Commit Graph

  • 3621cf5122 DARK SOULS: REMASTERED plays on the iPhone at 60 fps and normal speed: README games table, AGENTS.md list seedds 2026-10-22 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) seedds 2026-10-22 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) seeddsandnocmt 2026-10-22 14:12:46 +08:00
  • f1c4a6bd67 NSP script: --progress json for a program that shows the build (from PR #49) seeddsandnocmt 2026-10-22 13:59:35 +08:00
  • f7b8fede8f NSP script: the fps counter is on by default (SHOW_FPS = True) seedds 2026-10-22 13:51:15 +08:00
  • c719b3e2c5 Raging Loop plays on the iPhone: README games table, AGENTS.md list seedds 2026-10-22 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) seedds 2026-10-22 13:02:42 +08:00
  • abcdbbdd4d Raging Loop plays on the Mac: profile 010020400E1C2000 (base game 1.0.0, SDK 7.3.2) seedds 2026-10-22 12:20:58 +08:00
  • 26a72dd562 NSP script: DLC and iOS shaders reused across reruns, one Xcode build folder per game seedds 2026-10-22 11:33:33 +08:00
  • 53d7aad5df Monster Train 2 at 60 fps (30 on the Switch): profile present_interval display seedds 2026-10-22 10:38:41 +08:00
  • 708a1d73d5 Monster Train 2 plays on the iPhone: profile 010051701FB46000 (update 1.1.1, SDK 18.3.5) seedds 2026-10-22 10:02:06 +08:00
  • 69d99b85e9 DRAGON QUEST XI S at 60 fps (30 on the Switch): profile fps_target 60 seedds 2026-10-22 09:53:26 +08:00
  • 4f0b555e75 DRAGON QUEST XI S plays on the iPhone: README games table, AGENTS.md game list, development notes seedds 2026-10-22 09:35:33 +08:00
  • df0820eb68 DRAGON QUEST XI S plays on the Mac: profile 01006C300E9F0000 (update 1.0.4, SDK 7.3.2) seedds 2026-10-22 09:29:08 +08:00
  • 0beed52f4a Celeste plays on the iPhone: README games table and touch layouts, AGENTS.md game list, development notes seedds 2026-10-22 09:12:09 +08:00
  • 00de15f095 Celeste plays on the Mac: profile 01002B30028F6000 (update 1.4.1.1, SDK 15.3.2) seedds 2026-10-22 09:09:55 +08:00
  • 80b59c5bed README: sign with the Increased Memory Limit capability for the bigger games (from #30) seedds 2026-10-22 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) seedds 2026-10-22 08:42:06 +08:00
  • 9dd2149f99 README: device requirements above the games table seedds 2026-10-22 08:38:07 +08:00
  • 0adbe8c61a Mac window: physical controllers play too, with the iPhone's buttons by position (from PR #45) seeddsandJY626 2026-10-22 08:15:31 +08:00
  • 7803945d3c Mac window can go fullscreen (green button, Ctrl-Cmd-F); DM_FULLSCREEN=1 starts it there (#46) JY626 2026-10-22 08:08:09 +08:00
  • b463454231 nvn_slots_got: a module whose relative relocations are all in DT_RELR has no DT_RELA (#44) fengqiaoqu 2026-10-22 08:08:04 +08:00
  • 108d4833eb sdis --xref scans to the end of the PLT like --callers (#43) fengqiaoqu 2026-10-22 08:08:00 +08:00
  • a26554f258 dm/host Makefile: a bare make stops at the GAME gate, and clean exists (#42) fengqiaoqu 2026-10-22 08:07:56 +08:00
  • 07e874e94e profile_guess --check also finds the NSP script's extraction in <id>_build/extract (#41) fengqiaoqu 2026-10-22 08:07:53 +08:00
  • 6064c92453 dm/gfx README: the build steps point at files that exist (#40) fengqiaoqu 2026-10-22 08:07:49 +08:00
  • ecc49e8d9c Copy-encoder barriers name only the stages a compute encoder has (#39) chayan aggarwal 2026-10-22 05:37:45 +05:30
  • ea12221d58 README: Big Brain Academy: Brain vs. Brain and Patrick's Parabox play on the iPhone seedds 2026-10-22 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 Agarwal 2026-10-22 01:27:49 +08:00
  • 1a782136af Patrick's Parabox plays on the Mac: profile 0100E44016C22000 (update 1.0.1, SDK 13.3.7) seedds 2026-10-22 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) seedds 2026-10-22 00:42:56 +08:00
