ANYPS5 GUIDES / GETTING STARTED

How to Use AnyPS5 on Windows and Linux

A practical guide to choosing the right files, preparing your input, and checking each step from conversion to launch.

Independent guide · Source-reviewed · Game execution not independently tested

To use AnyPS5 v0.1.1, download the relinker and matching system libraries, prepare a clean ELF input with its bundled modules, convert it for your target operating system, then arrange the runtime files. This guide walks through that sequence on Windows and Linux.

The examples use one workspace and quoted paths, including a game folder with a space. Follow the Windows or Linux conversion section, then continue with the shared runtime checklist.

Version and testing scope

These instructions were checked against the v0.1.1 release and its source on October 11, 2026. We have not independently run these commands or tested a game launch. Successful conversion alone does not establish compatibility.

1. Check what you need before you start

AnyPS5 combines a relinker, which converts an executable into a native target format, with implementations of system libraries. Downloading the relinker alone does not supply the complete runtime layout.

  • A Windows or Linux environment. Use the download pair for the operating system where you intend to run the output.
  • A clean ELF executable and its bundled ELF modules. Renaming a container or encrypted file to .elf does not convert its contents.
  • The game's resources. The relinker does not populate the resource directory for you.
  • A separate workspace. Keep your original files and write converted output to a different path.

Check the documented compatibility results first. They describe specific tests, not a general hardware requirement or a guarantee for another game. This guide covers the published Windows/Linux release; it does not apply newer development options to v0.1.1.

Checkpoint

Before downloading, identify your target OS and locate the executable, bundled modules and game resources. If the input format is uncertain, start with the input checks.

2. Download a matching pair of release files

Open the original v0.1.1 release page. Choose one row below. The relinker and library archive are separate downloads; GitHub's source-code archives serve a different purpose.

Target OSRelinkerSystem libraries
Windowsrelinker-v0.1.1.exeprx-windows-v0.1.1.zip
Linuxrelinker-v0.1.1prx-linux-v0.1.1.tar.gz

Create a folder named anyps5-work and place your downloaded relinker inside it. Keep the library archive ready for step 6. Use a fresh workspace for a different target OS so its libraries and generated modules stay separate.

Checkpoint

You have a relinker and a library archive from the same release, for the same OS. You do not need to build the source-code archive to follow this guide.

3. Prepare the input and bundled modules

Inside your workspace, create source/My Game. Place your input ELF there and use its actual filename in the commands. Our example calls it eboot.elf:

anyps5-work/
├── relinker-v0.1.1.exe       # Windows; relinker-v0.1.1 on Linux
└── source/
    └── My Game/
        ├── eboot.elf
        └── sce_module/
            └── <bundled ELF modules>

In v0.1.1, the module directory must be named sce_module or sce_modules and sit beside the input executable. Keep the name supplied with your input; use exactly one of the two directories. The converter examines files directly inside it.

An absent directory and both directory names being present are separate errors. Creating an empty folder does not establish that a game can work without its modules. The normal commands below preserve module processing.

Checkpoint

The ELF and one module directory share the same parent folder. Your input remains separate from the output path. If this layout does not match your files, use the module-directory checks before converting.

4. Convert the executable on Windows

Open PowerShell in anyps5-work. Run the following command after adjusting the input filename if needed. Quoting each path keeps My Game together as one argument.

Windows PowerShell
& ".\relinker-v0.1.1.exe" --windows ".\source\My Game\eboot.elf" ".\app.exe"

Keep --windows. This flag selects Windows output. An .exe filename by itself still produces Linux ELF output in this release.

Using an Intel CPU?

Add --to-intel after --windows. It converts supported AMD-only instructions in the executable and bundled modules. Unsupported substitutions can still fail; the flag does not promise game compatibility.

Read the complete terminal output. If conversion fails, stop at that stage rather than trying to launch a file left by an earlier attempt.

Checkpoint

After a successful conversion, confirm that this run produced app.exe. Check any generated module paths reported by the relinker. Then skip the Linux conversion step and continue to runtime preparation. For format problems, see Windows output checks.

5. Convert the executable on Linux

Open a terminal in anyps5-work. Make the downloaded relinker executable, then convert the input. Linux output is the default in v0.1.1.

Linux shell
chmod +x "./relinker-v0.1.1"
"./relinker-v0.1.1" "./source/My Game/eboot.elf" "./app.elf"

For an Intel host, add --to-intel between "./relinker-v0.1.1" and the input path. The same supported-instruction limits described in the Windows section apply.

Checkpoint

After successful conversion, confirm that this run produced app.elf and inspect the reported module paths. If the relinker cannot start, check Linux executable permissions. You still need to prepare the runtime files before launching the output.

6. Arrange the libraries and game resources

Extract the library archive into anyps5-work. Its entries already sit under libs/, so extracting directly into another libs folder can create the incorrect path libs/libs/.

Place the game's resources under app0, preserving the generated modules. The output layout should be:

anyps5-work/
├── app.exe                  # Windows; app.elf on Linux
├── libs/
│   ├── <AnyPS5 system libraries>.prx
│   └── <included runtime DLLs>.dll   # Windows archive
└── app0/
    ├── <game resources>
    └── sce_module/
        └── <generated modules>.guest.prx

If your input used sce_modules, the generated directory retains that name under app0. A module named libfoo.prx, for example, produces libfoo.prx.guest.prx. Follow the paths printed by your conversion.

The two library locations have different jobs. libs contains AnyPS5's system libraries for the target OS. app0/sce_module contains generated modules belonging to the title. Keep all files supplied in the Windows library archive, including its runtime DLLs.

Checkpoint

The output, libs and app0 are siblings. Resources are present, generated modules remain intact, and no extra libs/libs layer exists. For a Windows loading failure, check missing dependencies and library format.

7. Launch the output and record what happens

Stay in anyps5-work. Use the command for your target OS after the runtime checklist passes:

Windows PowerShell
& ".\app.exe"

Linux shell
chmod +x "./app.elf"
"./app.elf"

The Linux output needs its own executable permission; granting it to the relinker does not grant it to the generated file.

Record the stage reached: conversion completed, process started, a menu appeared, or gameplay worked. Those observations establish different things. A generated executable, working menu or shader compilation result alone does not establish full playability.

Common setup questions

Can I use these commands on macOS?

This guide covers v0.1.1's Windows and Linux assets. The separate development documentation describes macOS output, but that is not a macOS release download or evidence of a game launch here.

Does the library archive include the game files?

No. It supplies AnyPS5 system libraries and included dependencies. You prepare the input executable, bundled title modules and game resources separately.

Why do newer instructions mention different flags?

The development branch can change after a release. Check instructions against the binary version you downloaded. This guide uses v0.1.1's parser and module layout; follow the matching source when changing versions.

Sources and verification

Reviewed October 11, 2026. Release instructions use commit fe1935ef682d0b6fb94c0a3554a531b695302a8c. These checks establish what the inspected source implements; they do not replace a game test.

For the original repository and other downloads, return to the AnyPS5 download overview. Send guide corrections to [email protected].