diff --git a/AGENTS.md b/AGENTS.md index 02a5e14..02be401 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -1,6 +1,6 @@ # Notes for agents -- This repository runs Nintendo Switch games natively on Apple platforms: the game's own code runs, rewritten only where Apple's kernel requires it. Thirty-nine games are playable on the iPhone: Super Mario Bros. Wonder (update 1.2.1, profile `010015100B514000`), Fire Emblem Engage (update 2.0.0, `0100A6301214E000`), Metroid Dread (update 2.1.0, `010093801237C000`), 13 Sentinels: Aegis Rim (update 1.10, `01003FC01670C000`), Super Mario 3D World + Bowser's Fury (update 1.2.2, `010028600EBDA000`), The Legend of Zelda: Breath of the Wild (update 1.9.0, SDK 20, `01007EF00011E000`), The Legend of Zelda: Link's Awakening (update 1.1.0, SDK 8, `01006BB00C6F0000`) Super Mario Odyssey (update 1.4.1, SDK 7, `0100000000010000`), Hades (update 1.0.38233, SDK 9, `0100535012974000`), Hyrule Warriors: Age of Calamity (update 1.3.0, SDK 9.6, `01002B00111A2000`), Fire Emblem: Three Houses (update 1.2.0, SDK 6.5, `010055D009F78000`), Super Mario Galaxy (update 1.3.1, SDK 18, `010099C022B96000`) The Legend of Zelda: Tears of the Kingdom (update 1.4.3, SDK 20, `0100F2C0115B6000`) Monster Hunter Rise (update 16.0.2, SDK 11.4.3, `0100B04011742000`), Ace Attorney Investigations Collection (update 1.0.0.2, SDK 17.5.3, `010005501E68C000`), Hades II (base game, SDK 19.3.9, `0100A00019DE0000`), Unicorn Overlord (update 1.05, SDK 16.2.4, `010069401ADB8000`), Rhythm Heaven Groove (base game 1.0.0, SDK 21.4.0, `0100D9F01D474000`), Octopath Traveler 0 (update 1.0.5, SDK 19.3.13, `01005270232F2000`), Pokémon Legends: Z-A (update 2.0.2, SDK 19.3.11, `0100F43008C44000`), Cuphead (update 1.3.7, SDK 5.5.0, `0100A5C00D162000`), Super Mario Galaxy 2 (update 1.4.0, SDK 18.3.5, `0100FD8022DAA000`), FINAL FANTASY TACTICS - The Ivalice Chronicles (update 1.4.0, SDK 19.3.9, `010038B015560000`), Absolum (update 1.1.1, SDK 18.3.2, `0100A83022A22000`), Captain Toad: Treasure Tracker (update 1.4.2, SDK 8.2.0, `01009BF0072D4000`) and Brain Memory Training Academy (base game 1.0.0, SDK 16.2.4, `0100F5D01DA3A000`), The Great Ace Attorney Chronicles (base game 1.0.0, SDK 10.4.1, `010036E00FB20000`), STEINS;GATE RE:BOOT (update 1.0.3, SDK 20.5.17, `01008BC024FDE000`), Big Brain Academy: Brain vs. Brain (update 1.2.0, SDK 11.4.3, `0100620012D6E000`), Patrick's Parabox (update 1.0.1, SDK 13.3.7, `0100E44016C22000`), Celeste (update 1.4.1.1, SDK 15.3.2, `01002B30028F6000`), DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition (update 1.0.4, SDK 7.3.2, `01006C300E9F0000`), Monster Train 2 (update 1.1.1, SDK 18.3.5, `010051701FB46000`), Raging Loop (base game 1.0.0, SDK 7.3.2, `010020400E1C2000`), DARK SOULS: REMASTERED (update 1.0.3, SDK 4.5.0, `01004AB00A260000`), Paper Mario: The Thousand-Year Door (update 1.0.1, SDK 15.3.2, `0100ECD018EBE000`), Hollow Knight: Silksong (update 1.0.30000, SDK 20.5.8, `010013C00E930000`), Catherine: Full Body (update 1.0.1a, SDK 8.2.1, `0100BF00112C0000`) and Digimon Story Cyber Sleuth: Complete Edition (update 1.0.3, SDK 6.4.0, `010014E00DB56000`). Hades renders with Vulkan, which the host implements on Metal (`dm/gfx/vk/hle_vk.m`; `main` imports Vulkan, not NVN). Age of Calamity is Koei Tecmo's KTGL engine: files in RDB archives, shaders as GLSLC outputs (`shader_split.py` `idrk_shaders`). Three Houses is KTGL too; 9 of its shaders exist only as compiles of the game's own GLSLC at run time, captured once on the Mac (its `main` holds GLSL sources and imports `glslcCompile`). Breath of the Wild and Tears of the Kingdom run at 60 fps through a frame step the host decides in whole vsyncs (`patch_nso.py` `FRAME_STEP`, `nvn_fstep.h`, profile keys `fps_target` and `frame_step`); Tears of the Kingdom has a 5 GB guest layout. Monster Hunter Rise is Capcom's RE Engine: files in KPKA PAK archives (`shader_split.py` `kpka_jobs`, shaders in SDF files), the base game an XCI, its GPU heap a 64 GB sparse virtual pool (`hle_nvn.c` `vpool_*`, a 4 KB page table the replay reads textures through); it runs at 60 fps (30 on the Switch). Super Mario Galaxy is the Wii game on NERD's Hagi layer (PowerPC code recompiled into `main`), renders with Vulkan, and generates its shaders at run time, which the NSP script captures on the Mac (no SPIR-V file in its RomFS); its pointer is the touch screen in handheld mode (profile key `op_mode`). Ace Attorney Investigations Collection is Unity 2022 IL2CPP: its shaders keep their parameters as blob entries of their own (`shader_split.py` `unity_code_blobs`), and its C# file API goes through the SDK's C library, whose path checks the host answers (`hle_fs.c` `IsPathMounted` and the length limits). Hades II, unlike Hades, renders with NVN; its shaders bind textures at fixed slots up to 34 (slot 34's handle lies in the driver's image table, `dmsh_build.py`), and the two long lines through Melinoë while the staff's Omega attack charges are the game's own aim lines, not a rendering bug. Unicorn Overlord is Vanillaware's engine like 13 Sentinels (shaders compiled into `main`); both need the profile key `alloc_big_align`, which aligns large allocations to 64 KB so the ring heaps the engine