2.6 KiB
2.6 KiB
| 1 | # Game profile of Super Mario Bros. Wonder (Switch, base game v0 and update 1.2.1). This folder also holds the shader tables (generated by shader_split.py), pso_manifest.tsv and, not committed, c1_full.tsv and cb_extent.tsv | ||||
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| 2 | # Format: key <TAB> value; several values of one key are separated by spaces; one build row per version; comments must be on their own line. Rebuild the host after changing memory / NVN constants; after changing shader-related keys follow the chain procedure in AGENTS.md | ||||
| 3 | # ---- Identity ---- | ||||
| 4 | # the game name is not kept here: the NSP script takes it from the NSP's control data (NACP) | ||||
| 5 | title_id | 010015100B514000 | |||
| 6 | # the value svcGetInfo(ProgramId) reports to the game (DM_PROGRAM_ID overrides it at run time) | ||||
| 7 | program_id | 010015100B514000 | |||
| 8 | # ---- App ---- | ||||
| 9 | # 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) | ||||
| 10 | name | Super Mario Bros. Wonder | |||
| 11 | ipa | SMBWMobile.ipa | |||
| 12 | app_category | public.app-category.action-games | |||
| 13 | # ---- Versions ---- | ||||
| 14 | # build <version> <display version> <module>=<build ID>...: the NSP script accepts only these builds (fixed addresses do not hold on other builds); the host reports the display version by main's build ID | ||||
| 15 | build | v0 | 1.0.0 | main=cd6e42aee7934f4d8393cd43893ae25e | sdk=3053b22935e32ddf15ef81997603e5c2 |
| 16 | build | v65536 | 1.0.1 | main=f91868b88f60d3d59009db3389fde314 | sdk=3053b22935e32ddf15ef81997603e5c2 |
| 17 | build | v327680 | 1.2.1 | main=ff773e90972d544eb79406eaa65396d5 | sdk=e4bd58cac28cf13a08fb417aa013cdcb |
| 18 | # version packed into the IPA by default | ||||
| 19 | package | v327680 | |||
| 20 | # the shader tables are the union of these versions (base game first): all of them are needed to build | ||||
| 21 | shader_versions | v0 v327680 | |||
| 22 | # ---- Files ---- | ||||
| 23 | # code modules rewritten and loaded (load order; rtld is replaced by the host) | ||||
| 24 | modules | main sdk | |||
| 25 | # a path that must exist in the RomFS (tells whether the game files are in the right place) | ||||
| 26 | romfs_marker | System/Resource | |||
| 27 | # extensions zip stores without compressing (already compressed) | ||||
| 28 | zip_store | .zs:.bwav:.metallib | |||
| 29 | # ---- Memory (hle_svc.c; the reasons for the partition are in its comments) ---- | ||||
| 30 | mem_reserve | 0x140000000 | |||
| 31 | mem_alias | 0xB8000000 | |||
| 32 | mem_stack | 0x10000000 | |||
| 33 | app_pool | 0xCD500000 | |||
| 34 | # ---- Shader split (shader_split.py) ---- | ||||
| 35 | # source groups: a path containing the first part goes to the second group (first match wins; shaders embedded in main always go to main, no match goes to other) | ||||
| 36 | shader_groups | /Shader/SecredUber=SecredUber .sharcb=agl /Effect/=effect /Layout/=layout /Shader/=SecredUber | |||
| 37 | # description of the shader source in the map table header | ||||
| 38 | shader_note | Super Mario Bros. Wonder shaders |