F12 (the new Screenshot input action) requests a capture of the next
presented display buffer. The presenter records it with the existing
APS5_DUMP_FRAMES GPU readback at full resolution, and the frame dump
writer thread encodes it with decoder_png into anyps5-screenshots/
beside the executable, or ANYPS5_SCREENSHOTS.
APS5_VIDEOOUT_TELEMETRY_DIR=<directory> appends one JSON object per line to <directory>/videoout.jsonl: a contract line for the run (commit and pid), a pad line whenever the published pad state changes in its buttons, sticks, L2 or R2, a present line after the first present and every 30 after that with the count and rate the window title shows, and a drops line with the number of lines the writer discarded, reported every ten seconds while it grows and once at a normal exit. A bounded queue of 4096 lines and one writer thread batch the file, so neither the present nor the input path waits for it; a pad change that the full queue refused stays pending for a later publish, and the frame count moves from UpdateTitle's function-static to DisplayWindow so the input path can name the present it belongs to.
Without the variable no file is opened and no thread is started: a present or an input update costs one call that checks a guard variable and returns null.
The summary line names the CPU, its thread count, physical memory and,
with param.json, the title ID, name and content version.
APS5_TRACE_BENCH=1 with APS5_TRACE_SUMMARY_EVERY rewrites
aps5-bench-<commit>-<pid>.json.gz at each interval with the time between
every two presents, so reports can be recomputed and checked from raw
frame times. param.json's contentVersion is read when present.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The paragraph said a game shows no text without the font files. A title that asserts on the sceFontOpenFontSet result stops at boot instead, so say both, and say where the Noto Sans substitutes come from.
The pipeline cache file lived in the shader cache root and every run
merged its pipelines into it, so pipelines built from SPIR-V of earlier
recompiler versions were never dropped. The file only grew (965 MB for
PPSA05684 after a few recompiler changes) and the driver loads all of
it into host memory at device creation.
The file now sits in the directory of the current shader cache source
version, next to the variants it was built from.
AI-assisted: yes
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 <[email protected]>
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.