3621cf5122
DARK SOULS: REMASTERED plays on the iPhone at 60 fps and normal speed: README games table, AGENTS.md list
seedds2026-10-22 15:26:21 +08:00
65d4a4d1ba
DARK SOULS: REMASTERED plays on the Mac at 60 fps: profile 01004AB00A260000 (update 1.0.3, SDK 4.5.0)
seedds2026-10-22 13:30:04 +08:00
b302d40083
Mac window: clicks on the window buttons reach AppKit, ⌘Q and ⌃⌘F work, touches land on the 16:9 picture (from PR #48)
seeddsandnocmt2026-10-22 14:12:46 +08:00
f1c4a6bd67
NSP script: --progress json for a program that shows the build (from PR #49)
seeddsandnocmt2026-10-22 13:59:35 +08:00
f7b8fede8f
NSP script: the fps counter is on by default (SHOW_FPS = True)
seedds2026-10-22 13:51:15 +08:00
c719b3e2c5
Raging Loop plays on the iPhone: README games table, AGENTS.md list
seedds2026-10-22 13:30:52 +08:00
849e6918b5
Paper Mario: The Thousand-Year Door plays on the Mac at 60 fps: profile 0100ECD018EBE000 (update 1.0.1, SDK 15.3.2)
seedds2026-10-22 13:02:42 +08:00
abcdbbdd4d
Raging Loop plays on the Mac: profile 010020400E1C2000 (base game 1.0.0, SDK 7.3.2)
seedds2026-10-22 12:20:58 +08:00
26a72dd562
NSP script: DLC and iOS shaders reused across reruns, one Xcode build folder per game
seedds2026-10-22 11:33:33 +08:00
53d7aad5df
Monster Train 2 at 60 fps (30 on the Switch): profile present_interval display
seedds2026-10-22 10:38:41 +08:00
708a1d73d5
Monster Train 2 plays on the iPhone: profile 010051701FB46000 (update 1.1.1, SDK 18.3.5)
seedds2026-10-22 10:02:06 +08:00
69d99b85e9
DRAGON QUEST XI S at 60 fps (30 on the Switch): profile fps_target 60
seedds2026-10-22 09:53:26 +08:00
4f0b555e75
DRAGON QUEST XI S plays on the iPhone: README games table, AGENTS.md game list, development notes
seedds2026-10-22 09:35:33 +08:00
df0820eb68
DRAGON QUEST XI S plays on the Mac: profile 01006C300E9F0000 (update 1.0.4, SDK 7.3.2)
seedds2026-10-22 09:29:08 +08:00
0beed52f4a
Celeste plays on the iPhone: README games table and touch layouts, AGENTS.md game list, development notes
seedds2026-10-22 09:12:09 +08:00
00de15f095
Celeste plays on the Mac: profile 01002B30028F6000 (update 1.4.1.1, SDK 15.3.2)
seedds2026-10-22 09:09:55 +08:00
80b59c5bed
README: sign with the Increased Memory Limit capability for the bigger games (from #30)
seedds2026-10-22 08:49:20 +08:00
c5fa7d6c58
Three Houses' and Engage's shader tables split again: the NSP script stopped at the shader split for both (#35)
seedds2026-10-22 08:42:06 +08:00
9dd2149f99
README: device requirements above the games table
seedds2026-10-22 08:38:07 +08:00
0adbe8c61a
Mac window: physical controllers play too, with the iPhone's buttons by position (from PR #45)
seeddsandJY6262026-10-22 08:15:31 +08:00
7803945d3c
Mac window can go fullscreen (green button, Ctrl-Cmd-F); DM_FULLSCREEN=1 starts it there (#46)
JY6262026-10-22 08:08:09 +08:00
b463454231
nvn_slots_got: a module whose relative relocations are all in DT_RELR has no DT_RELA (#44)
fengqiaoqu2026-10-22 08:08:04 +08:00
108d4833eb
sdis --xref scans to the end of the PLT like --callers (#43)
fengqiaoqu2026-10-22 08:08:00 +08:00
a26554f258
dm/host Makefile: a bare make stops at the GAME gate, and clean exists (#42)
fengqiaoqu2026-10-22 08:07:56 +08:00
07e874e94e
profile_guess --check also finds the NSP script's extraction in <id>_build/extract (#41)
fengqiaoqu2026-10-22 08:07:53 +08:00
6064c92453
dm/gfx README: the build steps point at files that exist (#40)
fengqiaoqu2026-10-22 08:07:49 +08:00
ecc49e8d9c
Copy-encoder barriers name only the stages a compute encoder has (#39)
