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DAVE THE DIVER (PPSA19115) #5963
Gashrod1
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Game bring-up
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Title
DAVE THE DIVER (PPSA19115)
Content version tested
01.041.000
AnyPS5 commit
main956269a plus open PRs #4820 (84f6364), #5496 (213050f), #5445 (556890f), #5892 (1e5d3ab) and #5558 (079164e), and the local changes listed under Current blocker. #5445 was merged by hand on top of #4820 and #5496 (its branch carries an older #4820): conflicts in tests and CMake only, plus one call increateFilledadapted to the 3-argumentguard(context, use, created.active).System tested
Windows 11 Pro 26200, WinLibs MinGW-w64 GCC 15.2.0 r7, AMD Ryzen 7 5800X, NVIDIA RTX 5060 (596.36). Start-up also checked on Arch Linux, GCC, Intel Alder Lake-P iGPU (Mesa ANV 26.2.4).
Furthest point
In game
What is shown
Unity 6000.0.52f1, IL2CPP. Intro cutscene at 60 FPS, in game about 20 FPS, pauses during loads (shader cache was cold). Audio is clean with #5892 and #5558; without them it cut out and crackled. Keyboard input works. 0 absent imports (
tools/import_audit.py), 24 imports of stubs, none hit so far.Profile on Windows (15 gdb stack samples while in game): GPU at 20-25%, no core saturated. The submitting thread waits in
Driver::holdFlipBehindWorkerin 14 of 15 samples; the queue worker is busy in every sample, about a quarter of it inmemcmpunderGuestMemory::EqualsCommittedUnsynced/ReadCommittedUnsynced(Windows direct host imports are compared, not watched), the rest inBindExactBuffer,PrepareDrawBindingsand draw resource resolution.Current blocker
On
main956269a the title stops at its first frames:That is #3036. Each open PR moves it one step:
mainmultisampled image resources have no descriptor image shapeguest texture descriptor uses MSAA which is not implementedsampling the 1920x1080 multisampled texture 0x231590000 of 2 samples, which no draw rendered to, is not implemented... which no draw rendered to and whose tile mode 4 has no modeled multisampled color footprint, is not implementedTile mode 4 is
kZ64KBX: a 2-sample Z_X depth texture sampled before any draw rendered to it. Past that, the native multisample depth path of #5496 refuses, in this order:native multisample depth metadata fill transition is not implemented(an HTILE fill covering the whole target)native multisample stencil or depth format import is not implemented(the depth target has stencil)native multisample depth import requires watched accessible guest memory, thennative multisample depth requires watched accessible guest memoryat samplingnative multisample depth fast-clear transition is not implementednative multisample depth sampled identity or format mismatch(when returning to the boat)To get in game I bypassed these locally. These are workarounds, not proposals:
createFilledaccepts the 64 KiB Z/S/D XOR tile modes with theStandard64KBfootprint.NoteDepthMetadataFilldoes not refuse sampling when the fill covers the whole HTILE (the pending clear is kept).VK_FORMAT_D32_SFLOAT_S8_UINTand a stencil plane, and skips the initial-state proof;CheckCurrentonly checks the refusal.ApplyFastClear) instead of refused.0x2415100001920x1080, 2 samples,VK_FORMAT_D32_SFLOAT_S8_UINT; sampled texture0x2426100001920x1080, 1 sample, guest format 36. So the sampled texture is single-sample color at target +0x1100000, likely matched through the target's stencil plane address, and is not a multisample depth read. It hit about 28,000 times in one session.Also seen, not investigated further:
ld-linuxrunsCommonDialog.prx's fini entry with garbage arguments and it jumps into its own dynamic table.multisampled array image resources have no descriptor image shape(skipped, not fatal).How it was run
ELFs dumped decrypted from the console. Relinked on Linux:
(
--registry --to-intelfor the Linux run on Intel).Media/andsce_sys/copied intoapp0/beside the converted modules,libs/from the Windows build with the three MinGW DLLs. Started withcmd /c "app.exe > run.log 2>&1", no environment variables.AI-assisted: yes
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