3 Commits
Author SHA1 Message Date
seedds 933b67590c Port OCTOPATH TRAVELER 1.0.5 (Unreal Engine 4.18, SDK 3.5.1)
Profile 010057D006492000 (no virtual address memory: the 4 GB heap layout; tex_flush_upload and tex_dirty_upload for the textures Unreal writes from the CPU into uncached pools after creating them) and its note. Brought up on the Mac through the boot, the language notice, the title, the traveler selection and Ophilia's and H'aanit's openings (free play in the cathedral and in S'warkii) at 30 fps; battles, sound and the iPhone not yet tested.

General changes found on it:
- patch_nso.py: a jump table whose index is bounds-checked with a 64-bit cmp (main+0x1676f58), accepted only in the last pass so earlier rewrites are byte-identical.
- profile_guess.py: Unreal's 64 GB alias layout only with virtual address memory (this game sets a 3.08 GB heap instead).
- NVN: nvnTextureBuilderGetSparseTileLayout / nvnTextureGetSparseTileLayout (Unreal sizes a sparse texture's mip tail with it; unimplemented, it asked for 1.75 GB twice); sparse 2D textures without a packaged layout take the block height of their 64 KB tile (the world map's tiles were shuffled); every virtual pool gets an address range of its own until its first mapping decides between the alias (a whole-pool mapping, Mario's pool) and the sparse page table (Unreal's one-texture pools, mapped piece by piece: streamed textures were black and later mappings refused).
- Audio renderer: SdkMutexType is looked up only when the SDK uses it (SDK 3.5.1 takes LockMutex at +0x1f8).

README: the gallery entry (Mac screenshot of S'warkii, IPA ~3.6 GB, all 5,434 shaders built for iOS); AGENTS.md: seventy-one games.

Checked on the rebased tree: the tool tests (15 skipped), the docs tests, a Mac boot into the traveler selection; before the rebase the graphics tests (make run, exit 0).
2026-10-26 21:25:17 +08:00
seedds 50ad443cb1 Bayonetta and Bayonetta 2 in the new layout: their game notes (dm/games/010076F0049A2000/README.md, dm/games/01007960049A0000/README.md) and rows in the games table, from their Game notes entries in docs/development.md, their AGENTS.md sentences, their profiles' comments and their commits; the SDK 3.6.0 entry of 03's catalogue becomes services.md "SDK 3.6.0 answered as SDK 4", and 04's two Seen-in sections become shaders.md "BNSH files in PlatinumGames DAT archives inside CRI CPK archives" (cpk.py, cpk_jobs) and rendering.md "Clears of attachments larger than the render pass" (rp_begin_ex_) and "Downsample of a single-sample texture" (copy_t2t), each with the games it was found on. Mario Kart 8 Deluxe's note no longer calls SDK 4.4.0 the oldest. Checked: every profile with a game.tsv has a note and a table row (60), every relative link and anchor in the repository's Markdown resolves, and every backticked span, module address, issue / PR number and 16-digit hash of AGENTS.md, development.md, dm/games/README.md and docs/agents/01-05 on main (4,669 items) still appears (the same five file patterns as before) 2026-10-25 12:44:03 +08:00
seedds 9c1e449470 Bayonetta 2 (01007960049A0000, update 1.2 = v131072, PlatinumGames' engine in its Wii U form on SDK 3.6.0, the oldest SDK so far): game profile, a CRI CPK reader for the shader split, and two general NVN fixes. Plays on the iPhone (IPA 12.5 GB, user). On the Mac from a fresh save: the boot, the PlatinumGames logo movie (USM), the title, a new game (slot 1, the auto-save notice, Story, Normal), the opening narration (which cannot be skipped on a first play), the prologue cutscene (skipped: Plus, Down, A, A), the tutorial (closed: Plus, Down x4, A), Verse 1 on the jet, Rodin's cutscene and the next fight with an Umbran Climax and a torture attack, with Wwise sound through two 6-channel AudioOuts: 60 fps in play (frame time p50 16.67 ms, p95 about 17.5 ms; GPU 2-3.5 ms a frame on an M6), 30 in its cutscenes as the game asks, about 1.6 GB resident and 1.75 GB of Metal allocations. No host change was needed for SDK 3.6.0 itself (NVN API 53); no virtual address memory (a 3.11 GB heap in the 4 GB layout, mem_used 102 MB). Files: six CPK archives (9.5 GB, 6,091 files, 12 GB of them CRILAYLA-compressed) of PlatinumGames DAT archives. New dm/gfx/tools/cpk.py: the @UTF tables (and the masked ones of Unicorn Overlord's CPKs, the same tables as before once unmasked), the TOC and CRILAYLA (a decoder over a bit string, about 29 MB/s); shader_split.py cpk_jobs splits the CPKs into jobs and scans each entry (a CPK it cannot read is scanned as one file, with a [RED] line). Shaders: 1,856 BNSH files of one stage each (.vso / .pso) in shader.dat, shader2.dat and shadereff.dat of data000.cpk, all built for the Mac and iOS. nvn_mtl.m, both general: a cleared attachment larger than the render pass (Metal's render area is the smallest attachment) is now cleared in a pass of its own and loaded by the pass, as NVN clears the whole target (rp_begin_ex_): the game's 32x32 and 256x256 passes cleared only that corner of its full-size depth target, so the opening narration drew in a corner of a black screen and the opening scenes were speckled; and Downsample of a single-sample texture is a filtered scaling copy of the whole level that may convert the format (copy_t2t, its bloom chain 320x176 -> 80x48 and its 1280x720 BGRA8 frame into an RGBA8 texture), which logged red lines before. build_ipa_from_nsp.py: a survey note for CPK archives. Profile: the 3D pad layout (the camera is on the right stick; the game's touch controls are handheld only), a prewarm list recorded on the Mac over the route above (974 lines). Checked: the graphics run list, the host unit tests and the 49 tool tests pass; Unicorn Overlord's CPKs split as before. Not checked: 13 Sentinels and Catherine: Full Body's CPKs (no files on the drives), the clear fix in other games beyond the unit tests. README (games gallery, a Mac picture of Verse 1), AGENTS.md (58 -> 59), docs/development.md and docs/agents 01 / 03 / 04 say so 2026-10-25 08:56:02 +08:00