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I did notice that on the 0.9.0 release there is a bunch of lib sys modules implementation, great work as allways guys, but do I need more than the 10 files needed at 0.8?
Tested with shadPS4 v0.9.1 WIP 99ccf56
Stops after a few intro screens with
[Debug] <Critical> page_manager.cpp:220 operator(): Assertion Failed!
Attempted to track non-GPU memory at address 0x2024050000, size 0x11000.
Tested with shadPS4 v0.9.1 WIP 99ccf56
Works okay seems playable
Tested with shadPS4 v0.9.1 WIP 99ccf56
Crashes early (no specific reason)
Need this opcode for other Decima engine games to go further (mainly Death Stranding and Horizon Zero Dawn), the two Decima engine games I own both have a memory leak, would be nice to have two more of them going to menus at least to confirm if it's an issue of shad with the engine (we could even create a label for them like UE and Unity on the compatibility list).

A brand new release just dropped in . As usual we have a lot of new features and bugfixes to this release making even more games reaching ingame and some of the are even playable
I will let you figure out the rest , here is a short list of updates
Core
- sceKernelAllocateDirectMemory hotfixes
- Export eboot address
- libkernel: Various filesystem fixes
- Only perform early read-write open when truncating is needed
- emulator: Fix log initialization order.
- Core: Fix module load addresses
- add scePthreadSetaffinity and emulate affinity
- Core: Memory Fixes
- libkernel: Implement sceKernelMemoryPoolBatch
- core: Introduce host call wrapper.
- kernel: Implement scePthreadGetaffinity
- Mprotect only over whole pages
- kernel: macos/linux Implement sceKernelUuidCreate
- Implement sceKernelIsStack
- Implement sceKernelMapDirectMemory2
- Proper error handling for MapMemory errors
- Implement sceImeDialogGetPanelSize
- VideoOut event cleanup
- Implement sceKernelGetModuleInfo, sceKernelGetModuleInfoInternal, and sceKernelGetModuleList
- Update ime_dialog.h
- Implement sceKernelPwritev
- sceNet initial implementation
- SaveData fixes
- Clear stack before executing guest code
- [Libs] Stubs sceSigninDialog
- log error for videodec ,videodec2
- [Libs] sceNet
- sceKernelAddTimerEvent implementation
- equeue: Clean up timers implementation
- [Libs] Companion httpd
- SaveDataDialog: fix possible null access
- SaveData: respect install dir in param.sfo to select the game save folder
- Savedata: Fix missing uses of config based save data dir.
- Use GetSrc in VALU insts instead of assuming vector reg (was vcc_lo)
- lower_buffer_format_to_raw: Fix handling of format remapping
- shader_recompiler: Add lowering pass for when 64-bit float is unsupported.
- Implement IMAGE_ATOMIC_FMIN and IMAGE_ATOMIC_FMAX for 32bit floats
- shader_recompiler: Few fixes for buffer number conversions
- Implement SnormNz conversion
- shader_recompiler: Widen num_conversion bitfield
- Adding opcode IMAGE_SAMPLE_B_O
- shader_recompiler: Always mark buffers as storage buffers.
- Handle -1 as V_CMP_NE_U64 argument
- Avoid post-increment of SGPR in S_*_LOAD_DWORD
- Handle VgtStreamoutFlush EVENT
- shader_recompiler: Fix buffer type reading from step rate attribute.
- renderer_vulkan: Restore Vulkan version to 1.3
- pp_pass: Use correct surface format.
- vk_rasterizer: Fix updating wrong color attachment when skipped by mask
- vk_presenter: Use correct format for output frame image and view
- vulkan: do not use VK_EXT_extended_dynamic_state
- vulkan: Handle incompatible depth format using null binding.
- gnm: Implement sceGnmDrawIndexIndirectMulti
- liverpool: Log more information on SetQueueReg.
- renderer_vulkan: Properly enable dualSrcBlend feature
- buffer_cache: Split updateBuffer calls into 65536 byte chunks.
- vk_instance: Enable robustImageAccess2
- fix: PM4CmdWaitRegMem memory address
- amdgpu: Handle 32-bit Unorm formats
- multikey for kbm_gui
- qt: Delay physical device enumeration to settings open
- qt: Update save data dir open to use name from PSF

How can I add games to the compatibility list?
I have checked the following and fully works
Peggle 2
Volume (only version 1.0 works. 1.18 crashes on boot)
Worms
LocoRoco 2
LocoRoco Midnight Carnival
Sonic Mania
Sonic Mania Plus
Galaga
Counterspy (playable but with serious graphical errors)
Ive also compiled a list of games that dont boot
Micro Machines (gets to menu)
Ace Combat 5
Bully
Sackboy
Streets of Rage 4
Puyo Puyo Tetris
Puyo Puyo Tetris 2
Pang
I have checked a few more but my mind has given up on me
Tested with shadPS4 v0.8.1 WIP e2513d5
Ingame but not 3d graphics , sound works partial
Tested with shadPS4 v0.8.1 WIP 98faff4
Ingame graphics are bad though
Spamming a lot the following
[Core] <Error> stubs.cpp:42 CommonStub: Stub: sceSystemGestureUpdatePrimitiveTouchRecognizer (nid: GgFMb22sbbI) called, returning zero to 0x800b2faec
[Core] <Error> stubs.cpp:42 CommonStub: Stub: sceSystemGestureUpdateAllTouchRecognizer (nid: wPJGwI2RM2I) called, returning zero to 0x800b2fb00
[Core] <Error> stubs.cpp:42 CommonStub: Stub: sceSystemGestureGetTouchEventsCount (nid: h8uongcBNVs) called, returning zero to 0x800b2fb32
Tested with shadPS4 v0.8.1 WIP 98faff4
Stops early one possible reason:
[Debug] <Critical> liverpool.cpp:756 ProcessGraphics: Unreachable code!
Unknown PM4 type 3 opcode 0x8e with count 3