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Delarosafams · porting station

AnyPS5 PS5 executables relinked into native Linux, Windows and macOS binaries — no emulation, no second runtime process.

live build

The relinker converts an executable into the host system's own binary format and links it against rebuilt PS5 system libraries. Bundle the title's own modules, drop the built libraries beside the output, and the title runs as a normal program on this box.

System libraries
85.81%
2,903 of 3,383 functions
Shader recompiler
100%
1,166 of 1,166 opcodes
Built from
4be9c2551
upstream main · 2026-10-12
Build target
x86-64
minig9-03 · 2026-10-11

Downloads

relinker Linux x86-64, statically linked · 3.8 MB GET → prx system libraries 244 modules · 167.6 MB · unpacks to libs/ GET → usage & build docs Relinker usage, input mapping, compatibility list, architecture notes · 128.9 KB GET → SHA256SUMS Checksums for everything above GET →
relinker sha256 cf2de6e81a778b107d382e48ee3b2ca1c3addad20a1ba41aef8bb41a62dfbba4
libs sha256 918c48f8a544573dcf35c7d9d6147d43ba79f09ad84ab2782cd4c849a1f5269e

Three steps to a running title

Relink the executable

Point it at the executable and, beside it in sce_module/, the title's own bundled modules. You supply the title; this station only ships the tooling.

# Linux output (default)
./relinker source/input.elf app.elf

# Windows, and the cross-format switches
./relinker --windows source/input.elf app.exe
./relinker --macos  --to-rosetta source/input.elf eboot

Unpack the system libraries beside it

The runtime layout is relative to the output binary: libs/*.prx for AnyPS5's rebuilt system libraries, app0/ for the title's resources and converted modules.

tar -xzf anyps5-libs-linux-x86_64.tar.gz   # creates ./libs/*.prx

Run it

First Vulkan 1.1 device with graphics, compute and presentation wins; override with ANYPS5_GPU. Unsupported states throw and print to stderr rather than limping on.

chmod +x app.elf && ./app.elf

Built for this hardware

The station builds for x86-64 and was built here on an RTX 5090 box running the NVIDIA proprietary driver, so the dma-buf import path that needs /dev/udmabuf does not apply to it.

  • x86-64 host with a Vulkan 1.1 GPU and a 64-bit driver.
  • Non-NVIDIA drivers: the running user needs read/write access to /dev/udmabuf (add them to the kvm group), or those ranges are copied instead of imported.
  • Titles that open the console font sets need files in anyps5-fonts/ beside the binary; openly licensed substitutes are picked up if present.
  • Console language: ANYPS5_LANGUAGE (31 codes, English (US) by default).
  • Direct memory per title runs to 13,824 MiB — on Windows the commit limit must cover it in full when the title asks for it.
Interoperability, research and preservation only. No games, firmware, keys or system modules are distributed here — you bring your own legally obtained executable, and no emulation layer or original PS5 module is used.

Live porting progress

The dashboard is generated from the same source tree this build came from, so the percentages above always describe the binaries in /downloads/. It is a page of its own — open it for the per-module breakdown.

Open the progress dashboard → (system libraries per module, shader opcodes, raw numbers as JSON)

Compatibility, as upstream reports it

TitlePS5 IDLinuxWindowsNotes
Dreaming SarahPPSA02929 In game, playableIn game, playable 60 fps on a GTX 1050 Ti / i5-7500, 36 fps on Intel HD 620.
DOOM Shareware (homebrew)PPSA99666 E1M1, software VulkanIn game, later maps lowbit/ps5-doom v1.1.1: audio, save/load and level select verified on Windows; Linux verified on Mesa llvmpipe with no hardware GPU.

The upstream list is the authority: docs/user/COMPATIBILITY.md. Linux on a hardware GPU is the one combination upstream has not verified.

Upstream

AnyPS5 is GPL-2.0-only, by the upstream project. Everything here is built unmodified from 4be9c2551 on main; the docs above are the project's own.