Raging Loop plays on the Mac: profile 010020400E1C2000 (base game 1.0.0, SDK 7.3.2)

Unity 2018.3.10f1 IL2CPP with FMOD; its sdk and movie module are DRAGON QUEST XI S's builds, so
that build's rewriter cuts apply as they are, and no host change was needed. Brought up on the Mac
through the opening movie, the title, options, the tutorial and the prologue (choices, menu,
scenario chart, log) at 60 fps as on the Switch, with sound and saves; no red line at run time,
0.6 GB resident at the title and 0.77 GB after ten minutes of story.

- unityfs.py: Unity 2018.3's Shader layout (SHADER_2018_3, type hash 8db76007...). The game has no
  bundles and its serialized files carry no type trees, so the shader split stopped. Written from
  AssetRipper's TypeTreeDumps for 2018.3.10f1 and checked node for node against the dump (1,325
  nodes with the alignment flags); all 48 Shader objects read to their exact end (450 subprograms,
  452 shaders with main's GLSLC outputs). Other profiles' hashes are untouched.
- Memory: the hardware pool (3.2 GB) in Engage's 5 GB block. Unity 2018.3 reserves no address
  regions of its own, so every mapped page lies in StandardAllocator's region (377 MB at the peak).
- Input: the game reads no touch, so it stays docked with the 2D pad; the left stick moves the menu
  cursor.

Development notes, the graphics catalogue and the survey's list of Unity versions read.
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+2
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@@ -0,0 +1,2 @@
// Generated file (dm/gfx/tools/dmsh_chain.py --header, game 010020400E1C2000): the B shader library translation chain version this source tree expects (default options); the host loads only <library dir>/b-<V>/
#define DMSH_CHAIN "d4b5de179688"
+44
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@@ -0,0 +1,44 @@
# Game profile of Raging Loop (Switch, base game 1.0.0 = v0). Plays on the Mac
# Format: see dm/games/README.md
# Unity 2018.3.10f1 (IL2CPP) with FMOD, SDK 7.3.2 (its sdk and subsdk0 are DRAGON QUEST XI S's builds); subsdk0 is the movie module, which plays the opening movie, an MP4 of H.264 and AAC.
# No bundles: the 48 shaders are Unity's Shader objects in Data/*.assets and Data/Resources, whose serialized files carry no type trees, so unityfs.py has Unity 2018.3's Shader layout
# written out (KNOWN_TREES); the story's pictures are loose PNG / JPG files in StreamingAssets that the game loads itself.
# Controller only (the game reads no touch, docked or handheld): it stays docked (1920x1080) with the 2D pad layout; the left stick moves the menu cursor
# ---- Identity ----
title_id 010020400E1C2000
program_id 010020400E1C2000
# ---- App ----
# Game name: only a label for profile listings and the Mac window title; the iOS app name is the game name in the base NSP, and the bundle ID comes from the base game title ID (build_ipa.sh / NSP script)
name Raging Loop
ipa RagingLoop.ipa
app_category public.app-category.adventure-games
# ---- Versions ----
build v0 1.0.0 main=703c266cfe107f4096c4d0ee657f65a0 subsdk0=93ff8252d975adf07230cb86c83301c5 sdk=fcf93a41b08c5193a1410d262602dc62
package v0
shader_versions v0
# ---- Files ----
# load order as on Horizon: main, subsdk*, sdk (subsdk0 = NintendoSDK_movie)
modules main subsdk0 sdk
romfs_marker Data/globalgamemanagers
zip_store .assets:.dat:.jpg:.mp4:.png:.resource:.ress:.metallib
# ---- Memory ----
# The NPDM declares 16 MB of system resource, so IsVirtualAddressMemoryEnabled is true: nninitStartup hands application pool − used memory to StandardAllocator as virtual address memory,
# one address region in the alias region, and the game never calls SetMemoryHeapSize. The cuts for this sdk build (patch_nso.py, DRAGON QUEST XI S's) put that region 64 MB into the alias region
# (node area 62 MB, regions of 1 GB and more 32 MB aligned). Unlike Unity 2020 and 2022 (Ace Attorney Investigations Collection, Monster Train 2: a 1 GB pool), Unity 2018.3 reserves no
# address regions of its own: every page the game maps lies in StandardAllocator's region (Mac, DM_SVC map log over the title, the tutorial and the opening: 377 MB mapped at the peak),
# so the hardware pool (3.2 GB, StandardAllocator to +3.21 GB of the 4.375 GB alias region) leaves no address space short, and only mapped pages cost memory.
# Engage's 5 GB block: 256 MB in front + 4.375 GB alias region + 256 MB stack region + 128 MB heap region
sys_resource 0x1000000
mem_reserve 0x140000000
mem_alias 0x118000000
mem_stack 0x10000000
app_pool 0xCD500000
# ---- Shader split (shader_split.py; Unity Shader objects, read by unityfs.py) ----
shader_groups /Data/=data
shader_note Raging Loop shaders
1 # Game profile of Raging Loop (Switch, base game 1.0.0 = v0). Plays on the Mac
2 # Format: see dm/games/README.md
3 # Unity 2018.3.10f1 (IL2CPP) with FMOD, SDK 7.3.2 (its sdk and subsdk0 are DRAGON QUEST XI S's builds); subsdk0 is the movie module, which plays the opening movie, an MP4 of H.264 and AAC.
4 # No bundles: the 48 shaders are Unity's Shader objects in Data/*.assets and Data/Resources, whose serialized files carry no type trees, so unityfs.py has Unity 2018.3's Shader layout
5 # written out (KNOWN_TREES); the story's pictures are loose PNG / JPG files in StreamingAssets that the game loads itself.