cuts from a memory pool fit. Rhythm Heaven Groove is Nintendo's own 2D engine on SDK 21, the newest SDK so far (its DSP command list has no magic, `hle_audren.c`); it plays handheld with Boost (profile keys `op_mode handheld`, `perf_mode boost`), which skips its TV latency calibration and keeps its 1920x1080 draw size. Octopath Traveler 0 is Unreal Engine 5: everything in one pak with an AES-encrypted index whose key is found in `main` (`dm/gfx/tools/uepak.py`), its shaders Oodle-compressed in the pak's shader code archives and decoded once on the Mac by the game's own Oodle (any game with Unreal paks, `DM_OODLE_JOB`), its allocator replaced by the host's because Unreal's reserves 37 GB of address space (`patch_nso.py` cut, `hle_uemalloc.c`), its address region capped by the game's own argument (profile key `game_args`), and the particle shaders that pick a texture slot at run time bound by slot (profile key `tex_dyn_slots`); it runs at 60 fps (30 on the Switch) because the host writes Unreal's `t.MaxFPS` and `rhi.SyncInterval` in game memory (`hle_fpslock.c`, profile key `fps_target`). Pokémon Legends: Z-A is Game Freak's Trinity engine: everything in the packs of `arc/data.trpfs` (FlatBuffers, every file Oodle-compressed), which the shader split decodes with the game's own decoder in the Mac host's tool mode (`shader_split.py` `trinity_shaders`, `hle_oodle.c` `DM_OODLE_SERVE`); its 12 GB StandardAllocator is cut to 4 GB to fit a 5 GB guest layout, and the host refuses maps past the pool as Horizon does (profile key `mem_map_limit`); its characters are skinned with transform feedback (`dmsh_build.py` `vs_tf`, `nvn_mtl.m` `tf_draw`), and its occlusion queries, which decide how characters are animated, need the draw's base instance in the driver segment (c0 + 0x644, `encode_args`). Cuphead is Unity 2017.4 IL2CPP on SDK 5.5.0: Unity 2017's serialized and Shader formats are read by `unityfs.py` / `shader_split.py`, its rewritten modules (80 MB) need the profile key `mem_used` above the default 64 MB, or its `SetHeapSize` fails, and its NVN pool allocator breaks on a zero-size block, so the host never reports a ZCull storage size of 0 (`hle_nvn.c` `zcull_size`). Super Mario Galaxy 2 is Galaxy's Hagi layer with Galaxy's `sdk` build; its movie player reserves 384 MB of virtual address memory, which fits only because a rewriter cut on that `sdk` build shrinks the SDK's address-region node area to 62 MB (`patch_nso.py`; the profile's alias region is 512 MB). FINAL FANTASY TACTICS - The Ivalice Chronicles is Square Enix's engine on NVN: its shaders are GLSLC outputs in loose technique files, which `shader_split.py` reads in any RomFS file no other reader takes; its UI textures are written by the CPU into uncached pools (profile keys `tex_flush_upload`, `tex_dirty_upload`); and two job-pool workers share one auto-clear event, so a build cut makes a worker woken in another's place pass the wake on (`patch_nso.py`). Absolum is FNA (XNA 4 in C#) on .NET NativeAOT with SDL3 and FNA3D's NVN driver: its `main` starts its text with 1.7 MB of data the rewriter leaves alone (`nso_code.py`), its shaders are GLSLC outputs in `shaders.nx.bin`, its picture is flipped by a viewport swizzle the host applies, and everything lives in virtual address memory: malloc's 40 GB StandardAllocator is cut to 2.5 GB and the SDK's node area and large-region alignment are cut (`patch_nso.py`), and the .NET GC's region range is 1.5 GB (profile key `game_env`), to fit a 5 GB guest layout. Captain Toad: Treasure Tracker is Nintendo EPD Tokyo's engine (the `al` library over sead / agl, as 3D World and Odyssey) and needed no host change: it plays handheld because its pointer is the touch screen there (the Joy-Con gyro docked; profile key `op_mode`), and agl's post-effect program that samples its own attachment reads a snapshot (profile key `feedback_snap`). Brain Memory Training Academy is Unity 2022.3 IL2CPP with no bundles: its serialized files carry no type trees and nothing lends it a `Shader` tree, so `unityfs.py` has Unity 2022.3's `Shader` layout written out (`KNOWN_TREES`), and like Ace Attorney Investigations Collection it needs the SDK's address-region node area cut on its `sdk` build (`patch_nso.py`). The Great Ace Attorney Chronicles is Capcom's MT Framework: files in ARC archives of zlib entries, its 460 shaders in one shader package inside one of them (`shader_split.py` `mtspk_shaders`); it copies its textures into a CPU-cached pool after creating them and never flushes (its `main` has no cache maintenance at all), so it needs `tex_flush_upload` and `tex_dirty_upload` like FINAL FANTASY TACTICS. STEINS;GATE RE:BOOT is M2's ADV engine (E-mote characters, PSB archives, H.264 movies through the SDK's movie library): it needed `nn::audio::SetAudioOutVolume` (`hle_audio.c`), and because it decodes every picture into one reused region of a pool that lives for good, the storage-sharing texture table now drops an entry whose storage another texture takes over (`nvn_mtl.m` `alias_take_over`); it draws 1280x720 in both modes by its own choice. Big Brain Academy: Brain vs. Brain is NintendoWare Bezel Engine 1.56: nearly all of RomFS is in Bezel Engine archives of