Games / How to use
How to use AnyPS5
From a game you dumped from your own PS5 to a program you can double-click on Windows or run on Linux. Five steps, with a command builder that fills in the exact command for you.
Set your expectations first: AnyPS5 is a command-line tool for people comfortable with a terminal, and most games still stop somewhere. Check your game's page before spending an evening on it. If it is not listed, nobody has reported trying it yet.
1. What you need
- A decrypted dump of a PS5 game you own: its main executable (usually
eboot.bin, as a plain ELF file) and the folder of modules that ships with it (sce_module/). AnyPS5 cannot open encrypted files straight off a disc or the store, and the project does not explain dumping. - A 64-bit Windows or Linux PC with a Vulkan 1.1 graphics card. Details on the requirements page.
- The AnyPS5 files from GitHub (next step). Nothing else needs installing to run a converted game.
2. Download from GitHub, and only from GitHub
The only official download is the project's releases page. Release v0.1.1 (28 September 2026) has:
| File | What it is | You need it on |
|---|---|---|
relinker-v0.1.1.exe | The converter, Windows build | Windows |
relinker-v0.1.1 | The converter, Linux build | Linux |
prx-windows-v0.1.1.zip | AnyPS5's replacement PS5 system libraries for Windows (plus the three MinGW DLLs they need) | Windows |
prx-linux-v0.1.1.zip / .tar.gz | The same libraries for Linux | Linux |
That release is older than most of the progress on the game pages. Testers who get further build the current code themselves (see building from source below), often with extra pull requests on top; each game page says when that was the case.
Anything else calling itself an "AnyPS5 download", installer or "AnyPS5.exe" is not the project. Look-alike repositories have appeared, such as one under an account named Any-PS5 advertising a "v0.1.2" the project never released (checked 11 October 2026). The real one is github.com/boykopovar/AnyPS5. AnyPS5 never ships games, BIOS, firmware or keys, so any download that includes them is fake.
3. Convert the game
Put the game's executable and its module folder side by side:
source/ eboot.elf <- the game's main executable (ELF) sce_module/ <- the modules that came with the game
Then run the relinker on it. Fill in the form and copy the result:
Then arrange the folder like this
The relinker prints the converted modules as Guest module: lines and tells you exactly where it put them under app0/. Copy the game's other files (its data and resources) into app0/ yourself, and unpack the prx-… archive into libs/.
The output format comes from the flag, not the file name: without --windows, game.exe would still be a Linux ELF. Exit code 0 means the conversion worked; 2 means it failed and the reason is printed.
4. Run it
On Windows, double-click the .exe or run it from PowerShell. On Linux, chmod +x it and run it from a terminal so you can see the log. A controller works straight away; keyboard and mouse have default keys you can change. F11 toggles fullscreen, the middle mouse button switches the mouse to steering the right stick.
The first launch, and the first launch after any update, is slow: shaders are translated as the game asks for them and saved to a cache. A black screen for a few minutes is normal. Later runs reuse the cache.
5. Optional: fonts, language, GPU
Text missing in menus
Many games draw text with the console's own fonts. Put font files in a folder called anyps5-fonts/ next to the executable (or point ANYPS5_SYSTEM_FONTS at another folder). Fonts dumped from your console work under their own names (SST-Roman.otf, SST-Bold.otf, SSTJpPro-Regular.otf…). Without them, these free Noto fonts are used if present:
NotoSans-Light/Regular/Medium/Bold.ttfand their italics (Latin, Vietnamese)NotoSansMono-Light/Regular/Medium/Bold.ttfNotoSansThai-Light/Regular/Medium/Bold.ttfNotoSansCJK-Light/Regular/Medium/Bold.ttc(Japanese, Chinese)
Game language
Games read the console language, which is English (United States) unless you set ANYPS5_LANGUAGE to a number. Pick one in the builder above and it adds the line for you.
Which graphics card
AnyPS5 picks the first Vulkan 1.1 device and prefers a dedicated card over integrated graphics. On a laptop with both, or to force one, set ANYPS5_GPU to part of the device name; the names are printed at start-up in the Physical device candidate lines.
Check a game before launching it
A game only starts if every system function it imports exists. With --registry ticked, the builder adds the project's import audit (tools/import_audit.py, needs Python 3, from the source code). It sorts every import into implemented, stub (loads, then stops when called), absent (the game will not load) and module (the game's own). Exit code 1 means something blocks loading. Those function names are worth searching on the progress page.
When it goes wrong
| You see | What it means and the fix |
|---|---|
| Error 193, "not a valid Win32 application" | An original PS5 .prx is in libs/. That folder is only for AnyPS5's libraries; the game's own modules go under app0/sce_module/. |
| Error 126, "the specified module could not be found" | On Windows with self-built libraries: copy libgcc_s_seh-1.dll, libstdc++-6.dll and libwinpthread-1.dll from your MinGW bin folder into libs/. The release zip already has them; copies elsewhere on your PC are not used. |
create direct memory backing of … failed | Windows reserves a game's whole video-memory pool (up to 13,824 MiB) at once. Make the page file bigger or close other programs. |
[gpu] open /dev/udmabuf: Permission denied, then BDA access failed | Linux with AMD or Intel drivers: add your user to the kvm group and log in again, or for this session run sudo setfacl -m u:$USER:rw /dev/udmabuf. |
| No text in menus | Missing system fonts; see fonts above. |
| Black screen on first launch | Shaders are being translated. Give it a few minutes, then check the log for a real error. |
| Crash on an Intel PC that works for others | Convert again with --to-intel. |
std::runtime_error and the program closes | The game called something not implemented yet. AnyPS5 stops on purpose rather than guess. Search the message in the project's issues or your game's page here. |
Error not in the table? Paste it below. It's checked against every AnyPS5 issue, fix and tester thread.
Paste the error
It's matched against every AnyPS5 issue, fix, tester thread and error message in the source, so you see whether it's already fixed, in which build, or what to change on your side.
Building from source
Most of the newer progress needs the current code. You need an x86-64 PC with Git, CMake 3.22.1+, Ninja and a C++20 compiler (GCC on Linux; on Windows only MinGW-w64 GCC 15.2.0 from WinLibs is supported). Then:
git clone https://github.com/boykopovar/AnyPS5.git cd AnyPS5 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
The last line matters: the libraries in build/core/libs/libs are only rebuilt by the libs target, so skipping it means testing old ones. The project's build notes cover Fedora and Windows antivirus quirks.
Written from the project's usage documentation as of 11 October 2026.