6 # Controller only (the game reads no touch, docked or handheld): it stays docked (1920x1080) with the 2D pad layout; the left stick moves the menu cursor
7 # ---- Identity ----
8 title_id 010020400E1C2000
9 program_id 010020400E1C2000
10 # ---- App ----
11 # Game name: only a label for profile listings and the Mac window title; the iOS app name is the game name in the base NSP, and the bundle ID comes from the base game title ID (build_ipa.sh / NSP script)
12 name Raging Loop
13 ipa RagingLoop.ipa
14 app_category public.app-category.adventure-games
15 # ---- Versions ----
16 build v0 1.0.0 main=703c266cfe107f4096c4d0ee657f65a0 subsdk0=93ff8252d975adf07230cb86c83301c5 sdk=fcf93a41b08c5193a1410d262602dc62
17 package v0
18 shader_versions v0
19 # ---- Files ----
20 # load order as on Horizon: main, subsdk*, sdk (subsdk0 = NintendoSDK_movie)
21 modules main subsdk0 sdk
22 romfs_marker Data/globalgamemanagers
23 zip_store .assets:.dat:.jpg:.mp4:.png:.resource:.ress:.metallib
24 # ---- Memory ----
25 # The NPDM declares 16 MB of system resource, so IsVirtualAddressMemoryEnabled is true: nninitStartup hands application pool − used memory to StandardAllocator as virtual address memory,
26 # one address region in the alias region, and the game never calls SetMemoryHeapSize. The cuts for this sdk build (patch_nso.py, DRAGON QUEST XI S's) put that region 64 MB into the alias region
27 # (node area 62 MB, regions of 1 GB and more 32 MB aligned). Unlike Unity 2020 and 2022 (Ace Attorney Investigations Collection, Monster Train 2: a 1 GB pool), Unity 2018.3 reserves no
28 # address regions of its own: every page the game maps lies in StandardAllocator's region (Mac, DM_SVC map log over the title, the tutorial and the opening: 377 MB mapped at the peak),
29 # so the hardware pool (3.2 GB, StandardAllocator to +3.21 GB of the 4.375 GB alias region) leaves no address space short, and only mapped pages cost memory.
30 # Engage's 5 GB block: 256 MB in front + 4.375 GB alias region + 256 MB stack region + 128 MB heap region
31 sys_resource 0x1000000
32 mem_reserve 0x140000000
33 mem_alias 0x118000000
34 mem_stack 0x10000000
35 app_pool 0xCD500000
36 # ---- Shader split (shader_split.py; Unity Shader objects, read by unityfs.py) ----
37 shader_groups /Data/=data
38 shader_note Raging Loop shaders
@@ -0,0 +1,2 @@
# Prewarm seed list (shipped in the app, next to shader_map.tsv). Rows: S<TAB>shader key<TAB>stage / R<TAB>render pipeline key (pso_skey hex) / C<TAB>compute shader key.
# Provisional profile: empty until recorded on the Mac (DM_PSO_MANIFEST=off DM_PSO_RECORD).
1 # Prewarm seed list (shipped in the app, next to shader_map.tsv). Rows: S<TAB>shader key<TAB>stage / R<TAB>render pipeline key (pso_skey hex) / C<TAB>compute shader key.
2 # Provisional profile: empty until recorded on the Mac (DM_PSO_MANIFEST=off DM_PSO_RECORD).
@@ -0,0 +1 @@
# Answer table for translation queries (generated by dm/gfx/tools/shader_split.py, do not edit): key <TAB> fact JSON. This game has no PC version to pair with: only the thread group / shared memory of compute shaders (taken from the control section); other queries get the translator defaults
1 # Answer table for translation queries (generated by dm/gfx/tools/shader_split.py, do not edit): key <TAB> fact JSON. This game has no PC version to pair with: only the thread group / shared memory of compute shaders (taken from the control section); other queries get the translator defaults
+455
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# kind: evidence Raging Loop shaders (Unity Shader / GLSLC in RomFS + main) → control section + code area keys (dm/gfx/tools/shader_split.py)
# column 5 records where each key first appears; this game has no PC version to pair with
package index stage dm_ctl_sha16 source
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ps_data.bin 219 pixel 576f8791031eef87 /Data/sharedassets0.assets#Skybox/Procedural#var19.3
ps_data.bin 220 pixel a57c31c50f8bd37b /Data/sharedassets0.assets#Skybox/Procedural#var19.4
ps_data.bin 221 pixel 351602de8f48f023 /Data/sharedassets0.assets#Skybox/Procedural#var19.5
vs_main.bin 0 vertex 399b22379a2c6dc1 main#GLSLC@0x1a9e3e0
ps_main.bin 0 pixel 9fba886a7aa0fd85 main#GLSLC@0x1a9f068
ps_main.bin 1 pixel 44847b6ca9e2acdc main#GLSLC@0x1a9fcf0
ps_main.bin 2 pixel 5fa8988a94a0b27f main#GLSLC@0x1aa0a78
1 # kind: evidence Raging Loop shaders (Unity Shader / GLSLC in RomFS + main) → control section + code area keys (dm/gfx/tools/shader_split.py)
2 # column 5 records where each key first appears; this game has no PC version to pair with
3 package index stage dm_ctl_sha16 source
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5 vs_data.bin 1 vertex 21c28adb633e770a /Data/Resources/unity default resources#GUI/Text Shader#var19.1
6 vs_data.bin 2 vertex 0a4bf57614c2cbc8 /Data/Resources/unity default resources#GUI/Text Shader#var19.2
7 vs_data.bin 3 vertex 262f049369c1ccee /Data/Resources/unity default resources#GUI/Text Shader#var19.3
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374 ps_data.bin 183 pixel 9e83f892510f26d1 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.18
375 ps_data.bin 184 pixel 71b014832c2a9923 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.19
376 vs_data.bin 187 vertex 3fa1bef9871e6e59 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.2
377 ps_data.bin 185 pixel 87e3d579b0d299c1 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.20
378 ps_data.bin 186 pixel c57943315234ac40 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.21
379 vs_data.bin 188 vertex a2ec2507de76552b /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.22
