The Windows TLS rewriter only patches instructions that CodeInstructionCollector finds: symbol and unwind function ranges, plus the code their branches, relocated pointers and initializers reach. A fixed-address executable (ET_SCE_EXEC) has no relocations for function pointers held in data, such as vtables or a thread entry loaded with LEA, and its unwind tables need not cover every function. TLS accesses in that code stayed `mov reg, fs:[0]`, which reads address 0 on Windows. PPSA16064 (Minecraft Dungeons II, Unreal Engine) has 3689 such loads in its executable segment; 478 were left unpatched, and its worker threads faulted on their first TLS access at start-up. The collector now also sweeps each executable segment linearly from the first address that int3 padding precedes on a 16-byte boundary, and adds every FS-prefixed instruction with an absolute disp32 operand as a root. The sweep resynchronizes at the next padded 16-byte boundary when an instruction does not decode, crosses such a boundary or starts with two zero bytes, so zero-filled or undecodable bytes are not read as code. The rewriter's own checks still decide which forms it can patch. With this, all 3689 loads in PPSA16064 are patched. New cases in tls_function_coverage: a padded function nothing references is patched, and the same load behind zero fill after padding is left unchanged. |
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| 3rdparty | ||
| core | ||
| docs | ||
| 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, 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.