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.
1.6 KiB
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 ---- | |||||
| 4 | title_id | 0100000011D90000 | ||||
| 5 | program_id | 0100000011D90000 | ||||
| 6 | # ---- App ---- | |||||
| 7 | name | Pokémon Brilliant Diamond | ||||
| 8 | ipa | PokemonBrilliantDiamond.ipa | ||||
| 9 | app_category | public.app-category.role-playing-games | ||||
| 10 | # ---- Versions ---- | |||||
| 11 | build | v393216 | 1.3.0 | main=94ceae325c205c4b9d6f7235552f28fd | subsdk0=507f19d1240d09d00992248e8a0fd77e | sdk=2d369d9999e3e10e665106f840ffff9b |
| 12 | package | v393216 | ||||
| 13 | shader_versions | v393216 | ||||
| 14 | # ---- Files ---- | |||||
| 15 | # every module main imports from | |||||
| 16 | modules | main subsdk0 sdk | ||||
| 17 | romfs_marker | Data/StreamingAssets/Movie/dia/Ending/movie_dia_ed_female_00.webm | ||||
| 18 | zip_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. | |||||
| 22 | mem_reserve | 0x140000000 | ||||
| 23 | mem_alias | 0x118000000 | ||||
| 24 | mem_stack | 0x10000000 | ||||
| 25 | app_pool | 0x80000000 | ||||
| 26 | # the NPDM declares 16 MB of system resource | |||||
| 27 | sys_resource | 0x1000000 | ||||
| 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. | |||||
| 31 | fps_target | 60 | ||||
| 32 | present_interval | display | ||||
| 33 | # ---- Shader split ---- | |||||
| 34 | shader_groups | /Data/=data | ||||
| 35 | shader_note | Pokémon Brilliant Diamond shaders |