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Arcade Game Zone (PPSA19015) #8562
JAB-dev
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Game bring-up
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AGZ-playthrough-edit.mp4 |
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Title
Arcade Game Zone (PPSA19015)
Content version tested
01.003.000
AnyPS5 commit
mainbf2c63f (committed 2026-10-19 20:52 UTC) for the stop lines below, alone and with the two pull requests named under Current blocker on top. The in-game runs used a local build:mainc4c2b3a with earlier versions of those two pull requests (without the refusals described below), plus the open pull requests and local changes listed under Current blocker.System tested
Windows 11 x64, GCC 15.2 (WinLibs), NVIDIA GeForce RTX 4070 SUPER (driver 610.88). Linux not tested.
Furthest point
In game
What is shown
On
mainthe title stops after 13.9 s (see Current blocker). Everything below is from the local build.The publisher logo, the title screen, the join screen, the main menu, the mini-game carousel and the versus setup. Mini-games reached:
These come from successive local builds; not every mini-game has been rerun on the newest one. Keyboard input reaches the game. In the attached footage the window title's FPS counter reads about 8 in the menus and about 60 in the mini-game.
Earlier local builds stopped intermittently with a depth-tracking refusal at the first scene change, from the main menu into a mini-game (about 1 launch in 5). On the current local build 30 consecutive launches made that change without stopping.
Gameplay footage of the local stack is attached below.
Current blocker
On
mainthe title stops after 13.9 s withAGC graphics: unsupported color format 19 number type 0 component swap 2. The title renders into a 4_4_4_4 UNORM colour target, and the RTX 4070 SUPER (driver 610.88) exposes none of the four Vulkan 4-bit formats as a colour attachment.Pull requests for this title
main(no PR)AGC graphics: unsupported color format 19 number type 0 component swap 2AGC graphics: partial writes of a 4_4_4_4 unorm color target are unsupported. The draw it stops at writes only the top nibble of a 2-sample target.PERSP_CENTERandPOS_Z_FLOATon a 2-sample rasterizer (full text below)The full stop line with #8564:
AGC graphics: partial writes of a multisampled 4_4_4_4 unorm color target run the pixel shader once per sample, so a shader the guest runs once per pixel cannot read the ancillary word or, unless every sample sits at the pixel centre, centroid, sample-located or pull-model barycentrics, Z, 1/W or a position at the centroid or a sample: they would follow the invocation's sample (SPI_PS_INPUT_ENA 0x402, SPI_PS_INPUT_ADDR 0x402, SPI_BARYC_CNTL 0x1000000, sample 1 location 0xc4)To go further, someone needs to measure where the console evaluates Z for a pixel-rate shader under MSAA.
Open upstream pull requests the local build also carries
maintestTwo existing tests from the other two pull requests are adjusted locally to go with #6727:
Local changes, not proposed (some are inexact, so none can be upstreamed as they are):
How it was run
Converted with
relinker --windows --module-dir Media/Modules --module-dir Media/Plugins app0/eboot.elf app.exe, then run asapp.exe. The stop lines were run withANYPS5_NO_SHADER_CACHE=1and no other switches, with a fresh conversion andlibs/for each build; the seconds run from launch to exit. The mini-game runs and the 30 launches drove the menus with key messages sent to the window; the mini-game runs also setAPS5_DUMP_FRAMES,APS5_DUMP_FRAMES_EVERYandAPS5_DUMP_SCALEto save frames.All reactions