Remove repetitive idle messages, permanent footers, the guide link and normal-run technical logs. Show a compact preparation form, contextual recovery instructions and a ready-to-install result. Send the prepared IPA directly to Sideloadly without signing or starting device installation. Simplify the catalog and fix missing Xcode detection.
Always use the validated normal build pipeline, which reuses unchanged stages. Keep app-only rebuilding as a developer CLI option and reduce the GUI disclosure to diagnostics and help.
Read all checkout game profiles, search names, versions and title IDs without case or accent sensitivity, and link each result to its game notes. Localize the catalog in English and Spanish and verify discovery against the current profiles.
Persist the interface language, translate app-owned labels and dialogs immediately, preserve raw build diagnostics, and replace unverified device and account claims with precise preparation and compatibility wording. Add English and Spanish READMEs and localization regression coverage.
Replace desktop artwork with generic SF Symbols, use explicit ad-hoc Mac signing, document provenance and project scope, and record pre-publication checks. Keep repository visibility private pending the owner decision on documentation artwork.
Provide folder selection, build progress, process-group cancellation, and IPA/RomFS/Sideloadly buttons. Preserve command documentation separately and correct the personal author policy.
Preserve the previous README byte for byte as README-original.md. List current game profiles, distinguish local device validation, and document build commands, lightweight assets, controls and save-preserving updates.
Use the edited checkout for every game, persist identity, verify archives, preserve existing outputs, and reject concurrent builds. Include applicability triage for 57 open upstream PRs and 20 commits after the stable base.
The base game 1.0.0 (main 7222e13e…) aborted in nninitStartup: the 12 GB → 4 GB
StandardAllocator cut was registered for 2.0.2's main only. The same function
(an exact fingerprint match, main+0x19f8480 in v0) now gets it through MATCH_CUTS.
Add 1,537 shader, 2,512 render-pipeline and 43 compute-pipeline rows from
the update 1.4.3 capture, preserving first-use order. Document the
author-reported route and results, and limit the coverage claim to
that route.
This profile-only capture is separate from the shared CPU and loader
optimizations. Validation checks the row counts, uniqueness and exact
data/order preservation; no new cold-start or gameplay run here.
Co-authored-by: draco-cong <71372970+draco-cong@users.noreply.github.com>
Co-authored-by: laobeibei <laobeibei@users.noreply.github.com>
Hoist block-linear row and slice addressing out of segment copies, and
index HLE, forced-takeover and missing-import names while retaining
existing duplicate precedence and stub identity.
Add byte-address differential tests and direct collision, duplicate,
growth and reuse checks. Correct the ASTC-tail and loader-serialization
comments and document independent CPU microbenchmarks. Keep TotK
prewarm data in a separate change.
Validation: 5,334 texture checks; symbol-index and NRO lifecycle tests;
AddressSanitizer/UBSan; documentation checks; Mac host build and changed
iOS source compilation. No new gameplay validation.
Co-authored-by: draco-cong <71372970+draco-cong@users.noreply.github.com>
Co-authored-by: laobeibei <laobeibei@users.noreply.github.com>
A wake's handoff waited until every runnable higher-priority thread pinned to the caller's core was blocked, not only the ones the wake made runnable. The host runs a lower-priority thread beside such threads at all other times, and a core's busy loaders, workers and pollers are seldom all blocked at once, so the wait had no bound. Tears of the Kingdom 1.4.3 (issue #247) stayed on an empty scene after the boot logos: on 82ab25b, 84 functions / 771 NVN calls a frame, no packaged texture uploaded, 250,008 ms of handoff waits in a 180 s run; a temporary log showed BootupBackgroundWorkThread (priority 58) waiting 200-290 ms at a time for ARes Loading 1, Presentation Thread and BaseProcExecutor. Donkey Kong Country: Tropical Freeze's priority-58 job thread waited the same way for pollers (issue #259, section 6).
A wake now records the woken thread in the waker's current handoff and in those the waker belongs to (note_runnable, at most four), so Metroid Dread's main thread still waits for its movie dispatcher and for the worker the dispatcher wakes. Blocking, a sleep, YieldToAnyThread (SleepThread -2, which on Horizon takes the thread off its core so that lower-priority threads run there), exit, suspension and host GPU work end a thread's hold; a handoff ends when its caller's thread SVC returns (hand_epoch). There is still no timeout, and core_preempt keeps checking every runnable peer.
