Some titles stop on a prompt to shake the controller, which keyboard players
and controllers without motion sensors cannot answer. While the Shake input is
held (X by default), the composed pad state reports motion with the
acceleration and angular velocity flipping sign every 50 ms; a controller's own
sensor data is used otherwise.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A per-game relinker-patches.toml (or --patches) replaces verified bytes in
the input executable and bundled modules before conversion. Entries are
checked against the expected bytes and against every in-place writer,
the ELF header range and relocation targets. An <output-stem>.patches.toml
manifest records the applied entries, and --verify-patches checks an input
or a converted output. With no patch file the output is unchanged.
Rosetta sets RDTSCP's ECX to its constant TSC_AUX, 0xAAAAAAAB, which is
not a processor index. --to-rosetta already makes RDPID return processor
0 for the same reason, so code reading the processor through RDTSCP saw
a different value from code reading it through RDPID.
--to-rosetta now moves RDTSCP into an optional stub that runs the
instruction unchanged and then loads 0 into ECX with a MOV, which
leaves the counter in EDX:EAX and the flags as they were. A site with no
movable instruction after it for the jump is kept, as for RDPID. The
Intel target and a plain relink are unchanged.
APS5_CRASH_STACK_BYTES=<n> prints n bytes of stack words from rsp after the
stack return address candidates, then eight words at every distinct stack word
that points at readable, non-executable memory outside the thread's stack.
Off when the variable is unset, empty or 0.
USAGE.md describes the refused posted unlocks and their log line, and
says that the icon queries and a damaged or unwritable unlock or
statistics file stop the game with an error. The debt entries of
libSceNpTrophy2 and libSceNpUniversalDataSystem no longer say that any
posted id is stored. Both USAGE.md and the libSceNpTrophy2 entry say
that without trophy data the platinum is not unlocked when the other
trophies are.
PPSA03490 (Demon Slayer: Kimetsu no Yaiba - The Hinokami Chronicles) has no playgo-* files in sce_sys. Its startup code asks scePlayGoGetLocus about chunk IDs 0, 1, 2, ... and stops when it gets SCE_PLAYGO_ERROR_BAD_CHUNK_ID, appending each ID to an array. With APS5_PLAYGO_UNLISTED_CHUNKS=installed no ID ever fails, the array keeps growing and startup aborts with 'Ran out of memory allocating 5565054976 bytes with alignment 65536'. With =absent the walk ends and the title gets past its logos to the menu and intro.
AI-assisted: yes. Written with AI assistance and reviewed by me.
A sparse import binds whole 64 KiB blocks, so a range whose memfd offset
is not a multiple of 64 KiB fell back to one UDMABUF_CREATE and, above
udmabuf's size limit, to copies. The sparse buffer now starts at the
block below the range: HostImport::lead holds that distance, the
import's device address points at the range itself, and every offset
into the import's buffer goes through HostImportOffset.
APS5_PAD_INPUT_FILE commands can set bit 0x200000 or 0x400000 to put a
finger on the left or right half of the touchpad, as the TouchLeft and
TouchRight keys do, so scripted runs can press touchpad combinations.
tools/pad_input.py queues them as touch-left and touch-right.
AI-assisted: yes
StorageTextureBudget gave the storage image cache a quarter of the VK_EXT_memory_budget
budget of the largest device-local heap (capped at TextureCacheBudget, never below 512 MiB)
whatever else the heap held, while SampledTextureBudget takes what that budget leaves after
the heap's other use. On a 10 GB card the storage cache kept 2024-2170 MiB into a level load
whose depth and render target allocations then failed with VK_ERROR_OUT_OF_DEVICE_MEMORY
with the heap at its reported budget where a run logged it.
The storage image budget is now what the reported budget leaves after the heap's use other
than the cached storage images, the unused part of the sampled textures' 2 GiB floor and an
eighth of the budget; the caps at a quarter of the budget and at TextureCacheBudget and the
512 MiB floor stay. The sampled budget still reserves TextureCacheBudget for the storage
cache, at least the storage cap, and the storage budget reserves the sampled textures alive,
so neither counts bytes the other may take; while the sampled textures alive stay within
their floor the sampled budget falls first, then the storage budget, and above it both fall
together. The budget line also prints when the storage image budget moves by more than a
tenth, with its previous value, and StorageTextureCacheBudget is exported for the execution
test.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Unreal titles end in their own libc fatal path with the UTF-16
LowLevelFatalError message in a register, and the crash report shows
only the first 64 bytes of it as hex words, so the message is lost
(#4238: Demon Slayer PPSA03490, Stray PPSA02100).
For every general register that points at readable memory starting
with at least four printable ASCII characters, as UTF-16LE or as single
bytes, the report now prints the text up to a NUL, the first other
character, 512 characters or the end of readable memory (each page is
checked with VirtualQuery before it is read).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>