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Sackboy: A Big Adventure (PPSA01289) #6803
billythemenace2
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Game bring-up
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Title
Sackboy™: A Big Adventure (PPSA01289)
Content version tested
01.024.000
AnyPS5 commit
mainaff725bf6plus #6236 (PlayGo unlisted-chunk setting, merged 17 October), plus the mesh-path fallback from #6528, now onbillythemenace2/AnyPS5@feat/agc-mesh-compute-fallback.System tested
Windows 11 (10.0.26200), AMD Radeon RX 5700 XT (driver 32.0.21045.5002), WinLibs GCC 15.2.0 r7 (x86_64-ucrt-posix-seh)
Furthest point
Logos or loading screen
What is shown
A black screen with the spinning Sackboy loading icon in the bottom-right corner, at about 54-60 FPS (from the window title). It stays there for at least 5 minutes, with no crash. Audio and input were not checked yet.
Current blocker
VK_EXT_mesh_shader. On currentmainthe first such draw stops with a mesh shader error; fix(agc): refuse mesh-path draws on a device without mesh shaders before validating them #6523 makes that refusal clear. AGC: run mesh-path draws on devices without mesh shaders through a compute pass and an indexed draw #6528 proposes running those draws through a compute pass and an ordinary draw instead. With my local prototype of it, the title gets past those draws, including a layered full-screen pass it repeats 32 times per frame, and reaches the loading screen above. Devices with mesh shaders are not affected by this blocker.What the title still needs
APS5_PLAYGO_UNLISTED_CHUNKS=absent, from fix(libScePlayGo): let users answer unlisted chunks #6236 (merged). The dump has no PlayGo files; withinstalled, Unreal runs out of memory at startup allocating 5,565,054,976 bytes (details on fix(libScePlayGo): let users answer unlisted chunks #6236).How it was run
eboot.binconverted toeboot.elfwith SelfUtil, modules kept where the title has them (sce_module/), then:Environment:
APS5_PLAYGO_UNLISTED_CHUNKS=absent.I used Claude to investigate this and write the report.
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