380 ps_data.bin 187 pixel debc37dc161ba96f /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.23
381 vs_data.bin 189 vertex 10edb96cf206a505 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.24
382 vs_data.bin 190 vertex 7d677e45777e50c3 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.25
383 vs_data.bin 191 vertex d81bdf93c91504b1 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.26
384 vs_data.bin 192 vertex e6cbe96a4abaa24b /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.27
385 ps_data.bin 188 pixel 149053db7e62e01b /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.28
386 ps_data.bin 189 pixel 56c570ad0ebbe2ce /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.29
387 vs_data.bin 193 vertex f1a6856bbaf8dd09 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.3
388 ps_data.bin 190 pixel e37a156ce2be47cf /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.30
389 ps_data.bin 191 pixel 4be47ba6b13f44ca /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.31
390 vs_data.bin 194 vertex 31e61801ea5dc25c /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.32
391 vs_data.bin 195 vertex 765014af6c4f6915 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.33
392 vs_data.bin 196 vertex d6035f168206c16b /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.34
393 vs_data.bin 197 vertex ab225607a4433d3c /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.35
394 ps_data.bin 192 pixel e96ab46dd53bb958 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.36
395 ps_data.bin 193 pixel 0e8a703bea21d337 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.37
396 ps_data.bin 194 pixel 0b507b9f9f6382e6 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.38
397 ps_data.bin 195 pixel f6ca288adc5e3399 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.39
398 vs_data.bin 198 vertex 9b8c1634ca4886f4 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.4
399 vs_data.bin 199 vertex 290e48aeae83ee0b /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.5
400 vs_data.bin 200 vertex a0372b822f0fc7fb /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.6
401 vs_data.bin 201 vertex 11855d326a486934 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.7
402 ps_data.bin 196 pixel 61be1a7aac5783d4 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.8
403 ps_data.bin 197 pixel 9124cfb0898f1430 /Data/Resources/unity_builtin_extra#Legacy Shaders/Diffuse#var19.9
404 vs_data.bin 202 vertex bd3621a3dc9ee155 /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.0
405 vs_data.bin 203 vertex 78c19d7a6364ec31 /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.1
406 ps_data.bin 198 pixel c46cab9f876746db /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.10
407 ps_data.bin 199 pixel 3ed197cb028a62ae /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.11
408 vs_data.bin 204 vertex 79cd6f5c30ab78f9 /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.2
409 ps_data.bin 200 pixel a3b99811e10cda4a /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.3
410 ps_data.bin 201 pixel 8bf4ad2ea2953ace /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.4
411 ps_data.bin 202 pixel b8aa72b47ad60351 /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.5
412 vs_data.bin 205 vertex 01a9bfc6429fdac1 /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.6
413 ps_data.bin 203 pixel deae5448be2e6275 /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.7
414 vs_data.bin 206 vertex f6d96163c04122bc /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.8
415 vs_data.bin 207 vertex 8ace1cce7e6df5b5 /Data/Resources/unity_builtin_extra#Legacy Shaders/VertexLit#var19.9
416 vs_data.bin 208 vertex 533be58018d5027a /Data/Resources/unity_builtin_extra#Sprites/Mask#var19.0
417 vs_data.bin 209 vertex 387f1345fb39749e /Data/Resources/unity_builtin_extra#Sprites/Mask#var19.1
418 ps_data.bin 204 pixel 7dbe23da0c9aa874 /Data/Resources/unity_builtin_extra#Sprites/Mask#var19.2
419 ps_data.bin 205 pixel 56b7d17491b61c05 /Data/Resources/unity_builtin_extra#Sprites/Mask#var19.3
420 vs_data.bin 210 vertex 6fd870a6b9d34d66 /Data/Resources/unity_builtin_extra#UI/Default#var19.0
421 vs_data.bin 211 vertex 92e4f5d1dc1f0980 /Data/Resources/unity_builtin_extra#UI/Default#var19.1
422 vs_data.bin 212 vertex f7b0bdd2cb95f7c0 /Data/Resources/unity_builtin_extra#UI/Default#var19.2
423 vs_data.bin 213 vertex bdc118cf604ae485 /Data/Resources/unity_builtin_extra#UI/Default#var19.3
424 ps_data.bin 206 pixel 79cf80c51564befc /Data/Resources/unity_builtin_extra#UI/Default#var19.4
425 ps_data.bin 207 pixel 8beecca2137ab732 /Data/Resources/unity_builtin_extra#UI/Default#var19.5
426 ps_data.bin 208 pixel 0a7e24822623c963 /Data/Resources/unity_builtin_extra#UI/Default#var19.6
427 ps_data.bin 209 pixel c47cf963be7221d6 /Data/Resources/unity_builtin_extra#UI/Default#var19.7
428 vs_data.bin 214 vertex a24c51661d6bafb5 /Data/globalgamemanagers.assets#Sprites/Default#var19.0
429 vs_data.bin 215 vertex 417e27138efcca03 /Data/globalgamemanagers.assets#Sprites/Default#var19.1
430 ps_data.bin 210 pixel 546c7f23b518fc34 /Data/globalgamemanagers.assets#Sprites/Default#var19.2
431 ps_data.bin 211 pixel 1c6d7a9f861b0fe0 /Data/globalgamemanagers.assets#Sprites/Default#var19.3
432 vs_data.bin 216 vertex 79518c23213d7786 /Data/resources.assets#Custom/SpriteStudio5/Add#var19.0
433 ps_data.bin 212 pixel 0daae2c33177e782 /Data/resources.assets#Custom/SpriteStudio5/Add#var19.1
434 vs_data.bin 217 vertex 7242b4b0f49ba750 /Data/resources.assets#Custom/SpriteStudio5/Effect/Add#var19.0
435 ps_data.bin 213 pixel cf05f1824fea9360 /Data/resources.assets#Custom/SpriteStudio5/Effect/Add#var19.1
436 vs_data.bin 218 vertex cba6fb39f5ddd60f /Data/resources.assets#Custom/SpriteStudio5/Effect/Add2#var19.0
