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ccleste (PPSA59322) #9788
Replies: 2 comments 1 reply
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Steam Deck (Linux, RADV): in game, 59.94 FPS. Furthest point
Converts, reaches the first level and plays with the Deck's controls; a steady 59.94 FPS (3510 frames in 59.4 s, median 59.94), music and sound effects play, and it exits cleanly. No local changes. On this device the mesh-path barycentric stop seen on MoltenVK and the llvmpipe mesh output limit do not apply: the Deck has System testedSteam Deck LCD (Jupiter), AMD Custom GPU 0405 (RADV VANGOGH), SteamOS 3.8.28 (build 20260922.1, kernel 6.18.50-valve2), Mesa 26.2.5 in an Arch distrobox, Desktop Mode (KDE Wayland). AnyPS5 commit
How it was runCatalog release The only non-fatal log lines are three optional files the title probes and does not ship ( Screenshot (F12/Enter, 3840x2160): in the reply below. AI-assisted: yes. I ran the title on my Deck. |
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Windows / NVIDIA: first level reached on current main; #9789 removes the validation warning. Tested release 1.00 / PPSA59322 01.000.000, published ZIP SHA-256 verified ( Windows 11 26300.9711, Core i7-13650HX, RTX 4060 Laptop GPU / NVIDIA 610.62, WinLibs GCC 15.2.0 r7 Release. AC power, internal display 1920×1200 / 165 Hz. Required Vulkan and Khronos validation enabled, application shader cache disabled, driver cache uncontrolled. Two comparable runs of main and two with #9789 head Main renders here but reports six Exact input schedule, all environment settings, build hashes, focused GPU test results, and the separately disclosed preliminary capped runs: #9789 (comment)
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Title
ccleste (PPSA59322)
Content version tested
The homebrew catalog build (release zip
PPSA59322), the Celeste Classic port with its own assets inapp0/assets.AnyPS5 commit
main8b3e398 plus thelibSceAgcDriverchange for #9783 on macOS;maina6dcea9 on Linux. Last updated 2026-10-22.System tested
macOS 26.2, Apple M5, Apple clang 21, x86-64 under Rosetta 2, MoltenVK (MBridge build); and an Ubuntu 24.04 x86-64 container under Rosetta with llvmpipe (Mesa, LLVM 20.1.2).
Furthest point
What is shown
Nothing is presented yet. The title starts, opens the pad, loads its sounds and music (
ui kit: 0 songs, 67 sounds (0 rejected), output playing,celeste: 23 effects, 5 songs) and stops at its first draw.Current blocker
On macOS with MoltenVK, plain
mainstops at the first draw because the pixel shader exports raw 32-bit values into aCOLOR_8UINT target and Metal refuses the pipeline (output of type float4 is not compatible with a MTLPixelFormatR8Uint color attachment): #9783, pull request linked there. With that change the next stop on this MoltenVK iswhich is a capability of the MoltenVK build (the extension is listed, its feature reports false), noted on #1.
On Linux with llvmpipe the stop is llvmpipe's mesh output limit:
ShaderRecompiler::Recompile: barycentric emulation on the mesh path needs 36864 bytes of mesh output memory, the device allows 32768. A real GPU is the next step.The macOS conversion needs
main's relinker; theci/macos-series-2tree's refuses the eboot withGuest TLS access without a non-empty PT_TLS.How it was run
macOS:
relinker --macos --to-rosetta --registry src/eboot.elf app(main's relinker) with the package asapp0/, then./appwithVK_DRIVER_FILESpointing at MoltenVK's ICD andSDL_AUDIODRIVER=dummy. Linux:--to-rosetta, run through/lib64/ld-linux-x86-64.so.2 ./app.elfunderxvfb-run.All reactions