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DEATHLOOP (PPSA01670) #11484
BunnyFl
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Game bring-up
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Title
DEATHLOOP (PPSA01670)
Content version tested
01.405.000
AnyPS5 commit
main6a8f224 with two open pull requests merged on top (local merge 08f682d84b, no conflicts): #10414 (head d963d44) and #10507 (head f34c280).mainalone, andmainwith #9694 (793e51a), were also run, see Current blocker.System tested
Windows 11 Pro 10.0.26200, AMD Radeon RX 9070 XT (driver 32.0.32015.7029), Ryzen 7 5800X3D, GCC 15.2.0 (WinLibs 15.2.0posix-14.0.0-ucrt-r7), Release.
Furthest point
In game
What is shown
Three runs of 600 s each, from no save data, with scripted pad input (Cross, Cross, Cross, Circle, one press every 3 s) and
APS5_FORCE_SDR=1. In all three, the dumped frames (one every 100 presents) show the Bethesda logo, the copyright and photosensitivity screens, the title card (Press ✕) and the main menu (BREAK THE LOOP/PROTECT THE LOOP), then the loading screen, the opening cutscene and first-person play on the beach, with subtitles. Some runs' dumps also caught the Arkane logo and the subtitle options screen. Two runs also reached theThe Longest Dayobjective screen. No run stopped, and no log has anis not implementedline.APS5_FORCE_SDR=1, the title presents in HDR10 and shows a different calibration screen (three panels: dark, snow, sunset) instead of the gamma one. feat(videoout): composite the overlay bus over the main output #10507 does not composite the overlay bus over an HDR10 presentation (it says so in its description and logsthe overlay plane is not composited over an HDR10 presentation). DEATHLOOP draws its text and prompts there, so none of them were visible. With Cross only, it stayed on that screen for more than 5 minutes. The SDR gamma screen asks for Circle (○ SAVE AND CONTINUE), so the HDR screen may be waiting for the same button.Current blocker
mainstops while the key art splash is still on screen, onAGC graphics: CB metadata pass over part of a color target(State.cpp:2260): at about 50 s with a warm shader cache, 140 s on the first run. fix(agc): eliminate a fast clear over part of a CMASK color target #10414 lets the title past it. fix(agc): require full coverage only for metadata pass targets with CMASK or DCC keys #9694 alone does not: three runs with it stopped the same way as three onmain, since the target has CMASK, as fix(agc): eliminate a fast clear over part of a CMASK color target #10414's description says.mainon 2026-10-26 as afc780e with the head tested here (f34c280). On an HDR display they also needAPS5_FORCE_SDR=1while the overlay isn't composited over HDR10.How it was run
The dump's
eboot.binand its 7 modules (sce_module: libc, libSceFace, libSceFaceTracker, libSceJobManager, libSceNpCppWebApi, libScePfs;sys_module: Party) are SELF containers, unwrapped withtools/unwrap_self.pyfirst;fakelibis left out. Onmain,tools/import_audit.py(with--modulesfor both folders) reports 0 absent imports and 4 throwing-stub imports:sceVoiceWriteToIPortandsceAgcUpdateInterpolantMapping_0100, each imported twice. Environment:APS5_FORCE_SDR=1on an HDR display; the runs also usedAPS5_NO_PAD_INPUT=1withAPS5_PAD_INPUT_FILEwritten bytools/pad_input.py, plusAPS5_PROFILE_DRAW=1 APS5_LOG_TIMESTAMPS=1 APS5_TRACE_SUMMARY_EVERY=10andAPS5_DUMP_FRAMESfor the pictures below.Dumped frames of one run (main + #10414 + #10507, SDR), in order:
Conversion, the runs, log reading and this report were done with AI assistance (Claude Code); the screens above come from frames AnyPS5 dumped during the runs. The audio result was heard by me.
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