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.
Execution reaches _start, stack unwinding and exception handling tables are built. All unimplemented functions throw std::runtime_error. what() is printed to stderr and the process terminates.
Audio output and video output initialization pass.
Reaches the main function with render loop (deep call chain, ~64KB stack frame function) - init and shader loading from disk fully complete.
A standalone SPIR-V triangle test passes GPU readback checks and presents a frame through the libSceAgcDriver. The first application draw passes driver state validation and reaches shader recompilation. Application shader execution remains unverified without completed recompiler.
Now: ShaderRecompiler::Recompile: SpirvEmitter::Emit not implemented.
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 (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.
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.
This project is licensed under the GNU General Public License version 2 only.