# Game profile of Bayonetta (Switch, update v65536 = 1.1; English, Japanese, French, German, Spanish, Italian, Korean, Simplified and Traditional Chinese) # Format: see dm/games/README.md # PlatinumGames' own engine in its Wii U form on NVN, SDK 3.6.0, as Bayonetta 2 (the same sdk and subsdk0 builds). Modules main + subsdk0 (NVN's GLSLC, which main imports) + sdk; CRI's file # system (CPK), ADX2 sound (se/ and bgm/: .acf / .awb) and Sofdec movies (USM), all decoded by the game's own code. # RomFS: nine CRI CPK archives (data00.cpk …, 4.25 GB) holding PlatinumGames DAT archives, beside the USM movies (movie/) and the sound. The shaders are BNSH files, one stage each ('.vso' / # '.pso' members of shader.dat in data00.cpk; shader_split.py cpk_jobs, cpk.py) # ---- Identity ---- title_id 010076F0049A2000 program_id 010076F0049A2000 # ---- App ---- # Game name: only a label for profile listings and the Mac window title; the iOS app name is the game name in the base NSP, and the bundle ID comes from the base game title ID (build_ipa.sh / NSP script) name Bayonetta ipa Bayonetta.ipa app_category public.app-category.action-games # full: the camera is on the right stick pad_layout full # ---- Versions ---- build v65536 1.1 main=1f4a4708615f76f7cad4f12b5c417806 subsdk0=a82aa14c5d5a359ad04dc4eab9f5d590 sdk=8ceabb1750539c3874cc9fab45cab335 package v65536 shader_versions v65536 # ---- Files ---- # load order as on Horizon: main, subsdk*, sdk (subsdk0 = GLSLC) modules main subsdk0 sdk romfs_marker data00.cpk zip_store .awb:.cpk:.usm:.metallib # ---- Memory ---- # The NPDM declares no system resource (META +0x14 = 0): nninitStartup sets a heap of the pool − used memory. The 4 GB block of the other games without virtual address memory # (256 MB in front + 256 MB alias region + 256 MB stack region + 3.25 GB heap region) mem_reserve 0x100000000 mem_alias 0x10000000 mem_stack 0x10000000 app_pool 0xCD500000 sys_resource 0x0 # the rewritten modules are larger than the default 64 MB of used memory (the game's SetHeapSize asks for pool − used) mem_used 0x6600000 # ---- Shader split (shader_split.py; the BNSH files in data00.cpk) ---- shader_groups /shader.dat/=core shader_note Bayonetta shaders