zstd entries, its shaders in their `.bfsha` entries (`shader_split.py` `bea_members`); its `nninitStartup` sets a heap or a 60 GB virtual address region by `IsVirtualAddressMemoryEnabled`, so the host reports the NPDM's system resource (profile key `sys_resource`, 0 here); its activity previews loop the movie decoder with Flush and Start from four threads (`hle_movie.c`); and it plays handheld with Boost (profile keys `op_mode handheld`, `perf_mode boost`), because only handheld does it read the touch screen. Patrick's Parabox is Unity 2020.3 IL2CPP with no bundles: `unityfs.py` has Unity 2020.3's `Shader` layout written out (`KNOWN_TREES`), it needs the SDK's address-region node area cut on its `sdk` build like Brain Memory Training Academy (`patch_nso.py`), and Unity's player hands the shared fonts straight to FreeType, so a game that imports no `ScalableFontEngineHelper::Decode` gets the TTF itself (`hle_sdk16.c` `font_skip`). Celeste is MonoGame for the Switch, its C# compiled to C++ by Sickhead's BRUTE: its shaders are MonoGame effects (MGFX) in its XNB files and in `main` (`shader_split.py` `mgfx_effect`), and it needed no host change. DRAGON QUEST XI S is Unreal Engine 4.18: legacy paks with LZ5 blocks, decoded on the Mac by the game's own LZ5 (`uepak.py`, `hle_oodle.c`), its shaders inline in the cooked packages (`shader_split.py` `ue_legacy_jobs`), and the slice-writing geometry shader of its colour-grading LUT folded into the vertex shader (`dmsh_build.py` `gs_slice`, `nvn_mtl.m` `prog_fold_gs`); Square Enix's sound driver never waits on the renderer event, so audio catch-up frames wait for queue space (`hle_audren.c`); its movie player plays only once every track holds a decoded output, so audio movie decoders keep 32 (`hle_movie.c`); and its Unreal region is capped at 4064 MB (profile key `game_args`, MB up to 4095) with the node area and large-region alignment cut on its SDK 7.3.2 build (`patch_nso.py`) for a 5 GB guest layout; it runs at 60 fps (30 on the Switch) because the host writes Unreal's `t.MaxFPS` and `nvn.SyncInterval` in game memory (`hle_fpslock.c`, profile key `fps_target`). Monster Train 2 is Unity 2022.3 IL2CPP on Super Mario Galaxy's SDK 18.3.5 `sdk` build: Unity creates a thread only when `nn::os::GetFreeThreadCount` (`svcGetInfo` type 24, `hle_svc.c`) is at least 1; its MP4 intro needs a movie audio decoder with more output slots than a video one, because Unity's player holds about half a second of audio before it plays (`hle_movie.c` `MD_NOUT`); and its post-processing compute shaders (the colour grading LUT among them) are Unity `ComputeShader` objects, which `shader_split.py` reads (`unity_compute`) with Unity 2022.3's layout written out in `unityfs.py`. It reads no touch, so it stays docked with the 3D pad layout, and it runs at 60 fps (30 on the Switch) with the profile key `present_interval display`, as its animations follow the time that passed. Raging Loop is Unity 2018.3 IL2CPP with no bundles on DRAGON QUEST XI S's `sdk` and `subsdk0` builds: `unityfs.py` has Unity 2018.3's `Shader` layout written out (`KNOWN_TREES`, an older form than the 2020 and 2022 layouts, with the parameters in each subprogram), and it needed no host change; it reads no touch, so it stays docked with the 2D pad layout. DARK SOULS: REMASTERED is FromSoftware's engine on SDK 4.5.0, the oldest SDK so far: its shaders are GLSLC outputs in BND3 archives inside the dvdbnd archives (`shader_split.py` `bdt_shaders`), and SDK 4's GLSLC outputs are read through their section headers (`glslc_section`); it keeps 12 sampler pools with different samplers under the same IDs, so handles a shader reads from a uniform buffer take the base of the pool bound at replay (`nvn_mtl.m` `ubo_tex_id` / `ubo_samp_id`); and it runs at 60 fps (30 on the Switch) with two rewriter cuts, its frame limiter's 30 and its frame update's fixed 1/30 s step (`patch_nso.py`). Paper Mario: The Thousand-Year Door is Intelligent Systems' engine on NintendoWare, on Celeste's SDK 15.3.2 `sdk` build: nearly every RomFS file is zstd (`.zst`, which `shader_split.py` decompresses by magic); its AngelScript call bridges leave sp misaligned, which a general rewriter rule rounds up (`site_sp_align`); it runs at 60 fps (30 on the Switch) by the host's frame step (`FRAME_STEP`, with the floor of its vsync step cut from 2 to 1); and its three job workers poll the job list with no SVC, which held it at 24 fps on an iPhone until the general spin wait rule (`patch_nso.py` "Spin waits", `hle_thread.c` `dm_spin_wait`). Hollow Knight: Silksong is Unity 6 (6000.0.50f1) IL2CPP, the newest Unity so far: its bundles carry their own type trees, so `unityfs.py` needed no layout; Unity 6 polls `nn::hid::GetDebugPadStates` every frame (`hle_hid.c`), and it takes all its memory itself through `nn::os::AllocateAddressRegion` / `AllocateMemoryPages` with no heap, so it runs in the 5 GB guest layout that `profile_guess.py` now gives every game with an NPDM system resource, with the SDK's address-region node area cut on its `sdk` build (`patch_nso.py`). Catherine: Full Body is Atlus's GFD engine with CRI middleware (CPK archives, ADX2 sound, Sofdec2 movies through `movie::Decoder`, whose