437 ps_data.bin 214 pixel 315898d458081c6c /Data/resources.assets#Custom/SpriteStudio5/Effect/Add2#var19.1
438 vs_data.bin 219 vertex 57ee0ca0aad3b169 /Data/resources.assets#Custom/SpriteStudio5/Effect/Mix#var19.0
439 ps_data.bin 215 pixel b05dadec51da8593 /Data/resources.assets#Custom/SpriteStudio5/Effect/Mix#var19.1
440 vs_data.bin 220 vertex c78725235c4a02d2 /Data/resources.assets#Custom/SpriteStudio5/Mul#var19.0
441 ps_data.bin 216 pixel fb6f5c7bea6dcbfe /Data/resources.assets#Custom/SpriteStudio5/Mul#var19.1
442 vs_data.bin 221 vertex 74a887bcd410aa48 /Data/resources.assets#Custom/SpriteStudio5/Sub#var19.0
443 ps_data.bin 217 pixel ab4fdc7fd5d5c051 /Data/resources.assets#Custom/SpriteStudio5/Sub#var19.1
444 vs_data.bin 222 vertex ccc1eef71b93b4e1 /Data/sharedassets0.assets#FMVTexture#var19.0
445 ps_data.bin 218 pixel c2e60c2b9e5cc020 /Data/sharedassets0.assets#FMVTexture#var19.1
446 vs_data.bin 223 vertex f808da5fd6996f94 /Data/sharedassets0.assets#Skybox/Procedural#var19.0
447 vs_data.bin 224 vertex bae0ffe52613154b /Data/sharedassets0.assets#Skybox/Procedural#var19.1
448 vs_data.bin 225 vertex e23929cb5fea648f /Data/sharedassets0.assets#Skybox/Procedural#var19.2
449 ps_data.bin 219 pixel 576f8791031eef87 /Data/sharedassets0.assets#Skybox/Procedural#var19.3
450 ps_data.bin 220 pixel a57c31c50f8bd37b /Data/sharedassets0.assets#Skybox/Procedural#var19.4
451 ps_data.bin 221 pixel 351602de8f48f023 /Data/sharedassets0.assets#Skybox/Procedural#var19.5
452 vs_main.bin 0 vertex 399b22379a2c6dc1 main#GLSLC@0x1a9e3e0
453 ps_main.bin 0 pixel 9fba886a7aa0fd85 main#GLSLC@0x1a9f068
454 ps_main.bin 1 pixel 44847b6ca9e2acdc main#GLSLC@0x1a9fcf0
455 ps_main.bin 2 pixel 5fa8988a94a0b27f main#GLSLC@0x1aa0a78
@@ -0,0 +1,2 @@
# kind: evidence control-section key conflict rulings: empty
dm_ctl_sha16 chosen_pc class candidates records
1 # kind: evidence control-section key conflict rulings: empty
2 dm_ctl_sha16 chosen_pc class candidates records
@@ -0,0 +1,2 @@
# kind: evidence vertex / pixel shader pairs within BNSH variations (generated by dm/gfx/tools/shader_split.py, do not edit): vertex key <TAB> pixel key
399b22379a2c6dc1 92c6912607f899fe
1 # kind: evidence vertex / pixel shader pairs within BNSH variations (generated by dm/gfx/tools/shader_split.py, do not edit): vertex key <TAB> pixel key
2 399b22379a2c6dc1 92c6912607f899fe
+33
View File
@@ -162,6 +162,38 @@ PPtr<Shader>: int m_FileID; SInt64 m_PathID
PPtr<Texture>: int m_FileID; SInt64 m_PathID
Shader: string m_Name; SerializedShader m_ParsedForm; vector<data:unsigned int> platforms; vector<data:vector<data:unsigned int>> offsets; vector<data:vector<data:unsigned int>> compressedLengths; vector<data:vector<data:unsigned int>> decompressedLengths; vector<data:UInt8> compressedBlob; vector<data:PPtr<Shader>> m_Dependencies; map<data:pair(string,PPtr<Texture>)>~ m_NonModifiableTextures; bool! m_ShaderIsBaked
'''
# The Unity 2018.3 Shader (Raging Loop, Unity 2018.3.10f1: no bundles, its 48 shaders in Data/*.assets and Data/Resources), from Unity 2018.3.10f1's type tree as AssetRipper's TypeTreeDumps
# records it (StructsDump/release/2018.3.10f1.dump), checked node for node with the flags: older than the common structs above (no conservative raster state, no buffer array sizes, no partial
# constant buffers), the parameters in each subprogram, one segment per platform (offsets, compressedLengths and decompressedLengths are plain numbers per platform), no local keywords
SHADER_2018_3 = '''SerializedTextureProperty: string m_DefaultName; int m_TexDim
SerializedProperty: string m_Name; string m_Description; vector<data:string> m_Attributes; int m_Type; unsigned int m_Flags; float m_DefValue[0]; float m_DefValue[1]; float m_DefValue[2]; float m_DefValue[3]; SerializedTextureProperty m_DefTexture
SerializedProperties: vector<data:SerializedProperty> m_Props
SerializedShaderFloatValue: float val; string name
SerializedShaderRTBlendState: SerializedShaderFloatValue srcBlend; SerializedShaderFloatValue destBlend; SerializedShaderFloatValue srcBlendAlpha; SerializedShaderFloatValue destBlendAlpha; SerializedShaderFloatValue blendOp; SerializedShaderFloatValue blendOpAlpha; SerializedShaderFloatValue colMask
SerializedStencilOp: SerializedShaderFloatValue pass; SerializedShaderFloatValue fail; SerializedShaderFloatValue zFail; SerializedShaderFloatValue comp
SerializedShaderVectorValue: SerializedShaderFloatValue x; SerializedShaderFloatValue y; SerializedShaderFloatValue z; SerializedShaderFloatValue w; string name
SerializedTagMap: map<data:pair(string,string)>~ tags
SerializedShaderState: string m_Name; ''' + '; '.join(f'SerializedShaderRTBlendState rtBlend{i}' for i in range(8)) + '''; bool! rtSeparateBlend; SerializedShaderFloatValue zClip; SerializedShaderFloatValue zTest; SerializedShaderFloatValue zWrite; SerializedShaderFloatValue culling; SerializedShaderFloatValue offsetFactor; SerializedShaderFloatValue offsetUnits; SerializedShaderFloatValue alphaToMask; SerializedStencilOp stencilOp; SerializedStencilOp stencilOpFront; SerializedStencilOp stencilOpBack; SerializedShaderFloatValue stencilReadMask; SerializedShaderFloatValue stencilWriteMask; SerializedShaderFloatValue stencilRef; SerializedShaderFloatValue fogStart; SerializedShaderFloatValue fogEnd; SerializedShaderFloatValue fogDensity; SerializedShaderVectorValue fogColor; int fogMode; int gpuProgramID; SerializedTagMap m_Tags; int m_LOD; bool! lighting
ShaderBindChannel: SInt8 source; SInt8 target
ParserBindChannels: vector<data:ShaderBindChannel>! m_Channels; int m_SourceMap
VectorParameter: int m_NameIndex; int m_Index; int m_ArraySize; SInt8 m_Type; SInt8! m_Dim
