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So I have a modded Ps4 12.02 should I get the sys_modules from the newer version or should I still use my original 11.0 ones?

I can't launch shadPS4, when the cmd start it closed 2 sec after
if u can help me please
PC specs :
amd ryzen 7 9800x3D
rtx 5090 msi vanguard
64go DDR5
Win11

I downloaded the emulator via Flatpak (Arch user) and, when launched, the "File" section says "Boot Game" instead of "Install PKG". Then, when I select Bloodborne's PKG, the game doesn't launch, but I guess that's because the 1.09 patch is not installed. I'm sorry if this is not supposed to be a problem at all but I don't know what to do. Thanks in advance.

Hello.
I have 2 graphic cards Dell 06HP90 AMD Radeon R7 350X 4GB GDDR5 and MSI Nividia Geforce GTX 980 4G GDDR5
Lenovo ThinkCentre desktop running 6 gen Intel i7 8GB RAM 240GB SSD Sandisk using Dell 06HP90 AMD Radeon R7 350X 4GB GDDR5. All emulators are working find Xbox 360, Switch, PS3 but not PS4 Shadps4 but works with onboard graphic chip.
Gateway With an Intel i5 with MSI Nividia Geforce GTX 980 4G GDDR5, same story.
How can I configure these graphic cards in Batocera 41 for Shadps4 to make them work?
THANKS!
The game boots to a black screen most of the time. There are some exeptions where the game reaches the main menu and the mission selection screen, but as soon as a mission is selected it crashes. If I have to give an estimate, this happens 1 out of 15 tries.
I couldn't copy-paste any error messages since the console gets dragged in the shadow realm with the game when it goes down.
If anyone can tell me how I can get them, please let me know, I'd be very excited to play this game again.
Hi folks, my emulator is crashing when I try to load a game with the following errors:
[Debug] <Critical> address_space.cpp:109 operator(): Assertion Failed!
(FormatMessageA failed to format error)
Already installed Visual C++ packages from 2005 to 2022.
ShadPS4 version is 0.9.1 updated via nigthly update channel from official 0.9.0.
After running some C++ packages and repairing their installation sometimes the game can boot fine.
But after rebooting the PC the issue comes back.
PC Specs:
Mobo Asus Z87-A
Intel Core i7 4790k@4.5Ghz
EVGA GTX 1080Ti 11Gb
8Gb RAM DDR3 @1866Mhz Dual Channel
PSU Corsair RM850
Windows 10 Pro 22H2
Hello
Can the emulator connect to a local area network (LAN)?
For those who do not know, this game is played via phones, but it is required that it be on the same network as the PS4.
Currently this game crashes on this:
[Debug] <Critical> ajm_instance.cpp:51 AjmInstance: Unreachable code!
Unimplemented codec type M4aacDec
Using this PR (https://github.com/shadps4-emu/shadPS4/pull/2774) it gets a bit further and now crashes on:
[Render.Recompiler] <Error> translate.cpp:554 LogMissingOpcode: Unknown opcode DS_ORDERED_COUNT (1087, category = DataShare)
[Debug] <Critical> structured_control_flow.cpp:837 operator(): Assertion Failed!
Shader translation has failed
Skipping this results in hitting this:
[Debug] <Critical> page_manager.cpp:220 operator(): Assertion Failed!
Attempted to track non-GPU memory at address 0x300d40000, size 0x40000.
Currently this game doesn't get past menus, it hangs when creating a new game. There's also a slim chance to crash before or in menus on the following UC:
[Debug] condvar.cpp:Wait:144: Unreachable code!
Using a patch made to bypass the hang, it now crashes on:
[Render.Recompiler] <Error> translate.cpp:554 LogMissingOpcode: Unknown opcode BUFFER_LOAD_SSHORT (1291, category = VectorMemory)
[Debug] <Critical> structured_control_flow.cpp:837 operator(): Assertion Failed!
Shader translation has failed
Now all the information I have after that are really old, so they may have changed since then, but using this PR (https://github.com/shadps4-emu/shadPS4/pull/2856) when it was first opened made it go a bit further and it crashed on:
[Debug] <Critical> vector_memory.cpp:250 operator(): Assertion Failed!
And using the next commit from that PR which was a hack to get past the vector_memory assert it hit this:
[Debug] <Critical> page_manager.cpp:207 operator(): Assertion Failed!
Attempted to track non-GPU memory at address 0x16a1c86000, size 0x3a000.
With Validation layers enabled, I only found one error in my log:
"[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-RuntimeSpirv-OpEntryPoint-08743: Validation Error: [ VUID-RuntimeSpirv-OpEntryPoint-08743 ] Object 0: handle = 0xba04b100000000c9, name = vs_0x000000008e0e983b_0, type = VK_OBJECT_TYPE_SHADER_MODULE; Object 1: handle = 0xb01fd60000000203, type = VK_OBJECT_TYPE_SHADER_MODULE; | MessageID = 0x89925893 | vkCreateGraphicsPipelines(): pCreateInfos[0] (SPIR-V Interface) VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT declared input at Location 1 Component 0 but it is not an Output declared in VK_SHADER_STAGE_VERTEX_BIT.
The Vulkan spec states: Any user-defined variables shared between the OpEntryPoint of two shader stages, and declared with Input as its Storage Class for the subsequent shader stage, must have all Location slots and Component words declared in the preceding shader stage's OpEntryPoint with Output as the Storage Class (https://vulkan.lunarg.com/doc/view/1.3.2...oint-08743)"
Far Cry® 4 (CUSA00462) has been crashing on the following Unreachable for a while now:
[Debug] liverpool_to_vk.cpp:BlendOp:219: Unreachable code!
I've asked about it in the development channel of the shadPS4 Discord server and it seems to be garbage data that the game sends. Changing the unreachable in liverpool_to_vk.cpp to default to any of the previous BlendOp makes the game crash on:
[Debug] <Critical> liverpool.h:113 SearchBinaryInfo: Unreachable code! Shader binary info not found.
Using a hack made by Kalaposfos to skip this then leads to a BlendFactor unreachable:
[Debug] <Critical> liverpool_to_vk.cpp:213 BlendFactor: Unreachable code!
Again this time returning any of the BlendFactor (yes I've tested them all) finally gets you in game (with what seems to me like the same visual issues for all of them). I did get this error a few times when changing which of them it returns though (screenshot)