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Tool for automatic PS5 executables porting to Linux and Windows - Main Work is all for Wolverine

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About

Tool for automatic executables porting to Linux and Windows.

The relinker-only build runs on macOS, including Apple silicon.

THIS FORK HAS A GDEFLATECOMPRESSOR SO YOU CAN COMPRESS YOUR FILES DOWN TO 105GB!!

The compressor is gdefpack (tools/gdefpack). It is built with the rest of the project on Windows, or on its own:

cmake -S tools/gdefpack -B build-gdefpack -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-gdefpack

Run it on a game folder (files in the folder itself, not subfolders):

gdefpack [--level N] [--min-saving P] [--threads T] <file or folder>...

Each file is compressed into a GDEF container, decoded again and compared with the original before it replaces it, so a failure keeps the original. Files that shrink by less than --min-saving percent (default 5, e.g. videos) are left as they are. Compressed files are read transparently by the emulator. gdefpack --verify <packed> <original> checks a packed file against an untouched copy.

Web converter - files stay on your device.

anyps5_collage1

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.

Discord, Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing

Status

libraries shaders

progress map

Progress history

* 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.

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

Per-game progress (stage reached, open blockers, libraries and GPU coverage) is tracked on the blocker map, a community project built from public GitHub data (source). Test reports go in the Game bring-up discussions, one thread per title.

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.

About

Tool for automatic PS5 executables porting to Linux and Windows - Main Work is all for Wolverine

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