# 13 Sentinels: Aegis Rim, Asian release (`01008D7016438000`) Base game 1.00 (v0), SDK 11.4.3: the Japanese / Korean / Chinese cartridge and eShop release, under its own title ID. Vanillaware's own engine on NVN, as in the western release ([01003FC01670C000](../01003FC01670C000/README.md)), whose note covers the engine. Modules `main`, `subsdk0` (NintendoSDK_movie 11.4.3) and `sdk`. `subsdk0` and `sdk` are the western builds; `main` (`31194702…`) is not the western 1.10's (`4b632573…`), so the NSP script's lookup by main build ([`same_build`](../../../scripts/build_ipa_from_nsp.py)) does not find the western profile for it. Plays on the Mac from the base NSP alone (packed with `--platform mac`): 60 fps with sound, saving and loading (PR #161). Not tested on the iPhone. ## What it needs | Setting | Where | Why | |---|---|---| | `alloc_big_align on` | [`game.tsv`](game.tsv) | the engine's ring heaps are cut from a memory pool at 64 KB alignment; without it they do not fit the pool ([the western note, Memory](../01003FC01670C000/README.md#memory)) | | 4 GB layout: `mem_reserve 0x100000000`, `mem_alias 0x10000000`, `mem_stack 0x10000000`, `app_pool 0xCD500000` | `game.tsv` | as the western profile: no system resource in the NPDM, the game sets a heap | | `sys_resource 0x0` | `game.tsv` | the NPDM declares no system resource (the NSP script writes it from the NPDM) | | `depth_mode zero` | `game.tsv` | the game sets the near = 0 depth mode, so the pipeline bases made before it runs (the NSP script's Mac prebuild, and a [pipeline archive made offline](../../../docs/development.md#the-pipeline-archive-made-offline) for the iPhone when one is built with `DM_PSO_GPUS`) take its vertex shaders' `main0_z` entries (the host itself follows the mode the game sets) | No `patches.py`, no `sdk_patches.py` cut for its `sdk` build (`2d369d99…`), no `pad_layout` (the iPhone pad starts in the 2D layout). The rest of the profile is the NSP script's provisional one. ## Files and shaders - The data is in CRI CPK archives as in the western release; `ROBO_CN.CPK` is the `romfs_marker`. - Shaders: GLSLC outputs in `main`, with the same keys as the western release's (all 751 `shader_map.tsv` rows; `shader_pairs.tsv`, `shader_facts.tsv` and `bf_want.tsv` are identical), at other offsets in `main`. ## Found on this game Nothing: no host change was needed. ## Open - Not tested on the iPhone. - `pso_manifest.tsv` is not recorded yet (no prewarm). - Only the base game was packed; no update is known. - Whether the western base game's own `main` (v0) is this build was not checked; the western profile registers only its 1.10.