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ghostldr v0.6.2
Changelog
PS4
- Ghost's code now runs on a PS4. With v0.6.1, a 12.02 PS4 passed every compiler check and buffer probe. It placed Ghost and the extension, and ran Ghost's main thread for about 3 seconds. Then the PS4 refused Ghost's texture streaming pool (584 MiB, EAGAIN), although a much larger block was free, and Ghost crashed. A PS4 caps how much direct memory an application may allocate, below its free memory.
- On a PS4 the memory plan now counts what the kernel hands out. Before planning, ghostldr measures how much direct memory the kernel will grant, then releases it. It sizes Ghost's streaming pool from that instead of the free holes. If even the pool's minimum doesn't fit, the log says how short the plan is. Details: docs/ps4.md, the fourth report.
- More in the log: a refused allocation logs the kernel's largest free block, and
run.py probe --diaglogs the PS4's limit. - Still experimental: no title has reached its title screen on a PS4. On a PS4, games load from saved data, not from a USB drive. PS4 owners: please send a boot log and a
run.py probe --diaglog. Thebudget: PS4:line shows your console's limit.
Changed
- PS5: boots and memory plans are unchanged.
- Dev payloads: unchanged from v0.6.1.
How to use
Using the prebuilt release · USB drives: docs/usb.md · FTP: docs/ftp.md · PS4: docs/ps4.md · in Jak X: docs/jakx.md