AnyPS5 Workbench on Windows: source ZIP to a separate converted-game folder
ItsOOGWAY · PC guides & recorded tests
AnyPS5 Workbench on Windows: source ZIP to a separate converted-game folder
Try the latest supported AnyPS5 source on Windows without writing code or waiting for a packaged Windows release. In this beginner walkthrough, I use AnyPS5 Workbench to build the selected source snapshot, convert a prepared PS5 game dump, and launch Hollow Knight: Silksong.
The key checkpoint: Select a supported source snapshot, your own prepared game and a separate output. Conversion success and a successful gameplay test are two different checkpoints.
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
Extract the complete Workbench app
The Workbench download is linked in the resources section. Extract the entire app ZIP into a folder, keep its files together, and open Any PS Five Workbench dot exe. You don't need Python or developer tools already installed just to open the app. Keep an internet connection available for the initial setup, and leave enough disk space for the build files and another copy of your game. The screen is arranged in three parts: Source snapshot, Game input, and Windows output.
We'll go through them in that order.
Walkthrough 02
Choose a supported source snapshot
First, open the official Any PS Five GitHub page linked in the resources section. On the Code tab, open the green Code menu and choose Download ZIP. This gives you a snapshot of the source on the selected branch. Save that ZIP, then select it with Browse ZIP under Source snapshot. Here, you can see the source ZIP I've selected. You can also see a Download latest source option in Workbench, but I'm showing the GitHub ZIP route in this recording.
This is the part that lets you try a supported source snapshot without waiting for it to be packaged into a Windows release.
Walkthrough 03
Select and identify your prepared game
Next, under Game input, click Folder and choose your prepared game folder. Use a dump of the game you own, with its executable, modules and assets kept together. Workbench needs usable, decrypted game data; it doesn't decrypt an encrypted package. If your prepared game is in a supported ZIP, the ZIP button is the alternative. I'm selecting the folder route here. Click Find games and check the title it detects. Mine is Hollow Knight: Silksong.
If you selected a collection folder, choose the game you actually want from the list before continuing.
Walkthrough 04
Keep converted output separate
Under Windows output, choose where the converted game should go. Use a short folder path with enough free space, separate from your original game folder. My output location is already selected here. There's also an Intel CPU compatibility option. Use that option for an Intel processor; I'm using an AMD processor, so I leave it off. It isn't a frame-rate boost setting. I'll leave Fixed base at its default and Build jobs on Auto. With the source, detected title and output checked, click Convert to Windows.
You don't need to run Build engine only first for this route.
Walkthrough 05
Wait for conversion and test the result
Now Workbench verifies the inputs, prepares the build tools, builds the matching engine, and converts and packages the game. The first build can take time because it may need to download and compile dependencies. Later attempts can reuse cached files. Watch the stage name and the log on the right to see what it's doing. I'm accelerating this waiting period in the video; the conversion itself is not instant. Let it finish until the status says Windows EXE created.
That confirms the conversion completed. The next check is whether the game actually runs. Open the output folder and you can see what was created. Play dot exe sits beside the app zero folder, the libs folder, fonts, and the supporting files. Keep this package together when you move it; copying just the executable can leave it without the files it needs. Back in Workbench, click Run converted game. That launch route also captures a run log, which is useful if something goes wrong.
Give the first launch time to initialize. Here we reach the Team Cherry logo, then the Silksong title screen, and then the opening area. Here is the result at normal speed. The game is responding to my inputs, movement is working, and the recording has game audio. The frame counter changes during the run, so treat it as an on-screen reading from this test, not a promised frame rate for your PC.
Walkthrough 06
Retest revisions and keep useful logs
When you want to test a newer supported source snapshot, choose its ZIP and convert again. Workbench builds the matching files for that snapshot, instead of mixing a new executable with old system libraries. Updating the Workbench app or downloading a new source ZIP does not automatically update a game you've already converted. Keep the earlier working output until you've tested the new one. And if upstream changes its build requirements beyond what Workbench supports, the frontend may need an update too.
If your attempt fails, first separate a build problem from a launch problem. If the app never reaches Windows EXE created, use Open log and check the reported download, source or build error. If it creates the executable but the game crashes or renders incorrectly, check the game's compatibility report and the exact source version being tested. A newer source snapshot can help a particular game, but it doesn't guarantee that every game will work.
Workbench also has an Export community report option for sharing captured diagnostics after you review them. We aren't going through that separate reporting workflow in this demonstration.
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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