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Sackboy: A Big Adventure on AnyPS5

PPSA01289 ยท last report 10 Oct 2026

Boots Starts and reaches its loading screen on Windows and begins loading the first world; nothing further has been shown yet.

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

Reported on Windows by one contributor with their own dump; the loading screen needed extra changes that were not yet merged, so plain main is unlikely to match this.

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

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

A contributor has been fixing the problems this game hits one after another. With their own copy of the game on Windows 11, it gets as far as its loading screen and starts loading the first world. No menu or gameplay screenshot has been posted.

Several fixes are already part of the project's main branch (merged on 2026-10-09). The game was running out of memory during the first world load because a streaming call never handed back its memory; that is fixed. Nine system functions the game needs had been missing and are now filled in as stubs, and an audio function it calls when it replaces a world now works (it does nothing, but it no longer crashes).

The next known blocker is a graphics one. During presentation the game reads the stencil part of a depth image from a compute shader, which the project does not support yet. A fix is open as a pull request. The contributor also notes that reaching the loading screen needed other changes outside the merged ones, but does not list them.

A separate report on 2026-10-10 offers a ready branch for the common dialogs (libSceCdlgG2P) that this game imports, so a dialog the game opens no longer stops it.

WindowsReaches the loading screen with the merged fixes plus other unmerged changes; the first world load was running out of memory before the fix on 2026-10-09.
LinuxNo test report yet
macOSNo test report yet

What is stopping it

  • Reading the stencil part of a depth image from a compute shader during presentation is not supported yet; a fix is open. Thread
  • Other changes outside the merged pull requests are also needed to reach the loading screen, but they have not been listed. Thread
  • The game imports the G2P common dialog library, which threw an error from every function. A ready branch was offered on 2026-10-10 (issue now closed). Thread

How it got here

  1. A fix is merged so the game stops leaking a 16 KiB buffer on every streamed read, which was filling its allocator and running it out of memory during the first world load. Source
  2. Nine missing system functions (voice chat, session signaling and the G2P dialog) are added as stubs, so the loader no longer stops on them; the title then runs to its loading screen. Source
  3. The audio function sceAudioOut2MasteringTerm, which the game calls when it replaces its world, is accepted instead of throwing an error. Source
  4. A pull request is opened for reading a depth image's stencil plane from compute shaders, which the game does during presentation. It is still open. Source
  5. A contributor reports that the common-dialog libraries G2P and VR Setup throw from every function and offers a ready branch; the issue is closed the same day. Source