player reads `nv12-uv-stride`, `hle_movie.c`): its 3,128 shaders are GLSLC outputs in `data/shaders_binary`, `main` and two compiles of its own GLSLC at boot, which the host lets run by reporting at least that GLSLC's GPU code version (`hle_glslc.c`); that GLSLC writes every vertex shader as a VertexA part (shader type 0, the position) and a VertexB part, which `dmsh_build.py` merges as Ryujinx does (`vertex_ab`; the screen was black without it), and because the game reuses a copy's staging memory a frame after recording it, the host commits a segment at the first pass boundary after a buffer → texture copy (`nvn_mtl.m` `g_cut_copy`). Digimon Story Cyber Sleuth: Complete Edition is Media.Vision's MVGL engine and renders with NVIDIA's desktop OpenGL 4.5 through EGL, not NVN, which the host implements on Metal (`dm/gfx/gl/hle_gl.m`: the 13 EGL imports and the 79 GL functions its code calls of the 2,956 its glad loader fetches, counted with `dm/tools/loader_census.py`; `profile_guess.py` gives `graphics gl` when `main` imports `eglCreateWindowSurface` and names `glShaderSource`); its shaders are GLSL ES 3.20 source in its MVGL archives (`dm/gfx/tools/mvgl.py`: MDB1 with doboz entries) and in `main`, which `gl_shaders.py` translates offline with glslang and SPIRV-Cross (packing needs `brew install glslang`) and the host finds by the hash of its text. [README.md](README.md) is the player-facing page (games, packing, playing); [docs/development.md](docs/development.md) has the internals, the script's options, building by hand, prewarm lists and per-game notes. +- This repository runs Nintendo Switch games natively on Apple platforms: the game's own code runs, rewritten only where Apple's kernel requires it. Forty games are playable on the iPhone: Super Mario Bros. Wonder (update 1.2.1, profile `010015100B514000`), Fire Emblem Engage (update 2.0.0, `0100A6301214E000`), Metroid Dread (update 2.1.0, `010093801237C000`), 13 Sentinels: Aegis Rim (update 1.10, `01003FC01670C000`), Super Mario 3D World + Bowser's Fury (update 1.2.2, `010028600EBDA000`), The Legend of Zelda: Breath of the Wild (update 1.9.0, SDK 20, `01007EF00011E000`), The Legend of Zelda: Link's Awakening (update 1.1.0, SDK 8, `01006BB00C6F0000`) Super Mario Odyssey (update 1.4.1, SDK 7, `0100000000010000`), Hades (update 1.0.38233, SDK 9, `0100535012974000`), Hyrule Warriors: Age of Calamity (update 1.3.0, SDK 9.6, `01002B00111A2000`), Fire Emblem: Three Houses (update 1.2.0, SDK 6.5, `010055D009F78000`), Super Mario Galaxy (update 1.3.1, SDK 18, `010099C022B96000`) The Legend of Zelda: Tears of the Kingdom (update 1.4.3, SDK 20, `0100F2C0115B6000`) Monster Hunter Rise (update 16.0.2, SDK 11.4.3, `0100B04011742000`), Ace Attorney Investigations Collection (update 1.0.0.2, SDK 17.5.3, `010005501E68C000`), Hades II (base game, SDK 19.3.9, `0100A00019DE0000`), Unicorn Overlord (update 1.05, SDK 16.2.4, `010069401ADB8000`), Rhythm Heaven Groove (base game 1.0.0, SDK 21.4.0, `0100D9F01D474000`), Octopath Traveler 0 (update 1.0.5, SDK 19.3.13, `01005270232F2000`), Pokémon Legends: Z-A (update 2.0.2, SDK 19.3.11, `0100F43008C44000`), Cuphead (update 1.3.7, SDK 5.5.0, `0100A5C00D162000`), Super Mario Galaxy 2 (update 1.4.0, SDK 18.3.5, `0100FD8022DAA000`), FINAL FANTASY TACTICS - The Ivalice Chronicles (update 1.4.0, SDK 19.3.9, `010038B015560000`), Absolum (update 1.1.1, SDK 18.3.2, `0100A83022A22000`), Captain Toad: Treasure Tracker (update 1.4.2, SDK 8.2.0, `01009BF0072D4000`) and Brain Memory Training Academy (base game 1.0.0, SDK 16.2.4, `0100F5D01DA3A000`), The Great Ace Attorney Chronicles (base game 1.0.0, SDK 10.4.1, `010036E00FB20000`), STEINS;GATE RE:BOOT (update 1.0.3, SDK 20.5.17, `01008BC024FDE000`), Big Brain Academy: Brain vs. Brain (update 1.2.0, SDK 11.4.3, `0100620012D6E000`), Patrick's Parabox (update 1.0.1, SDK 13.3.7, `0100E44016C22000`), Celeste (update 1.4.1.1, SDK 15.3.2, `01002B30028F6000`), DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition (update 1.0.4, SDK 7.3.2, `01006C300E9F0000`), Monster Train 2 (update 1.1.1, SDK 18.3.5, `010051701FB46000`), Raging Loop (base game 1.0.0, SDK 7.3.2, `010020400E1C2000`), DARK SOULS: REMASTERED (update 1.0.3, SDK 4.5.0, `01004AB00A260000`), Paper Mario: The Thousand-Year Door (update 1.0.1, SDK 15.3.2, `0100ECD018EBE000`), Hollow Knight: Silksong (update 1.0.30000, SDK 20.5.8, `010013C00E930000`), Catherine: Full Body (update 1.0.1a, SDK 8.2.1, `0100BF00112C0000`), Digimon Story Cyber Sleuth: Complete Edition (update 1.0.3, SDK 6.4.0, `010014E00DB56000`) and Animal Crossing: New Horizons (update 3.0.3, SDK 20.5.4, `01006F8002326000`). Hades renders with Vulkan, which the host implements on Metal (`dm/gfx/vk/hle_vk.m`; `main` imports Vulkan, not NVN). Age of Calamity is Koei Tecmo's KTGL engine: files in RDB archives, shaders as GLSLC outputs (`shader_split.py` `idrk_shaders`). Three Houses is KTGL too; 9 of its shaders exist only as compiles of the game's own GLSLC at run time, captured once on the Mac (its `main` holds GLSL sources and imports `glslcCompile`). Breath of the Wild and Tears of the Kingdom run at 60 fps through a frame step the host decides in whole vsyncs (`patch_nso.py` `FRAME_STEP`, `nvn_fstep.h`, profile