The entry stubs called the title's entry with rbp left as the process started it (0 on Linux) or as a loop counter left it (0 on Windows). The title's start code pushes rbp, so the frame-pointer chain of its main thread ended in a null frame pointer. Unreal Engine walks that chain to capture call stacks (for an ensure, for example) and reads the return address at [rbp + 8], so the walk read address 8 and crashed. Both stubs now push a zero frame record (saved rbp 0, return address 0) and point rbp at it before the call, so frame-pointer walks stop at the entry. The Linux stub pushes it below the aligned stack pointer, keeping the 16-byte alignment at the call. The Windows stub writes it into free slots of its own frame at rsp+0x40. PPSA15657 crashed in its stack walk at the title screen in about half of its runs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0134RWCyiyydJBbfKz8g9Bwe |
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| core | ||
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| tools | ||
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| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
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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.