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Marvel's Wolverine key art
Marvel's Wolverine icon

Marvel's Wolverine on AnyPS5

PPSA03671 ยท last report 14 Oct 2026

Boots Gets through its intro videos on Windows with extra patches, then stops at its first mesh-style draw. No menu yet.

  1. Nothing
  2. Boots
  3. Menus
  4. In game
  5. Playable

Windows: with a stack of pull requests on top of main, the game plays its intro videos and stops at the next draw, which uses a GPU mode (fast-launch geometry) AnyPS5 does not handle yet. No menu has been shown.

Running it and it stopped on an error? Check the error against every report and fix for this game.

Can you play it on PC at all?

Not yet. There is no official PC version (it came out on 15 September 2026 for PS5 only), and AnyPS5 has not shown a menu. A separate open-source PS5 emulator, KytyPS5, has got further: by 30 September it showed the game in its 3D world, and test videos from early October reach around 20 FPS at best on an RTX 4080, mostly 6 to 9 FPS, with heavy graphical glitches. Neither is playable yet. KytyPS5 report

Screenshots

No screenshot of this game running has been posted in the project's threads yet. Testers who reach a new screen usually post one in the discussion linked on the right.

Where it stands

Marvel's Wolverine is early, but moving. On 11 October a tester on Windows got it through its intro videos for the first time, using current main plus several open pull requests. Right after the intros it stops at a draw that uses fast-launch, mesh-style geometry, which nobody had implemented. A maintainer says a first fix for it is welcome, and another game (PPSA02530) stops on the same thing, so it should get attention.

Two earlier stops are now dealt with. The crash a few minutes in, when the game signals a semaphore (a thread lock) with a count of zero, was closed on 10 October with a fix in a pull request. The first frame failing because a pixel shader reads a value the vertex shader never writes was closed on 11 October: the fix makes those reads return zero, as the console does.

A set of fixes from late September is merged and let the game run longer: Windows thread-local storage for the game's C library, a fixed memory reservation the game relies on, and a command buffer fix.

The biggest hurdle for a normal setup is a missing library. The game relies on Sony's libSceNpCppWebApi, which it does not ship in its dump, and AnyPS5 no longer provides a replacement. 147 of the game's 150 unresolved imports come from it. One tester rebuilt an old replacement to try to get past this, but it was missing 129 of the 147 functions and stopped on the next one. Another run got further, so how exactly it was bypassed is not fully explained in the threads.

Some game files are also wrapped in an unusual container (starts 54 14 f5 ee), which has to be unwrapped before the relinker can read it. A merged change now says so clearly instead of showing a vague error.

WindowsPlays the intro videos on main plus open pull requests; stops at the first fast-launch (mesh-style) draw after them.
LinuxOnly the dump and file-format side was checked; the threads has no Linux run of the game itself.
macOSNo test report yet

What is stopping it

  • After the intros the game issues a draw with GS_FAST_LAUNCH set (mesh-style geometry). A first step to decode it (#4702) is on main since 14 October, but 131 of the game's vertex programs still fail to compile (an unsupported barrier instruction), so the issue stays open. Thread
  • The game needs Sony's libSceNpCppWebApi, which is not in its dump and not provided by AnyPS5. 147 of 150 unresolved imports come from it. Thread
  • The dump's files are in a second SELF container format (54 14 f5 ee) that has to be unwrapped before relinking. Thread

How it got here

  1. Merged: Windows modules with thread-local storage now get proper setup; the game's C library had been overwriting other memory and crashing new threads. Source
  2. Merged: fixed memory reservations are honoured, and an empty command buffer no longer throws. Both were hit by Wolverine's heaps and start-up. Source
  3. A user reports the game cannot start because libSceNpCppWebApi is missing from the dump. Source
  4. Merged: the relinker now names the second SELF container format the dump uses instead of a vague 'invalid ELF magic' error. Source
  5. Measured import coverage: 931 unique imports, 507 implemented, 150 absent, 147 of those from libSceNpCppWebApi. Source
  6. A tester finds a crash after a few minutes from a zero-count semaphore signal. With a fork fix, Wolverine gets past it and starts issuing draws. Source
  7. First presentation attempt fails because a pixel shader reads a value the vertex shader never exports. Source
  8. The fix for shaders reading a value the vertex shader never writes is proposed (reads return zero, as on the console), and the issue is closed. Source
  9. Wolverine gets through its intro videos for the first time, on main plus seven pull requests, and stops at a fast-launch geometry draw. Source
  10. Merged: a first step to decode fast-launch geometry (one point per subgroup). It does not yet cover the 131 vertex programs that fail on a barrier instruction. Source

Tested hardware

PCResult
Windows 11 Pro, AMD Ryzen 5 7600, NVIDIA GeForce RTX 5080, 32 GB DDR5Used to test the September memory, command buffer and thread fixes; no game progress beyond running reported.Report
Windows 11, RTX 3070, main plus several unmerged PRs and two local placeholdersIssues draws; the first presentation fails with a graphics interface mismatch.Report