Build, convert, then run.
Start with the upstream toolchain. Keep conversion and runtime setup as separate steps.
01 · Check the build requirements
The checked full-build documentation lists x86-64, Git, CMake 3.22.1 or newer, Ninja, and a C++20 toolchain. Linux uses GCC/G++, binutils, and X11/Xext development headers for SDL’s X11 backend. The Windows instructions specify MinGW-w64 GCC 15.2.0 from the exact WinLibs release linked upstream.
Use the upstream’s platform notes rather than substituting an arbitrary compiler. A relinker-only build does not include the system libraries required to run a title.
02 · Build the tool and its libraries
git clone --recurse-submodules https://github.com/boykopovar/AnyPS5.git
cd AnyPS5
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 --parallelThe explicit libs build matters: the ordinary build does not produce these libraries. The documented output is build/core/libs/libs.
03 · Prepare the input and convert it
Use a clean ELF executable and its bundled ELF modules. A SELF container is rejected. Keep the output separate from all input files.
source/
input.elf
sce_module/
<bundled ELF modules>With relinker available in your shell, choose the target explicitly:
relinker source/input.elf app.elf
relinker --windows source/input.elf app.exeThe filename extension does not choose the output platform.
04 · Arrange the runtime files
app.elf (Linux) or app.exe (Windows)
libs/
<AnyPS5 system libraries built for the target OS>
app0/
<application resources>
sce_module/
<converted bundled modules>Use the module output paths printed by the relinker. Application resources belong in app0/. Original console modules are not substitutes for the built system libraries.
05 · Launch from a terminal
Linux
chmod +x app.elf
./app.elfWindows PowerShell
.\app.exeKeep the terminal’s error output if startup fails. Continue with the failure-stage guide.
What about macOS?
The checked usage document includes macOS output and Rosetta options, while the build document still contains narrower runtime statements. We have not reconciled or tested full macOS game execution. Treat it as unverified and consult the current upstream documentation.