If AnyPS5 is not working, identify where it stops: reading the input, converting modules, loading the output, or running the game. Start with the first error at that stage. A different download or another flag is useful only when it addresses that failure.
Start with the stage that fails
Keep the complete command and error before changing anything. Then use this table to choose the first check.
| Where it stops | First check |
|---|---|
| Reading the executable | Confirm the input is a clean ELF file |
| Finding or converting modules | Check the module directory beside the input |
| Opening a Windows output | Confirm conversion used --windows |
| Loading a Windows library | Check error 193 or error 126 against the full message |
| Launching on Linux | Check executable permissions |
| Running after conversion succeeds | Check runtime files and record the first failure |
Starting from scratch? Follow the Windows and Linux setup guide first.
The input is rejected as an ELF file
Applies to v0.1.1. The executable reader checks the file’s contents. Its errors include Invalid ELF magic number and File too small for ELF header.
- Confirm the command points to the intended executable, not an archive or another file.
- Check that the input is a clean ELF executable. Renaming a SELF container or another format to
.elfdoes not convert it. - Keep a separate output path so the original input remains available.
If the expected input still fails, record the exact message and the file’s size. Continue with the input preparation checklist; avoid guessing at file modifications. The release’s ELF reader is the source for these checks.
The module directory is missing or ambiguous
Applies to v0.1.1. Normal module processing expects exactly one directory named sce_module or sce_modules beside the input executable. Both present is an error; both absent is also an error.
For source/input.elf, check source/sce_module/ or source/sce_modules/. A directory beside the relinker does not meet that requirement if the input lives elsewhere. Check the following:
- The chosen path is a directory containing the required bundled ELF modules.
- The module files are directly inside it; the release does not recursively search subdirectories.
- You have not copied a newer guide’s
prx/layout or--sce-module-pathoption into a v0.1.1 command.
If both directory names exist, inspect their contents and preserve the required modules before correcting the layout. Creating an empty directory does not supply missing modules. Use --skip-sce-module only when the game can run without them—not as a general fix. These restrictions follow the tagged module builder.
The output ends in .exe but does not run on Windows
Applies to v0.1.1. The output format defaults to Linux ELF. An .exe filename alone does not select Windows PE. Check your original command for --windows.
If it was missing, convert again with the Windows target. This example runs from the folder containing the relinker; replace the input and output paths with yours:
.\relinker-v0.1.1.exe --windows ".\source\input.elf" ".\app.exe"If you already used that flag, proceed to the runtime checks. Renaming the same output again cannot change its format. See the Windows conversion steps and release target selection.
Windows loader error 193
Development-documentation example. The upstream runtime guide describes error 193 when Windows tries to load an original PS5 module as a host DLL.
Check which file the message identifies. The libs/ directory should contain AnyPS5 libraries built for Windows. Generated title modules belong under app0/; original PS5 modules are not replacements for Windows host libraries.
Check archive provenance and directory placement before replacing files. This is one documented cause, not a complete diagnosis of every error 193. If the library set is already correct, keep the full message for an issue report.
Windows loader error 126, even though the PRX exists
Development-documentation example. A library can be present while a dependency is missing. The same runtime guide documents this case for required MinGW DLLs.
For the Windows v0.1.1 archive, preserve these included files alongside its .prx libraries:
libgcc_s_seh-1.dlllibstdc++-6.dlllibwinpthread-1.dll
The archive already contains a libs/ directory. Extract it beside the output executable; avoid accidentally creating libs/libs/. For self-built libraries, use the dependencies from the toolchain that built them. The documented loader does not search PATH for these libraries, so a DLL elsewhere may not help. If this check passes, retain the full error rather than assuming every 126 has the same cause.
Linux cannot execute the relinker or output
Applies to a manual v0.1.1 workflow. If execution permission is the problem, add it to the actual file. The conversion writer does not itself mark the output executable.
Before running the downloaded relinker:
chmod +x ./relinker-v0.1.1After conversion has created app.elf:
chmod +x ./app.elfRun these from the appropriate working folder. Permissions do not repair an invalid executable or missing dependency. If the file is executable and still fails, record that new error and follow the Linux setup steps.
Conversion succeeds, but the game stops
A completed conversion establishes neither a successful launch nor playable gameplay. First compare your runtime folder with the runtime layout: matching host libraries in libs/, game resources in app0/, and generated modules retained in its module directory.
Then capture the first runtime failure. Unsupported system calls, libraries, or graphics behavior may require upstream implementation work. A shader progress percentage cannot establish that a game’s remaining behavior works.
On an Intel host, v0.1.1 offers --to-intel for supported AMD-only instructions. It is not a universal crash fix. Unsupported substitutions can fail; this release also rejects guest-module conversions requiring trampoline stubs. Preserve that error rather than bypassing checks.
Compare your result with the documented compatibility record, including its platform and test scope. Avoid treating an untested game as supported.
Prepare a useful issue report
Search existing upstream issues for the first error and your version. If you choose to report a new problem, include enough context to reproduce the stage that fails:
AnyPS5 release or commit:
Relinker and library asset filenames:
OS and version:
CPU / GPU / driver version:
Game and version:
Failing stage: input / conversion / loading / runtime
Working directory (redacted):
Exact command (redacted):
Full error and relevant surrounding output:
Input and runtime directory trees (filenames only):
Expected result:
Actual result:
Checks already attempted:Remove private paths, usernames, and secrets before posting. Do not attach game files or keys. For an error in this independent guide, contact [email protected] with the page and correction.
Frequently asked questions
Should I switch to the development build to fix an error?
Not automatically. First identify whether your error matches a documented change. A source build has its own requirements; newer instructions and flags cannot be assumed to work with the v0.1.1 binary.
Can I put every PRX file in libs?
No. Keep the release’s host system libraries in libs/. Keep converted title modules under app0/ in the directory generated by the relinker. Those files have different roles.
What should I try when none of these checks helps?
Stop changing unrelated flags. Keep the first error, exact version, command, and directory layout, then search upstream issues. A project limitation may require a code change rather than another setup adjustment.
Sources and version boundaries
Checked October 11, 2026. Release behavior was reviewed at fe1935ef; the separate development guide was reviewed at 57f96fd.