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Little Nightmares Enhanced Edition (PPSA10737) #6275
zaryabzip
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Game bring-up
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Title
Little Nightmares Enhanced Edition (PPSA10737)
Content version tested
01.004.000
AnyPS5 commit
maind92a8da, no pull requests on top.System tested
Windows 11 (26200), NVIDIA GeForce RTX 3060 Laptop GPU, driver 617.42, i7-11800H, 16 GB; built from source with MinGW-w64 GCC 15.2.0 (WinLibs x86_64-ucrt-posix-seh, r7).
Furthest point
Stops before the first frame
What is shown
The window and swapchain are created (guest 3840x2160 presented at 1088x612) and the screen stays black. No frame is presented before the stop, so audio and input are not reached.
Current blocker
3 of 3 runs on
main: 139 s with a cold shader cache, about 42 s warm. The same stop with #6160 applied.From
agc_shader_replay --asmon the dumped request, this is the per-lane function-table waterfall of #3274/#4706, except that the table's V# is loaded once, about 0x400 bytes and several branches before the loop:FindTableCalls(GraphBuilder.cpp:1454on d92a8da) needs the V# load in the call's block:findLastWriterstops at the first branch andsameBlock(descriptorLoad, index)fails, so the call is not linked. #6160's change to the writer search (branches past the call) and its constant-address path do not cover it. I found no open issue or pull request for this shape. 346 other shaders are deferred at registration with computeds_swappc_b64targets; none of them stops the run before this one.How it was run
tools/unwrap_self.pyoneboot.binand the 7 modules insce_module/;relinker --windows --registry eboot.elf app.exe(7 guest modules).tools/import_audit.py: 0 absent imports, 79 stubs, none called before the stop.app0/holdsatlas/,engine/,sce_sys/,eboot.bin,ue4commandline.txtandcontentids.json;libs/from thelibstarget plus the three MinGW runtime DLLs.ANYPS5_GPU=3060, no other environment variables.ue4commandline.txtinapp0/the title takes/devlog/app/as its file root and exits at once withGEngineLoop.PreInit Failed!.AI-assisted: yes (Claude Code)
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