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SILENT HILL: The Short Message (PPSA10112) #7305
Replies: 4 comments
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Update: with Furthest point: In game (past the menus, new game, walking around, opening doors). Left running for more than 70,000 frames with no stop. About 45 fps at the menus on a warm shader cache. Blocker without the setting: on current The package header the loader reads there is all zero. In a local build that recorded the last 16,384 APR events, none of the APR reads wrote to that header; Oodle is linked into the eboot, so I take the zeroed header to be the title's own decompression output overwritten by a late storage-image store (the case How it was run: AI-assisted: yes. Written with AI assistance and reviewed by me. |
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Workaround for the stop at the title menu: set Crash without the setting (main f1af6c5, warm shader cache, every run I made; the stop is at the title menu): With What I measured
What I infer (not proven)
How it was run: as in the first post, with main f1af6c5 and AI-assisted: yes. Written with AI assistance and reviewed by me. |
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Update from Windows 11 (26300), RTX 2080 SUPER 8 GB (NVIDIA 616.92), WinLibs GCC 15.2.0, Release, runs started without input and driven by Intro stop, fixed. From Loading stall. After the intro, 2 of 3 runs on
Details and numbers are on #1324. I haven't found a setting that avoids it. Other costs once it loads: buffers of 2–4 MiB that start in one registered range and end inside the next are copied on the CPU for every draw that binds them ( AI-assisted: yes. |

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Existing thread
Title
SILENT HILL: The Short Message (PPSA10112)
Content version tested
01.000.001
AnyPS5 commit
main at 66702f1, no pull requests applied
System tested
Windows 11, WinLibs GCC 15.2.0, RTX 5090 (NVIDIA 617.42), AMD Ryzen 9 9950X3D
Furthest point
In game
What is shown
The game converts and runs to gameplay. It shows the intro brightness screen, the main menu, the New Game flow, a rendered intro movie and then the game itself: the camera moves, the player walks and opens doors. Frame rate: under 2 fps in the menu on the first run (shaders compile), about 8.6 fps in game. Entering a new room slows it down briefly while new shaders compile, then it returns to the same slow rate; the shader compile counts were nearly flat at the end of the run, so the steady rate is not shader compilation. I did not record audio or controller behaviour.
Current blocker
The frame rate in game (about 8.6 fps); the cause of the steady slow rate is not measured yet.
One run (of two) stopped about 136 s after start, right after the intro brightness setting was changed and the game saved /savedata0/ue4savegame.dpx.sav, with a null read on the async loading thread:
The code is the Unreal package loader reading a package header through a pointer to an all-zero buffer. I do not know the cause. The second run did the same steps and did not crash (it had APS5_TRACE_CALLS=libkernel set, so the timing differed), so it is not reproduced.
Logged without stopping the title:
Project file not found: ../../../Shpc/Shpc.uproject(the dump has no Shpc.uproject).How it was run
The dump's
eboot.binand its 40 bundled modules (sce_module/*.prxandprx/*.prx, the Wwiseak*.prxplug-ins and others) are SELF files (magic4f153d1d); the dump also holds.esbakELF backups next to them. I unwrapped all of them withtools/unwrap_self.pyinto a folderanyps5-elf(eboot.bin,sce_module/,prx/) and relinked with--windows --windows-diagnostics --trace-imports --registry --sce-module-path anyps5-elf anyps5-elf/eboot.bin app.exe.app0holds the dump'sshpcandsce_sysas junctions, plus copies ofeboot.bin,ue4commandline.txtandcontentids.json. The dump has no PlayGo files, so the run usedAPS5_PLAYGO_UNLISTED_CHUNKS=absent.ANYPS5_GPU=5090,VK_LOADER_DRIVERS_DISABLE=*dzn*. Unreal Engine 5 title (IoStorepakchunk0-ps5.ucas).AI-assisted: yes. Written with AI assistance and reviewed by me.
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