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Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles on AnyPS5

Windows is in game — Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles (the PS5 title PPSA03490, content 01.000.000, the first Hinokami Chronicles, not Hinokami Chronicles 2), logos, the autosave notice, the main menu, a rendered intro movie and a fight at about 0.8 to 18 FPS — on unmodified main 66702f1cff (Windows 11 / AMD Ryzen 9 9950X3D / GeForce RTX 5090), with performance as the current blocker; Linux and macOS were not checked. Cited commit 66702f1cff (17 Oct) predates v0.1.3 (3fd1cc393b, 20 Oct). 66702f1cff is the merge of #7060 and is in v0.1.3. The cited furthest in-game used plain main, with no pull requests applied. The dump's eboot.bin and six sce_module prx files are SELF files and were unwrapped with tools/unwrap_self.py into anyps5-elf. That unwrap is a conversion step, not a game patch. No cited run tested the official release zip. Whether the current official release zip matches this report is unknown, so an official zip may stop earlier. This title is not in the official table. Build source is main — the cited furthest in-game used unmodified main 66702f1cff, not a release zip. Audio and the controller were not checked separately. The run lasted about 16 minutes (957 s of log) with no emulator crash; the player closed it because it was too slow. Unreal Engine 4 title. The dump has no playgo-* files in sce_sys, so the run used APS5_PLAYGO_UNLISTED_CHUNKS=absent; with APS5_PLAYGO_UNLISTED_CHUNKS=installed the title's chunk-ID walk never ends and startup aborts. In game on that cited main commit is not a Playable claim. A single self-report is not an official-table row.

In gameCommunity reportWindows

PPSA03490

AnyPS5.io branded placeholder cover for Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles. Not official box art.
Branded AnyPS5.io placeholder. Not official box art.

Snapshot

StageIn game
Platforms in this snapshotWindows
Build sourcemain · 66702f1cff
Last verified in snapshot17 Oct 2026
Snapshot assembled14 Oct 2026 · checked 11 Oct 2026

Allowed values: release, main, fork, patched, unknown. Official table membership is not a release-zip claim.

Furthest public stage shown, including testing branches. Not an official playable verdict.

Page content updated: 22 Oct 2026. This date is when the page text changed. It is not a new hardware test.

Official zip may stop earlier

Playable here can come from later main or extra patches. The official release zip may stop before that furthest stage.

Verified, blocked, unknown

Verified

  • Windows 11 / WinLibs GCC 15.2.0 (x86_64-posix-seh, ucrt, r7) / RTX 5090 (NVIDIA 617.42) / AMD Ryzen 9 9950X3D / 3840x2160 (discussion #7257, 17 Oct 2026): Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles PPSA03490 content 01.000.000 on unmodified main 66702f1cff, the merge of #7060, with no pull requests applied. Windows in game — the logos play, the autosave notice, the main menu, a rendered intro movie and a fight in game (around frame 2800 of the fight, as counted by the player) were reached with no emulator crash in a run of about 16 minutes (957 s of log); the player closed it because it was too slow. Player-observed frame rates: about 0.8 fps on the notice, 18 fps after the menu, 16 fps in the intro movie, 0.2 fps for a long freeze at a scene switch and at a face loading in (0.19 fps), then 12 fps again. In the [present] lines the best 10 s window shows 220 presents (GPU busy 30.2 ms, idle gaps 15.2 ms per frame); slow windows show 1 to 3 presents per 10 s with idle gaps of 2,676 ms per frame and GPU busy 0.0 to 8.1 ms. A first action in game (for example the first attack) stutters, the second time is smooth. Audio and the controller were not checked separately. 66702f1cff predates v0.1.3 and is the merge of #7060, which is in v0.1.3. Single community self-report. In game ≠ Playable.
  • Same Windows host and thread: Unreal Engine 4 title. The dump's eboot.bin and six sce_module prx files (libSceFace, libSceFaceTracker, libSceJobManager, libSceNpCppWebApi, libScePfs, libc) are SELF files and were unwrapped with tools/unwrap_self.py into anyps5-elf. That unwrap is a conversion step, not a game patch. Relinked with relinker --windows --windows-diagnostics --trace-imports --registry --sce-module-path <anyps5-elf> <anyps5-elf>/eboot.bin app.exe. Those flags are relinker flags, not a game patch. app0 links apk and sce_sys to the dump, holds eboot.bin, and holds ue4commandline.txt (contents: ../../../apk/apk.uproject, which the dump does not include). Run with ANYPS5_GPU=5090, VK_LOADER_DRIVERS_DISABLE=*dzn*, APS5_LOG_TIMESTAMPS=1, APS5_PROFILE_DRAW=1 and APS5_PLAYGO_UNLISTED_CHUNKS=absent. The dump has no playgo-* files in sce_sys, so without that variable PlayGo stops with the missing-metadata error, and with APS5_PLAYGO_UNLISTED_CHUNKS=installed the title's chunk-ID walk never ends and startup aborts with Ran out of memory allocating 5565054976 bytes with alignment 65536; that PlayGo setting is documented in #7255. No extra title patch file is named as required.