chayan aggarwal2026-10-22 05:37:45 +05:30
ea12221d58
README: Big Brain Academy: Brain vs. Brain and Patrick's Parabox play on the iPhone
seedds2026-10-22 01:36:18 +08:00
e61b142c56
Movie output buffers written from their start, AudioUnit setup off the game's stack, clock snapshot arithmetic answered by the host (from PR #36)
seeddsandRaghav Agarwal2026-10-22 01:27:49 +08:00
1a782136af
Patrick's Parabox plays on the Mac: profile 0100E44016C22000 (update 1.0.1, SDK 13.3.7)
seedds2026-10-22 01:18:54 +08:00
64cdee954c
Big Brain Academy: Brain vs. Brain plays on the Mac: profile 0100620012D6E000 (update 1.2.0, SDK 11.4.3)
seedds2026-10-22 00:42:56 +08:00
6400306b25
Display link: frames in order, one per tick, at most one behind (from PR #31)
seeddsandMeNass892026-10-22 00:14:22 +08:00
8e1e8d7763
pctl free-communication permission query answered offline; host tests link again (from PR #38)
seeddsandBeeeeeMo2026-10-22 00:14:22 +08:00
87e647f5bb
Age of Calamity's last red lines, fixed for every game: buffer textures read by 1D integer fetches are bound as 2D rows, and shadow vertex inputs replace the CPU vertex conversion
seedds2026-10-22 00:20:43 +08:00
ca2c35c1ae
README: STEINS;GATE RE:BOOT plays on the iPhone
seedds2026-10-21 23:21:01 +08:00
37c24c6841
STEINS;GATE RE:BOOT plays on the Mac and the iPhone: profile 01008BC024FDE000 (update 1.0.3, SDK 20.5.17)
seedds2026-10-21 23:17:26 +08:00
54eac07b0e
NSP script: game language option (--language / LANGUAGE, English by default), checked against the languages in the game's control data and packed as DMLanguage in Info.plist
seedds2026-10-21 23:08:03 +08:00
23a11da7e9
README: IPA size and notes under each game's picture, no games table
seedds2026-10-21 22:08:20 +08:00
f678e30d1d
README: The Great Ace Attorney Chronicles plays on the iPhone
seedds2026-10-21 20:40:48 +08:00
85e6dc18e5
The Great Ace Attorney Chronicles plays on the Mac and the iPhone: profile 010036E00FB20000 (base game 1.0.0, SDK 10.4.1)
seedds2026-10-21 20:37:22 +08:00
e37af0dc87
README: Brain Memory Training Academy plays on the iPhone
seedds2026-10-21 20:33:04 +08:00
a323c870e0
Brain Memory Training Academy plays on the Mac and the iPhone: profile 0100F5D01DA3A000 (base game 1.0.0, SDK 16.2.4)
seedds2026-10-21 20:33:04 +08:00
ee0b66d72e
README: screenshots of Absolum and Captain Toad: Treasure Tracker (from Mac runs)
seedds2026-10-21 19:26:39 +08:00
d5316e0bb6
README: Absolum and Captain Toad: Treasure Tracker play on the iPhone
seedds2026-10-21 19:13:42 +08:00
f0ff511b4a
Monster Hunter Rise in Kamura Village: indirect-count multi-draws masked on the GPU instead of a wait for the count (36–54 fps on an iPhone), and the sparse texture layout in 64 KB tiles (magenta clothes)
seedds2026-10-21 19:04:20 +08:00
e4a88c614a
Captain Toad: Treasure Tracker plays on the Mac from its opening course into Episode 1: profile 01009BF0072D4000 (update 1.4.2, SDK 8.2.0)
seedds2026-10-21 18:49:54 +08:00
89145e84c6
Six-axis sensor: every connected controller reports one, at rest or shaken; shaking the iPhone shakes it (Space / DM_KEYS Shake on the Mac), and Super Mario Odyssey's swing detection sees it
seedds2026-10-21 18:47:21 +08:00
e63b8eca43
Absolum plays on the Mac into its first level: profile 0100A83022A22000 (update 1.1.1, SDK 18.3.2)
seedds2026-10-21 18:44:30 +08:00
58eb1f8c74
Super Mario Galaxy 2 no longer freezes after switching apps: no focus notifications under focus modes 0 and 3, and guest clock reads wait while in the background; Vulkan acquire and the vsync event follow the display link
