- Log messages, script output, test labels, Makefile errors and comments are English. Red log lines start with "[RED] " (was 【红】).
- Shader map stage column: vertex / pixel / compute / geometry / hull / domain (generators, dmsh_build / dmsh_facts and nvn_mtl.m stage_of follow).
- The NSP script's regexes match the new shader_split.py / dmsh_build.py summary lines; patch_nso cut scopes are all / host-only.
- Host UI text table (dm_i18n_tab.h) is English only; dm_lang_zh() removed.
- Text that matches game data (t_swkbd.c, t_textbox.c) is written as \x escapes.
- Shader chain: the chain files lose their bilingual comments, so every profile has a new chain version. dmsh_xlate.dll rebuilt from the translated Program.cs (SPIR-V byte-identical on 4,500 shaders of Wonder, TOTK and Age of Calamity), lock and dmsh_chain.h headers regenerated. c1_full.tsv restamped for Dread, 13 Sentinels and Wonder; the other profiles follow when their rebuild finishes.
- AGENTS.md and docs/agents: the language rule now covers logs; quoted log lines updated.
- Magenta 16x16 blocks in Super Mario 3D World 1-1 (iPhone only): the composite shader 66a71a3081b91b9a
renders into the RGB10A2 image while sampling it in the same pass. That is undefined in Metal: the
M4 Pro reads the old content, the A20 Pro sometimes returns whole 16x16 blocks as (1,0,1). Found with
the new device self-check DM_NVN_MAGSCAN (blocks first appear on that attachment, and still appear
with the suspected particle dropped). fb_prepare ends the pass, copies the attachment level into a
snapshot and binds the snapshot for that draw, only for shaders in the new profile key feedback_snap
(doing it for every shader cost BotW 16.6 -> 36.6 ms). DM_NVN_FB_SNAP=0 / all / <keys> overrides.
- The game language now defaults to English (nn::oe::GetDesiredLanguage returns en-US; DM_LANG=zh-Hans
in Documents/env.txt for Chinese).
- Code comments, docstrings and docs are English only; the zh-CN doc twins are removed. README.md has the
English text followed by the same text in Chinese. Files the shader chain version hashes keep their
bilingual comments (editing them changes every game's chain version).