  • 6400306b25 Display link: frames in order, one per tick, at most one behind (from PR #31) seeddsandMeNass89 2026-10-22 00:14:22 +08:00
  • 8e1e8d7763 pctl free-communication permission query answered offline; host tests link again (from PR #38) seeddsandBeeeeeMo 2026-10-22 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 seedds 2026-10-22 00:20:43 +08:00
  • ca2c35c1ae README: STEINS;GATE RE:BOOT plays on the iPhone seedds 2026-10-21 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) seedds 2026-10-21 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 seedds 2026-10-21 23:08:03 +08:00
  • 23a11da7e9 README: IPA size and notes under each game's picture, no games table seedds 2026-10-21 22:08:20 +08:00
  • f678e30d1d README: The Great Ace Attorney Chronicles plays on the iPhone seedds 2026-10-21 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) seedds 2026-10-21 20:37:22 +08:00
  • e37af0dc87 README: Brain Memory Training Academy plays on the iPhone seedds 2026-10-21 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) seedds 2026-10-21 20:33:04 +08:00
  • ee0b66d72e README: screenshots of Absolum and Captain Toad: Treasure Tracker (from Mac runs) seedds 2026-10-21 19:26:39 +08:00
  • d5316e0bb6 README: Absolum and Captain Toad: Treasure Tracker play on the iPhone seedds 2026-10-21 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) seedds 2026-10-21 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) seedds 2026-10-21 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 seedds 2026-10-21 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) seedds 2026-10-21 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 seedds 2026-10-21 17:01:54 +08:00
  • 76a29767e9 README: the games that start in the 2D touch layout (every profile without pad_layout full) seedds 2026-10-21 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 seedds 2026-10-21 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) seedds 2026-10-21 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) seedds 2026-10-21 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) seedds 2026-10-21 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 seedds 2026-10-21 15:36:23 +08:00
  • 8360a5da9d Shader split runs on Python 3.12: zstd from compression.zstd (3.14+) or backports.zstd seedds 2026-10-21 14:39:13 +08:00
  • 7c490ede93 Cuphead's broken sprites and iPhone flicker: the ZCull storage size is never 0 seedds 2026-10-21 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 seedds 2026-10-21 13:40:51 +08:00
  • 04dfa8bb31 Age of Calamity: frames are not held longer than the cap (fps_hold off); its cb_extent.tsv seedds 2026-10-21 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 seedds 2026-10-21 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 seedds 2026-10-21 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 seedds 2026-10-21 11:31:28 +08:00
  • f1b1f245be Mount-list fs::Commit commits the host save transaction (from PR #25) seeddsandBeeeeeMo 2026-10-21 11:17:27 +08:00
  • 81b908b904 Frame-rate counter on the iPhone: SHOW_FPS / --show-fps in the NSP script seedds 2026-10-21 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 Liao 2026-10-21 10:59:01 +08:00
  • bdc6792a84 Cuphead plays on the iPhone: profile 0100A5C00D162000 (update 1.3.7, Unity 2017.4, SDK 5.5.0) seedds 2026-10-21 09:43:03 +08:00
  • 05b329c625 AGENTS.md: prefer general optimizations and fixes to game-specific rules seedds 2026-10-21 09:21:08 +08:00
  • 697df75800 Cache NVN vertex bindings across draws seedds 2026-10-21 09:09:59 +08:00
