3 Commits
Author SHA1 Message Date
seedds 3a993fa3fe Subsystem references and a symptom index: the failure catalogue of docs/agents/03-bringup.md and the per-title material of docs/agents/04-graphics.md (section 1's container list, section 6 and its "Seen in <game>" subsections) move into docs/reference/, one heading per mechanism: rewriter.md, memory.md, threads.md, services.md, movies.md, audio.md, frame-rate.md, nvn-objects.md, rendering.md (with the Vulkan and OpenGL layers), shaders.md and game-state.md, indexed by docs/reference/README.md. Each entry gives the symptom, the cause, the fix (file and function), the games it was found on (linked to their notes in dm/games/<id>/README.md) and any check, caveat or later change; one mechanism met on several games is one entry. docs/agents/symptoms.md lists every entry's symptom (an assertion, a [RED] line, an abort or crash site, a visible result) with a link to it, 350 lines, generated from the Symptom bullets. 03 keeps the loop and reading the log, and its Failure catalogue section now points to the references, the index and where a new finding goes; 04 keeps sections 1-5 and 7 (the container list is shaders.md's Containers by engine), and section 6 says where each kind of finding is. Facts in the old sections about one game only were checked against that game's note, where they already were. Statements the code no longer matches are marked as history beside the current value (movie output slots: MD_NOUT 64, MD_NOUT_AAC 32, MD_NOUT_VIDEO 16; APP_POOL is the profile key app_pool; Engage's layout is 5 / 4.375 GB; inline uniform updates are deferred by default; scaled copies are drawn), and Tears of the Kingdom joins the node-area entry's build list (issue #70). The game notes, docs/agents/README.md, 02 and 05 link to the exact entries, and so do the comments in nvn_mtl.m (nvnTextureCompare) and hle_audio.c (the RemoteIO buffer) and the provisional-profile note in profile_guess.py. 03 goes from 29,600 to 470 words, 04 from 34,400 to 3,500. Checked: 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 at 6a06877 (4,600 items) still appears in the repository's Markdown (the same five file patterns as before appear as the full names they stood for), every relative link and heading anchor in the repository's Markdown resolves, and the tool tests pass (the four that need capstone or lz4 in the T7 venv) 2026-10-25 12:31:58 +08:00
seedds 846c54c63c Per-game notes beside each profile: dm/games/<id>/README.md for all 58 games, and the games table in dm/games/README.md. Each note says what the profile needs and why (a table of its game.tsv keys, patches.py cuts and frame-step stubs, sdk_patches.py cuts for its sdk build, manual shader rows), the game's own findings by topic (frame rate, memory, rendering, audio, movies, services, files and shaders, input, Mac routes), each marked current or resolved, a "Found on this game" list of the general host changes first needed there (one line each, linked to where they are explained), and what is still open, including stale profile comments and figures the sources disagree on. The notes gather what was spread over AGENTS.md, docs/development.md (Game notes and Power), docs/agents/01-05 and the profiles' own comments. The Game notes section of docs/development.md (523 lines, 53 games) is now a pointer to the table; development.md goes from 33,300 to 8,600 words. README.md, AGENTS.md and the Breath of the Wild link in 04-graphics.md point to the notes. A README.md in a profile folder changes no shader cache key (dmsh_chain.inputs hashes only the named tables and keys) and no profile listing (game.py lists folders with a game.tsv). Checked: 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 at 6a06877 (4,600 items) still appears in the repository's Markdown (five file patterns now appear as the full names they stood for), and every relative link and heading anchor in the repository's Markdown resolves 2026-10-25 12:28:47 +08:00
seedds 3f4d973ac5 Mario vs. Donkey Kong (0100B99019412000, update 1.0.1 over the cartridge base game, Nintendo's sead / agl / gsys engine on SDK 15.3.0): game profile plus three general host changes. Plays on the iPhone (IPA 1.6 GB, user). On the Mac: the opening movie with sound, the title (Press L+R), file select, the play style choice, the first cutscene, level 1-1 (both colour switches, the spring, a time-out and its restart), the pause menu, leaving the level, level select and the save it shows: 60 fps (frame interval p99 about 17 ms), sound, about 1 GB resident in the level and flat while it runs, CPU about 30% of a core, no red line on that route.
Movie decoder (hle_movie.c, every game), both found on the opening movie (Movie/Cutscene01.mp4, H.264 and AAC through movie::Extractor):
- AAC decoders offer at most 32 outputs (MD_NOUT_AAC; Vorbis keeps 64, video 16). The game's movie player keeps the outputs it holds in a ring of 32 entries per track (main+0xe93d4c: 0x200 bytes) and pushes with no bounds check (main+0xe94140), so with 64 the 33rd AAC output wrote its index (0x3f) and time over the next heap block, and the game crashed in sead::ExpHeap's free a second into the movie, at the same address every boot. The console's AAC decoder cannot offer more than 32, or the game would overflow there too; Monster Train 2 peaked at 30 held.
- An AAC decoder's GetOutputBufferSize is one frame (1024 samples per channel, 2048 with SBR), what each output holds. The player sizes its own AudioOut buffers by it, decodes into them and appends each whole, advancing its audio clock by size / 4 samples (main+0xe92a74); with the 128 KB Vorbis bound every 4 KB AAC frame played as 0.68 s, the clock crawled and the movie froze on its first second. Vorbis keeps the bound (its packets vary in length).

Advanced blend modes (hle_nvn.c, nvn_obj.h, nvn_mtl.m, every game): the blend state keeps the mode, the premultiplied-source flag and the overlap (with their getters), and the pipeline blends the Porter-Duff modes (ZERO, SRC, DST, SRC/DST_OVER, _IN, _OUT, _ATOP, XOR, the PLUS modes) with the fixed-function factors they amount to under uncorrelated overlap (adv_blend); the others keep the state's functions with a red line naming the mode. The game's levels set SRC_OVER on one blend state, which the host used to ignore.

DM_PROBE_POLL takes a value filter (=<value>): every change is logged, the threads are snapshotted and dumped only at changes to that value. That is how the ring overflow was caught: DM_PROBE_WATCH on the heap link made the movie's file reads into the same page fail.

Profile: the provisional profile's guesses held (no system resource, a 3.14 GB heap in the 4 GB layout, modules main subsdk0 sdk), plus render_cond on (the game skips clears under render conditions; without it every level was black behind its HUD). 12,691 shaders (BNSH / BAHS in the zstd RomFS and main), all translated. Pad only (main imports no touch screen), the default 2D layout. A prewarm list recorded on the Mac from a fresh save over the route above (550 lines; with it nothing was built on demand). Checked: the NSP script packs it from the NSPs with the profile in dm/games; the graphics run list and the 49 tool tests pass; after rebasing on 6d34984 (spin waits) the game boots into level 1-1 as before. README (gallery, a Mac picture of level 1-1; 2D layout), AGENTS.md (57 -> 58) and docs/development.md, docs/agents 03 / 04 / 05 say so
2026-10-25 01:19:47 +08:00