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Heavenly Bodies (PPSA04246) #8931
BunnyFl
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Game bring-up
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Title
Heavenly Bodies (PPSA04246)
Content version tested
01.006.004
AnyPS5 commit
main 7ab4b2e for the played runs, no pull requests or local changes on top. The crash was reproduced again on main 53a0a27 from a fresh conversion.
System tested
Windows 11 Pro 10.0.26200, AMD Radeon RX 9070 XT (AMD proprietary driver 26.10.1), Ryzen 7 5800X3D, GCC 15.2.0 (WinLibs 15.2.0posix-14.0.0-ucrt-r7)
Furthest point
In game
What is shown
Played in game with a DualSense: picture, audio and controller input work. The game starts at about 60 FPS and settles around 35 FPS in gameplay. Output 1920x1080. In the logged run (empty shader cache, about 155 s, closed by me) the log reports 418-600 presents per 10 s early on, then a steady 330-360. Per frame the GPU is busy about 6.7 ms with about 20 ms idle gaps, so the title is bound by the queue-0 draw committer on the CPU (#7895): about 200,000
DRAW_INDEX_2packets per 10 s at about 33 us each. Only 157 graphics and 4 compute pipelines were built.Current blocker
A crash at the first mission load on
main: one of my three played runs, and 5 of 10 unattended runs into the mission on 53a0a27 withAPS5_TRACE_FLUSH=1 APS5_TRACE_MEMORY=1, end in an access violation on a Unity thread (AssetGarbageCollectorHelper,Loading.PreloadManager,Gfx Task Executor) over corrupted heap data, or once inunsupported PM4 packet type: header 0x00000000in a command buffer that was overwritten. Cause: pending storage-image results of memory the game unmapped are stored later over the new heap it maps at the same addresses. Fix: #8932 (0 crashes in 10 runs with it). When it loads, the game plays without crashing.How it was run
The dump's
eboot.binand its 16.prxfiles (sce_module,Media/Modules,Media/Plugins) are SELF containers, unwrapped withtools/unwrap_self.pyfirst. Unity title: the modules inMedia/ModulesandMedia/Pluginsneed--module-dir.tools/import_audit.py(with--modulesfor each of the three folders) reports 0 absent imports and 38 throwing stubs (sceAjm*, NpCppWebApi iterators,sceSystemServiceLoadExec). NoAPS5_*variables are needed to play; the measured run usedAPS5_PROFILE_DRAW=1 APS5_PROFILE_GPU=1 APS5_LOG_TIMESTAMPS=1 APS5_TRACE_SUMMARY_EVERY=10. Default in-game settings. The unattended runs last 45 s, with cross pressed every 2 s throughAPS5_PAD_INPUT_FILEto reach the mission, after one warm-up run.Conversion, log reading and this report were prepared with AI assistance (Claude Code); the in-game result (FPS, picture, audio) was observed by me.
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