  • 5a54ca5f91 3D touch layout: the right stick follows the finger and is not drawn seedds 2026-10-21 09:06:39 +08:00
  • 9ca4e233ea README: Pokémon Legends: Z-A moves to the playable table (on an iPhone) seedds 2026-10-21 07:28:35 +08:00
  • 56b806155f One NVN driver layout for every game; shader sources read from the game files seedds 2026-10-21 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 seedds 2026-10-21 03:26:24 +08:00
  • b12948347a README: the 60 fps upgrades need the update each note names; no update column seedds 2026-10-21 03:19:59 +08:00
  • b5aae70618 README: each game's supported update; the 60 fps upgrades hold for that update only seedds 2026-10-21 03:13:17 +08:00
  • aa65318b33 README: Octopath Traveler 0 runs at 60 fps (tested on an iPhone) seedds 2026-10-21 03:04:38 +08:00
  • 5b2aa07f7b Octopath Traveler 0 runs at 60 fps: the host writes Unreal's t.MaxFPS and rhi.SyncInterval seedds 2026-10-21 03:00:20 +08:00
  • 9923c5a032 NVN API version and shared-font layout follow the SDK; Oodle found by its name string seedds 2026-10-21 02:34:46 +08:00
  • 79d82f7b64 Remove the D2R code and the legacy frame step seedds 2026-10-21 02:09:09 +08:00
  • dcd6a52c00 README: Octopath Traveler 0 moves to the playable table (on an iPhone) seedds 2026-10-21 01:59:59 +08:00
  • 17ea0f7f38 Texture type mismatch: the red line says when the slot reads the dummy seedds 2026-10-21 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) seedds 2026-10-21 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) seedds 2026-10-21 01:31:52 +08:00
  • 0aa6a19cd2 README: Rhythm Heaven Groove moves to the playable table (on an iPhone) seedds 2026-10-21 01:30:46 +08:00
  • 20b6ae5b86 README: Rhythm Heaven Groove runs on the Mac (not yet tested on an iPhone) seedds 2026-10-21 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 seedds 2026-10-21 01:21:16 +08:00
  • 13792f2e27 README: Octopath Traveler 0 runs on the Mac (not yet tested on an iPhone) seedds 2026-10-21 01:09:47 +08:00
  • c9f6683742 Octopath Traveler 0 plays into free play on the Mac: dynamic texture slots, image atomics, save calls seedds 2026-10-21 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 seedds 2026-10-20 22:52:24 +08:00
  • 9c23f51370 README: Unicorn Overlord moves to the playable table (on an iPhone) seedds 2026-10-20 21:35:58 +08:00
  • 906d56fff9 Unicorn Overlord boots on the Mac: Vanillaware profile, multi-stream Opus C interface, CSRNG, alloc_big_align seedds 2026-10-20 21:35:47 +08:00
  • 38b7f27fa9 README: Hades II moves to the playable table (on an iPhone) seedds 2026-10-20 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 seedds 2026-10-20 20:54:35 +08:00
  • bc5815acc9 README: Ace Attorney Investigations Collection moves to the playable table (on an iPhone) seedds 2026-10-20 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 seeddsandarmyja 2026-10-20 19:55:55 +08:00
  • 5efe1d8a0c Frame step: a hold raised for late frames keeps the 60 fps real-time deadline seedds 2026-10-20 16:22:20 +08:00
  • 2515a5b759 Hyrule Warriors: Age of Calamity runs at 60 fps; battles convert only the vertices each draw reads seedds 2026-10-20 16:20:54 +08:00
  • 5dae4db8d7 Breath of the Wild: the second BC4 encoder builds; grass reads its integer-as-float attribute seedds 2026-10-20 14:58:02 +08:00
  • 9177e9b79e Unity clocks start: the user clock context comes from the host (from PR #14) seeddsandarmyja 2026-10-20 14:07:45 +08:00
  • fd1af88fa6 README: Monster Hunter Rise moves to the playable table (60 fps on an iPhone) seedds 2026-10-20 13:55:51 +08:00
  • e94b3acb27 README: Monster Hunter Rise runs at 60 fps on an iPhone seedds 2026-10-20 13:54:53 +08:00