keys `fps_target` and `frame_step`); Tears of the Kingdom has a 5 GB guest layout. Monster Hunter Rise is Capcom's RE Engine: files in KPKA PAK archives (`shader_split.py` `kpka_jobs`, shaders in SDF files), the base game an XCI, its GPU heap a 64 GB sparse virtual pool (`hle_nvn.c` `vpool_*`, a 4 KB page table the replay reads textures through); it runs at 60 fps (30 on the Switch). Super Mario Galaxy is the Wii game on NERD's Hagi layer (PowerPC code recompiled into `main`), renders with Vulkan, and generates its shaders at run time, which the NSP script captures on the Mac (no SPIR-V file in its RomFS); its pointer is the touch screen in handheld mode (profile key `op_mode`). Ace Attorney Investigations Collection is Unity 2022 IL2CPP: its shaders keep their parameters as blob entries of their own (`shader_split.py` `unity_code_blobs`), and its C# file API goes through the SDK's C library, whose path checks the host answers (`hle_fs.c` `IsPathMounted` and the length limits). Hades II, unlike Hades, renders with NVN; its shaders bind textures at fixed slots up to 34 (slot 34's handle lies in the driver's image table, `dmsh_build.py`), and the two long lines through Melinoë while the staff's Omega attack charges are the game's own aim lines, not a rendering bug. Unicorn Overlord is Vanillaware's engine like 13 Sentinels (shaders compiled into `main`); both need the profile key `alloc_big_align`, which aligns large allocations to 64 KB so the ring heaps the engine cuts from a memory pool fit. Rhythm Heaven Groove is Nintendo's own 2D engine on SDK 21, the newest SDK so far (its DSP command list has no magic, `hle_audren.c`); it plays handheld with Boost (profile keys `op_mode handheld`, `perf_mode boost`), which skips its TV latency calibration and keeps its 1920x1080 draw size. Octopath Traveler 0 is Unreal Engine 5: everything in one pak with an AES-encrypted index whose key is found in `main` (`dm/gfx/tools/uepak.py`), its shaders Oodle-compressed in the pak's shader code archives and decoded once on the Mac by the game's own Oodle (any game with Unreal paks, `DM_OODLE_JOB`), its allocator replaced by the host's because Unreal's reserves 37 GB of address space (`patch_nso.py` cut, `hle_uemalloc.c`), its address region capped by the game's own argument (profile key `game_args`), and the particle shaders that pick a texture slot at run time bound by slot (profile key `tex_dyn_slots`); it runs at 60 fps (30 on the Switch) because the host writes Unreal's `t.MaxFPS` and `rhi.SyncInterval` in game memory (`hle_fpslock.c`, profile key `fps_target`). Pokémon Legends: Z-A is Game Freak's Trinity engine: everything in the packs of `arc/data.trpfs` (FlatBuffers, every file Oodle-compressed), which the shader split decodes with the game's own decoder in the Mac host's tool mode (`shader_split.py` `trinity_shaders`, `hle_oodle.c` `DM_OODLE_SERVE`); its 12 GB StandardAllocator is cut to 4 GB to fit a 5 GB guest layout, and the host refuses maps past the pool as Horizon does (profile key `mem_map_limit`); its characters are skinned with transform feedback (`dmsh_build.py` `vs_tf`, `nvn_mtl.m` `tf_draw`), and its occlusion queries, which decide how characters are animated, need the draw's base instance in the driver segment (c0 + 0x644, `encode_args`). Cuphead is Unity 2017.4 IL2CPP on SDK 5.5.0: Unity 2017's serialized and Shader formats are read by `unityfs.py` / `shader_split.py`, its rewritten modules (80 MB) need the profile key `mem_used` above the default 64 MB, or its `SetHeapSize` fails, and its NVN pool allocator breaks on a zero-size block, so the host never reports a ZCull storage size of 0 (`hle_nvn.c` `zcull_size`). Super Mario Galaxy 2 is Galaxy's Hagi layer with Galaxy's `sdk` build; its movie player reserves 384 MB of virtual address memory, which fits only because a rewriter cut on that `sdk` build shrinks the SDK's address-region node area to 62 MB (`patch_nso.py`; the profile's alias region is 512 MB). FINAL FANTASY TACTICS - The Ivalice Chronicles is Square Enix's engine on NVN: its shaders are GLSLC outputs in loose technique files, which `shader_split.py` reads in any RomFS file no other reader takes; its UI textures are written by the CPU into uncached pools (profile keys `tex_flush_upload`, `tex_dirty_upload`); and two job-pool workers share one auto-clear event, so a build cut makes a worker woken in another's place pass the wake on (`patch_nso.py`). Absolum is FNA (XNA 4 in C#) on .NET NativeAOT with SDL3 and FNA3D's NVN driver: its `main` starts its text with 1.7 MB of data the rewriter leaves alone (`nso_code.py`), its shaders are GLSLC outputs in `shaders.nx.bin`, its picture is flipped by a viewport swizzle the host applies, and everything lives in virtual address memory: malloc's 40 GB StandardAllocator is cut to 2.5 GB and the SDK's node area and large-region alignment are cut (`patch_nso.py`), and the .NET GC's region range is 1.5 GB (profile key `game_env`), to fit a 5 GB guest layout. Captain Toad: Treasure Tracker is Nintendo EPD Tokyo's engine (the `al` library over sead / agl, as 3D World and Odyssey) and needed no host change: it plays handheld because its pointer is the