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Hello Kitty Island Adventure (PPSA18176) on Windows / NVIDIA: bring-up and rendering blockers #2690
RipcuBAN
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Game bring-up
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Hello Kitty Island Adventure, PPSA18176, content version 02.000.000, in-game version 2.6.100.
This is a work-in-progress bring-up report, not a verified compatibility result.
Environment and scope
Windows 11 Pro build 26300, NVIDIA RTX 3060, driver 32.0.16.1714, MinGW-w64 GCC 15.2, Release. This is a local selective-integration fork branch, not unmodified current upstream main. Its common ancestor with the upstream snapshot is
5cb747c146c67ffd498ab7ebaced9395035a50f6; local committed head isadf64086.Current observations
APS5_SYNC_TEXTURE_UPLOAD=1) also leaves the visible corruption. That is one diagnostic observation, not proof that every synchronization path is correct.Relevant upstream work and verification
The branch includes the folded vertex/instance offset correction from #2285. The GPU execution test passes, but installing the patched AGC driver did not resolve the pictured corruption.
The measured legacy arithmetic corrections from #1281 and #1290 were then cherry-picked with original authorship. The manually assembled RDNA MAC regression failed before integration on lane 8:
(0x00000000, 0x3f800000, 0x7fc00000)produced0x7fffffff, expected0x7fc00000. After integration, these pass:The last test includes positive controls and rejection of unsupported FLOAT_MODE 0xd0/0xe0. These are host-GPU regression checks against the published AMD measurements. They do not measure PS5 gfx1013 behaviour; the source limitations remain in TechnicalDebt. The rendering defect is still present, so these commits are not being presented as its fix.
Next evidence needed
I am collecting actual draw/depth state and thread backtraces, then narrowing the corruption to a reproducible generic PM4/shader/texture case. A first gdb snapshot contains many condition waits, but animation continues and guest frames are incompletely symbolized; that snapshot alone does not establish a hang.
Has anyone reproduced this title's speckled/overbright rendering on a clean upstream tree, or isolated a relevant generic shader/texture case? Please link existing issues/PRs so fixes are not duplicated. No title-specific workaround is proposed here.
AI-assisted: yes, Codex; earlier local work also used Claude.

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