Files
seedds 0beed52f4a Celeste plays on the iPhone: README games table and touch layouts, AGENTS.md game list, development notes
The user confirmed the IPA from 00de15f plays on the iPhone. README image from the prologue on the Mac
2026-10-22 09:12:09 +08:00

2.1 KiB

1# Game profile of Celeste (Switch, update 1.4.1.1 = v589824, the game shows v.1.4.1.0; base game v0 not extracted). Plays on the Mac (title, file select, the prologue at 60 fps with sound) and on the iPhone
2# Format: see dm/games/README.md
3# MonoGame for the Switch (Microsoft.Xna.Framework over NVN), its C# and the game's compiled to C++ by Sickhead's BRUTE into main, FMOD Studio sound through AudioOut, SDK 15.3.2.
4# The shaders are MonoGame effects (MGFX version 8): 13 in Content/Effects/*.xnb, and SpriteBatch's built-in effect in main (shader_split.py mgfx_effect). The provisional profile's guesses held: no key needed changing
5# ---- Identity ----
6title_id01002B30028F6000
7program_id01002B30028F6000
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)
10nameCeleste
11ipaCeleste.ipa
12app_categorypublic.app-category.action-games
13# ---- Versions ----
14# only the merged 1.4.1.1 copy is extracted
15buildv5898241.4.1.1main=9382989af9636a1e02aeb3693094e87dsdk=8618895246b420329b77746b960a66ab
16packagev589824
17shader_versionsv589824
18# ---- Files ----
19modulesmain sdk
20romfs_markerContent/FMOD/Desktop/music.bank
21zip_store.bank:.obj:.png:.metallib
22# ---- Memory ----
23# The NPDM declares no system resource, so the game has no virtual address memory: it sets a heap of the application pool − used memory (3.11 GB) and allocates from it.
24# The block is 256 MB in front + 256 MB alias region + 256 MB stack region + 3.25 GB heap region
25mem_reserve0x100000000
26mem_alias0x10000000
27mem_stack0x10000000
28app_pool0xCD500000
29# the NPDM declares no system resource: IsVirtualAddressMemoryEnabled is false, as on Horizon
30sys_resource0x0
31# the rewritten modules are larger than the default 64 MB of used memory (BRUTE's main alone is 78 MB with its bss), so the heap request plus the modules would exceed the pool
32mem_used0x6400000
33# ---- Shader split (shader_split.py; MonoGame effects) ----
34shader_groups/Content/=content
35shader_noteCeleste shaders