touch screen there (the Joy-Con gyro docked; profile key `op_mode`), and agl's post-effect program that samples its own attachment reads a snapshot (profile key `feedback_snap`). Brain Memory Training Academy is Unity 2022.3 IL2CPP with no bundles: its serialized files carry no type trees and nothing lends it a `Shader` tree, so `unityfs.py` has Unity 2022.3's `Shader` layout written out (`KNOWN_TREES`), and like Ace Attorney Investigations Collection it needs the SDK's address-region node area cut on its `sdk` build (`patch_nso.py`). The Great Ace Attorney Chronicles is Capcom's MT Framework: files in ARC archives of zlib entries, its 460 shaders in one shader package inside one of them (`shader_split.py` `mtspk_shaders`); it copies its textures into a CPU-cached pool after creating them and never flushes (its `main` has no cache maintenance at all), so it needs `tex_flush_upload` and `tex_dirty_upload` like FINAL FANTASY TACTICS. STEINS;GATE RE:BOOT is M2's ADV engine (E-mote characters, PSB archives, H.264 movies through the SDK's movie library): it needed `nn::audio::SetAudioOutVolume` (`hle_audio.c`), and because it decodes every picture into one reused region of a pool that lives for good, the storage-sharing texture table now drops an entry whose storage another texture takes over (`nvn_mtl.m` `alias_take_over`); it draws 1280x720 in both modes by its own choice. Big Brain Academy: Brain vs. Brain is NintendoWare Bezel Engine 1.56: nearly all of RomFS is in Bezel Engine archives of zstd entries, its shaders in their `.bfsha` entries (`shader_split.py` `bea_members`); its `nninitStartup` sets a heap or a 60 GB virtual address region by `IsVirtualAddressMemoryEnabled`, so the host reports the NPDM's system resource (profile key `sys_resource`, 0 here); its activity previews loop the movie decoder with Flush and Start from four threads (`hle_movie.c`); and it plays handheld with Boost (profile keys `op_mode handheld`, `perf_mode boost`), because only handheld does it read the touch screen. Patrick's Parabox is Unity 2020.3 IL2CPP with no bundles: `unityfs.py` has Unity 2020.3's `Shader` layout written out (`KNOWN_TREES`), it needs the SDK's address-region node area cut on its `sdk` build like Brain Memory Training Academy (`patch_nso.py`), and Unity's player hands the shared fonts straight to FreeType, so a game that imports no `ScalableFontEngineHelper::Decode` gets the TTF itself (`hle_sdk16.c` `font_skip`). Celeste is MonoGame for the Switch, its C# compiled to C++ by Sickhead's BRUTE: its shaders are MonoGame effects (MGFX) in its XNB files and in `main` (`shader_split.py` `mgfx_effect`), and it needed no host change. DRAGON QUEST XI S is Unreal Engine 4.18: legacy paks with LZ5 blocks, decoded on the Mac by the game's own LZ5 (`uepak.py`, `hle_oodle.c`), its shaders inline in the cooked packages (`shader_split.py` `ue_legacy_jobs`), and the slice-writing geometry shader of its colour-grading LUT folded into the vertex shader (`dmsh_build.py` `gs_slice`, `nvn_mtl.m` `prog_fold_gs`); Square Enix's sound driver never waits on the renderer event, so audio catch-up frames wait for queue space (`hle_audren.c`); its movie player plays only once every track holds a decoded output, so audio movie decoders keep 32 (`hle_movie.c`); and its Unreal region is capped at 4064 MB (profile key `game_args`, MB up to 4095) with the node area and large-region alignment cut on its SDK 7.3.2 build (`patch_nso.py`) for a 5 GB guest layout; it runs at 60 fps (30 on the Switch) because the host writes Unreal's `t.MaxFPS` and `nvn.SyncInterval` in game memory (`hle_fpslock.c`, profile key `fps_target`). Monster Train 2 is Unity 2022.3 IL2CPP on Super Mario Galaxy's SDK 18.3.5 `sdk` build: Unity creates a thread only when `nn::os::GetFreeThreadCount` (`svcGetInfo` type 24, `hle_svc.c`) is at least 1; its MP4 intro needs a movie audio decoder with more output slots than a video one, because Unity's player holds about half a second of audio before it plays (`hle_movie.c` `MD_NOUT`); and its post-processing compute shaders (the colour grading LUT among them) are Unity `ComputeShader` objects, which `shader_split.py` reads (`unity_compute`) with Unity 2022.3's layout written out in `unityfs.py`. It reads no touch, so it stays docked with the 3D pad layout, and it runs at 60 fps (30 on the Switch) with the profile key `present_interval display`, as its animations follow the time that passed. Raging Loop is Unity 2018.3 IL2CPP with no bundles on DRAGON QUEST XI S's `sdk` and `subsdk0` builds: `unityfs.py` has Unity 2018.3's `Shader` layout written out (`KNOWN_TREES`, an older form than the 2020 and 2022 layouts, with the parameters in each subprogram), and it needed no host change; it reads no touch, so it stays docked with the 2D pad layout. DARK SOULS: REMASTERED is FromSoftware's engine on SDK 4.5.0, the oldest SDK so far: its shaders are GLSLC outputs in BND3 archives inside the dvdbnd archives (`shader_split.py` `bdt_shaders`), and SDK 4's GLSLC outputs are read through their section headers (`glslc_section`); it keeps 12 sampler pools with different samplers under the same IDs, so handles a shader reads from a uniform buffer take the base of the