Build AnyPS5 from source
Building from source gets you the newest fixes between releases. This page summarises the project's BUILD.md as of October 13, 2026. Use the official document for the exact commands.
- Needs x86-64, Git, CMake 3.22.1+, Ninja and a C++20 compiler
- Linux: GCC and G++. Windows: only MinGW-w64 GCC 15.2.0 (WinLibs) is supported
- Two modes: relinker-only, or the full build with system libraries
- Build the
libstarget explicitly, and rebuild it after library changes
Requirements
| Platform | What to install |
|---|---|
| All | x86-64 machine, Git, CMake 3.22.1 or newer, Ninja, a C++20 compiler |
| Linux | GCC and G++; XRandR, X11 and Xext development headers; at least one audio backend (PipeWire, PulseAudio or ALSA). Configuration fails without an audio backend |
| Fedora | If CMake cannot find Threads, install the static glibc and libstdc++ packages |
| Windows | MinGW-w64 GCC 15.2.0 (WinLibs build), with its bin directory on PATH |
| Optional | Python 3 for the Python regression tests |
Full build, in outline
- Clone the official repository
Clonegithub.com/boykopovar/AnyPS5and initialise its Git submodules before configuring. - Configure with CMake and Ninja
Use a Release configuration. On Linux, select GCC and G++ as the compilers. FFmpeg is downloaded during configuration unlessFFMPEG_PREBUILT_DIRis set. - Build the default targets
This produces the relinker and tools. - Build the libs target
The system libraries are in a separatelibstarget that is excluded from the default build unlessBUILD_TESTINGis on. Without it there are no .prx libraries for converted games to load. - Rebuild libs after changes
If you modify or pull changes to a library and do not rebuildlibs, games will load stale .prx files.
Relinker-only build
If you only need to convert executables, there is a lighter mode. Turning on ANYPS5_RELINKER_ONLY builds just the relinker and its tests, with no submodules and no third-party libraries. It needs only CMake, a C++20 compiler and a build tool, and it works on Linux, Windows and macOS, including Apple silicon.
The relinker produces x86-64 Linux ELF or Windows PE files. Running the converted games still needs the system libraries built for the target OS, and this mode does not provide macOS game execution. Keep it in a separate build directory from the full build.
Useful CMake options
| Option | Effect |
|---|---|
ANYPS5_RELINKER_ONLY | Build only the relinker and its tests |
BUILD_TESTING | Build tests; also pulls libs into the default build |
ANYPS5_USE_SYSTEM_DEPS | Use system packages instead of submodules. Requires Vulkan-Headers 1.4.310 or newer and an SDL2 build with HIDAPI; it never falls back to the submodules |
ANYPS5_ENABLE_SPIRV_TOOLS | Validate recompiled shaders with Spirv-Tools |
FFMPEG_PREBUILT_DIR | Point at a prebuilt FFmpeg instead of downloading one |
BUILD.md also documents AddressSanitizer, timing logs, Tracy profiling, AGC shader logging and ccache launchers.
Windows pitfalls
- Wrong toolchain. Other compilers and other MinGW versions are not supported for the Windows build.
- Antivirus quarantines test executables. Point
TEMPandTMPat a directory you have excluded from scanning. - FFmpeg download fails with a certificate error. With WinLibs you may need to set
SSL_CERT_FILEto a CA bundle. - Converted game cannot find DLLs. Copy the MinGW runtime DLLs next to the built libraries.
FAQ
Can I build AnyPS5 with Visual Studio (MSVC)?
BUILD.md lists MinGW-w64 GCC 15.2.0 from WinLibs as the only supported Windows toolchain.
Can I build it on a Mac?
The relinker-only build works on macOS, including Apple silicon, but it does not provide macOS game execution.
Do I need to build it to use it?
No. Prebuilt Linux and Windows builds are attached to the official releases.
Unofficial information site. Not affiliated with the AnyPS5 project, its maintainer boykopovar, or Sony Interactive Entertainment. PlayStation and PS5 are trademarks of Sony Interactive Entertainment Inc. This site hosts no games, firmware, keys or AnyPS5 builds; every download link points to the project's own GitHub pages.