seedds2026-10-21 17:01:54 +08:00
76a29767e9
README: the games that start in the 2D touch layout (every profile without pad_layout full)
seedds2026-10-21 16:37:55 +08:00
230b8a81a5
README: Super Mario Galaxy 2 and FINAL FANTASY TACTICS - The Ivalice Chronicles play on the iPhone; screenshots of both
seedds2026-10-21 16:32:59 +08:00
745f39d778
FINAL FANTASY TACTICS - The Ivalice Chronicles plays on the Mac into its first battle: profile 010038B015560000 (update 1.4.0, SDK 19.3.9)
seedds2026-10-21 16:20:20 +08:00
7e62039f45
Super Mario Galaxy 2: its profile, and the SDK's address-region node area cut to 62 MB for the sdk build it shares with Galaxy (its movie allocator reserves 384 MB of virtual address memory)
seedds2026-10-21 16:02:27 +08:00
9b7cb76104
Compute dispatches share the copy encoder; texture views are cached by texture (Age of Calamity after its first cutscene)
seedds2026-10-21 15:40:46 +08:00
b53bb8939b
Frame step: a hitch that steps 60 fps down to 30 is probed back when the cost at 30 is the cost that held 60
seedds2026-10-21 15:36:23 +08:00
8360a5da9d
Shader split runs on Python 3.12: zstd from compression.zstd (3.14+) or backports.zstd
seedds2026-10-21 14:39:13 +08:00
7c490ede93
Cuphead's broken sprites and iPhone flicker: the ZCull storage size is never 0
seedds2026-10-21 14:08:50 +08:00
940947275d
Frame step: probes back to 60 fps when the CPU is parked on efficiency cores or the GPU clock followed the longer hold
seedds2026-10-21 13:40:51 +08:00
04dfa8bb31
Age of Calamity: frames are not held longer than the cap (fps_hold off); its cb_extent.tsv
seedds2026-10-21 13:12:09 +08:00
830ecde2a7
Breath of the Wild's world-load crash: our command records were larger than the driver's; plain draws are compact and recordings have no BEGIN
seedds2026-10-21 13:04:04 +08:00
f5646efc47
Uniform updates that cover part of what a draw reads no longer end the render pass; clears with no draw ride on the next pass
seedds2026-10-21 12:57:42 +08:00
8a429d8b5f
Hyrule Warriors: Age of Calamity: battles at normal speed at 60 fps; the host's frame step decides 60 or 30
seedds2026-10-21 11:31:28 +08:00
f1b1f245be
Mount-list fs::Commit commits the host save transaction (from PR #25)
seeddsandBeeeeeMo2026-10-21 11:17:27 +08:00
81b908b904
Frame-rate counter on the iPhone: SHOW_FPS / --show-fps in the NSP script
seedds2026-10-21 11:12:37 +08:00
0d2f8678db
144 and 165 Hz Mac screens: the display link counts 60 Hz ticks, and frames on time are not late (from PR #27)
seeddsandYuecheng Liao2026-10-21 10:59:01 +08:00
bdc6792a84
Cuphead plays on the iPhone: profile 0100A5C00D162000 (update 1.3.7, Unity 2017.4, SDK 5.5.0)
seedds2026-10-21 09:43:03 +08:00
05b329c625
AGENTS.md: prefer general optimizations and fixes to game-specific rules
seedds2026-10-21 09:21:08 +08:00
697df75800
Cache NVN vertex bindings across draws
seedds2026-10-21 09:09:59 +08:00
5a54ca5f91
3D touch layout: the right stick follows the finger and is not drawn
seedds2026-10-21 09:06:39 +08:00
9ca4e233ea
README: Pokémon Legends: Z-A moves to the playable table (on an iPhone)
seedds2026-10-21 07:28:35 +08:00
56b806155f
One NVN driver layout for every game; shader sources read from the game files
seedds2026-10-21 07:16:59 +08:00
d34e0446aa
Pokémon Legends: Z-A plays on the Mac: Trinity packs through the game's Oodle, transform feedback, stencil views, the base instance in the driver segment
seedds2026-10-21 03:26:24 +08:00
b12948347a
README: the 60 fps upgrades need the update each note names; no update column
seedds2026-10-21 03:19:59 +08:00
