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Astro's Playroom (PPSA01325) #3232
Replies: 4 comments
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What the title passes as the writing attribute, read from its only call site ( After the write the title calls |
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Update, 2026-10-11: the title now gets through its menus. With #3669, #425, #3750 and #3878 merged onto Two things were in the way after the audio-in and depth-view stops. A wave64 mesh shader uses Buttons were sent with |
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Update: the title is in its first level and Astro responds to the pad. With #3669, #425, #3750, #3878 and #3933 on It runs at 4 to 11 FPS there. Without the extra commit the level runs at about 1 FPS, because #425 redoes its layered depth copy on every draw; the measurements are on that PR. What limits it now is the driver worker thread, at 99% of one core over about 1700 draws per frame. The Japanese text was the title asking |
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Working on optimization now, ~4.8fps to ~11 fps so far. |
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Existing thread
Title
Astro's Playroom (PPSA01325)
Content version tested
01.905.000
AnyPS5 commit
main8c4a295 with #2490, #2491 and PR 4162 merged on top (PR 4162 has been merged intomainsince). Last updated 2026-10-12.System tested
Arch Linux, GCC 16.2.1, RTX 5080 (NVIDIA 615.78.08), 31 GiB RAM
Furthest point
In game
What is shown
The first level,
cpuplaza_mini_04. Astro answers Cross (jump) and Square (punch). The level runs at about 5 FPS on the build above.On the way there: the title screen (15 to 28 FPS), the main menu, the fly-through past older PlayStation hardware and the DualSense introduction (15 to 17 FPS). Title screen and menu are drawn completely since #3878, and the text is in the right language since #3933.
Not tested: audio and stick input. One screen after the main menu shows only a "close" prompt and no message; I have not looked at it again.
Current blocker
Frame rate in the level.
To reach the level the title still needs #425 or its successors #2490 and #2491. Without them it stopped on
sampling the depth plane of depth surface 0x529430000 (2048x2048, vk format 124) as a 2048x2048 texture of guest format 7(measured onmain7b5214d).Stops from earlier in this thread that are fixed on
main: the missinglibSceJobManager(#3170), the heap error report from lazy binding on a fiber stack (#3214), the 2Dimage_sampleon a 1D texture (#3222), the writing attribute insceFontWritingLineWritesOrder(#3260),sceAudioInHqOpen(#3669) and the GNM subvector loop instructions (#3750).How it was run
Substitute fonts in
anyps5-fonts/asdocs/user/USAGE.mddescribes; without them the title assertsOut of Global Heap Memory. Environment:APS5_HOST_IMPORT_MIB=16384.Buttons were sent through
APS5_PAD_INPUT_FILEwithtools/pad_input.py: Cross on the title screen, then "start a new adventure" (down, Cross, OK on the warning), then Cross through the introduction. From a new game the level starts after about 500 s.All reactions