Cuphead plays on the iPhone: profile 0100A5C00D162000 (update 1.3.7, Unity 2017.4, SDK 5.5.0)
No host change was needed. The profile reports 84 MB of used memory (mem_used): the rewritten modules take 80 MB, and with the default 64 MB SetHeapSize fails and the game aborts at its first allocation. 3,118 shaders, every binding decoded; prewarm list recorded on the Mac (boot, title, storybook, Elder Kettle's house, Inkwell Isle One, Forest Follies). README, AGENTS.md and the game notes list it as playable on an iPhone.
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# Notes for agents
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- This repository runs Nintendo Switch games natively on Apple platforms: the game's own code runs, rewritten only where Apple's kernel requires it. Twenty 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`) and Pokémon Legends: Z-A (update 2.0.2, SDK 19.3.11, `0100F43008C44000`). 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_spliLine truncated
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- This repository runs Nintendo Switch games natively on Apple platforms: the game's own code runs, rewritten only where Apple's kernel requires it. Twenty-one 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`) and Cuphead (update 1.3.7, SDK 5.5.0, `0100A5C00D162000`). 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 gLine truncated
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- Each game's constants and shader tables form a game profile in `dm/games/<id>/`, where `<id>` 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)).
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- 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.
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- 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 NSP script accepts, and their display versions), 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.
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@@ -44,6 +44,7 @@ All of these are tested on an iPhone and playable:
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| Rhythm Heaven Groove | ~3 GB | |
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| Octopath Traveler 0 | ~4 GB | Upgraded to 60 fps (30 fps on Switch); the upgrade needs update 1.0.5, it does not work with other versions |
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| Pokémon Legends: Z-A | ~6 GB | |
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| Cuphead | ~5 GB | |
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| | |
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|:---:|:---:|
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@@ -57,6 +58,7 @@ All of these are tested on an iPhone and playable:
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| <br>Ace Attorney Investigations Collection | <br>Hades II |
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| <br>Unicorn Overlord | <br>Rhythm Heaven Groove |
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| <br>Octopath Traveler 0 | <br>Pokémon Legends: Z-A |
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| <br>Cuphead | |
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Needs iOS / iPadOS 26 or later on an iPhone 15 Pro or newer (A17 Pro chip or later) or an iPad with an M1 chip or later: the games' textures are BC-compressed, and older iPhones can't read that format. Other games aren't supported yet. For them the script writes a survey and still tries its best to pack an IPA, guessing the game's settings; such an IPA may not start.
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@@ -0,0 +1 @@
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# generated
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@@ -0,0 +1,4 @@
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# chain b-f1a0d6cec37d 2026-10-21T09:17:11+08:00
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101c4d73dbb253e2
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a277d45a64c92ab6
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b14f0b0add21e60a
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@@ -0,0 +1,2 @@
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// Generated file (dm/gfx/tools/dmsh_chain.py --header, game 0100A5C00D162000): the B shader library translation chain version this source tree expects (default options); the host loads only <library dir>/b-<V>/
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#define DMSH_CHAIN "f1a0d6cec37d"
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@@ -0,0 +1,40 @@
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# Game profile of Cuphead (Switch, base game v0 + update 1.3.7 = v655360, with The Delicious Last Course as DLC index 1). Plays on the Mac and on the iPhone
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# Format: see dm/games/README.md
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# Unity 2017.4.9f1 (IL2CPP), SDK 5.5.0 (the oldest so far), NVN API 53.313: the shaders are Shader objects in the AssetBundles of StreamingAssets and the player's serialized files (read by shader_split.py through unityfs.py).
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# Unity 2017.4's serialized and Shader formats and the rewriter's jump-table form were found by armyja on this game (GitHub pull requests #1 and #2)
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# ---- Identity ----
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title_id 0100A5C00D162000
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program_id 0100A5C00D162000
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# ---- App ----
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# 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)
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name Cuphead
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ipa Cuphead.ipa
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app_category public.app-category.action-games
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# ---- Versions ----
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# only the merged 1.3.7 copy is extracted
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build v655360 1.3.7 main=d02cd50295124a48968488416e7e692b subsdk0=66ce9a2e7c75fc6d0a7fe1b5d6d5baee sdk=5afd9bdf1a579f10081d2ba1c4f9c7ac
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package v655360
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shader_versions v655360
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# ---- Files ----
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# 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/globalgamemanagers
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zip_store .assets:.dat:.png:.resource:.ress:.metallib
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# ---- Memory ----
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# The NPDM declares no system resource, so the game has no virtual address memory: Unity sets a heap of the application pool − used memory (3.12 GB) and allocates from it.
