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Biped (PPSA24589) #9376
Replies: 2 comments
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@THEMANnt, |
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@EagleBearerYS Retested on Windows on 2026-10-22: #9406 resolves the reproduced pause/menu stop in this run.
Main-menu music is still absent; gameplay music works. Cutscene audio was not rechecked, and save reload/full-game stability remains unverified. Full paired test report on #9406. Same source assets and starting save, isolated runtime libraries, no game-specific changes. Windows 11 Pro build 26200, Ryzen 7 7800X3D, 32 GB RAM, RTX 5070 Ti 16 GB / NVIDIA 616.92, GCC 15.2 Release. AI-assisted: yes (Codex prepared builds/logging and checked results; I controlled and visually tested the game). |
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Existing thread
Title
Biped (PPSA24589)
Content version tested
01.000.002
AnyPS5 commit
Unmodified
mainat f894ba69d30055259a56907563f438379d1275a3, built locally. No PRs or local code changes applied.System tested
Furthest point
In game
What is shown
The title screen, menus and Solo Biped Training are reachable. Leg rotation, walking, skating, collecting items and object-interaction sections were reached. Controller/keyboard input works, and checkpoint saving indicators appear. Save reload has not been verified.
The initial leg-training section ran at approximately 25 FPS, with later training sections around 40–58 FPS. Earlier manual gameplay was reported at 26–50 FPS. These are observations from different sections, not a comparison of the same scene.
Gameplay audio was reported as good; cutscene audio was reported as bugged. The precise audio symptom has not yet been isolated.
The latest recorded session aborted after 703.97 seconds total runtime (11 minutes 44 seconds, including startup, menus and gameplay). It did not reach the recording's 15-minute limit. The exact action at this final stop was not independently captured. This is reachable gameplay with stability blockers, not a full compatibility result.
Current blocker
The captured failure is:
Windows process exit code:
0xC0000409. The memory watchdog did not terminate the run; minimum recorded available physical RAM was 6.43 GiB, above its 5 GiB threshold. Available commit stayed above its 8 GiB threshold as well.An earlier recorded session also stopped with this exact graphics error when returning to the main menu. A separate manual retest was reported to crash after approximately five minutes of gameplay; no guest log was captured for that separate retest.
Related: #9275 documents the same storage-image refusal in other titles. It is documentation only, not a fix, and does not establish Biped's underlying cause. No Biped-specific issue or fix PR was found in the search, and no workaround or local code patch was used. Root cause remains unresolved.
How it was run
The executable and all eight bundled modules were converted with the main-build relinker, including both Unity module directories:
Ran
biped.exewith the original assets underapp0and the same main build's system libraries underlibs. Originalsce_sys/param.jsonretained without overrides.Selected Continue → SOLO → Biped Training and progressed through training. The recording initially included controller-file inputs and local controls; after I took over, gameplay was manual.
APS5_PAD_INPUT_FILEenabled the initial diagnostic controller commands, andAPS5_VIDEOOUT_TELEMETRY_DIRrecorded FPS and pad events. Full stdout/stderr and available-memory samples were captured locally. No shader-dump, draw-skipping or title-specific compatibility flags were enabled.AI-assisted: yes (Codex); execution results were collected locally and gameplay/audio observations were supplied by me.
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