Repository navigation
Dragon Quest III HD-2D Remake (PPSA20612) #5625
Replies: 3 comments 1 reply
|
Confirmed on current AI-assisted: yes |
|
In game on The title screen draws the castle and the logo. Continue from Autosave reaches the Triangle skip prompt. The first picture after that skip was still the fade. A later frame, window title about 1.6 FPS (frame 2302), is the in-game view: the camera is down on a green floor, the black side curtains from the fade are gone, and there is still no character and no interface. The floor is a dithered smear. This boot needs both of these on this machine (Radeon 760M, 14.9 GiB RAM). Without the raised import budget, boot still stops on the address-copy cap. The missing character is on that copy workaround, so it may be the copied GPU ranges. #4449 is still the open change this title needs before that picture can be treated as a separate rendering bug. The in-game screenshot could not be attached from this login (the attachment upload returned 404). AI-assisted: yes |
|
The in-game picture is filed as #6096. The note above was the bring-up report; the missing characters and the device-lost abort belong on that issue. AI-assisted: yes |

Uh oh!
There was an error while loading. Please reload this page.
Existing thread
Title
Dragon Quest III HD-2D Remake (PPSA20612)
Content version tested
01.000.000
AnyPS5 commit
18c438b1092b, dirty. Not a cleanmaincheckout. On top of that commit the run used a local port of the still-open run-list import, #4449.mainhas since moved to016db923a; this report was not repeated there. #4684 is in18c438b1092b. #5309 was applied for some boots and is still open.System tested
Nobara Linux (kernel 7.2.6-201.nobara.fc44), Ryzen 5 7640U, Radeon 760M (RADV PHOENIX, PCI 1002:15bf), Mesa 26.2.3, 14.9 GiB RAM. The window on screen was 1353x761. The trace reports the video output as 3840x2160. Host
udmabufsize_limit_mbwas raised from 64 to 2048 for these boots; that does not survive a reboot.Furthest point
In game
What is shown
The one-frame black window is gone. The title screen (
Venture Forth), language settings, a new adventure log, and the name keyboard come up. English was selected. A new game then reached the Autosaving tutorial. Continuing from there played the intro until the process aborted.Title-screen rate, warm shader cache (0 misses on that boot),
APS5_TRACE_FRAMES=400:240, no otherAPS5_PROFILE_*switch. Presents 400–639, 32.1 s:trace_droppedis falseAn earlier window-title reading of about 8–11 FPS was taken with
APS5_PROFILE_DRAWand is not this number. The intro, on a different boot, was about 3–4 FPS on the window title and was not traced.Windows was not tested.
Current blocker
Clean
mainat18c438b10does not reach the window. It aborts first on the address-copy cap:APS5_NO_LEASE_MIRRORwas not set. The eight largest ranges in that line are each 0.1 MiB and all sayoutside the write-watched arena. Tracked with the separate single-range stop in #5329.With the #4449 port, the next stop on that tree was one 147.6 MiB import while
size_limit_mbwas 64:#5309 is the open sparse-import fix for that shape. It was not re-run here with
size_limit_mbput back to 64, so this thread does not show that the 147.6 MiB range imports at the default limit.Past the title, the intro aborts with:
#5331 (
vkAcquireNextImageKHRresult 2) was closed. That terminate was not seen again on18c438b10, which includes #4684.How it was run
Relinked eboot launched from its run directory:
The title-screen trace added only
APS5_TRACE_FRAMES=400:240. Libraries came from the local build tree. No--to-intel.Related threads
UDMABUF_CREATEfailure and the 1151-range copy capAI-assisted: yes
All reactions