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# The block is 256 MB in front + 256 MB alias region + 256 MB stack region + 3.25 GB heap region
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mem_reserve 0x100000000
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mem_alias 0x10000000
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mem_stack 0x10000000
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app_pool 0xCD500000
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# the rewritten modules take 80 MB (main 59.9, sdk 12.7, subsdk0 7.3), more than the default 64 MB of used memory: with 64 MB the heap request plus the modules exceeds the pool and SetHeapSize fails
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mem_used 0x5400000
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# ---- Shader split (shader_split.py; Unity Shader objects, read by unityfs.py) ----
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shader_groups /Data/=data
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shader_note Cuphead shaders
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# 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. Recorded on the Mac: boot, title, save slot, the opening storybook, Elder Kettle's house, Inkwell Isle One and Forest Follies
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S 91d0e9bc7608b1e1_b 0
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S 8bddd3127210aae9_b 0
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S 93ae3d4913bf4a90_b 1
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S 2fba7b5c855eae41_b 1
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|
||||
|
@@ -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
|
||||
|
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,2 @@
|
||||
# kind: evidence control-section key conflict rulings: empty
|
||||
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 014f31b3225b4c1f
|
||||
|
+2
-2
@@ -38,7 +38,7 @@ None of them has a default game: without one they stop and list the profiles. To
|
||||
| `romfs_marker` | A path that must exist in the RomFS |
|
||||
| `zip_store` | Extensions the IPA stores without compressing |
|
||||
| `mem_reserve`, `mem_alias`, `mem_stack`, `app_pool` | Guest address-space partition and application pool (`hle_svc.c`) |
|
||||
| `mem_used` | Memory `GetInfo(UsedMemorySize)` reports beside the heap (default `0x4000000`, 64 MB). `SetHeapSize` checks a request against the real size of the loaded modules, so a game that sizes its heap as total − used and has more than 64 MB of modules needs at least their size here. Hyrule Warriors: Age of Calamity: 66.6 MB of modules, so the default made `SetHeapSize(pool − 64 MB)` fail and `nnMain` return at once; it sets 72 MB |
|
||||
| `mem_used` | Memory `GetInfo(UsedMemorySize)` reports beside the heap (default `0x4000000`, 64 MB). `SetHeapSize` checks a request against the real size of the loaded modules, so a game that sizes its heap as total − used and has more than 64 MB of modules needs at least their size here. Hyrule Warriors: Age of Calamity: 66.6 MB of modules, so the default made `SetHeapSize(pool − 64 MB)` fail and `nnMain` return at once; it sets 72 MB. Cuphead: 80 MB of modules, 84 MB |
|
||||
| `game_args` | Arguments the game gets when the command line gives none (the iOS app, the NSP script's Mac runs), split at spaces; `dmhost <dir> -- …` overrides them. The SDK hands them to the game before `nninitStartup`, as on hardware (`main.c`). Octopath Traveler 0 caps the address region Unreal's `nninitStartup` reserves (62 GB by default) with `-SwitchVirtualAddressSpaceSize=2048` (MB) |
|
||||
| `mem_map_limit` | `on` / `off` (the default): `MapPhysicalMemory` fails with ResultLimitReached when it would take the process past the application pool (the pool less the used memory `GetInfo` reports), as on Horizon (`hle_svc.c`). Pokémon Legends: Z-A allocates and frees everything it can at startup and the SDK keeps the freed pages mapped until a map fails, then unmaps them and retries; without the limit they stay mapped and the game maps past the pool. Off by default: Ace Attorney Investigations Collection maps a little more than the 1 GB pool its profile reports |
|
||||
| `present_interval` | `game` (the default): frames are paced by the present interval the game sets, as on the Switch (a frame presented with interval 2 stays on screen for two display ticks; a game that keeps asking for 2 for a second gets the 30 fps target, and on iOS the display link then runs at 30 Hz; Mario 1.2.1 switches to 2 for single frames after a slow one; Engage asks for 2 on the Switch, and a rewriter cut on its 2.0.0 `main` makes it ask for 1, see `0100A6301214E000/game.tsv`). `display`: one frame per display tick whatever the game asks, which is only right for games whose logic does not count frames (D2R's runs on its own 25 Hz clock). `DM_PRESENT_INTERVAL=game` / `display` overrides it, also from `Documents/env.txt` |
|
||||
@@ -84,7 +84,7 @@ These are not profile keys: the tools read them from the game files each time, b
|
||||
|
||||
`python3 dm/games/profile_guess.py --check` runs these rules on every profile in `dm/games` (with the extractions under `/Volumes/T7/nsp`) and lists the keys where the guess differs.
|
||||
|
||||
After the rewrite, `mem_used` is set when the rewritten modules exceed the default 64 MB (a game without a system resource). A game with a system resource that sets a heap then gets a **heap check**: it boots in the Mac host (headless, no shader libraries) until its first heap request, or 5 s into `nnMain` without one, at most 30 s (`HEAP_CHECK_SECS`). A request the heap region cannot hold (`SetHeapSize OOM`) sets the alias / heap split (Tears of the Kingdom asks for 0x86000000, which gives its hand-made 0x98000000 alias region; Wonder's 1.44 GB gives 0xc0000000), and a pool check that fails for good sets `mem_used`. The profile gets a `# heap check:` line, and later runs keep its keys (delete the line to check again; `--no-heap-check` / `HEAP_CHECK = False` skips it). Other games skip the check, so it costs nothing for them and a few seconds plus a Mac host build for the rest.
