Fire Emblem Engage profile (bring-up started)
- dm/games/fe_engage: identity and the 2.0.0 build IDs (main, subsdk0, sdk), modules in Horizon load order, RomFS marker, empty shader tables and their chain header. Memory: an 8 GB reservation with a 5.5 GB alias region for its virtual address memory (Mac only for now: iOS allows at most 6 GB without the extended-addressing entitlement); NVN constants are Mario's until measured. - On the Mac the host boots Engage through Unity's startup and runs to the opening movie with nothing on screen yet: its shaders are in UnityFS bundles that shader_split.py cannot read, and movies are not decoded. - README: the games table row.
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@@ -12,7 +12,7 @@ The project is built from the generic parts of [d2r-mobile](../d2r-mobile) (MIT)
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| Game | Profile | State |
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| Super Mario Bros. Wonder (base game v0, update 1.2.1) | `smbw` | **Playable on the iPhone with sound through several levels**: an 11-minute session at 60 fps with no crash and no audio dropouts. Scripted Mac runs reach the opening course. Notes are in the [Super Mario Bros. Wonder](#super-mario-bros-wonder-smbw) section |
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| Fire Emblem Engage | none | Surveyed, not ported: Unity 2020.3 IL2CPP on SDK 12.3.7. Its shaders are in UnityFS bundles (27,152 of them), which `shader_split.py` cannot read yet |
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| Fire Emblem Engage | `fe_engage` | Bring-up started (Unity 2020.3 IL2CPP, SDK 12.3.7): on the Mac it boots through Unity's startup and runs to the opening movie, with nothing on screen yet. Next: its shaders, which sit in UnityFS bundles (27,152 of them) that `shader_split.py` cannot read yet, and the movies (VP9 WebM; the hardware decoder is stubbed) |
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## Status
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# generated
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# chain b-1bd214f43955 2026-10-14T15:37:40+08:00
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// 生成文件(dm/gfx/tools/dmsh_chain.py --header,游戏 fe_engage):本源码树期望的 B 着色器库翻译链版本(缺省选项);宿主只加载 <库目录>/b-<V>/
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#define DMSH_CHAIN "1bd214f43955"
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# 火焰纹章 Engage(Switch,基础版 v0 + 更新 2.0.0 = v327680)的游戏档案。移植刚起步:只有身份、构建号与模块;内存与 NVN 常数先沿用马力欧的,起机时实测再改
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# Game profile of Fire Emblem Engage (Switch, base game v0 + update 2.0.0 = v327680). The port has just started: only identity, build IDs and modules; the memory and NVN constants are Mario's for now, to be measured during bring-up
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# 格式见 dm/games/README.md | Format: see dm/games/README.md
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# Unity 2020.3.18f1(IL2CPP),SDK 12.3.7:着色器在 RomFS/Data/StreamingAssets 的 UnityFS 包里,shader_split.py 还读不到,着色器表暂空 | Unity 2020.3.18f1 (IL2CPP), SDK 12.3.7: the shaders sit in UnityFS bundles under RomFS/Data/StreamingAssets, which shader_split.py cannot read yet, so the shader tables are empty for now
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# ---- 身份 | Identity ----
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title_id 0100A6301214E000
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program_id 0100A6301214E000
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# ---- App ----
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app_name FE Engage
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bundle_id org.feengage.app
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ipa FEEngage.ipa
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app_category public.app-category.strategy-games
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# ---- 版本 | Versions ----
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# 只解了合并 2.0.0 的那份;基础版单独的构建号用到时再补 | only the merged 2.0.0 copy is extracted; the base game's own build IDs are added when needed
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build v327680 2.0.0 main=8c08b9719e085f91847b5e0f935d9488 subsdk0=bffed55ea46c1b48ddeabcacdfbf81bf sdk=56ec24747ec9e7f19b3efb062483a19d
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package v327680
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shader_versions v327680
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# ---- 文件 | Files ----
