Windows error 126: a dependency can be missing
The upstream usage guide records this with self-built libraries when libgcc_s_seh-1.dll, libstdc++-6.dll or libwinpthread-1.dll is absent from the library directory. A PRX can exist while a dependency it loads does not.
First verify the matching release library archive was fully extracted, including its supporting DLLs. For self-built libraries, use the DLLs from the toolchain that built them. The documented loader does not rely on a copy elsewhere on PATH.
Windows error 193: inspect the library’s origin
An original PS5 .prx in host libs/ can be treated as a DLL and rejected. Host libs/ is for Windows-built AnyPS5 libraries; the title’s converted modules live under app0/. Confirm both executable format and library origin before replacing files.
Undefined symbol / unresolved import
Record the exact symbol and named library. Check that converter and host libraries are from the same release or recorded source revision. The browser converter issue documents historical version skew; a later release resolving one symbol does not prove every current import is available.
Use the upstream import-audit workflow with --registry to separate absent exports, throwing stubs and title modules. A successful audit is not a gameplay test.
Missing or conflicting module directories
The selected module parent must contain sce_module/, sce_modules/ or prx/. Both of the first two at once, or none of all three, is an error in the documented workflow. --sce-module-path takes the parent directory, not the sce_module directory itself.
Direct memory / commit limit
On Windows, mapped direct memory consumes system commit. The documented 13,824 MiB per-title direct-memory ceiling is not a promise about total game memory, a minimum free-RAM test or a guarantee that 16 GB is sufficient. Inspect Task Manager’s Committed limit, other applications and the recorded test setup.
Linux udmabuf permission denied
For the driver path described by current upstream usage, missing read-write access to /dev/udmabuf can prevent shared-memory imports and lead to copied ranges or BDA-access errors. Confirm the exact message, distribution permissions and driver before applying the upstream instructions.
Preserve a useful failure report
Keep the game/title ID, test date, OS, CPU/GPU/driver, game version, exact commit/release, extra patches, command and first error. Link the original per-title discussion. A merged code fix alone must not change your game’s status.
Sources
Prepare your next step.
Use the local tools alongside the upstream documentation.