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Metal Gear & Metal Gear 2: Solid Snake (PPSA14408) #8737
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Retest with the rebased #5499 ( Pins
Conversion, the same as above. Run with the build's own relinker, from the runtime directory, with Scene: the same scripted input in both runs. Cross is held for 800 ms every 8 s from 62 s to 110 s. That walks a fresh save from the title through the main menu, Game Selection > Metal Gear, Language Selection (English) and Start Menu > START GAME. The screenshots of both runs show the same screens up to the launch. Both launchers then call Result
So the rebased #5499 does not get MG1 to its first frame yet. The next missing case is a depth copy whose source plane was only cleared or written outside a draw. I haven't checked which of the two it is here; that needs the source plane's last writer, such as an HTILE clear or a compute or CPU write. No validation-layer run and no frame-rate comparison were done for this, because both builds stop before MG1 renders. AI-assisted testing and report: yes, Claude Code. |
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Tested Metal Gear & Metal Gear 2: Solid Snake (PPSA14408) 01.500.000 natively on Linux 7.2.9 / Ryzen 9 7950X / Radeon RX 6650 XT, RADV Mesa 26.2.4. Short bring-up check.
Result
On plain main
eb73c168bband61d0fa5b3c, the Unity launcher (eboot.bin) runs at a steady 59.94 FPS through:Choosing a game from Game Selection starts the game executable with
sceSystemServiceLoadExec(/app0/PS/eboot.bin -mgst mg1 -region eu -lan en ...). That executable creates its Vulkan device, then stops on its first depth-copy draw:This is the same stop as #6304 (DEPTH_COPY with COPY_CENTROID). #5499 implements DB depth copies but conflicts with current main. Its own relinker predates
--module-dir .handling beside--executable, so this layout could not be relinked and tested with it.Setup
The launcher starts a second executable, and
mg1.prx/mg2.prxsit in the package root:Unwrap
PS/eboot.bininto the input tree first. The menu reads the D-pad: the cursor moves once no dialog is open.AI-assisted testing and report: yes, Claude Code.
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