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# 装载顺序同 Horizon:main、subsdk*、sdk(subsdk0 = NintendoSDK_movie) | load order as on Horizon: main, subsdk*, sdk (subsdk0 = NintendoSDK_movie)
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modules main subsdk0 sdk
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romfs_marker Data/data.unity3d
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zip_store .bundle:.wem:.unity3d:.metallib
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# ---- 内存 | Memory ----
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# NPDM 声明系统资源 16 MB,所以 IsVirtualAddressMemoryEnabled 为真:nninitStartup 把整个空闲内存(约 3.2 GB)作虚拟地址内存交给 StandardAllocator,
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# 要在别名区里一次分到这么大的地址区域(较新 SDK 的 AddressRegionManager 先占别名区开头约 1 GB 作节点区)。马力欧的 2.875 GB 别名区不够(StandardAllocator::Initialize 中止)。
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# 先给 Mac 起机用:预留 8 GB、别名区 5.5 GB。iOS 没有「扩展虚拟寻址」授权时单块预留最多 6 GB,到时再定(授权,或少报内存池)
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# The NPDM declares 16 MB of system resource, so IsVirtualAddressMemoryEnabled is true: nninitStartup hands all free memory (about 3.2 GB) to StandardAllocator as virtual address memory,
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# which needs one address region that large in the alias region (newer SDKs' AddressRegionManager first takes about 1 GB at the start of the alias region as its node area). Mario's 2.875 GB alias region is too small (StandardAllocator::Initialize aborts).
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# For Mac bring-up for now: an 8 GB reservation with a 5.5 GB alias region. On iOS without the "extended virtual addressing" entitlement a single reservation is at most 6 GB; decide then (the entitlement, or a smaller reported pool)
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mem_reserve 0x200000000
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mem_alias 0x160000000
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mem_stack 0x10000000
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app_pool 0xCD500000
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# ---- NVN 驱动常量段(马力欧的值,待按 Engage 的着色器实测) | NVN driver constant segments (Mario's values, to be measured on Engage's shaders) ----
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nvn_tex_base 0x20
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nvn_tex_slots 32
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nvn_samp_base 0x568
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nvn_img_base 0x120
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nvn_img_slots 8
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nvn_ssbo_bases vs=0x110 ps=0x510 cs=0x310
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# ---- 着色器拆分(尚未适用:Unity 着色器要先写 UnityFS 读取) | Shader split (not applicable yet: Unity shaders need a UnityFS reader first) ----
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shader_groups /StreamingAssets/=unity
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shader_note Engage 着色器(尚未拆出:在 UnityFS 包里)
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Can't render this file because it contains an unexpected character in line 34 and column 96.
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# 预热种子清单(随包,与 shader_map.tsv 同目录)。行:S<TAB>着色器键<TAB>阶段 / R<TAB>渲染管线键(pso_skey 十六进制)/ C<TAB>计算着色器键。
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# 本作尚未录制(DM_PSO_RECORD):空表 = 不预热。行序 = 首次使用顺序,不要排序。
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# 翻译查询的作答表(dm/gfx/tools/shader_split.py 生成,勿手改):键 <TAB> 事实 JSON。表空:着色器尚未拆出 | translation query answers (generated, do not edit): key <TAB> facts JSON. Empty: shaders not split out yet
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# kind: evidence Engage 着色器:尚未拆出(Unity 着色器在 UnityFS 包里,shader_split.py 还读不到)| Engage shaders: not split out yet (Unity shaders sit in UnityFS bundles, which shader_split.py cannot read yet)
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package index stage dm_ctl_sha16 source
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# kind: evidence 控制段键冲突裁定:表空 | control-section key conflict rulings: empty
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dm_ctl_sha16 chosen_pc class candidates records
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# kind: evidence 顶点 / 像素着色器配对(dm/gfx/tools/shader_split.py 生成,勿手改):表空 | vertex / pixel shader pairs (generated, do not edit): empty
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