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Monster Hunter Wilds (PPSA24191) #7972
Lindamea1
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Game bring-up
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Update on
AI-assisted: yes (Claude Code). I ran the title on my machine. |
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Title
Monster Hunter Wilds (PPSA24191)
Content version tested
01.041.040
AnyPS5 commit
main83bf557 with #7852 merged on topSystem tested
Gentoo Linux (kernel 7.2.8), GCC 16.2.1, NVIDIA GeForce RTX 5090 (driver 595.99.02)
Furthest point
Stops before the first frame
What is shown
The title compiles its shaders, presents frames at about 5 to 10 fps and runs its save-data checks within a few minutes, but every presented frame is one flat dark grey (
0x0c0c0c). Audio and input were not checked (audio driver set to dummy, no pad input).Current blocker
mainit stops at load, on three imports no library exports. feat(libs): add the Voice and IME exports PPSA24191 needs to load #7852 adds them; its description has the log lines and the runs.libc.prxrejects its first mspace buffer, as PRAGMATA (PPSA02530 v01.200.000) on Windows: the title's libc rejects its allocator's mspace buffer in the ASLR-relocated image above 1 TiB, so the first malloc returns NULL and start-up faults #3043 describes for PRAGMATA on Windows, and start-up fails. Relinking with--linux-fixed-base 0x400000000(or0x400000) gets past it (details in feat(libs): add the Voice and IME exports PPSA24191 needs to load #7852).queue 0x20 WAIT_REG_MEM_64 ... timed out after 1000ms (function 3 ref 0x63 ...)lines, with the awaited 64-bit word holding 1. Whether they are related to the grey picture is not established.Open pull requests for this title:
scePthreadAttrGetanswersESRCHfor an ended thread. The title reuses an entry of its 64-entry thread table only on that answer. A 6-minute run filled 44 entries.sceNetGetSockInfofills the endpoint fields the title reads after bind, connect and accept. This is from the executable's code; an offline run does not reach it.How it was run
Run headless in gamescope (
--backend headless), offline and not signed in to PSN, withSDL_AUDIODRIVER=dummy.AI-assisted: yes (Claude Code).
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