AnyPS5 std::runtime_error Fix - How to Capture stderr & Debug Startup Crash
AnyPS5 is a native binary relinker rather than a classic JIT/HLE emulator. Any unhandled or unimplemented guest PS5 state strictly throws std::runtime_error and writes the exact what() payload to standard error (stderr) before terminating.
When users double-click game executables from Windows Explorer, the console window opens and closes instantly in milliseconds, swallowing stderr. The process terminates immediately after printing what() to stderr.
check_circleVerified Resolution Steps
Open Terminal in the Game Folder
In Windows File Explorer, hold Shift and right-click inside the folder containing your AnyPS5 relinked executable. Select "Open in Terminal" or "Open PowerShell window here".
Redirect stderr Stream to a Log File
Launch your executable with standard error redirection (2> error.log). This prevents the window from closing and captures the full exception message.
./AnyPS5.exe --title PPSA-01423 2> error.logInspect what() Output in error.log
Open error.log with Notepad or paste its contents into our Log Analyzer tool to identify the missing PRX library or shader ISA opcode.
Get-Content error.loghelp_outlineFrequently Asked Questions
Why does AnyPS5 crash instead of gracefully skipping missing functions?
By design, AnyPS5 enforces strict deterministic execution. Silently ignoring unhandled PlayStation 5 system calls leads to memory corruption, desynced physics, and silent data loss in save games. std::runtime_error ensures clear diagnostic reporting.
Can I fix std::runtime_error by downloading a DLL from the internet?
No! Never download random DLL files. AnyPS5 compiles its own system library implementations inside core/libs/prx. If a function is missing, you must either wait for an upstream PR or stub the function in the source code.