diff --git a/AGENTS.md b/AGENTS.md index f026fa0..1c1702e 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. Twenty-seven 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`) and The Great Ace Attorney Chronicles (base game 1.0.0, SDK 10.4.1, `010036E00FB20000`). 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, the oldest SDK so far: 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. [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. Twenty-eight 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`) and STEINS;GATE RE:BOOT (update 1.0.3, SDK 20.5.17, `01008BC024FDE000`). 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, the oldest SDK so far: 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. [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 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. diff --git a/README.md b/README.md index c93fb41..7df810d 100644 --- a/README.md +++ b/README.md @@ -37,7 +37,7 @@ All of these are tested on an iPhone and playable: | ![Cuphead](docs/images/cuphead.jpg)
Cuphead
IPA ~5 GB | ![Super Mario Galaxy 2](docs/images/super-mario-galaxy-2.jpg)
Super Mario Galaxy 2
IPA ~3 GB | | ![FINAL FANTASY TACTICS - The Ivalice Chronicles](docs/images/final-fantasy-tactics.jpg)
FINAL FANTASY TACTICS - The Ivalice Chronicles
IPA ~11 GB | ![Absolum](docs/images/absolum.jpg)
Absolum
IPA ~2 GB | | ![Captain Toad: Treasure Tracker](docs/images/captain-toad-treasure-tracker.jpg)
Captain Toad: Treasure Tracker
IPA ~2 GB | ![Brain Memory Training Academy](docs/images/brain-memory-training-academy.jpg)
Brain Memory Training Academy
IPA ~0.1 GB | -| ![The Great Ace Attorney Chronicles](docs/images/the-great-ace-attorney-chronicles.jpg)
The Great Ace Attorney Chronicles
IPA ~4 GB | | +| ![The Great Ace Attorney Chronicles](docs/images/the-great-ace-attorney-chronicles.jpg)
The Great Ace Attorney Chronicles
IPA ~4 GB | ![STEINS;GATE RE:BOOT](docs/images/steins-gate-reboot.jpg)
STEINS;GATE RE:BOOT
IPA ~6 GB | 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. @@ -72,7 +72,7 @@ The IPA appears in the same folder (here `~/Games/MarioWonder/SMBWMobile.ipa`). ## Play -**Touch controls.** Tap **2D** / **3D** at the top to switch layouts; the app remembers your choice. Wonder, Engage, Dread, 13 Sentinels, Link's Awakening, Ace Attorney Investigations Collection, Unicorn Overlord, Rhythm Heaven Groove, Octopath Traveler 0, Pokémon Legends: Z-A, Cuphead, Absolum, Brain Memory Training Academy and The Great Ace Attorney Chronicles start in 2D, the other games in 3D. In 3D, the right stick (the camera in most games) is not drawn: swipe on the right third of the screen, starting anywhere off the buttons. In Super Mario Galaxy and Super Mario Galaxy 2, other touches outside the controls move the pointer; in Captain Toad: Treasure Tracker they touch the game's screen (touch blocks, stun enemies). +**Touch controls.** Tap **2D** / **3D** at the top to switch layouts; the app remembers your choice. Wonder, Engage, Dread, 13 Sentinels, Link's Awakening, Ace Attorney Investigations Collection, Unicorn Overlord, Rhythm Heaven Groove, Octopath Traveler 0, Pokémon Legends: Z-A, Cuphead, Absolum, Brain Memory Training Academy, The Great Ace Attorney Chronicles and STEINS;GATE RE:BOOT start in 2D, the other games in 3D (STEINS;GATE RE:BOOT's quick save is R3, in the 3D layout). In 3D, the right stick (the camera in most games) is not drawn: swipe on the right third of the screen, starting anywhere off the buttons. In Super Mario Galaxy and Super Mario Galaxy 2, other touches outside the controls move the pointer; in Captain Toad: Treasure Tracker they touch the game's screen (touch blocks, stun enemies). A connected game controller hides the touch controls and keeps every button. **Shaking.** Shake the iPhone to shake the controller, in games that read its motion: Super Mario Odyssey's motion moves (such as the cap throw on a shake) need it, and Odyssey only takes them in its default docked mode. A light bump does not count; a sharp flick of the phone does. diff --git a/docs/images/steins-gate-reboot.jpg b/docs/images/steins-gate-reboot.jpg new file mode 100644 index 0000000..043ef4c Binary files /dev/null and b/docs/images/steins-gate-reboot.jpg differ