Repository navigation
Marvel's Wolverine (PPSA03671) #5516
Replies: 1 comment 3 replies
|
Second data point, on Windows: it gets past start-up and renders, at about 2-3.5 fps. No crash in two 4-minute runs, and the call through address 0 from point 5 above did not happen here. Content version tested: 01.001.005 AnyPS5 commit:
System tested: Windows 11 (26200), RTX 5070 Ti (NVIDIA 616.64), relinker Furthest point: the opening "Sony Interactive Entertainment presents" card and the game's own render loop. The title's What still fails (dropped, not fatal, with the commits above):
On an older base (9a9bd3f, 2026-10-11) the same setup ran at about 0.27 fps. Most of that time went into rebuilding each dispatch's resources on the CPU, because the runtime-indexed tables change the cache key on every dispatch. How it was run:
|
Uh oh!
There was an error while loading. Please reload this page.
Content version tested: 01.001.005
AnyPS5 commit:
main665ad7d (2026-10-13) plus the open PRs #4934, #5005 and #4962, and a local port of thesceVideoOutGetOutputStatusWithVrrchange of #3972 (that PR no longer merges). Only #4962 is needed for this title; the others were in the tree from a run of another title.System tested: Ubuntu 26.10, GCC 15.3.0, RTX 3080 Ti (NVIDIA 615.71.09), Linux native, SDL audio via PipeWire.
Furthest point: start-up. The title loads, initialises, searches save data and starts preparing shaders. No frame is shown.
Current blocker:
libSceNpCppWebApi.prxis not in the dump (sce_module/holds onlylibc.prx), so the converted executable stops at load witherror while loading shared libraries: libSceNpCppWebApi.prx(Marvels Wolverine PPSA03671 Relies on consoles .prxs #1033). For these runs a copy of that module from another title's dump was supplied locally.libcohtml.Prospero.prxandlibRenoirCore.PS5.prxsit loose in the dump root, not insce_module/; they have to be unwrapped from SELF and converted with the other modules, or the executable stops at load on them../app.elf: symbol lookup error: undefined symbol: zBsgF0q8DIM(libScePad); PR feat(libScePad): declare the unknown import zBsgF0q8DIM #4962 declares it.0x11d0111000:SPIR-V emission failed: ... opcode=Barrier reason=s_barrier in a vertex program that accesses LDS or GDS or writes memory is not implemented. This is probably the GS_FAST_LAUNCH state of Marvel's Wolverine: draw with GS_FAST_LAUNCH=1 (VGT_SHADER_STAGES_EN=0x482030) after the intros; registered shader type 8 #3880 (PR feat(agc): decode GS_FAST_LAUNCH geometry with one point per subgroup #4702, not tested here).call *-0x58(%rbp)in the title's own code (app.elf+0x3f37ee8), through a table of 384 function pointers indexed by an id read from 16-byte records (id0x14fhere). Only the first 22 slots are filled, the rest are zero, and that path has no null check. The ids in neighbouring records are in the same range, so the table was expected to be filled earlier. I could not tell which step did not run; it may follow from the failed shaders in 4, which I have not tested.How it was run:
eboot.bin,libcohtml.Prospero.prxandlibRenoirCore.PS5.prxunwrapped from their SELF containers (the dump is already decrypted).relinker --registry src/eboot.elf app.elfwith those modules insce_module/, then copiedbuild/core/libs/libs/*.prxtolibs/,app0/with symlinks to the dump plus the converted*.guest.prx.SDL_AUDIODRIVER=pipewire ./app.elfRelated: #1033, #3880. Written with AI assistance; the runs and logs are from my machine.
All reactions