How to use AnyPS5: choose a reproducible starting point

Begin with one title and one documented environment. Open the game reports, find its PS5 title ID, and check the operating system, game version and tested build. A name shared by several editions is not enough to identify the input. If the report contains local patches, write those down before choosing downloads. Following a release while expecting a contributor branch’s result starts from a different experiment.

Decide what you want to reproduce: conversion, a boot screen, a menu or the particular gameplay scene shown in the original post. Those are separate milestones. This walkthrough explains how to use AnyPS5 with prepared files; it does not supply a title or promise that your chosen game reaches any particular stage. When no matching report exists, keep the outcome unknown and use the project documentation to plan a new test.

Choose a matching relinker and host libraries

The reviewed v0.1.2 downloads separate the conversion program from the host-library archive. Choose both for Windows or both for Linux. Record the tag and attachment names together, then keep the extracted files in a dedicated working directory. The repository’s automatically generated source archive is source code, not a substitute for both runtime packages.

A test built from a commit or extra pull requests needs a different preparation path. Follow the source-build guide and the report’s revision rather than silently replacing it with the newest tag. The upstream build instructions distinguish building the relinker alone from building the system libraries. Successful compilation of the converter does not mean those libraries were produced. If you update a library, rebuild and copy the corresponding output before checking whether the change affects your title.

Check the input and module directories

Prepare an executable ELF and the title’s bundled modules separately from your output directory. An extension such as eboot.bin describes a filename, not its contents. Use the local ELF header checker as a first inspection. It reads 64 bytes plus the file size, checking the expected class, byte order, machine and program-table bounds. A plausible header does not validate the payload or prove that the executable is ready for conversion.

Inspect the module directories beside the input. According to the tagged usage instructions, sce_module/ and sce_modules/ cannot both be present, while prx/ may accompany either. If all three are absent, stop and review the input layout. Do not create an empty folder just to dismiss an error. When modules live elsewhere, the module-path option selects their parent directory, not the sce_module/ folder itself.

Generate the Windows or Linux command

Open the relinker command builder, select your operating system and CPU, and enter your actual input and output paths. Its checkboxes describe directories already present on your machine; selecting one does not create it. Keep the output separate from every input. Create the destination directory before running the command, and work from the directory containing the downloaded relinker.

These examples use an AMD host, the reviewed filenames, and a module folder beside source/input.elf. They are generated by the same code as the tool. Replace the example paths with yours.

Windows PowerShell

.\relinker-v0.1.2.exe --windows 'source/input.elf' 'output/app.exe'

Linux shell

./relinker-v0.1.2 'source/input.elf' 'output/app.elf'

The Windows-format flag is essential: naming an output .exe alone does not select PE output. Linux ELF is the default target. For an Intel host, review --to-intel; its documented instruction conversion does not cover code the game generates later at runtime. Registry output preserves extra diagnostic information, and Windows diagnostics concern startup dependencies. Leave additional debugging switches off unless your original report explains why they are needed.

Arrange the converted program and resources

Conversion and runtime preparation are separate steps. The executable needs matching host libraries and the game’s resources at the locations expected by its workflow. A useful directory sketch is:

project/
  source/
    input.elf
    sce_module/
      <bundled ELF modules>
  output/
    app.exe or app.elf
    libs/
      <matching host libraries>
    app0/
      <game resources>
      sce_module/
        <converted guest modules>

Keep original console modules distinct from replacement host libraries. Use the converted guest-module paths printed by the relinker, and place game resources separately in app0/. If your input used a different supported module-directory name, preserve the corresponding generated layout. When using the Windows release archive, retain its accompanying dependency DLLs in their supplied locations instead of copying only one library.

For the concrete launch steps, continue to Windows setup or Linux setup. On Linux, check executable permission before launch. A relinker output target alone does not establish a complete runtime on another operating system; the Mac scope notes explain that separate question.

Read the first failure before changing settings

If conversion stops, preserve its first message and the command you actually ran. Recheck file format, module selection, input/output separation and the version’s supported options before experimenting with more switches. If conversion succeeds but launch fails, inspect the runtime layout next. A completed output file is evidence of conversion, not evidence that required game features are implemented.

Observed problemFirst useful check
Windows error 126Check the library and its dependency DLLs; the named PRX can exist while a dependency is missing.
Windows error 193Check output format and whether an original console module was placed in the host-library folder.
Linux launch permission failureCheck the executable’s permission and the platform-specific instructions.
Crash after a menu or first frameKeep the exact scene, build and first runtime error with the game report.

The troubleshooting page links these checks to their upstream context. Change one condition at a time so you can identify what altered the result. A graphics or memory-access message needs its own driver and platform evidence; an unrelated flag is not a general repair.

Keep a test record someone else can follow

Understanding how to use AnyPS5 includes knowing what to write down after launch. Save a small record before changing versions. The following template separates your observation from the source you were following:

Title and PS5 ID:
Game version:
OS, CPU, GPU, RAM and driver:
Relinker and host-library revision:
Local patches or extra pull requests:
Command and relevant settings:
Scene reached and first error:
Test date:
Original report URL:

For a real example, the Gran Turismo 7 record links a contributor’s Windows Music Rally report ↗ and a separate stock-main report ↗. Their different builds and stopping points remain separate entries. The posting date is not automatically a test date. If your own result differs, identify the first different condition rather than describing both setups as the same version. Keep file paths or personal details out of shared logs when they are unnecessary.

Common questions

Is there a one-click launcher?

This guide describes conversion and runtime preparation. The browser tools on this site inspect inputs or prepare commands; they do not launch a game. Follow the original project’s instructions for execution.

What files do I need before starting?

You need your own prepared executable, its applicable modules and resources, and matching project tools and host libraries. This site supplies none of the game files, firmware or keys.

How do I know whether I followed the right version?

Keep the release tag or commit beside the library revision and original report. If the post used additional changes, the tagged package alone is a different setup.

Sources

Prepare your next step.

Use the local tools alongside the upstream documentation.

Open tools ↗