Compile the Relinker alone for format testing, or build the entire project with host libraries. Know which outcome you actually need.
Relinker-only is not a playable runtime. That mode skips SDL, Vulkan, FFmpeg, FreeType, the shader recompiler, and system libraries. It is useful for developing and testing format conversion, but it does not produce a complete game runtime.
Toolchain (full build)
- x86-64 host, Git, CMake ≥ 3.22.1, Ninja, C++20.
- Linux: GCC/G++ and binutils.
- Windows: documented full-build compiler is MinGW-w64 GCC 15.2.0 with the WinLibs
x86_64-ucrt-posix-seh variant; put mingw64/bin on PATH before CMake configuration.
Option A: Relinker-only build
cmake -S . -B build-relinker -G Ninja -DCMAKE_BUILD_TYPE=Release -DANYPS5_RELINKER_ONLY=ON -DBUILD_TESTING=ONcmake --build build-relinker --parallelctest --test-dir build-relinker --output-on-failure- This mode supports Linux, Windows, and macOS toolchains for the converter. It does not imply native macOS gaming support.
Option B: Full build with host libraries
git submodule update --init --recursivecmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=gcc -DCMAKE_CXX_COMPILER=g++cmake --build build --parallelcmake --build build --target libs --parallel- The default build step alone does not generate the runtime PRX libraries. On Windows, FFmpeg downloads may need
SSL_CERT_FILE pointed at a CA bundle. On Linux, SDL/X11 builds may need X11 and Xext development headers.
Check the original documentation
Build flags and dependencies can change faster than a community guide. Prefer upstream AnyPS5 BUILD.md and docs/user/USAGE.md for the commit you checked out. Match documentation to your checkout rather than examples from unrelated branches.