HAL Laboratory's engine on NintendoWare, SDK 11.4.0, NVN. Plays on the Mac at 30 fps, as on the Switch: online and difficulty prompts, the 1080p opening movie, Point of Arrival with its guide movies, the city reveal, the Sword ability and fights, title and Continue; a 15-minute soak with no crash. No game code is cut; the profile is the memory layout and the shader groups. All 27,297 shaders build for Mac and iOS; the IPA (6.4 GB) is untested on a device. - Threads (general): a guest thread waiting for a host lock that HLE code holds while it runs guest code is blocked, not runnable (dm_host_lock, a native HLE wait). The movie decoder held its decode lock across SignalEvent; the signal's same-core handoff waited for the movie input thread, which waited for that lock, and the game froze at its first guide movie. t_preempt has the case. Docs: the game note, games table, README gallery, threads.md, shaders.md, symptom index; AGENTS count 73 -> 74. Checked: host tests, preempt, tool tests (253, 15 skips), docs tests; a Mac run on chain 5cddc47253ab through the first guide movie.
110 B
110 B
| 1 | # kind: evidence control-section key conflict rulings: empty | ||||
|---|---|---|---|---|---|
| 2 | dm_ctl_sha16 | chosen_pc | class | candidates | records |