Blocked

  • Current blocker named in discussion #7257: performance only, and the GPU is idle during the stalls rather than busy. Numbers from the log: the [draw] driver phases line shows recompile at 182.9 us per draw packet (capture 16.9 us); the [capture] line counts 1,662,668 captures with 865,780 pages fetched; the [recorder] line counts 19,303 syncs that waited 33.8 s for the GPU in total (pending write 5,094 syncs, 25.6 s); the [texture] lines report 2,200 textures in the run (994 copied from storage images), with allocate+image at 1,569 ms in total. The log also contains 6 lines Shader 0x200cbc0000 ... has unsupported registered shader type 8; it is not prepared at registration (0x200cbc0000, 0x200cbd0000, 0x200cbf0000, 0x200cc00000, 0x200cc10000, 0x200cc20000); whether anything draws with them was not checked. The cause of the freezes was not found.
  • Not checked in the cited report: audio, the controller, save or save reload, Linux, or macOS. Historical: without APS5_PLAYGO_UNLISTED_CHUNKS=absent the title aborts at startup (missing-metadata, or out of memory when that variable is installed). In game on that cited main is not a Playable claim.

Unknown

  • Official-table membership. This title is a community report (official: false), not a tested-compatibility table row.
  • Whether the current official release zip matches this report. The cited play used unmodified main 66702f1cff, which predates v0.1.3 and is the merge of #7060 (already in v0.1.3), not a release zip.
  • Linux. No cited Linux session of this title in discussion #7257.
  • macOS. No cited macOS session of this title in discussion #7257.
  • Audio. Discussion #7257 says audio was not checked separately.
  • Controller behaviour. Discussion #7257 says the controller was not checked separately.
  • Save or save reload. Discussion #7257 names an autosave notice on screen; it does not mention a save slot or a save round trip.
  • AMD or Intel GPU in-game reports. The cited Windows host is RTX 5090 only.
  • The cause of the long freezes, and whether the six type-8 shaders draw. Discussion #7257 says those were not found or not checked.
  • How far play went past that fight around frame 2800, or completion. The player closed the run because it was too slow.

Saves, patch, and network

Saves

Status: Unknown

Unknown. Discussion #7257 names an autosave notice on screen; it does not mention a save slot or a save round trip.

Game patch

Status: Known

Known. The cited report names Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles PPSA03490 content 01.000.000. Relinked with relinker --windows --windows-diagnostics --trace-imports --registry --sce-module-path <anyps5-elf> <anyps5-elf>/eboot.bin app.exe. Those flags are relinker flags, not a game patch. The dump's eboot.bin and six sce_module prx files are SELF files and were unwrapped with tools/unwrap_self.py into anyps5-elf. That unwrap is a conversion step, not a game patch. app0 holds ue4commandline.txt (contents: ../../../apk/apk.uproject, which the dump does not include). No extra title patch file is named as required. Furthest cited in-game used unmodified main 66702f1cff (the merge of #7060) with no pull requests applied. #7060 is in v0.1.3. The cited run used ANYPS5_GPU=5090, VK_LOADER_DRIVERS_DISABLE=*dzn*, APS5_LOG_TIMESTAMPS=1, APS5_PROFILE_DRAW=1 and APS5_PLAYGO_UNLISTED_CHUNKS=absent. That PlayGo setting is documented in #7255.

