AnyPS5 setup: download, convert and prepare the runtime

Follow AnyPS5 setup with matched v0.1.2 downloads, clean ELF inputs, Windows and Linux commands, runtime folders, controls and source-build steps.

Follow the release setup

Follow the v0.1.2 steps for Windows or Linux.

v0.1.2

Checks are kept until you leave this page.

Step 1: Get matched release files

Start with v0.1.2 assets for Windows. Keep the relinker and the target-system libraries from the same release.

Official v0.1.2 release assets ↗

For another route, read the AnyPS5 web converter guide or the AnyPS5 setup instructions for source builds.

Set up AnyPS5 by converting the game's executable and modules, then arranging the libraries and resources it will load. Keeping those parts separate makes a failed launch easier to investigate.

This AnyPS5 setup walkthrough uses the official v0.1.2 files and usage instructions to prepare Windows or Linux output.

Before you begin

Have these ready:

  • A clean, decrypted ELF executable and its accompanying modules and resources, with the rights and permissions needed to use them. An encrypted package or SELF/fSELF container is not a ready conversion input.
  • A matched relinker and target-system library package from AnyPS5 GitHub.
  • The environment checks in AnyPS5 requirements, including Vulkan device support and the relevant CPU instructions.
  • The title ID, content version and build from AnyPS5 games, if you are following a reported result. Keep any special arguments or patch conditions beside the instructions.

Step 1: Download matching release files

Open the official v0.1.2 release and choose a relinker and library archive for the target system:

Target Relinker Library package
Windows relinker-v0.1.2.exe prx-windows-v0.1.2.zip
Linux relinker-v0.1.2 prx-linux-v0.1.2.tar.gz

The packages are also offered in the other archive format. Extract the library archive and keep its contents for Step 4. The Windows package includes libgcc_s_seh-1.dll, libstdc++-6.dll and libwinpthread-1.dll alongside the replacement libraries.

Step 2: Arrange the conversion inputs

A simple working directory looks like this:

text
source/
    input.elf
    sce_module/
        bundled-module.prx

The ELF can have another filename, such as eboot.bin; its contents determine whether it is a suitable input. Use the module directory supplied with your files, rather than renaming every game to fit this example.

The relinker recognizes sce_module/, sce_modules/ and prx/. prx/ can coexist with either of the other names. Having both sce_module/ and sce_modules/, or having none of the three, is an error. Only files directly inside those directories are scanned.

For modules elsewhere, --sce-module-path <path> selects their parent directory, using an absolute path or one relative to your working directory. Additional module folders can need repeatable --module-dir arguments; follow the title's documented command rather than assuming the standard folders cover every game.

Step 3: Run the relinker

Open a terminal in the directory containing the relinker. These examples use the input layout above and write the result beside the tool.

Windows PowerShell

powershell
.\relinker-v0.1.2.exe --windows source\input.elf app.exe

Keep --windows: naming the output app.exe alone still produces the default Linux ELF format.

Linux

bash
chmod +x relinker-v0.1.2
./relinker-v0.1.2 source/input.elf app.elf

Intel-host conversion

Add --to-intel when following the documented Intel-host route:

powershell
.\relinker-v0.1.2.exe --windows --to-intel source\input.elf app.exe

This rewrites supported AMD-specific instructions found in the executable and bundled modules. It cannot handle AMD-specific instructions generated by the game at runtime. If conversion stops, retain the first error before moving files or changing the build.

Step 4: Assemble the runtime folder

Keep the converted executable, target-system replacement libraries and game resources in these separate locations:

text
game_directory/
    app.exe                    # app.elf for Linux
    libs/
        libkernel.prx
        libScePad.prx
        ...                    # Matching AnyPS5 system libraries
        libgcc_s_seh-1.dll      # Windows package only
        libstdc++-6.dll
        libwinpthread-1.dll
    app0/
        sce_module/
            bundled-module.prx # Converted module, not the original console file
        ...                    # The game's resources

The relinker prints each converted module's exact path as Guest module:. Use those generated files and preserve their directory names: an input sce_modules/ or prx/ remains under that name inside app0/. Copy the game's resources separately, retaining their relative paths.

libs/ is for AnyPS5 libraries built for the output OS. Original console .prx modules do not belong there. On Windows, the three MinGW DLLs also belong in libs/; changing an unrelated PATH entry does not replace a missing runtime file in that directory.

Launch from the assembled folder:

powershell
.\app.exe

Or, on Linux:

bash
chmod +x app.elf
./app.elf

If the title opens console system font sets, it may also need anyps5-fonts/ beside the executable, or a directory selected with ANYPS5_SYSTEM_FONTS. The usage guide lists original font filenames and supported open Noto substitutes; ordinary game resources in app0/ do not replace those system font sets.

Step 5: Check controls

The v0.1.2 input guide describes SDL-mapped controllers and the built-in keyboard/mouse bindings. The first recognized controller is used. Xbox A/B/X/Y map to Cross/Circle/Square/Triangle, with analog sticks and triggers passed through. PlayStation touchpad clicks are forwarded; finger touch coordinates are not implemented.

To change keyboard or mouse bindings, create anyps5-input.ini beside the generated executable, for example:

ini
Cross = KEY:Space
Options = KEY:Return

Set ANYPS5_INPUT_CONFIG for a file elsewhere. Omitted actions retain their defaults, and these overrides do not change controller bindings. An invalid line reports its file and line number and stops input initialization, so check that error before diagnosing the controller itself.

Optional: build the complete project from source

Use this route when you need a recorded commit or want to work on the runtime. Install the supported compiler and dependencies from AnyPS5 requirements, then follow the versioned build guide:

bash
git clone https://github.com/boykopovar/AnyPS5.git
cd AnyPS5
git checkout v0.1.2
git submodule update --init --recursive
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=gcc -DCMAKE_CXX_COMPILER=g++
cmake --build build --parallel
cmake --build build --target libs --parallel

For a different result, check out its recorded revision instead of v0.1.2, including any separately documented patches. Copy the target libraries from build/core/libs/libs/. Building only the relinker does not produce those libraries; rebuilding only the executable after a library change leaves the old runtime in use.

Make the first run useful

Record whether the attempt stops during conversion, library loading, logos, menus or gameplay. Note the first error and any special route used to enter a level.

Work through AnyPS5 troubleshooting if it stops. For a browser-based conversion option, read AnyPS5 web converter, including its separate input and save limits.

Next stepsOpen AnyPS5 troubleshootingBrowse AnyPS5 games

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