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Ghostwire: Tokyo

MenusPRPPSA01337Last tested 24 Oct 2026 · 1 release ago

Progress

  1. Converts
  2. Loads
  3. Starts
  4. First draw
  5. Presents
  6. Menus
  7. Ingame
  8. Playable

Striped steps are reached only with changes not yet on main. The report that got to Menus used:

All of these have merged since, so main may get there now. A new run would show it.

Where it stops

Unreal Engine 4 title with Wwise audio. It converts with no absent imports. The import audit lists 12 throwing stubs, none of which was called in these runs: three sceAgcAcb*Workload* calls and sceAgcUpdateInterpolantMapping_0100 from the bundled libSceJobManager.prx, sceVoice…

What it needs

Read from the blocker in the report of by p3n1cillin, checked against today's source.

Errors it stops on

  • storing storage image results pending over memory outside the write watch without the guest bytes saved before them is not implementedStill in the source: Texture.cpp:6220, Texture.cpp:6430

Test reports 1

DateStageSystemBuildBy
MenusWindowsNVIDIAGeForce RTX 5070main + PRsp3n1cillin

Select a report to see everything it says.