Network

Status: Unknown

Unknown. No cited report tests online or networked play.

Quoted public error strings

Verbatim from the linked report. One run, one build — not a promise that you will see the same line.

Windows

Windows 11 / WinLibs GCC 15.2.0 (x86_64-posix-seh, ucrt, r7) / RTX 5090 (NVIDIA 617.42) / AMD Ryzen 9 9950X3D / 3840x2160 (discussion #7257, 17 Oct 2026): Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles PPSA03490 content 01.000.000 on unmodified main 66702f1cff, the merge of #7060, with no pull requests applied. Windows in game — the logos play, the autosave notice, the main menu, a rendered intro movie and a fight in game (around frame 2800 of the fight, as counted by the player) were reached with no emulator crash in a run of about 16 minutes (957 s of log); the player closed it because it was too slow. Player-observed frame rates: about 0.8 fps on the notice, 18 fps after the menu, 16 fps in the intro movie, 0.2 fps for a long freeze at a scene switch and at a face loading in (0.19 fps), then 12 fps again. In the [present] lines the best 10 s window shows 220 presents (GPU busy 30.2 ms, idle gaps 15.2 ms per frame); slow windows show 1 to 3 presents per 10 s with idle gaps of 2,676 ms per frame and GPU busy 0.0 to 8.1 ms. A first action in game (for example the first attack) stutters, the second time is smooth. Audio and the controller were not checked separately. Unreal Engine 4 title. The dump's eboot.bin and six sce_module prx files (libSceFace, libSceFaceTracker, libSceJobManager, libSceNpCppWebApi, libScePfs, libc) are SELF files and were unwrapped with tools/unwrap_self.py into anyps5-elf. That unwrap is a conversion step, not a game patch. Relinked with relinker --windows --windows-diagnostics --trace-imports --registry --sce-module-path <anyps5-elf> <anyps5-elf>/eboot.bin app.exe. Those flags are relinker flags, not a game patch. app0 links apk and sce_sys to the dump, holds eboot.bin, and holds ue4commandline.txt (contents: ../../../apk/apk.uproject, which the dump does not include). Run with ANYPS5_GPU=5090, VK_LOADER_DRIVERS_DISABLE=*dzn*, APS5_LOG_TIMESTAMPS=1, APS5_PROFILE_DRAW=1 and APS5_PLAYGO_UNLISTED_CHUNKS=absent. The dump has no playgo-* files in sce_sys, so without that variable PlayGo stops with the missing-metadata error, and with APS5_PLAYGO_UNLISTED_CHUNKS=installed the title's chunk-ID walk never ends and startup aborts with Ran out of memory allocating 5565054976 bytes with alignment 65536; that PlayGo setting is documented in #7255. No extra title patch file is named as required. Current blocker: performance only, and the GPU is idle during the stalls rather than busy. Numbers from the log: the [draw] driver phases line shows recompile at 182.9 us per draw packet (capture 16.9 us); the [capture] line counts 1,662,668 captures with 865,780 pages fetched; the [recorder] line counts 19,303 syncs that waited 33.8 s for the GPU in total (pending write 5,094 syncs, 25.6 s); the [texture] lines report 2,200 textures in the run (994 copied from storage images), with allocate+image at 1,569 ms in total. The log also contains 6 lines Shader 0x200cbc0000 ... has unsupported registered shader type 8; it is not prepared at registration (0x200cbc0000, 0x200cbd0000, 0x200cbf0000, 0x200cc00000, 0x200cc10000, 0x200cc20000); whether anything draws with them was not checked. The cause of the freezes was not found. 66702f1cff (17 Oct) is the merge of #7060 and predates v0.1.3 (3fd1cc393b, 20 Oct); #7060 is in v0.1.3. The cited furthest in-game used plain main. No cited run tested the official release zip. Linux and macOS were not checked. Single community self-report. In game ≠ Playable.

Linux

No report in the cited thread. Linux was not checked.

Sources

Live threads beat this snapshot: Game bring-up discussions.

Need the files? Download v0.1.3 from GitHub, then relink. This page is not a store and does not host games.