pool bound at replay (`nvn_mtl.m` `ubo_tex_id` / `ubo_samp_id`); and it runs at 60 fps (30 on the Switch) with two rewriter cuts, its frame limiter's 30 and its frame update's fixed 1/30 s step (`patch_nso.py`). Paper Mario: The Thousand-Year Door is Intelligent Systems' engine on NintendoWare, on Celeste's SDK 15.3.2 `sdk` build: nearly every RomFS file is zstd (`.zst`, which `shader_split.py` decompresses by magic); its AngelScript call bridges leave sp misaligned, which a general rewriter rule rounds up (`site_sp_align`); it runs at 60 fps (30 on the Switch) by the host's frame step (`FRAME_STEP`, with the floor of its vsync step cut from 2 to 1); and its three job workers poll the job list with no SVC, which held it at 24 fps on an iPhone until the general spin wait rule (`patch_nso.py` "Spin waits", `hle_thread.c` `dm_spin_wait`). Hollow Knight: Silksong is Unity 6 (6000.0.50f1) IL2CPP, the newest Unity so far: its bundles carry their own type trees, so `unityfs.py` needed no layout; Unity 6 polls `nn::hid::GetDebugPadStates` every frame (`hle_hid.c`), and it takes all its memory itself through `nn::os::AllocateAddressRegion` / `AllocateMemoryPages` with no heap, so it runs in the 5 GB guest layout that `profile_guess.py` now gives every game with an NPDM system resource, with the SDK's address-region node area cut on its `sdk` build (`patch_nso.py`). Catherine: Full Body is Atlus's GFD engine with CRI middleware (CPK archives, ADX2 sound, Sofdec2 movies through `movie::Decoder`, whose player reads `nv12-uv-stride`, `hle_movie.c`): its 3,128 shaders are GLSLC outputs in `data/shaders_binary`, `main` and two compiles of its own GLSLC at boot, which the host lets run by reporting at least that GLSLC's GPU code version (`hle_glslc.c`); that GLSLC writes every vertex shader as a VertexA part (shader type 0, the position) and a VertexB part, which `dmsh_build.py` merges as Ryujinx does (`vertex_ab`; the screen was black without it), and because the game reuses a copy's staging memory a frame after recording it, the host commits a segment at the first pass boundary after a buffer → texture copy (`nvn_mtl.m` `g_cut_copy`). Digimon Story Cyber Sleuth: Complete Edition is Media.Vision's MVGL engine and renders with NVIDIA's desktop OpenGL 4.5 through EGL, not NVN, which the host implements on Metal (`dm/gfx/gl/hle_gl.m`: the 13 EGL imports and the 79 GL functions its code calls of the 2,956 its glad loader fetches, counted with `dm/tools/loader_census.py`; `profile_guess.py` gives `graphics gl` when `main` imports `eglCreateWindowSurface` and names `glShaderSource`); its shaders are GLSL ES 3.20 source in its MVGL archives (`dm/gfx/tools/mvgl.py`: MDB1 with doboz entries) and in `main`, which `gl_shaders.py` translates offline with glslang and SPIRV-Cross (packing needs `brew install glslang`) and the host finds by the hash of its text. Animal Crossing: New Horizons is Nintendo EPD's engine (sead / agl / gsys) on SDK 20.5.4: its `main` links its own HIPC client for `olsc:u` (cloud backup settings), which the host answers with sessions of its own (`hle_sf.c`), its island lives in device save data (`MountDeviceSaveData`, `hle_fs.c`), it skips clears with conditional rendering (profile key `render_cond`), its 63 MB `main` needed halfword jump tables padded only to their largest entry (`patch_nso.py` `half_count`), and its `SaveProc` builds a new island in grid walks that yield once per cell, so a yield whose loop moved its callee-saved registers since the last one now returns at once instead of backing off, for every game (`hle_thread.c` `thr_yield`; the island showed after 77 s of black screen, now about 10 s). [README.md](README.md) is the player-facing page (games, packing, playing); [docs/development.md](docs/development.md) has the internals, the script's options, building by hand, prewarm lists and per-game notes. - Each game's constants and shader tables form a game profile in `dm/games//`, where `` is the base game's title ID: `game.tsv` plus the tables and `dmsh_chain.h`. Mario's profile is `010015100B514000`. Tools pick the profile with `DM_GAME`; `make -C dm/host` and `build_ipa.sh` pick it with `GAME`. There is no default game: set it every time (the tools stop and list the profiles otherwise). Put per-game values in the profile, not in code ([dm/games/README.md](dm/games/README.md)). - Prefer general optimizations and fixes to game-specific rules. Performance work (frame pacing, power, caches, load times) counts here as much as correctness. First look for a change that holds for every game: Horizon / NVN / Vulkan semantics, or what the binary, its SDK version, its imports or its files show. Use a game-specific rule (a profile key, a rewriter cut, a build-ID gate, a per-game branch in the host) only when it is absolutely necessary, that is, when no general rule can do it. - Per-build knowledge is keyed by the NSO build ID: rewriter cuts in `dm/tools/patch_nso.py`, the profile's `build` rows (the builds the game was brought up on, and their display versions; the NSP script packs any other version from a derived profile, without those builds' fixes), and host behaviour that uses fixed module addresses checks `module_t.build_id` (from `fixups.tsv`; `dm_main_build()`). When a new game build appears, carry addresses over with `dm/tools/nso_fnmap.py` and check them by disassembly; never let fixed addresses run on a build they were not found in. diff --git a/README.md b/README.md index 6d3e770..e04f14e 100644 --- a/README.md +++ b/README.md @@ -45,7 +45,7 @@ Needs iOS / iPadOS 26 or later on an iPhone 15 Pro or newer (A17 Pro chip or lat | ![Monster Train 2](docs/images/monster-train-2.jpg)
