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Output Layout
clem-gb edited this page Oct 11, 2026
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out/
source/ relinker input; mirrors the game tree
eboot.bin main executable, unwrapped from SELF to ELF
sce_module/*.prx bundled modules, unwrapped to ELF
<path>/*.prx modules shipped elsewhere (e.g. Unity's Media/Modules/)
app0/ every game file at its package path
sce_sys/ param.json, icons, PlayGo tables from the CNT container
<path>.prx.guest.prx modules converted by the relinker
app.elf after relinking: the converted game
app.exe after relinking with --windows, instead of app.elf
libs/*.prx after relinking: AnyPS5's system libraries
The relinker looks for every module the executable needs anywhere beside its input. It writes each converted module to the same relative path under app0/ with a .guest.prx suffix. That is also where AnyPS5's module loader looks when the game opens /app0/<path>.prx. Keeping the original paths makes all three agree without configuration.
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fakelib/holds stubs of system libraries that AnyPS5 provides itself, so these stubs are not unwrapped. -
Encrypted CNT entries (licenses, keys) are listed by
--listas "encrypted CNT entry, not extractable" and are never written. -
Modules that fail to unwrap (other than
eboot.binandsce_module/) are reported asskipped <path>: <reason>. The run continues, because some packages ship files with a.prxname that are not executables.
PS5 packages carry metadata twice: in the CNT container of the package header and in the game tree. The tool writes both into app0/sce_sys/. Files from the CNT come first, so a file present in both places ends up with the copy from the game tree.
Using it
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- Command Line Reference
- Output Layout
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Inside it
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