MatrixParameter: int m_NameIndex; int m_Index; int m_ArraySize; SInt8 m_Type; SInt8! m_RowCount
TextureParameter: int m_NameIndex; int m_Index; int m_SamplerIndex; bool m_MultiSampled; SInt8! m_Dim
BufferBinding: int m_NameIndex; int m_Index
StructParameter: int m_NameIndex; int m_Index; int m_ArraySize; int m_StructSize; vector<data:VectorParameter> m_VectorMembers; vector<data:MatrixParameter> m_MatrixMembers
ConstantBuffer: int m_NameIndex; vector<data:MatrixParameter> m_MatrixParams; vector<data:VectorParameter> m_VectorParams; vector<data:StructParameter> m_StructParams; int m_Size
UAVParameter: int m_NameIndex; int m_Index; int m_OriginalIndex
SamplerParameter: unsigned int sampler; int bindPoint
SerializedSubProgram: unsigned int m_BlobIndex; ParserBindChannels m_Channels; vector<data:UInt16> m_KeywordIndices; SInt8 m_ShaderHardwareTier; SInt8! m_GpuProgramType; vector<data:VectorParameter> m_VectorParams; vector<data:MatrixParameter> m_MatrixParams; vector<data:TextureParameter> m_TextureParams; vector<data:BufferBinding> m_BufferParams; vector<data:ConstantBuffer> m_ConstantBuffers; vector<data:BufferBinding> m_ConstantBufferBindings; vector<data:UAVParameter> m_UAVParams; vector<data:SamplerParameter> m_Samplers; int m_ShaderRequirements
SerializedProgram: vector<data:SerializedSubProgram> m_SubPrograms
SerializedPass: map<data:pair(string,int)>~ m_NameIndices; int m_Type; SerializedShaderState m_State; unsigned int m_ProgramMask; SerializedProgram progVertex; SerializedProgram progFragment; SerializedProgram progGeometry; SerializedProgram progHull; SerializedProgram progDomain; bool m_HasInstancingVariant; bool! m_HasProceduralInstancingVariant; string m_UseName; string m_Name; string m_TextureName; SerializedTagMap m_Tags
SerializedSubShader: vector<data:SerializedPass> m_Passes; SerializedTagMap m_Tags; int m_LOD
SerializedShaderDependency: string from; string to
SerializedShader: SerializedProperties m_PropInfo; vector<data:SerializedSubShader> m_SubShaders; string m_Name; string m_CustomEditorName; string m_FallbackName; vector<data:SerializedShaderDependency> m_Dependencies; bool! m_DisableNoSubshadersMessage
PPtr<Shader>: int m_FileID; SInt64 m_PathID
PPtr<Texture>: int m_FileID; SInt64 m_PathID
Shader: string m_Name; SerializedShader m_ParsedForm; vector<data:unsigned int> platforms; vector<data:unsigned int> offsets; vector<data:unsigned int> compressedLengths; vector<data:unsigned int> decompressedLengths; vector<data:UInt8> compressedBlob; vector<data:PPtr<Shader>> m_Dependencies; map<data:pair(string,PPtr<Texture>)>~ m_NonModifiableTextures; bool! m_ShaderIsBaked
'''
# The Unity 2022.3 ComputeShader (Monster Train 2, Unity 2022.3.54f1: 12 in Data/sharedassets2.assets, which carries no type trees, and no bundle has one), from Unity 2022.3.54f1's type tree
# as AssetRipper's TypeTreeDumps records it (StructsDump/release/2022.3.54f1.dump). Each kernel variant's code is a program code of one stage, compute (the layout of a Shader's subprogram code)
COMPUTE_2022_3 = '''ComputeShaderResource: string name; string generatedName; int bindPoint; int samplerBindPoint; int texDimension
@@ -176,6 +208,7 @@ ComputeShader: string m_Name; vector<data:ComputeShaderPlatformVariant> variants
CLASS_COMPUTE_SHADER = 72
KNOWN_TREES = {(CLASS_SHADER, bytes.fromhex('ea424a5fc1e48db62144df956f9e1005')): ('Shader', SHADER_2022_3),
(CLASS_SHADER, bytes.fromhex('a30e3dcf6c6d25153d6f64e5e41caf4e')): ('Shader', SHADER_2020_3),
(CLASS_SHADER, bytes.fromhex('8db760073e1392061e4a36995f0735af')): ('Shader', SHADER_2018_3),
(CLASS_COMPUTE_SHADER, bytes.fromhex('bfdf63ab0ce84d5a2c765ee560d90fe7')): ('ComputeShader', COMPUTE_2022_3)}
def _split_top(s, sep): # s split at sep outside <> and ()
+2 -2
View File
@@ -11,8 +11,8 @@ Do not stop at the obvious archive. In Mario the main `bfsha` held 4,888 of the
- **BNSH** (`BNSH\0\0\0\0` + `grsc` block at +0x60): inside `bfsha`, particle effects (`esetb`, VFXB), UI layouts (`blarc`), and `main` itself. Variation table at +0x80 (count at +0x7c); binary program at variation +0x10; six stage pointers from program +0x08 (vs, hs, ds, gs, ps, cs); stage code descriptor: control ptr +0x08, code ptr +0x10, code size +0x18, control size +0x1c. All pointers relative to the BNSH start.
- **Unity Shader objects** (Engage): Unity 2020.3 keeps each shader's compiled programs in its `Shader` object (class 48), in UnityFS bundles (`StreamingAssets/aa`) and in the player's own serialized files (`data.unity3d`, `Resources/unity default resources`). `dm/gfx/tools/unityfs.py` reads them: UnityFS blocks (LZ4 / LZMA), the serialized file, the object through its type tree, then `compressedBlob` per platform (LZ4 segments; each segment starts with a u32 count and 12-byte `{offset, length, segment}` entries). The player's files have no type trees; they borrow the bundles' `Shader` tree with the same type hash (same Unity build, same layout). Type-tree strings with the high bit set index Unity's common string table, which `unityfs.common_strings` reads from the game's own `main` (`AABB\0AnimationClip\0…`). On Switch every subprogram is one whole NVN program: its code is a 0x60-byte header of four `i32 ×6` arrays indexed by NVN stage (0 vertex, 1 fragment, 2 geometry, 3 tess control, 4 tess evaluation, 5 compute): an unused / scratch size, the block offset from +0x60 (−1 = no stage), the control size and the code size. Each block is the control section followed by the code area. The vertex and fragment stages of one program form a pair. Engage: 209 `Shader` objects in 188 bundles plus the engine files, 9,269 stage shaders (4,634 vertex / pixel pairs and one geometry shader), no compute shaders.
