13 Commits
Author SHA1 Message Date
seedds 9bdef355ab Port Xenoblade Chronicles 3 2.2.1
Add Monolith archive and shader extraction, a build-gated compact memory layout, vertex storage writes under rasterizer discard, primitive ordering and interleaved geometry feedback. Correct native decoder/audio wait accounting and the oe calls used after movies.

Validated opening combat and movement on Mac with real audio, the full Mac/iOS shader build, GPU regressions, and the unsigned IPA archive. iOS runtime, later areas and DLC gameplay remain untested.
2026-10-27 07:58:05 +08:00
seedds 5708054153 Port Mario + Rabbids Sparks of Hope 2026-10-27 07:13:46 +08:00
seedds 4db4c69f0b Port Donkey Kong Country: Tropical Freeze 1.0.2
Profile 0100C1F0051B6000 (SDK 4.4.0, Retro Studios' engine, NVN): plays on the Mac from boot
through the menus and the intro cinematic into the first level at 60 fps. General changes:

- svc SetHeapSize: a request beyond the heap region returns ResultOutOfMemory, as Horizon
  (the game binary-searches its heap size between 3 and 6 GB)
- shader_split.py: SNVN program records in Retro's RFRM forms (MaterialArchive.arc, the packs'
  MTRL resources) and the LZSS-compressed startup material archive in main
- nvn_mtl.m: a texture in a CPU_UNCACHED pool starts with its storage at first use (title logo,
  menu panels); transform feedback captures draws that rasterize too
- dmsh_build.py: transform feedback buffers holding several outputs (DK's fur simulation);
  chain header regenerated
- hle_audren.c: the renderer event is the kernel event the audio service gives, not the SDK's
  local one (the main thread was starved at the first level's load)
- hle_oe.c: oe::GetUserInactivityDetectionTimeExtensionMode
2026-10-26 22:38:18 +08:00
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 ce9b30b010 Port Sea of Stars 2.0.59001 at 60 fps
Unity 2021.3.25f1 on SDK 16.2.0 (the sdk build of Super Mario Bros. Wonder 1.0.0).
The sdk build takes the node-area cut and SDK 20's 2 MB region alignment: Unity's
N MB + 252 KB regions each took the next size class's slot, which exhausted the
4.375 GB alias region after about six minutes. Profile with a 1.5 GB pool, note,
games table row, README gallery entry and reference entry.
2026-10-26 19:40:09 +08:00
seedds 2e655b79bf Port SHIN MEGAMI TENSEI V: Vengeance 1.0.3 at 60 fps
Profile 010069C01AB82000 (Atlus, Unreal Engine 4.27, SDK 15.3.2, NVN). Opening gameplay
tested on the Mac: new game, classroom, saves and reload in a fresh process, Tokyo map,
Shinagawa Station and its event. iOS and combat untested.

- Memory: the FMallocBinned3 constructor cut (main+0x1f2f63c, gate +0x1f2f644) with the
  measured UE4 vtable in hle_uemalloc.c; -SwitchVirtualAddressSpaceSize=2048 and a 3.75 GB
  block. profile_guess.py now leaves 128 MB for the initial heap in provisional Unreal
  layouts (test_profile_guess.py).
- Shaders (general, chain 86c8282f6fb4): returning IGN image atomics keep the old value with
  bounded access (Ryujinx translator, t_atomic_return.m); buffer-image reflection keeps its
  Metal texture type (nvn_refl.m, t_refl.m). All 19,746 shaders build for Mac and iOS.
- 60 fps: hle_fpslock.c writes the game's own Project.FrameRateLimit (main+0x6d6d5d0, which
  GameUserSettings applies to t.MaxFPS) and rhi.SyncInterval, gated on main 0a4f14a5...
  Mac (M4 Pro): 59.2-60.1 fps at the station, frame p95 17.5-20.3 ms; a 1 s walk ends at
  the same place at 30 and 60 fps. DM_FPS_TARGET=30 keeps 30.

Docs: the game note, games table, README gallery, memory.md, shaders.md, symptom index;
AGENTS count 68 -> 69. Checked: tool tests (186, 6 skips), docs tests.
2026-10-26 19:35:03 +08:00
seedds ecbeae164c Port Pokemon Brilliant Diamond 1.3.0 at 60 fps
Add the registered profile, Unity 2019 compute shaders, VP8 decoding, depth initialization and AudioOut stop fixes. Include build-gated frame limiting, regression coverage and Mac validation notes.
2026-10-26 15:40:36 +08:00
seeddsandAleksandr Svidchenkov 6d4202b562 Merge PR #195: fix NVN autorelease ownership and registry contention
Keep the latest upload-staging and compact-binding fixes from main. Add a real-Metal readback lifetime regression and reference documentation for all three general fixes.

Validation: nine Metal test runs pass, including direct and deferred upload-budget tests; Wonder host build, 133-file iOS compile check, and documentation checks pass.

Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.com>
2026-10-26 01:27:04 +08:00
seedds 2d344f050c Test NVN readback lifetime and document general Metal fixes 2026-10-26 01:25:40 +08:00
seedds caee62a853 Compact NVN buffer bindings and remove Wonder heap workaround 2026-10-26 01:21:10 +08:00
seedds 7dc250e2f1 Bound NVN upload staging and retire it on upload completion
Split GPU upload batches at 128 MiB and retire overflow and CPU staging when the upload completes, rather than retaining it until the main rendering fence. Scope weak-reference diagnostics to avoid temporary staging retention.

Add a real-Metal regression covering memory bounds, upload pixels and an open render pass in direct and deferred encoding modes. Both modes pass 261 checks; documentation checks and the TotK host build pass.

Refs #147. Reporter-device validation and the full-device reboot investigation remain open.
2026-10-26 01:05:44 +08:00
seedds 16f4889192 OCTOPATH TRAVELER II (0100A3501946E000, update 1.1.1 = v131072, Unreal Engine 4.27 on SDK 12.3.2): game profile, inline Unreal shaders in version 11 paks, and five general host fixes. Plays on the iPhone (IPA 5.9 GB, user; that IPA predates the geometry and allocator changes below). On the Mac: the boot, the title, a new game, the traveler selection, Hikari's opening into his first battle (won) and the scene after it, and Castti's opening (the flashback, the ship, free play on the deck), at 60 fps (frame time p50 16.7 ms, p95 about 17 ms) with CRIWARE sound, about 2.8 GB resident. Shaders: the project ships no shader code archives (bShareMaterialShaderCode off), so each material's shaders are inline in its .uexp and the global ones in Engine/GlobalShaderCache-SF_GLSL_SWITCH.bin, each an entry of FShaderMapResourceCode (an LZ4 block, its raw size, its frequency): uepak.py inline_shaders sends a version 11 pak with cooked packages and no .ushaderbytecode to shader_split.py's inline reader (ue_legacy_jobs; Zlib and LZ4 pak blocks decoded in Python, Pak.read), ue_inline_shaders finds each LZ4 block by its first literals (LSLG), and profile_guess.py / the NSP script tell the two kinds apart; 13,980 shaders in 13 s. Profile: Unreal's FMallocBinned3 cut with an OBS_UE_MALLOC gate as DRAGON QUEST VII Reimagined's (GCreateMalloc main+0xbecbf0, a 20-slot vtable, hle_uemalloc.c), a 2 GB engine region (game_args) with the node-area cut on this SDK 12.3.2 build (sdk_patches.py, sdk+0x346190 / +0x34622c), fps_target 60 through t.MaxFPS / rhi.SyncInterval (hle_fpslock.c; the same route at 30 and 60 fps reaches the same scenes at the same times), pad_layout full (the battle menu picks weapons with the D-pad), a prewarm list of 843 lines. General fixes: (1) a shader may bind 96 resources instead of 64 (NVN_REFL_MAXB: the traveler selection's 3D map shader binds 66, and the map was black); (2) the parallel precompile look-ahead (pso_predict_rest) restores the scissor, which state_op keeps in R, not S: with pipelines built on demand the picture went bright green and white from Castti's flashback and Hikari's battlefield on (bisected with simultaneous runs; DM_NVN_PREDICT=0 turns the look-ahead off); (3) a geometry draw above the 256 MiB capture scratch bound is drawn in runs instead of skipped (nvn_geometry.inc geo_split: one instance at a time, then runs of at most 4,096 list primitives whose index range fits 64 MB, one read of the indices, one GPU wait), the index compaction after the geometry kernel runs as count / offset / write dispatches instead of one thread (each frame drawing Unreal's 129,032-triangle point light shadow took about 300 ms with it), and scratch arenas above 32 MB are released after 600 idle submissions (arena_new takes the smallest that fits); (4) MapMemory takes a thread stack from the host's Unreal heap (dm_ue_heap_owns: a range outside the guest block the host maps read-write, vm_region_64): with cae5ec2's stricter source check every Unreal game on the host heap aborted in MapAliasStack at nnMain (checked: this game and Pikmin 4 boot); (5) the host Makefile rebuilds on a change to dm/gfx/nvn/*.inc. Scripted input takes partly tilted sticks (L<x>/<y>): the traveler selection opens a card only while its quill cursor rests on a traveler, and full-tilt presses swept past them. Open: 2 of 87 Mac boots crashed at the title in the game's CRI cue sheet loader (main+0x1d8054, a record copied while one of its TArrays held count 1 and no data); the writer is not found yet (the game note). Checked: 57 tool tests, the gfx run list (t_geometry 95 checks) and the docs check pass; the NSP script packs the IPA from the NSPs (Mac and iOS). README (games gallery, a Mac picture of Hikari's first battle), the game note, the games table, docs/reference shaders / memory, docs/agents/04 and the symptom index say so 2026-10-25 15:43:48 +08:00
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