Monster Train 2
IPA ~1.6 GB · 60 fps (30 on Switch) with update 1.1.1 | ![Raging Loop](docs/images/raging-loop.jpg)
Raging Loop
IPA ~0.9 GB | | ![DARK SOULS: REMASTERED](docs/images/dark-souls-remastered-creation.jpg)
DARK SOULS: REMASTERED
IPA ~4 GB · 60 fps (30 on Switch) with update 1.0.3 | ![Paper Mario: The Thousand-Year Door](docs/images/paper-mario-the-thousand-year-door.jpg)
Paper Mario: The Thousand-Year Door
IPA ~5 GB · 60 fps (30 on Switch) with update 1.0.1 | | ![Hollow Knight: Silksong](docs/images/hollow-knight-silksong.jpg)
Hollow Knight: Silksong
IPA ~6.4 GB | ![Catherine: Full Body](docs/images/catherine-full-body.jpg)
Catherine: Full Body
IPA ~14 GB | -| ![Digimon Story Cyber Sleuth: Complete Edition](docs/images/digimon-story-cyber-sleuth.jpg)
Digimon Story Cyber Sleuth: Complete Edition
IPA ~5 GB | | +| ![Digimon Story Cyber Sleuth: Complete Edition](docs/images/digimon-story-cyber-sleuth.jpg)
Digimon Story Cyber Sleuth: Complete Edition
IPA ~5 GB | ![Animal Crossing: New Horizons](docs/images/animal-crossing-new-horizons.jpg)
Animal Crossing: New Horizons
IPA ~10.5 GB with update 3.0.3 | ## Pack an IPA diff --git a/docs/development.md b/docs/development.md index 446921b..49aaefd 100644 --- a/docs/development.md +++ b/docs/development.md @@ -521,7 +521,7 @@ The game's own work and its frame rate stay as they are; the host avoids work of - **Mac input:** a fresh save reaches EDEN with `DM_KBD=Taiga DM_KEYS="f2000:A*26/200,f7300:Right,f7400:A,f7600:A,f7800:Right,f7850:A,f8100:A*39/250,f9000:Plus*15/600,f18000:Down*3/1200,f18100:A*3/1200,f21700:Left*300/250,f21800:A*300/250"` (the title, the privacy policy, the DigiLab: Cyber Sleuth, no options, A through the opening chat; the login form comes at frame 18,500 to 19,700). The name is a field of that form: A opens the keyboard, and the game's name screen stays up about 500 frames after the text arrives, where another A opens it again, so Down and A come 1,200 frames apart. The login prompt defaults to No, hence Left before each A from there; EDEN at about frame 22,500. **Animal Crossing: New Horizons (`01006F8002326000`)** -- **Status:** brought up on the Mac: a new game through Tom Nook's counter (name entry on the game's own keyboard, birthday, look, hemisphere, island choice), the in-flight movie with its sound, the island's creation and the arrival (Timmy's welcome, the player at the dock under control), with the Happy Home Paradise add-on mounted; no red line but the ones below. Not yet seen: a save and a continue. The game first saves when the player sleeps at the end of the first day (the `−` menu says "You can't save right now." before that); until then it only probes for `main.dat`, `mainHeader.dat` and `Moved/personal.dat` in its device save data. +- **Status:** brought up on the Mac: a new game through Tom Nook's counter (name entry on the game's own keyboard, birthday, look, hemisphere, island choice), the in-flight movie with its sound, the island's creation and the arrival (Timmy's welcome, the player at the dock under control), with the Happy Home Paradise add-on mounted; no red line but the ones below. Plays on the iPhone. A save is not reached on the Mac: the game first saves when the player sleeps at the end of the first day (the `−` menu says "You can't save right now." before that); until then it only probes for `main.dat`, `mainHeader.dat` and `Moved/personal.dat` in its device save data. - **Engine:** Nintendo EPD's own (code name Park; sead / agl / gsys, NintendoWare G3d / Ui2d / Vfx2 / Atk / Font, Havok, Pia and NEX) on SDK 20.5.4, NVN, update 3.0.3 (v2228224); `subsdk0` is the SDK's movie library. RomFS: 97,997 zstd files (`.zs`), BWAV sound, a few Yaz0 SARC archives; the in-flight movie `Movie/OpeningMovie.webm` is VP9 1080p with Vorbis, demuxed by `movie::Extractor` and decoded on the host. - **Shaders:** 9,766 BNSH programs: `Shader/Park_UBER_All` (3,385) and the other bfsha / sharcb in `Shader/`, agl's `System/Agl/agl_resource` (3,206), particle effects in `Effect/` (2,522), models' own bfsha in `Model/`, layouts in `Layout/`, the game's keyboard in `Swkbd/` and 40 in `main`. The keyboard's ocean background has 8 geometry shaders, which do not translate; the name entry draws without them. - **Rewriter:** its 63 MB `main` was the first to put branches out of range of the patch area: halfword jump tables now get only as many landing pads as their largest entry (`half_count`, [03](agents/03-bringup.md)); the patch area went from 42 MB to 7.9 MB. diff --git a/docs/images/animal-crossing-new-horizons.jpg b/docs/images/animal-crossing-new-horizons.jpg new file mode 100644 index 0000000..022440b Binary files /dev/null and b/docs/images/animal-crossing-new-horizons.jpg differ