|
||||
After the rewrite, `mem_used` is set when the rewritten modules exceed the default 64 MB (a game without a system resource); keep it when the profile moves into `dm/games` (Cuphead without it: a 0.03 GB heap and an abort at the first allocation). A game with a system resource that sets a heap then gets a **heap check**: it boots in the Mac host (headless, no shader libraries) until its first heap request, or 5 s into `nnMain` without one, at most 30 s (`HEAP_CHECK_SECS`). A request the heap region cannot hold (`SetHeapSize OOM`) sets the alias / heap split (Tears of the Kingdom asks for 0x86000000, which gives its hand-made 0x98000000 alias region; Wonder's 1.44 GB gives 0xc0000000), and a pool check that fails for good sets `mem_used`. The profile gets a `# heap check:` line, and later runs keep its keys (delete the line to check again; `--no-heap-check` / `HEAP_CHECK = False` skips it). Other games skip the check, so it costs nothing for them and a few seconds plus a Mac host build for the rest.
|
||||
|
||||
No short run decides `render_cond`, `tex_flush_upload`, `tex_dirty_upload`, `core_preempt`, `gpu_timestamps`, `feedback_snap`, `alpha_from_red`, `vconv_range` or `present_interval`, nor `op_mode` / `pad_layout` outside the presets: they keep their defaults for a developer. A minute's boot without input counted Wonder's clears under render conditions (65,536 or more; it needs no `render_cond`) as readily as Tears of the Kingdom's, saw Breath of the Wild flush 32 CPU-filled textures with data (it needs no `tex_flush_upload`) and Age of Calamity none (its movie frames come later), and Metroid Dread's movie crash shows in about half the runs. On the iPhone, `Documents/env.txt` can still set `DM_OPMODE`, `DM_NVN_GPU_TS` and `DM_NVN_FB_SNAP`, and the pad layout switches in game.
|
||||
|
||||
|
||||
@@ -307,6 +307,14 @@ The game's own work and its frame rate stay as they are; the host avoids work of
|
||||
- **Graphics:** characters are skinned with transform feedback, the colour grading LUT is drawn as a layered pass, the deferred lighting reads stencil through a stencil-mode texture view, and the occlusion queries that decide how characters are animated need the draw's base instance in the driver segment ([04](agents/04-graphics.md)).
|
||||
- **Mac input:** a fresh save reaches play in Lumiose City with `DM_KBD=Taylor DM_KEYS="f450:A,f1200:LRight~1,f1600:A,f1900:Down,f2000:Down,f2100:A,f2400:A*80/90"`; a save made there continues with `DM_KEYS="f300:A*3/150"` (play from about frame 600), and `LUp~12` then walks along the platform.
|
||||
|
||||
**Cuphead (`0100A5C00D162000`)**
|
||||
- **Status:** brought up on the Mac with no host change: title, save slots, the opening storybook, Elder Kettle's house, Inkwell Isle One and Forest Follies at 60 fps with no red line; playable on an iPhone.
|
||||
- **Engine:** Unity 2017.4.9f1 IL2CPP, SDK 5.5.0 (the oldest so far, NVN API 53.313), update 1.3.7 (v655360); its DLC (The Delicious Last Course) is mounted as add-on content 1. Unity 2017.4's serialized and `Shader` formats (`unityfs.py`, `shader_split.py`) and the rewriter's jump-table form (`patch_nso.py`) were found by armyja on this game (GitHub pull requests #1, #2).
|
||||
- **Shaders:** 3,118 (1,558 pixel, 1,560 vertex) from the player's serialized files and AssetBundles, plus 4 GLSLC outputs in `main`. Every binding decodes.
|
||||
- **Memory:** no system resource, so no virtual address memory: Unity sets a 3.12 GB heap (application pool − used memory) in a 4 GB block. The rewritten modules take 80 MB, so the profile reports 84 MB of used memory (`mem_used`); with the default 64 MB, `SetHeapSize` fails and the game aborts at its first allocation. On the Mac about 3.2 GB resident and 2.7 GB of Metal allocations, flat over the house and the map.
|
||||
- **Saves:** the game writes a slot when it reaches the map, not when the slot is picked.
|
||||
- **Mac input:** a fresh save goes through the title (L+R), a new slot, the storybook and the house to the map with `DM_KEYS="20:L+R,26:A,32:A,38:A,44:A,50:A,56:A*20/3,120:LRight~4,125:A,127:LRight~3,131:A*10/2,152:LLeft~3,155.5:A"` (the map at about 160 s). From that save, `DM_KEYS="20:L+R,26:A,32:A,35:A,40:LRight~1.5,42:LDown~1.5,45:LRight~3,49:LUp~1,51:LRight~3,54.5:LLeft~0.5,55.2:LUp~0.25,55.6:LRight~2,58:LUp~0.2,58.4:LRight~0.25,58.8:LUp~0.2,59.2:LRight~0.25,59.6:LUp~0.2,60:LRight~0.25,60.4:LUp~0.2,61:A,63:A"` crosses the bridge (its entry is narrow between the posts) and enters Forest Follies (play from about 68 s; Y shoots).
|
||||
|
||||
## Tools (`dm/tools`)
|
||||
|
||||
| Tool | What it does |
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 76 KiB |
Reference in new issue
Block a user