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SWORD ART ONLINE Last Recollection on AnyPS5

Windows is in game — SWORD ART ONLINE Last Recollection (the PS5 title PPSA06958, content 01.021.000, the Last Recollection release, not another Sword Art Online title), logos, title menu and the first rendered cutscene at 12 to 15 FPS then the first playable part at about 11.4 FPS — on unmodified main f1af6c591 (Windows 11 / AMD Ryzen 9 9950X3D / GeForce RTX 5090), with the frame rate as the current blocker; Linux and macOS were not checked. Cited commit f1af6c591 (18 Oct) predates v0.1.3 (3fd1cc393b, 20 Oct). f1af6c591 is the merge of #7325 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 its 7 modules in sce_module/ are SELF files (magic 5414f5ee) 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 f1af6c591, not a release zip. Audio and controller details were not checked. Unreal Engine 4 title (pak version 11, not compressed, not encrypted). On older main 66702f1cf (17 Oct) the title did not load (unresolved PlayerSelectionDialog imports); that load failure is historical as of 18 Oct after #6058, which is in v0.1.3. With #6058 on 66702f1cf it then stopped at the title menu on FATAL: unhandled exception 0xc000001d on thread 9780 'FAsyncLoadingThread'; that title-menu stop no longer happens on f1af6c591. 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

PPSA06958

AnyPS5.io branded placeholder cover for SWORD ART ONLINE Last Recollection. Not official box art.
Branded AnyPS5.io placeholder. Not official box art.

Snapshot

StageIn game
Platforms in this snapshotWindows
Build sourcemain · f1af6c591
Last verified in snapshot18 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 / RTX 5090 (NVIDIA 617.42) / AMD Ryzen 9 9950X3D (discussion #7359, 18 Oct 2026): SWORD ART ONLINE Last Recollection PPSA06958 content 01.021.000 on unmodified main f1af6c591, with no pull requests applied. Windows in game — logos, title menu, the first rendered cutscene at 12 to 15 FPS (faster than the reporter's earlier runs of older builds), then the first playable part at about 11.4 FPS. Audio and controller details were not checked. Unreal Engine 4 title (pak version 11, not compressed, not encrypted). f1af6c591 predates v0.1.3 and is the merge of #7325, which is in v0.1.3. Single community self-report. In game ≠ Playable.
  • Same Windows host and thread: the dump's eboot.bin and its 7 modules in sce_module/ are SELF files (magic 5414f5ee) 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 holds the dump's sao_lr and sce_sys as junctions plus copies of eboot.bin, ue4commandline.txt and contentids.json. The dump has no PlayGo files, so the run used APS5_PLAYGO_UNLISTED_CHUNKS=absent. Run with ANYPS5_GPU=5090 and VK_LOADER_DRIVERS_DISABLE=*dzn*. No extra title patch file is named as required.

Blocked

  • Current blocker named in discussion #7359: the frame rate. The first rendered cutscene ran at 12 to 15 FPS, then the first playable part at about 11.4 FPS. No stop on this commit.
  • Historical (17 Oct, discussion #7359): on main 66702f1cf the title did not load (FAIL: unresolved ELF import GtF-2gJqsts from libScePlayerSelectionDialog.prx and three more PlayerSelectionDialog imports). #6058 fixed that load failure; #6058 merged 18 Oct and is in v0.1.3. With #6058 on 66702f1cf it then stopped at the title menu in every plain run (FATAL: unhandled exception 0xc000001d on thread 9780 'FAsyncLoadingThread', a switch on a type byte read from loader data that held bytes of Mm_map_obj04.uexp). That title-menu stop no longer happens on f1af6c591; the reporter did not find which merged change removed it.
  • Not checked in the cited report: audio, controller details, Linux, macOS, save or save reload, AMD or Intel GPU, how far play went past the first playable part, or completion. 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 f1af6c591, which predates v0.1.3 and is the merge of #7325 (already in v0.1.3), not a release zip.
  • Linux. No cited Linux session of this title in discussion #7359.
  • macOS. No cited macOS session of this title in discussion #7359.
  • Audio. Discussion #7359 says audio details were not checked.
  • Controller details. Discussion #7359 says controller details were not checked.
  • Save or save reload. Discussion #7359 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.
  • How far play went past the first playable part, or completion. The report names the first playable part at about 11.4 FPS.
  • Which merged change after #6058 on 66702f1cf removed the title-menu FATAL. Discussion #7359 says the reporter did not find it.

Saves, patch, and network

Saves

Status: Unknown

Unknown. Discussion #7359 does not mention save or save reload.

Game patch

Status: Known

Known. The cited report names SWORD ART ONLINE Last Recollection PPSA06958 content 01.021.000. Unreal Engine 4 title (pak version 11, not compressed, not encrypted). 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 its 7 modules in sce_module/ 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 extra title patch file is named as required. Furthest cited in-game used unmodified main f1af6c591 (the merge of #7325) with no pull requests applied. #7325 is in v0.1.3. The cited run used APS5_PLAYGO_UNLISTED_CHUNKS=absent, ANYPS5_GPU=5090 and VK_LOADER_DRIVERS_DISABLE=*dzn*.

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 / RTX 5090 (NVIDIA 617.42) / AMD Ryzen 9 9950X3D (discussion #7359, 18 Oct 2026): SWORD ART ONLINE Last Recollection PPSA06958 content 01.021.000 on unmodified main f1af6c591, with no pull requests applied. Windows in game — logos, title menu, the first rendered cutscene at 12 to 15 FPS (faster than the reporter's earlier runs of older builds), then the first playable part at about 11.4 FPS. Audio and controller details were not checked. Unreal Engine 4 title (pak version 11, not compressed, not encrypted). The dump's eboot.bin and its 7 modules in sce_module/ are SELF files (magic 5414f5ee) 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 holds the dump's sao_lr and sce_sys as junctions plus copies of eboot.bin, ue4commandline.txt and contentids.json. The dump has no PlayGo files, so the run used APS5_PLAYGO_UNLISTED_CHUNKS=absent. Run with ANYPS5_GPU=5090 and VK_LOADER_DRIVERS_DISABLE=*dzn*. No extra title patch file is named as required. Current blocker: the frame rate. No stop on this commit. Historical (17 Oct, discussion #7359): on main 66702f1cf the title did not load (FAIL: unresolved ELF import GtF-2gJqsts from libScePlayerSelectionDialog.prx and three more PlayerSelectionDialog imports), which #6058 fixed; #6058 merged 18 Oct and is in v0.1.3. With #6058 on 66702f1cf it then stopped at the title menu in every plain run (FATAL: unhandled exception 0xc000001d on thread 9780 'FAsyncLoadingThread', a switch on a type byte read from loader data that held bytes of Mm_map_obj04.uexp). That title-menu stop no longer happens on f1af6c591; the reporter did not find which merged change removed it. f1af6c591 (18 Oct) is the merge of #7325 and predates v0.1.3 (3fd1cc393b, 20 Oct); #7325 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.