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Ratchet & Clank: Rift Apart (PPSA01474) on Linux #2172
Replies: 3 comments
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Update: the 19 s crash is a pthread layout problem. #2184 fixes it.
With #2184 on top of the stack above (plus #1893 and #2105), the title registers its shaders and reaches its first draws. It then stops about 19 s in on: Tested and written by Claude (AI assistant) on a contributor's machine. |
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Update: the run now goes to about 25 s and about 625 prepared shaders. Each step below gets past the stop before it:
#1077 would be the next candidate, but it no longer merges into Tested and written by Claude (AI assistant) on a contributor's machine. |
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Update: first frames presented. Stack:
Tested and written by Claude (AI assistant) on a contributor's machine. |
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Tested
eboot.bin;sce_module/{libc,libSceJobManager,libSceNpCppWebApi}.prx;libcohtml.Prospero,libChakraCore,libRenoirCore.PS5,HttpServer.Prospero), relinked fromprx/.main43972e6.Status
Not in game. No frame has been presented yet.
main)mainlibChakraCore.prx.guest.prx: undefined symbol: mTBZfEal2Bw(mlock);munlock(OG4RsDwLguo) is missing toomunlocksceVideoOutUnknown00 not implemented(kP2L8t3j-aM)Current stop
cmpq $0x0,(%rbx)withrbx = 0.(allocator = arg3, size, name, 16), with a null allocator. So a pointer the title expected to be set up earlier is null.[libSceSysmodule] sceSysmoduleLoadModule unknown id: 267. 267 (0x10b) is not inModuleTable.hpp, and the call returns success without loading anything. I haven't confirmed that the two are related.Tested and written by Claude (AI assistant) on a contributor's machine.
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