Checked on the Mac, without shader libraries for chain 8393d85a4eae (draws skipped): TotK on the issue #70 route for 180 s, 1,221 ms of handoff waits and the same per-frame NVN call counts and texture first uploads as 9feac2f (before the unbounded handoff). Dread, fresh saves, DM_KEYS=4:A*20/0.7, 60 s: a control host with the handoff off crashed in 1 of 3 runs at sdk+0x347eb4 from main+0x225338; the limited handoff passed 12 of 12 runs, each through three decoders and two teardowns with about 12,400 handoffs. t_preempt adds three handoff-scope cases: a busy peer nobody woke (main's code never returns), a worker woken by the woken dispatcher (fails without the recorded chain), a woken thread yielding to any thread (never returns without that rule). Host tests, docs tests and an iOS syntax check of hle_thread.c pass. Gameplay with shaders, iOS and DKC itself are not checked here.
Co-authored-by: HougeLangley <1161594+HougeLangley@users.noreply.github.com>
Co-authored-by: aurlight <120410928+aurlight@users.noreply.github.com>
Preserve the existing terminal-tail recognizer and accept a contiguous
framed method-pointer thunk followed by its separate null-error call.
Reject stores that overwrite saved FP/LR, unproven store addresses and
stack/frame/link-register clobbers, including WSP. Stores are limited to
fixed caller stack-argument slots above the saved frame.
Keep the fallback narrower than #188's proposed unframed block recognition.
Add synthetic AArch64 regressions and document the rule beside the other
tail-call findings; no game-specific IDs, fixed addresses or profile changes.
Validation: 179 tool tests run, 174 passed and 5 skipped; 10 tail-call tests
pass; the legacy terminal recognizer is AST-identical to main; git diff
--check passes. Real game modules were not rewritten for this integration.
Co-authored-by: chengjie <chengjie177@gmail.com>
Keep the proven frame cost and GPU reference for each cap, and probe the
shorter hold when a movie or thermal cap ends. Otherwise a GPU-bound game
can fall straight back to 30 fps without a usable recovery reference.
Save an uninterrupted sustained run when a cap begins, even if no earlier
hitch populated cref. Keep the earlier reference through short runs and
update it after another sustained run. Count cap-release probes and give
them all 30 grace frames: the completed frame at the old cap consumes none.
Add movie and thermal recovery regressions, including first movies,
repeated caps, full grace and failed-probe backoff. Document the mechanism
and link it from both Zelda game notes.
Validated: 64/64 frame-step checks, including ASan/UBSan; six checks fail
against the original PR. Production thermal tests and ThreadSanitizer,
docs tests and diff checks pass; the BotW Mac host builds. Device clock
recovery remains modelled, without a new gameplay observation.
Co-authored-by: RAHUL REX <75500427+RahulRex0@users.noreply.github.com>
present_now cycles three Metal 4 command allocators by ticket, and before resetting one it waited for g_pq_done to reach the ticket that last used it. g_pq_done is not GPU completion: every display-link callback sets it to ticket - 1 before presenting (the previous present was committed, not run), and a present that was not submitted sets it to its own ticket. So a display-link present never waited there: with three presents in flight, or two after a dropped frame, the allocator was reset and its command buffer and UV buffer encoded again under a present the GPU had not run. Each allocator now keeps the newest ticket its own commit feedback reported (g_present_alloc_done), and its reuse waits for that. The display-link callback can now block in present_now until the GPU has run that allocator's previous present; it still moves g_pq_done before it waits, so the game's swapchain acquire is unchanged. General: every game presents through this path, display-link mode is the default.
t_present_alloc holds the Metal 4 queue behind a shared event and calls the display-link callback by hand, each present with a drawable of its own offscreen layer: a dropped frame (tickets 1, 3, then 4 on allocator 1 again) and one frame per tick (5, 6, 7, then 8 on allocator 2 again). Checked on an Apple M6 at 6062518: without the production change 4 of 13 checks fail in 10 of 10 runs, the earlier drawable reads back 0 in all 64 pixels, and every run logs [RED] display command buffer error with kIOGPUCommandBufferCallbackErrorPageFault; with it 13 of 13 pass in 20 of 20 runs under MTL_DEBUG_LAYER=1 with no red line. The whole dm/gfx/tests run list passes, dmhost builds for Mario, docs tests pass. Not checked: a game run that hits it, the iPhone, the not-submitted path. Docs: the frame-rate reference entry (with the page-fault symptom) and the symptom index.
