-sce-module Deprecated. Disable bundled module processing and module directory checks. Conflicts with explicit --sce-module-path.
--exclude-sce-module <file> Deprecated. Exclude a bundled module by exact filename, not path. Repeat for multiple files; a missing filename is an error. Conflicts with --skip-sce-module.
--skip-syscall-check Deprecated. Disable syscall scanning in the executable and bundled modules.
--trap-sdk-syscall-stubs Replace the exact ps5-payload-dev generic and numbered syscall wrapper stubs and the recognized inline mmap/mprotect sequences from SDK libc/mman.c with UD2, so unused wrappers do not block relinking. Other syscall instructions still cause an error. If a trapped wrapper runs, it raises an illegal-instruction exception. For debugging only.
--lazy-binding Deprecated. Enable lazy symbol binding instead of eager binding. Incompatible with bundled ELF modules.

Specify unused-filter=0|1|2 without --, at most once. Unknown options and extra positional arguments are errors. There is no --help flag; invoking relinker without arguments prints the usage syntax and exits with an error.

The --skip-sce-module, --exclude-sce-module <file>, --skip-syscall-check, and --lazy-binding flags are deprecated. If the application runs with these flags enabled, it will be extremely unstable and unsuitable for general use. These flags are only for debugging.

--trap-sdk-syscall-stubs is also for debugging. It preserves a runtime failure if a syscall wrapper is called; it does not implement FreeBSD syscalls or make these applications generally safe to run.

Runtime layout

Paths are relative to the output executable:

app.elf (Linux) or app.exe (Windows)
libs/
    *.prx
app0/
    <app resources>
    sce_module/
        <converted modules>

Use sce_modules/ or prx/ instead of sce_module/ if that is the input directory name. Relinker preserves each module's directory under app0/ and prints its exact path. Place app resources in app0/ separately. Copy the built system libraries from build/core/libs/libs/*.prx into libs/; use libraries built for the target OS. A custom --rpath changes the system library location.

Use the generated files printed as Guest module: for bundled title modules. libs/ is for AnyPS5 system libraries, not the original PS5 .prx files. Placing an original PS5 module in libs/ on Windows makes Windows try to load it as a DLL and can fail with error 193 (not a valid Win32 application).

On Windows, a self-built libs/ also needs libgcc_s_seh-1.dll, libstdc++-6.dll and libwinpthread-1.dll from the mingw64/bin directory of the toolchain that built the libraries; the release archives already contain them. The libraries are loaded without searching PATH, so a copy elsewhere on the system is not used, and a library that needs one of them fails with error 126 (the specified module could not be found) although its .prx file is present.

On Windows, direct memory (sceKernelAllocateDirectMemory, up to 13824 MiB per title) is committed in full when the title allocates it, not when its pages are first used. The system commit limit (installed memory plus page file size, the second value of Committed in Task Manager) must cover it together with all other committed memory. Otherwise the allocation throws create direct memory backing of 0x<n> bytes (<m> MiB) with the Windows error; enlarge the page file or close other applications.

On Linux, when the Vulkan driver imports dma-buf memory (not the NVIDIA proprietary driver), shared direct memory is imported through /dev/udmabuf, and the user who runs the game needs read-write access to it. Many distributions create it as root:kvm with mode 0660: add the user to the kvm group and log in again (an ACL such as setfacl -m u:$USER:rw /dev/udmabuf lasts until the next reboot). Without access, startup prints [gpu] open /dev/udmabuf: Permission denied, these ranges are copied instead of imported, and GPU stores to them through FLAT/GLOBAL addresses fail with BDA access failed. Ranges above udmabuf's size_limit_mb (64 MiB by default) are copied as well.

Linux:

chmod +x app.elf
./app.elf

Windows PowerShell:

.\app.exe

Controller input for test runs

Set APS5_PAD_INPUT_FILE to an absolute path before launching the application to enable controller pulses from a local command file. Once the application is reading controller input, send a button with the helper from the repository root:

APS5_PAD_INPUT_FILE=/tmp/anyps5-pad ./app.elf
python3 tools/pad_input.py /tmp/anyps5-pad cross
python3 tools/pad_input.py /tmp/anyps5-pad down --hold-ms 500
python3 tools/pad_input.py /tmp/anyps5-pad release
python3 tools/pad_input.py /tmp/anyps5-pad release --left-stick 128 0 --hold-ms 2000
python3 tools/pad_input.py /tmp/anyps5-pad cross --left-stick 255 128 --right-stick 0 128

Run the helper in a second terminal. Commands are polled at most every 100 ms during controller reads, and their buttons add to physical controller input. A press lasts 300 ms by default, starting when the application reads it, and releases automatically; --hold-ms accepts 1–5000 ms. --left-stick X Y and --right-stick X Y hold the sticks for the same time: each axis is 0-255, 128 is the centre, X grows to the right and Y grows downward. While such a command is active both sticks come from it instead of the physical controller, and a stick that was not named stays centred. Wait for the application to observe a release before sending another press. The file holds only the latest command; rapid commands can replace one another. Commands left over when the application first reads the controller are ignored. Without the environment variable, file input is disabled.

System fonts

Games that open the console's system font sets (sceFontOpenFontSet) need font files in an anyps5-fonts/ directory beside the output executable; set ANYPS5_SYSTEM_FONTS to use another directory. Files dumped from the console are used under their own names (SST-Roman.otf, SST-Bold.otf, SSTJpPro-Regular.otf, ...). Without them, these openly licensed substitutes are used when present: NotoSans-{Light,Regular,Medium,Bold}.ttf and NotoSans-{LightItalic,Italic,MediumItalic,BoldItalic}.ttf (Latin and Vietnamese), NotoSansMono-{Light,Regular,Medium,Bold}.ttf (typewriter), NotoSansThai-{Light,Regular,Medium,Bold}.ttf (Thai) and NotoSansCJK-{Light,Regular,Medium,Bold}.ttc (Japanese and Chinese). Without either, opening a system font set fails and the game shows no text in those fonts.

