Files
seedds ecbeae164c Port Pokemon Brilliant Diamond 1.3.0 at 60 fps
Add the registered profile, Unity 2019 compute shaders, VP8 decoding, depth initialization and AudioOut stop fixes. Include build-gated frame limiting, regression coverage and Mac validation notes.
2026-10-26 15:40:36 +08:00

1.6 KiB

1# Game profile of Pokemon Brilliant Diamond 1.3.0 (Unity 2019.4.27f1 IL2CPP, SDK 11.4.3, NVN).
2# Format: see dm/games/README.md; bring-up and measurements in README.md beside this file.
3# ---- Identity ----
4title_id0100000011D90000
5program_id0100000011D90000
6# ---- App ----
7namePokémon Brilliant Diamond
8ipaPokemonBrilliantDiamond.ipa
9app_categorypublic.app-category.role-playing-games
10# ---- Versions ----
11buildv3932161.3.0main=94ceae325c205c4b9d6f7235552f28fdsubsdk0=507f19d1240d09d00992248e8a0fd77esdk=2d369d9999e3e10e665106f840ffff9b
12packagev393216
13shader_versionsv393216
14# ---- Files ----
15# every module main imports from
16modulesmain subsdk0 sdk
17romfs_markerData/StreamingAssets/Movie/dia/Ending/movie_dia_ed_female_00.webm
18zip_store.bin:.dat:.en:.fr:.ge:.h:.it:.jp:.ko:.ress:.si:.sp:.tr:.webm:.metallib
19# ---- Memory ----
20# Virtual address memory: nninitStartup gives pool - used to StandardAllocator, without setting a heap.
21# The SDK node-area cut is in dm/tools/sdk_patches.py. A 2 GB pool leaves room beside StandardAllocator for Unity pools; see README.md.
22mem_reserve0x140000000
23mem_alias0x118000000
24mem_stack0x10000000
25app_pool0x80000000
26# the NPDM declares 16 MB of system resource
27sys_resource0x1000000
28# ---- Frame rate ----
29# Unity sets Application.targetFrameRate to 30 when entering the field. The build-gated engine limiter raises it; display pacing also ignores the game's interval 2.
30# DM_FPS_TARGET=30 DM_PRESENT_INTERVAL=game restores the original rate.
31fps_target60
32present_intervaldisplay
33# ---- Shader split ----
34shader_groups/Data/=data
35shader_notePokémon Brilliant Diamond shaders