Feat/sce module load The game can expect its modified prx from the `sce_module`/`sce_modules` folder. The relinker now converts PRX files from sce_module to `dll`/`so` format with `.guest.prx` postfix. During linking, libraries from `sce_module` are given priority. If a library from `sce_module` fails to import a symbol or contains a syscall, an exception will be thrown. This made it possible to remove the GuestLocale formats that were customized for specific guests. Launched apps now use their own PRX files from the `sce_module` folder. Locale handling functions now use `std::locale`. Added a lot of posix functions to `libkernel` (they are thin wrappers and do what the existing non-posix versions do) |
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| 3rdparty | ||
| core | ||
| docs | ||
| .gitignore | ||
| .gitmodules | ||
| 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.
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.