Co-Authored-By: RAHUL REX <75500427+RahulRex0@users.noreply.github.com>
Integrate fast shared-event wakeups, per-segment publication, array-slice
pass merging, and independent compute dispatch hoisting from the PRs.
Serialize CPU completion effects before publishing completed fences and
validate recycled post records. Preserve submission order for early waits.
Guard scheduling against attachment aliases, first-draw and bindless
reads, indirect ranges, stencil writes, and explicit barriers. Add direct
Metal regression coverage and a gated CPU completion race test with TSAN.
Record final BotW and Metroid Dread gameplay validation with optimizations
on and off. BotW retains fewer render passes, but the measured 60 Hz M4
Pro runs do not establish a timing speedup. Keep the original higher-load
and iOS performance claims explicitly unverified.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Add periodic encoder profiles with attachment traffic and formats, alternating A/B measurement phases, bounded Metal trace capture, and gpuprof.py log summaries. Preserve main's offline pipeline-archive integration while adding the capture build setting.
Close periodic samples at frame boundaries through the last committed shared-event fence, so every:1 reports without mixing frames or reusing an unresolved heap. Add 28 CPU checks of production profiling code and include them in CI; document the mechanism and update the symptom index.
Validated with all 31 CI-style Python test files, the profiling regression, a Mac host build, and all 133 iOS source compiles. Profiling completion and heap ownership were checked with synthetic counter/event objects; no new real-GPU or gameplay validation.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Run profile-defined routes from independent copies of one save and report frame-time, presentation and GPU percentiles across repeated variants. Preserve the display-link behavior for targets at or below 60 fps.
Resolve relative paths before launching in the run folder, preserve the archive-disable sentinel, aggregate optional metrics from the runs that supplied them, and release the measurement lock when launch fails. Regression tests exercise an actual synthetic child host and leave the source save intact.
Validated with benchmark regressions, the CI-style Python test suite, and documentation checks. The three new benchmark regression cases reject the original PR code.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Recognize offset-table dispatches whose predecessor masks the index while
the dispatch checks a masked copy of the same source. Reject calls and
resolved table paths that bypass masking, undecodable instruction gaps or
targets, and writes that invalidate the table base. Keep the existing
recognizers ahead of this fallback.
Load build-gated patches from DM_GAMES_DIR and include them in rewrite reuse
keys. Preserve repository matching rules for derived profiles, select the
first external profile for provisional matching rules, and deduplicate
patch paths while retaining conflicts between distinct build claims.
Validation on current main: Python tool tests (156, 14 skipped), iOS tests
(6), graphics tests (44, 2 skipped), documentation index and diff checks.
Regression cases fail on the original implementation and pass with these
guards; both supported base-loading forms remain accepted. Real game
modules and gameplay were not revalidated.
Co-authored-by: Amost <6445689+Amost-@users.noreply.github.com>
Compile eligible shader-pair bases on the Mac with metal-tt, package one
archive per selected iPhone GPU, and use a matching bundle before falling
back to on-device preparation. Carry the profile depth mode through packing
and include the pulling libraries required by the bundled bases.
Integrate PR #226 with four confirmed fixes: validate archive container
bounds before invoking Metal; require at least one actual successful bundle
probe; hash consumed library bytes into offline cache keys; and emit device
remainder lists for constant-only plans instead of aborting packaging.
Keep game measurements in the game note and document the general findings.
Validation on current main: 52 real Metal bundle checks, 57 archive checks,
79 prewarm checks on each pipeline path, 73 Python regressions covering
offline tools, packaging, documentation and chain checks, and compilation
of all 133 iOS source files. No new iPhone gameplay validation. The archive guard validates
container structure, not private Metal payloads.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Pack only runtime shader libraries, reflection JSON and TSV tables, excluding translated Metal sources and _b_build.json from the app and its free-space estimate.
The original 2,000-file batching still exceeded the macOS exec limit with valid long paths. Budget encoded arguments, inherited environment and pointer overhead instead, with regression coverage for long and multibyte paths, clone flags and an exhausted argument budget.
Validation: reproduced E2BIG before the fix; all 17 Mac app tests and 4 documentation tests pass on current main. Tests use synthetic files and a stand-in host; a full large-game packaging run remains untested.
Co-authored-by: 7splay <107197512+7splay@users.noreply.github.com>
nsz 4.6.1 rejects --keys and loads keys.txt beside argv[0] during import.