b5aae70618
README: each game's supported update; the 60 fps upgrades hold for that update only
seedds2026-10-21 03:13:17 +08:00
aa65318b33
README: Octopath Traveler 0 runs at 60 fps (tested on an iPhone)
seedds2026-10-21 03:04:38 +08:00
5b2aa07f7b
Octopath Traveler 0 runs at 60 fps: the host writes Unreal's t.MaxFPS and rhi.SyncInterval
seedds2026-10-21 03:00:20 +08:00
9923c5a032
NVN API version and shared-font layout follow the SDK; Oodle found by its name string
seedds2026-10-21 02:34:46 +08:00
79d82f7b64
Remove the D2R code and the legacy frame step
seedds2026-10-21 02:09:09 +08:00
dcd6a52c00
README: Octopath Traveler 0 moves to the playable table (on an iPhone)
seedds2026-10-21 01:59:59 +08:00
17ea0f7f38
Texture type mismatch: the red line says when the slot reads the dummy
seedds2026-10-21 01:59:59 +08:00
87dfc7a908
iOS input box: no guest clock freeze of its own (Octopath Traveler 0's name entry still stuttered on an iPhone)
seedds2026-10-21 01:42:28 +08:00
8627ac02e8
System keyboard: the guest clock keeps running, as on the Switch (Octopath Traveler 0's sound stuttered on an iPhone)
seedds2026-10-21 01:31:52 +08:00
0aa6a19cd2
README: Rhythm Heaven Groove moves to the playable table (on an iPhone)
seedds2026-10-21 01:30:46 +08:00
20b6ae5b86
README: Rhythm Heaven Groove runs on the Mac (not yet tested on an iPhone)
seedds2026-10-21 01:24:45 +08:00
9d941f8604
Rhythm Heaven Groove plays into its first rhythm game on the Mac: SDK 21 calls and audio, pool initial content, NVN block height
seedds2026-10-21 01:21:16 +08:00
13792f2e27
README: Octopath Traveler 0 runs on the Mac (not yet tested on an iPhone)
seedds2026-10-21 01:09:47 +08:00
c9f6683742
Octopath Traveler 0 plays into free play on the Mac: dynamic texture slots, image atomics, save calls
seedds2026-10-21 01:06:04 +08:00
476b1135b4
Octopath Traveler 0 boots on the Mac: Unreal pak and Oodle shader decode, the host's allocator for Unreal
seedds2026-10-20 22:52:24 +08:00
9c23f51370
README: Unicorn Overlord moves to the playable table (on an iPhone)
seedds2026-10-20 21:35:58 +08:00
906d56fff9
Unicorn Overlord boots on the Mac: Vanillaware profile, multi-stream Opus C interface, CSRNG, alloc_big_align
seedds2026-10-20 21:35:47 +08:00
38b7f27fa9
README: Hades II moves to the playable table (on an iPhone)
seedds2026-10-20 20:57:29 +08:00
e27cbcb0b4
Hades II boots on the Mac: NVN profile, texture slots up to 34, SDK 19's nn::ro::LoadModule
seedds2026-10-20 20:54:35 +08:00
bc5815acc9
README: Ace Attorney Investigations Collection moves to the playable table (on an iPhone)
seedds2026-10-20 19:58:05 +08:00
e437e80ab6
Ace Attorney Investigations Collection boots on the Mac: Unity 2022 shaders, the C library's file checks and clock
seeddsandarmyja2026-10-20 19:55:55 +08:00
5efe1d8a0c
Frame step: a hold raised for late frames keeps the 60 fps real-time deadline
seedds2026-10-20 16:22:20 +08:00
2515a5b759
Hyrule Warriors: Age of Calamity runs at 60 fps; battles convert only the vertices each draw reads
seedds2026-10-20 16:20:54 +08:00
5dae4db8d7
Breath of the Wild: the second BC4 encoder builds; grass reads its integer-as-float attribute
seedds2026-10-20 14:58:02 +08:00
9177e9b79e
Unity clocks start: the user clock context comes from the host (from PR #14)
seeddsandarmyja2026-10-20 14:07:45 +08:00
fd1af88fa6
README: Monster Hunter Rise moves to the playable table (60 fps on an iPhone)
seedds2026-10-20 13:55:51 +08:00
e94b3acb27
README: Monster Hunter Rise runs at 60 fps on an iPhone
seedds2026-10-20 13:54:53 +08:00