Files
seedds 1fbbd1486a Bayonetta (010076F0049A2000, update 1.1 = v65536, PlatinumGames' engine in its Wii U form on SDK 3.6.0, as Bayonetta 2): game profile, no host change. Plays on the iPhone (IPA 8.8 GB, user). Same sdk and subsdk0 builds as Bayonetta 2, so its profile is Bayonetta 2's with its own build row and tables, and the CPK reader and the two NVN fixes made for Bayonetta 2 cover it. On the Mac from a fresh save: the boot, the opening movie (USM; Plus skips it), the title and its attract demo, a new game (PLAY, NEW GAME, the auto-save notice, Normal), the prologue on the falling clock tower, the graveyard cutscene (skipped), the touch-controls tips, the practice tutorial (punch, kick, combos, evade, Witch Time), the graveyard fight of Verse 1 with Witch Time, its autosave and the next loading screen's practice, with CRI ADX2 sound through one 6-channel AudioOut and no red line: 60 fps in play (frame time p50 16.65 ms, p95 17.1-17.5 ms; GPU 2-4 ms a frame on an M6), 30 in its cutscenes, where the game sets present interval 2; about 2.45 GB resident and 1.54 GB of Metal allocations, flat over 15 minutes. No virtual address memory (a 3.11 GB heap in the 4 GB layout, mem_used 102 MB). Files: nine CRI CPK archives (data00.cpk ... data03.cpk, data10.cpk ... data14.cpk, 4.25 GB) of PlatinumGames DAT archives, beside the USM movies and the ADX2 sound. Shaders: 458 BNSH files of one stage each (236 pixel, 222 vertex), the .vso / .pso members of shader.dat in data00.cpk, all built for the Mac and iOS. Profile: the 3D pad layout (the camera is on the right stick; the touch controls are handheld only), a prewarm list recorded on the Mac over the route above (513 lines). Checked: the NSP script packs it from the NSPs alone (Mac and iOS); the Python tool, gfx and iOS tests pass (test_tbdr_budget with DM_GAME set). README (games gallery, a Mac picture of the graveyard fight), AGENTS.md (59 -> 60), docs/development.md and docs/agents 01 / 03 / 04 say so
2026-10-25 11:03:12 +08:00

2.2 KiB

1# Game profile of Bayonetta (Switch, update v65536 = 1.1; English, Japanese, French, German, Spanish, Italian, Korean, Simplified and Traditional Chinese)
2# Format: see dm/games/README.md
3# PlatinumGames' own engine in its Wii U form on NVN, SDK 3.6.0, as Bayonetta 2 (the same sdk and subsdk0 builds). Modules main + subsdk0 (NVN's GLSLC, which main imports) + sdk; CRI's file
4# system (CPK), ADX2 sound (se/ and bgm/: .acf / .awb) and Sofdec movies (USM), all decoded by the game's own code.
5# RomFS: nine CRI CPK archives (data00.cpk …, 4.25 GB) holding PlatinumGames DAT archives, beside the USM movies (movie/) and the sound. The shaders are BNSH files, one stage each ('.vso' /
6# '.pso' members of shader.dat in data00.cpk; shader_split.py cpk_jobs, cpk.py)
7# ---- Identity ----
8title_id010076F0049A2000
9program_id010076F0049A2000
10# ---- App ----
11# 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)
12nameBayonetta
13ipaBayonetta.ipa
14app_categorypublic.app-category.action-games
15# full: the camera is on the right stick
16pad_layoutfull
17# ---- Versions ----
18buildv655361.1main=1f4a4708615f76f7cad4f12b5c417806subsdk0=a82aa14c5d5a359ad04dc4eab9f5d590sdk=8ceabb1750539c3874cc9fab45cab335
19packagev65536
20shader_versionsv65536
21# ---- Files ----
22# load order as on Horizon: main, subsdk*, sdk (subsdk0 = GLSLC)
23modulesmain subsdk0 sdk
24romfs_markerdata00.cpk
25zip_store.awb:.cpk:.usm:.metallib
26# ---- Memory ----
27# The NPDM declares no system resource (META +0x14 = 0): nninitStartup sets a heap of the pool − used memory. The 4 GB block of the other games without virtual address memory
28# (256 MB in front + 256 MB alias region + 256 MB stack region + 3.25 GB heap region)
29mem_reserve0x100000000
30mem_alias0x10000000
31mem_stack0x10000000
32app_pool0xCD500000
33sys_resource0x0
34# the rewritten modules are larger than the default 64 MB of used memory (the game's SetHeapSize asks for pool − used)
35mem_used0x6600000
36# ---- Shader split (shader_split.py; the BNSH files in data00.cpk) ----
37shader_groups/shader.dat/=core
38shader_noteBayonetta shaders