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SAMURAI MAIDEN (PPSA04132) #7265
klosixgaming-arch
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Game bring-up
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Title
SAMURAI MAIDEN (PPSA04132)
Content version tested
01.060.000
AnyPS5 commit
main at 66702f1 (merge of #7060), unmodified.
System tested
Windows 11, WinLibs GCC 15.2.0 (x86_64-posix-seh, ucrt, r7), RTX 5090 (NVIDIA 617.42), AMD Ryzen 9 9950X3D, 3840x2160
Furthest point
Logos or loading screen
What is shown
The title converts without errors and starts. Every module loads, about 100 UI asset bundles from Media/StreamingAssets/aa/PS5 are opened in the first 3 s, and then the window shows the dimmed title key art with no text and does not change for as long as it was left running (several minutes). The game keeps presenting 60 frames per second (600 presents per 10 s, GPU busy under 1 ms per frame). No file is opened after about 3 s, there is no error, abort or NotImplemented line, and the player pressing buttons (A and Start) on an Xbox Series X Controller did nothing. Pad presses sent with APS5_PAD_INPUT_FILE (cross, circle, options) changed nothing either. Audio was not checked.
Current blocker
The title waits for something and I have not found what. What was ruled out: (1) PlayGo: the Unity plugin runs Initialise, Open, GetChunkId, GetLocus, Close, Terminate in the first 2 s with no error (the dump has no playgo-* files; no APS5_PLAYGO_UNLISTED_CHUNKS setting was needed). (2) A deadlock: with APS5_HANG_DUMP_SECS the main thread is in the engine's per-frame wait (app.exe+0xea65f4, a wait on an object followed by a jump back into the frame loop) and the render thread issues normal AGC calls; the per-frame calls are sceSystemServiceGetStatus, sceUserServiceGetEvent, scePad (once per frame), sceNpCheckCallback and sceVideoOut. (3) Shaders: the only shader messages are two "shader library prebuild skipped: DescriptorBindingBuilder::Populate multisampled array image resources have no descriptor image shape" lines and one rect-list "preparing it at draw"; no draw fails. (4) PSN: sceNpGetAccountIdA returns SCE_NP_ERROR_SIGNED_OUT (called 4 times); a local-only build of main whose sceNpGetAccountIdA returned an account id gave the same result (same 104 file opens, then nothing), so that is not the cause. Other imports at start-up: sceNpEntitlementAccessGetAddcontEntitlementInfoList (answered at once), sceNpWebApi2CreateUserContext, sceNpTrophy2 and sceNpUniversalDataSystem context creation, sceSystemServiceHideSplashScreen. sceSysmoduleLoadModule is called with id 295, which the emulator logs as "unknown id: 295" and answers with success. The managed code (Il2CppUserAssemblies.prx) is stripped, so I could not see which request it waits on.
How it was run
The dump ships a decrypted folder with ELF versions of eboot.bin, sce_module, Media/Modules and Media/Plugins, so no unwrapping was needed (the root eboot.bin and prx files are SELF). Relink: relinker --windows --windows-diagnostics --trace-imports --registry --sce-module-path /decrypted --module-dir Media/Modules --module-dir Media/Plugins /decrypted/eboot.bin app.exe, with an app0 folder that links sce_sys, library and the Media sub-folders (hard links for the loose Media files) to the dump and holds eboot.bin, ampr_emu.index and dlc_emu.ini. Environment: ANYPS5_GPU=5090, VK_LOADER_DRIVERS_DISABLE=dzn, APS5_LOG_TIMESTAMPS=1, APS5_PROFILE_DRAW=1; diagnostics used APS5_HANG_DUMP_SECS=4 to 25 and APS5_TRACE_CALLS (all, or a list of libraries).
AI-assisted: yes. Written with AI assistance and reviewed by me.
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