- **Unity 2022 Shader objects** (Ace Attorney Investigations Collection, Unity 2022.3.17f1): the program code keeps the 0x60-byte stage header, but two things changed. From Unity 2022 the blob also holds each program's parameter tables as entries of their own (the parsed form's `m_ParameterBlobIndices`; their bytes start `PGlobals`), and the player's programs are listed in `m_PlayerSubPrograms[tier][].m_BlobIndex` (`m_SubPrograms` is empty); `unity_code_blobs` keeps only those. UnityPy's type trees for 2020.3 (Engage) and 2021.3 have neither field, so those read every entry as before. Subprogram version 202012090 (from Unity 2021.2) also has no local keyword list, so `unityfs.subprogram` reads no second keyword array (with one it read the code length as a keyword count). The player's serialized files have no type trees and the Addressables bundles hold no `Shader`, except the `unitybuiltinshaders` bundle, whose tree has the same hash and is borrowed in the second pass. 4,951 stage shaders: 2,475 vertex / pixel pairs (4,294 in the player's files, 517 built-ins, 140 in bundles) and one geometry shader, which Metal cannot express (its build fails). armyja's issue #17 proposed UnityPy and a reader of its own; neither was needed.
- **A Unity player with no bundle to borrow a tree from** (Brain Memory Training Academy, Unity 2022.3.5f1: only `Data/*.assets`, `level*` and the two engine files in `Data/Resources`, none with type trees) → the split stopped with "no bundle has a Shader type tree of the same hash to borrow". The `Shader` type hash there (`ea424a5f…`) is the one in Ace Attorney Investigations Collection's bundles (2022.3.17f1): the same layout. `unityfs.py` now carries that layout written out (`KNOWN_TREES`: about 30 structs, `tree_from_layout` builds the tree a file with type trees would have) and the split's second pass gives it to the stripped files when no bundle lent a tree of that hash (only there: taken in the first pass, Ace Attorney's player files came before its `unitybuiltinshaders` bundle and the built-ins' source column and package indices moved, while with the second pass its tables come out byte-identical). Checked against Ace Attorney's own tree: the same 2,324 nodes with the same alignment flags, and its 40 bundle `Shader` objects decode identically with either. 496 stage shaders: 439 engine built-ins, 46 of the game's, 11 of the player's in `main`, and the built-in VR blit's geometry shader, which does not build. A Unity version whose `Shader` hash is not in the table still stops with the same message; read its tree from any bundle of that Unity version and add it. Patrick's Parabox (Unity 2020.3.30f1, built-in shaders only, no bundles) stopped there with hash `a30e3dcf…`, which one 18 KB shader bundle of Fire Emblem Engage (2020.3.18f1) carries; its tree is now in the table too (`SHADER_2020_3`: per subprogram global and local keyword indices, every subprogram in `m_SubPrograms`, no parameter blobs, keyword names or stage counts), equal to Engage's node for node (2,179 nodes, the alignment flags included), and each of the game's 48 `Shader` objects reads to its exact end. The structs both layouts share are written once (`_SHADER_COMMON`), and the 2022.3 layout comes out byte-identical. To take one file out of an NSP without extracting the RomFS, filter `nx_extract`'s `Copy` by path.
- **Unity ComputeShader objects** (Monster Train 2, Unity 2022.3.54f1) → the 3D battle scene was black behind a correct UI, with `[RED] shader 854a8afc9d07f88d is not in the shader map` and `the dispatched program has no compute shader`. `DM_NVN_SHDUMP` saved the program; its code bytes were in `Data/sharedassets2.assets`, uncompressed, inside a `ComputeShader` (class 72): the post-processing stack's colour grading LUT baker (`Lut3DBaker#KGenLut3D_AcesTonemap`), so the LUT the scene is graded through stayed black. The split read only `Shader` objects. A `ComputeShader` holds per platform variant a list of kernels, each with its unique variants; a variant's `code` is the program code of a `Shader` subprogram (the 0x60-byte stage header, only the compute block present) and its `threadGroupSize` matches control +0x748. `unity_compute` in `shader_split.py` reads them beside the `Shader` objects of every serialized file; the game has no bundle with a class 72 tree, so `unityfs.py` carries Unity 2022.3.54f1's layout (`COMPUTE_2022_3`, written from AssetRipper's TypeTreeDumps for that version; all 12 objects decode, `resourcesResolved` true at each end). 85 compute shaders came in (86 with the player's own). A file whose `ComputeShader` has no tree still goes to the second pass; if it has none there either, the split prints a `[RED]` line and leaves its kernels out instead of stopping, so profiles whose compute shaders were never read keep their tables: Cuphead (2) and Fire Emblem Engage (4) have `ComputeShader` objects only in files without type trees, of hashes no layout covers.