Console language

Games ask for the console's language with sceSystemServiceParamGetInt and show their text in it when they have it. It is English (United States) unless ANYPS5_LANGUAGE is set to another console language number: 0 Japanese, 1 English (United States), 2 French, 3 Spanish, 4 German, 5 Italian, 6 Dutch, 7 Portuguese (Portugal), 8 Russian, 9 Korean, 10 Chinese (Traditional), 11 Chinese (Simplified), 12 Finnish, 13 Swedish, 14 Danish, 15 Norwegian, 16 Polish, 17 Portuguese (Brazil), 18 English (United Kingdom), 19 Turkish, 20 Spanish (Latin America), 21 Arabic, 22 French (Canada), 23 Czech, 24 Hungarian, 25 Greek, 26 Romanian, 27 Thai, 28 Vietnamese, 29 Indonesian, 30 Ukrainian. For example, ANYPS5_LANGUAGE=21 selects Arabic. An empty value is the same as an unset one; any other value stops the game at its first language query with an error that names the variable.

GPU selection

The game runs on the first Vulkan 1.1 device with graphics and compute queues and swapchain presentation, preferring a discrete GPU over an integrated one. Set ANYPS5_GPU to a part of a device name, compared without regard to case, to run on another device; the names are printed at start-up in the Physical device candidate lines. When no usable device contains the text, the start fails and the error lists the device names.

The window presents with vertical sync (fifo). Set ANYPS5_PRESENT_MODE to fifo_latest_ready, mailbox or immediate to keep the game from waiting for the display: fifo_latest_ready and mailbox still show whole frames at the display's refresh and drop the ones in between, immediate presents at once and can tear. The start fails on any other value and when the surface does not offer the mode (fifo_latest_ready needs VK_KHR_present_mode_fifo_latest_ready or its EXT form). Flips stay paced at 59.94 Hz in every mode. A Wayland compositor can stop delivering frames to a window it does not show, for example one on another workspace: on Hyprland with the NVIDIA driver a fifo swapchain then presents about once per second, while fifo_latest_ready and immediate keep the game at its normal rate.

On Windows, the OpenCL, OpenGL, and Vulkan Compatibility Pack can install Mesa Dozen, which exposes D3D12 devices through Vulkan. Some D3D12 drivers can crash while the Vulkan loader enumerates adapters, even when AnyPS5 would select a native Vulkan device. If this happens and the system has another Vulkan driver, disable Dozen for the current PowerShell session before launching AnyPS5:

$env:VK_LOADER_DRIVERS_DISABLE = '*dzn*'
.\app.exe

Do not disable Dozen if it is the only Vulkan driver available; the application would have no device to use. VK_LOADER_DRIVERS_DISABLE matches Vulkan driver manifest filenames and requires a Vulkan loader built with headers 1.3.234 or later (loader documentation).

Storing GPU results at each flip

GPU results in storage images and render targets stay on the GPU until something reads their memory. A title that frees such an image after waiting for its GPU work and reuses the memory can have its new data overwritten when the results are stored later (TechnicalDebt). APS5_STORE_AT_FLIP=1 stores every pending result when a display buffer is flipped, at the cost of one write-back per pending image and frame. Any other value stops the title at its first flip.

Exit codes

0: conversion succeeded. 1: invalid arguments. 2: conversion failed; the error is printed to stderr. With --autorun, successful conversion returns the launched application's exit code.

Import audit

tools/import_audit.py lists the system functions a converted game imports and whether the built libraries provide them, before the game is launched. It needs Python 3 and nothing else.

relinker --registry source/input.elf app.elf
python3 tools/import_audit.py app.registry.json app.libc.prx.guest.prx.registry.json --libs build/core/libs/libs --modules source/sce_module

--registry writes app.registry.json for the executable and one app.<module>.registry.json for each converted bundled module; pass all of them. --libs is the directory the libs target fills (build instructions); the exports are read from the built .prx files, so the result matches what the loader finds. Imports are counted once per NID and library, and every reference lands in exactly one class:

Class Meaning
implemented A built library exports the NID and its function is not a throwing stub.
stub Exported, but the whole function calls NotImplemented_nid_no_patch: the game loads and throws when it calls it.
absent No built library exports the NID: the loader fails.
module The import names a file found in --modules (the title's own library); its exports are not checked.

The report also lists needed libraries that have no file in --libs or --modules, and imports exported only by a library other than the one they name; those resolve on Linux and can fail on Windows.

Option Effect
--libs <dir> Built .prx directory. Required; repeat for several.
--modules <dir> Directory of the title's own modules; repeat for several.
--source <dir> core/libs/prx tree that is searched for throwing stubs. Defaults to this repository's.
--names <file> NID and name per line, as in aerolib.csv from tools/nid_names.py; names the absent imports. Never downloaded; a name that does not hash to its NID is marked.
--json <file> Full result, stamped with the repository's commit and whether its tree was modified.

Exit codes: 0 nothing blocks loading, 1 there are absent imports or needed libraries without a file, 2 an input could not be read; the message names the file and the value.

A module registry lists nid, library and targetOffset for each relocation against a function that no other bundled module exports, without the # suffix of the executable's NIDs.