Run the converter in its temporary output folder with the selected key
file linked there before import, using absolute input and output paths.
Remove the temporary link on both successful and failed conversions.
Integrate PR #204 with XCZ and relative-path regressions, rename the test
flag that shadowed unittest.TestCase.fail, and qualify the documentation
for the verified nsz release. Record the packing finding and provenance.
Validation: reproduced the exact parser failure using real nsz 4.6.1;
a synthetic NSZ conversion verifies selected-key lookup and link cleanup;
52 NSP tests, four documentation tests and git diff --check pass.
The synthetic payload is unencrypted and uses dummy keys. Real-game
decryption, actual XCZ conversion and a full IPA build remain unverified.
Co-authored-by: Fernando Messias <fernandomessias95@gmail.com>
DSP callers were charged the local SDK CPU server budget, whose command representation is larger than the Horizon service representation. For Age of Calamity the service requires 0x61d000 while the local SDK requires 0x760000, exhausting the fixed sound heap.
Calculate the service requirement through renderer revision 15 and supply larger local backend storage separately, with cleanup on failed open and after renderer close. Remove the two game heap cuts and add sizing, nested-open, failure and lifetime regression coverage.
Validation: 360 seeded cases match isolated Horizon machine-code execution across REV1-REV15; the original game heaps initialize all five players and produce audio; the host suite, documentation and patch checks, SDK 8/20 smoke checks and iOS C compilation pass. iOS runtime and long battles remain untested.
Hold the host frame step at 30 fps while iOS reports serious or critical
thermal pressure, and restore its configured cap after 30 calm seconds.
Keep the existing movie cap and DM_THERMAL_CAP=0 override.
Sample thermal state independently of movies and configured 30 fps targets
so heating resets recovery and cooling counts during playback. Serialize
the sample, cached cap and recovery timer across acquire/present readers.
The original PR failed five timing checks and ThreadSanitizer detected a
race through concurrent production cap getters.
Add controlled-clock production-path regressions and CI coverage, including
disabled/inactive caps and ThreadSanitizer. Record the shared mechanism
and validation limits in the frame-rate reference and BotW note.
Validated on latest main with the BotW profile: 24 thermal checks normally
and under ThreadSanitizer, 51 frame-step checks, 154 NVN checks, the
present-snapshot suite, 21 tool/docs checks, Mac host build, and iOS compile
check (133 sources). No new device gameplay or thermal recovery run.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
GetVibrationDeviceHandles used routed haptics availability to decide whether
handles existed. Games that cache this answer at startup could retain an empty
answer after a controller connected. Return handles for a connected npad style
when rumble is enabled and an output sink is installed; check routed outputs
when values are sent, keeping the existing permission and lifecycle behavior.
Include the PR's rumble diagnostics, count unroutable values individually in
mixed batches, and protect aggregate counters across game threads. Correct the
code comment to describe Unicorn Overlord's observed empty handles and zero
values without claiming restored physical rumble.
Add regressions for cached startup handles delivering a nonzero value after
routing, diagnostic totals and concurrent sends. Include HID in the existing
ThreadSanitizer target and record the mechanism in the service reference.
Checked with GAME=010069401ADB8000: full host suite, 73 HID checks, audio and HID
ThreadSanitizer checks, docs checks, Mac host build, and iOS compilation
(133 files). Physical rumble and iOS runtime remain untested. Broader tool
validation is incomplete because Capstone is missing and iconutil failed.
Co-authored-by: parsifal295 <130349765+parsifal295@users.noreply.github.com>
Scale the valid presented image with MetalFX's spatial scaler on the shared
Metal 4 path, preserving crop, letterboxing, origin and gamma-encoded colours.
Keep Standard as the default and fall back when scaling is unsupported.
Use the same path for asynchronous whole-window captures and diagnostic
screenshots, retaining resources until GPU completion. Bound scaler recreation
during resizing and report presentation GPU time separately by scaling mode.
Put all launcher settings on one screen with Game, Controls and Performance
sections, inline menus and sliders, and a reset to tested defaults. Extract the
settings model for native persistence tests, validate saved ranges, share HUD
setup, and document the measured costs without claiming an iPhone baseline.
Validated with Metal presentation, NVN and snapshot regressions; tool and iOS
tests; the Mac host; and an unsigned iOS smoke build. No new device gameplay run.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>