- **A Unity player with no bundle to borrow a tree from** (Brain Memory Training Academy, Unity 2022.3.5f1: only `Data/*.assets`, `level*` and the two engine files in `Data/Resources`, none with type trees) → the split stopped with "no bundle has a Shader type tree of the same hash to borrow". The `Shader` type hash there (`ea424a5f…`) is the one in Ace Attorney Investigations Collection's bundles (2022.3.17f1): the same layout. `unityfs.py` now carries that layout written out (`KNOWN_TREES`: about 30 structs, `tree_from_layout` builds the tree a file with type trees would have) and the split's second pass gives it to the stripped files when no bundle lent a tree of that hash (only there: taken in the first pass, Ace Attorney's player files came before its `unitybuiltinshaders` bundle and the built-ins' source column and package indices moved, while with the second pass its tables come out byte-identical). Checked against Ace Attorney's own tree: the same 2,324 nodes with the same alignment flags, and its 40 bundle `Shader` objects decode identically with either. 496 stage shaders: 439 engine built-ins, 46 of the game's, 11 of the player's in `main`, and the built-in VR blit's geometry shader, which does not build. A Unity version whose `Shader` hash is not in the table still stops with the same message; read its tree from any bundle of that Unity version and add it. Patrick's Parabox (Unity 2020.3.30f1, built-in shaders only, no bundles) stopped there with hash `a30e3dcf…`, which one 18 KB shader bundle of Fire Emblem Engage (2020.3.18f1) carries; its tree is now in the table too (`SHADER_2020_3`: per subprogram global and local keyword indices, every subprogram in `m_SubPrograms`, no parameter blobs, keyword names or stage counts), equal to Engage's node for node (2,179 nodes, the alignment flags included), and each of the game's 48 `Shader` objects reads to its exact end. The structs both layouts share are written once (`_SHADER_COMMON`), and the 2022.3 layout comes out byte-identical. Raging Loop (Unity 2018.3.10f1, no bundles: 48 `Shader` objects in `Data/*.assets` and `Data/Resources`) stopped there with hash `8db76007…`, and no game of that Unity version with a bundle was at hand, so `SHADER_2018_3` is written from AssetRipper's TypeTreeDumps (`StructsDump/release/2018.3.10f1.dump`), checked node for node against the dump (1,325 nodes, the alignment flags included). It is a layout of its own, older than the common structs: no conservative raster state, `BufferBinding` without `m_ArraySize`, `ConstantBuffer` without `m_IsPartialCB`, the parameters in each subprogram and no `m_CommonParameters`, one segment per platform (the pre-2019.3 form Cuphead's trees gave `shader_programs`). Each of the 48 objects reads to its exact end: 450 subprograms of version 201802150 (older than the local keyword list, which starts at 201806140). To take one file out of an NSP without extracting the RomFS, filter `nx_extract`'s `Copy` by path.
- **Unity ComputeShader objects** (Monster Train 2, Unity 2022.3.54f1) → the 3D battle scene was black behind a correct UI, with `[RED] shader 854a8afc9d07f88d is not in the shader map` and `the dispatched program has no compute shader`. `DM_NVN_SHDUMP` saved the program; its code bytes were in `Data/sharedassets2.assets`, uncompressed, inside a `ComputeShader` (class 72): the post-processing stack's colour grading LUT baker (`Lut3DBaker#KGenLut3D_AcesTonemap`), so the LUT the scene is graded through stayed black. The split read only `Shader` objects. A `ComputeShader` holds per platform variant a list of kernels, each with its unique variants; a variant's `code` is the program code of a `Shader` subprogram (the 0x60-byte stage header, only the compute block present) and its `threadGroupSize` matches control +0x748. `unity_compute` in `shader_split.py` reads them beside the `Shader` objects of every serialized file; the game has no bundle with a class 72 tree, so `unityfs.py` carries Unity 2022.3.54f1's layout (`COMPUTE_2022_3`, written from AssetRipper's TypeTreeDumps for that version; all 12 objects decode, `resourcesResolved` true at each end). 85 compute shaders came in (86 with the player's own). A file whose `ComputeShader` has no tree still goes to the second pass; if it has none there either, the split prints a `[RED]` line and leaves its kernels out instead of stopping, so profiles whose compute shaders were never read keep their tables: Cuphead (2) and Fire Emblem Engage (4) have `ComputeShader` objects only in files without type trees, of hashes no layout covers. So does Raging Loop (Unity 2018.3: the two built-ins in `unity default resources`, whose 2018 layout lists kernels with no unique variants), which dispatches no compute.
- **MSHD** (Metroid Dread, MercurySteam's engine: `system/shd/*.bshdat`, the only place its shaders live; nothing in `main` or the `.pkg` packs): each stage is a control section, whose length is at control +0x20, sometimes followed by a small compiler-option table (`fastmath true`), then the code area at the next code header. Every file holds vertex / pixel stages in alternating order (1, 2 or 4 programs) and is paired two by two. The control section carries NV assembly text after its first 0x880 bytes, and the SASS disassembly follows each code area, so the binding layout can be read straight from the files (`TEX` / `TEXS` handle immediates). 478 files, 1,342 stages, 1,010 unique keys (359 vertex, 651 pixel), 659 pairs.
- **GLSLC outputs in `main`** (13 Sentinels, Vanillaware's engine: no shader file in RomFS, whose six CRI CPK archives hold textures, scripts, CRI audio and USM movies): 838 GLSLC compiler outputs sit in `main`'s read-only segment, each referenced from a `{pointer, size, 0}` table in `.data`. An output starts with the magic `0x19866891`, its total size is at +0x44, and it holds exactly one control section with the code area right after it (control +0x20 = control length); a debug section with the NV assembly and the GLSL source follows. Engage's `main` also has 11 of them (Unity's own), and `shader_split.py` reads them in every game's `main`, accepting only outputs that pass the control / code / length check. The stage comes from SPH word 0, as for BAHS. Loose RomFS files no other reader takes are searched the same way: FINAL FANTASY TACTICS - The Ivalice Chronicles keeps 257 whole outputs in its technique files (`*.tec`, below), Absolum 163 in `shaders.nx.bin`; in the other profiles' files only Metroid Dread's MSHD files hold any, which `mshd_shaders` reads.
- **G2S in RDB archives** (Hyrule Warriors: Age of Calamity, Koei Tecmo's KTGL): each material's shaders are a G2S container (`_S2G3000`, type KTID `0x7bcd279f`; 23,108 entries in `asset/system.rdb.bin*`, 2.3 GB inflated) of GLSLC outputs, as in 13 Sentinels' `main`, inside zlib-chunked IDRK entries ([01](01-extract.md)); one `_DOK0000` container (type `0x20a6a0bb`, the engine's system resources) holds 151 more bare GLSLC outputs, 21 of them drawn in the first battle. `shader_split.py` maps the RDB files and inflates only entries that start with those two magics (`idrk_shaders`), and the 117 outputs in `main` as in every game. Many outputs carry 0x850-byte control sections and the compute ones have no code header, so `glslc_shaders` accepts controls from 0x760 bytes and takes the stage of headerless code from the thread group size at control +0x748. 40,726 shaders (37,043 pixel, 3,440 vertex, 241 compute, 2 geometry), Mario's texture handle layout (`0x20 + 8 × slot`); pairs come from the single-stage cover (`separable_pairs`). The older KTGL of Three Houses packs the same G2S containers differently (next item).
