AnyPS5 direct launch: choose local libraries or source without mixing runtimes
ItsOOGWAY · PC guides & recorded tests
AnyPS5 direct launch: choose local libraries or source without mixing runtimes
Use AnyPS5 Workbench on Windows without typing build commands. This beginner walkthrough covers adding an extracted game folder, choosing a workspace, selecting Windows libraries, direct launch, using an AnyPS5 source ZIP and collecting logs.
The key checkpoint: Source takes precedence over downloaded libraries in this workflow. Clear it for a local-library test and keep the matching run log when comparing results.
Before you start
- Use the recorded versions and the supported inputs listed in the original notes below.
- Compare the last successful checkpoint before choosing a fix.
- Keep original files, relevant logs and a known working setup when testing changes.
Resources from this video
Links, downloads & documentation
Every original URL from the video description is collected here, including recorded releases, setup discussions and related videos. Use the version-specific notes when following a recorded build.
Watch the complete video
Open this video on YouTube ↗. Screenshots below link to their exact recorded moments.
Walkthrough 01
Identify the project and its Windows front end
Any PS Five provides the underlying tools and replacement system libraries. Workbench is our separate interface and experimental direct loader around that work. It does not include games, and compatibility still depends on the game build, runtime, and loader. Download Workbench from the description and extract the complete ZIP into a normal writable folder. Open Any PS Five Workbench. Keep its support files beside the launcher rather than moving the small executable out on its own.
Python is bundled with the app.
Walkthrough 02
Add the game and workspace
Start with your own extracted, decrypted game folder. Direct mode needs that extracted folder; a game ZIP or PKG is not the direct-launch input. Keep the original executable, bundled modules, and game assets together. Click Add game folder and select your game. You can scan a collection folder too, but one title is easier for the first setup. Select it in the library, then check the title, game ID, and folder path. Finding a title is not the same as confirming that it runs.
Next, set the workspace. Choose a writable folder outside the game folder, on an NTFS drive with free space. This holds prepared ELF files, saves, and session logs. Keep it if you want to keep those saves.
Walkthrough 03
Choose one runtime path
Now choose the runtime. For the local-library route, click Locate libs and select the actual libs folder from your Windows runtime package. Keep its PRX files and companion DLLs together as one matching set. Here is the setting that can quietly change your test. Source takes priority over the libs field. If you leave a source ZIP, source folder, or latest-source selection active, changing the libs path will not make that library set the selected runtime.
To test local libraries, clear Source first. Then check the libs path. That gives you a simple, repeatable choice: this game, this workspace, and this complete library set.
Walkthrough 04
Run directly and observe the recorded results
Select the game and click Run directly. Workbench prepares the supported executable and modules, starts Direct Host, and shows the session messages. Give the game window focus when it opens, then use your controller or keyboard. The first launch can take several minutes. I am shortening preparation and loading here, then returning to normal-speed footage for the result. Do not judge first-launch time from the edited wait. With the selected local libraries in this recording, Prince of Persia reaches gameplay.
Minecraft also reaches a world, where you can see movement and interaction. Those are results from these particular builds and runtimes on this machine, rather than full-game compatibility guarantees. Direct mode prepares the original game code and connects it to Windows implementations of the system functions it needs. It does not create a separate Windows game EXE for each title. There are still runtime files, prepared files, caches, and saves, so it still needs disk space.
Walkthrough 05
Test the source route and cached build
Now let us switch to source. Open the official Any PS Five project and use the source snapshot you want to test. In Workbench, click Source ZIP and select that archive. If you already extracted the source, choose Source folder instead. Workbench handles the build commands, downloads missing build tools and dependencies, and compiles matching Windows runtime libraries. Allow an internet connection, time, and enough disk space for that first build. Source code is compiled before launch; it is not being interpreted live while you play.
When the same build is already available, Workbench can reuse it. In this recording, the Silksong session shows a prepared runtime being reused. I am not presenting that as an entire first source build completing in a few seconds. With the source ZIP selected, I add Silksong and press Run directly. After startup and loading, the game reaches the scene on screen. Hornet moves and jumps under player control. This is the source-runtime direct-launch result from this recording.
There is also a Latest source button. That route checks the official revision when launching and prepares a new runtime when needed. Use a fixed ZIP for a repeatable test, or Latest source when you deliberately want to try newer changes. The recorded demonstration here uses the ZIP route.
Walkthrough 06
Keep a working runtime and useful failure evidence
Keep a known working runtime available. A later source revision may improve a game, but it can also behave differently, and it cannot automatically remove every limitation in this experimental direct loader. In the recorded session, Prince of Persia and Hollow Knight also have source attempts that exit before gameplay. That is why I am showing the working result with its actual runtime, rather than treating every library choice as interchangeable. If you try the separate custom library package, extract it as a complete set, clear Source, and use Locate libs to select its libs folder.
Keep the previous set so you can switch back. Do not build a new runtime by mixing individual modules from unrelated packages. For a failure, open workspace and logs and keep the session matching that attempt. Note the game ID and version, whether you used libraries or source, and the runtime revision if available. State whether it failed before the window, reached a menu, or entered gameplay. Check direct loader is a preparation and loading check, not a gameplay test.
Use Run directly to start the game. Workbench also has Extract ELF and a separate source-build and conversion interface, but those are different tasks from the direct-library workflow shown here.
If your result differs
| Situation | Next useful check |
|---|---|
| The process stops at a different checkpoint | Record the exact message, current build and last successful stage. Compare that stage with the matching video section. |
| A setting is selected but the result differs | Repeat the same scene and change one option at a time. A menu target does not establish measured performance. |
| A newer release changes the interface | Check the linked release notes and instructions. This companion preserves the recorded route and its limitations. |
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