+8
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@@ -450,6 +450,14 @@ The game's own work and its frame rate stay as they are; the host avoids work of
- **Frame rate:** 60 fps (30 on the Switch). The game asks for present interval 2 (Unity's 30 fps setting) and nothing else holds it at 30: the profile's `present_interval display` presents a frame every display tick, and the iPhone's display link runs at 60 Hz. The GPU takes about 2 ms a frame in battle and on the route map (M4 Pro). Its animations follow the time that passed (Unity's `deltaTime`; the PC versions run at any refresh rate): from one save, screenshots every third of a second through the move to the merchant (its fade-in, the greeting) match at 30 and 60 fps, mean difference 3.9 against 11.0 for what frame counting would show. `DM_PRESENT_INTERVAL=game` keeps 30. At 60 fps a read into a texture pool lost a race with the dirty-page tracker's re-protection (two runs in three; [03](agents/03-bringup.md)).
- **Mac input:** from a fresh save, `DM_KEYS="14:A"` starts the game; the intro movie plays to its end (A, B and + do not skip it) and the tutorial battle loads at about frame 3,400; `DM_KEYS="14:A,110:A*90/2,111:Y*20/9"` plays through it to the merchant by about frame 8,000. A save past the intro starts at the title, and A there continues the run.
**Raging Loop (`010020400E1C2000`)**
- **Status:** brought up on the Mac: the publisher logo, the opening movie with its sound, the title, options, a new game through the tutorial and the prologue (the date card, the opening pictures, choices, the in-game menu, scenario chart and log), at 60 fps as on the Switch (the game asks for present interval 1), with saves; no red line at run time, about 0.6 GB resident at the title and 0.77 GB after ten minutes of story (it grows with each new picture and slows down), 0.4 GB of Metal allocations.
- **Engine:** Unity 2018.3.10f1 IL2CPP with FMOD on SDK 7.3.2, base game 1.0.0 (v0); its `sdk` and `subsdk0` (the movie module, which plays `StreamingAssets/Movies/*.mp4`, H.264 Main and AAC) are DRAGON QUEST XI S's builds, so that build's cuts apply as they are. The story's pictures are loose PNG / JPG files in `StreamingAssets` that the game loads itself. No host change was needed.
- **Shaders:** 452: the 48 `Shader` objects of the player's serialized files (`Data/*.assets`, the Unity built-ins in `Data/Resources`; 450 subprograms) and the player's 4 GLSLC outputs in `main`. There are no bundles, so no file carries a `Shader` type tree to borrow; `unityfs.py` has Unity 2018.3's layout written out (`SHADER_2018_3` in `KNOWN_TREES`, from AssetRipper's TypeTreeDumps, [04](agents/04-graphics.md)). The two built-in `ComputeShader` objects stay unread (a red line in the split); the game dispatches no compute.
- **Memory:** the NPDM declares 16 MB of system resource (`sys_resource`), so virtual address memory with no heap, in Engage's 5 GB block with the hardware pool (3.2 GB). Unlike Unity 2020 and 2022, Unity 2018.3 reserves no address regions of its own: every page the game maps lies in StandardAllocator's region, which ends at +3.21 GB of the 4.38 GB alias region, so the pool can stay as on the Switch (377 MB mapped at the peak over the title, the tutorial and the opening, `DM_SVC` map log).
- **Input:** controller only: the game reads no touch, docked or handheld (a handheld run with taps on the title's READ logged no touch read). It stays docked at 1920x1080 with the 2D pad layout; menus answer the left stick as well as the D-pad, and no menu item is selected until a direction is pressed. A advances and selects, B goes back, X opens the menu, Y the scenario chart, L the log, R auto mode.
- **Mac input:** from a fresh save, `DM_KEYS="f700:A,f900:LLeft,f1000:LLeft,f1100:LLeft,f1200:A,f1500:A*14/120,f3300:LDown*5/60,f3640:A,f3900:A*35/120"` skips the opening movie, starts READ, reads through the tutorial, picks "I'm good (to main story)" and reads into the prologue (the motorbike picture at about frame 6,600).
## Tools (`dm/tools`)
| Tool | What it does |
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@@ -456,7 +456,7 @@ def survey(nsp_dir, app, fam, keys, repo, py, env):
notes.append(f'{rom["exts"].get(".pak", 0)} Unreal pak(s): version 11 paks keep the shaders Oodle-compressed in shader code archives (Octopath Traveler 0), decoded by booting the game on the Mac; '
'legacy paks (version 4, DRAGON QUEST XI S) keep them inline in the cooked packages, which the shader split reads through the game\'s own decoder (LZ5) in the Mac host')
if extra: notes.append(f'modules besides main / sdk: {", ".join(f"{n} ({mods[n]["kind"]})" for n in extra)}; the provisional profile loads {G["modules"][0]} (load order main, subsdk*, sdk)')
if rom['mags']['UnityFS'] or 'Unity IL2CPP' in F['markers']: notes.append('Unity: the shaders are Shader objects in UnityFS bundles and data.unity3d, which shader_split.py reads through unityfs.py (written for Unity 2020.3\'s Switch format, also read for 2017.4 and 2022.3; check other Unity versions first)')
if rom['mags']['UnityFS'] or 'Unity IL2CPP' in F['markers']: notes.append('Unity: the shaders are Shader objects in UnityFS bundles and data.unity3d, which shader_split.py reads through unityfs.py (written for Unity 2020.3\'s Switch format, also read for 2017.4, 2018.3 and 2022.3; check other Unity versions first)')
if F['glslc']: notes.append(f'main has {F["glslc"]} GLSLC compiler output magics (0x19866891): shader_split.py takes those that are whole outputs (13 Sentinels and the KTGL games compile their shaders into main; Unity\'s player has 11 of its own)')
if rom['mags']['Trinity pack']: notes.append('Trinity packs (Game Freak, arc/data.trpfs with its index data.trpfd): the shaders are BNSH inside Oodle Mermaid streams; shader_split.py decodes them with the game\'s own OodleLZ_Decompress in the Mac host, which dm/host/hle_oodle.c finds by the library\'s name string')
elif rom['mags']['MT Framework ARC']: notes.append('MT Framework ARC archives (Capcom, The Great Ace Attorney Chronicles): the shaders are in a shader package (SPK) inside one of them, which shader_split.py reads (mtarc_members, mtspk_shaders)')