2.6 KiB
2.6 KiB
| 1 | # Game profile of Bayonetta 2 (Switch, update v131072 = 1.2; English, Japanese, French, German, Spanish, Italian, Korean, Simplified and Traditional Chinese). On the Mac from the boot | |||||
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| 2 | # through the title, a new game (Story, Normal), the opening narration and the prologue's cutscene, the tutorial and the prologue's first fights on the jet, at 60 fps in play (30 in its | |||||
| 3 | # cutscenes, as the game asks) | |||||
| 4 | # Format: see dm/games/README.md | |||||
| 5 | # PlatinumGames' own engine (its Wii U engine, not Bayonetta 3's) on NVN, SDK 3.6.0, the oldest SDK so far (no other game's sdk build). Modules main + subsdk0 (NVN's GLSLC, which main | |||||
| 6 | # imports but did not call on the route above) + sdk; Wwise sound through two AudioOuts; CRI's file system (CPK) and Sofdec movies (USM), both decoded by the game's own code. | |||||
| 7 | # RomFS: six CRI CPK archives (data000.cpk …, 9.5 GB, 6,091 files, 12 GB of them CRILAYLA-compressed) holding PlatinumGames DAT archives, beside the USM movies (movie/) and the Wwise | |||||
| 8 | # sound (sound/). The shaders are BNSH files, one stage each ('.vso' / '.pso' members of shader.dat, shader2.dat and shadereff.dat in data000.cpk; shader_split.py cpk_jobs, cpk.py) | |||||
| 9 | # ---- Identity ---- | |||||
| 10 | title_id | 01007960049A0000 | ||||
| 11 | program_id | 01007960049A0000 | ||||
| 12 | # ---- App ---- | |||||
| 13 | # 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) | |||||
| 14 | name | Bayonetta 2 | ||||
| 15 | ipa | Bayonetta2.ipa | ||||
| 16 | app_category | public.app-category.action-games | ||||
| 17 | # full: the camera is on the right stick | |||||
| 18 | pad_layout | full | ||||
| 19 | # ---- Versions ---- | |||||
| 20 | build | v131072 | 1.2 | main=f19b2e01e1794f933a9720c1404bb6f6 | subsdk0=a82aa14c5d5a359ad04dc4eab9f5d590 | sdk=8ceabb1750539c3874cc9fab45cab335 |
| 21 | package | v131072 | ||||
| 22 | shader_versions | v131072 | ||||
| 23 | # ---- Files ---- | |||||
| 24 | # load order as on Horizon: main, subsdk*, sdk (subsdk0 = GLSLC) | |||||
| 25 | modules | main subsdk0 sdk | ||||
| 26 | romfs_marker | data002.cpk | ||||
| 27 | zip_store | .cpk:.usm:.metallib | ||||
| 28 | # ---- Memory ---- | |||||
| 29 | # The NPDM declares no system resource (META +0x14 = 0): nninitStartup sets a heap of the pool − used memory (3.11 GB here). The 4 GB block of the other games without virtual address | |||||
| 30 | # memory (256 MB in front + 256 MB alias region + 256 MB stack region + 3.25 GB heap region) | |||||
| 31 | mem_reserve | 0x100000000 | ||||
| 32 | mem_alias | 0x10000000 | ||||
| 33 | mem_stack | 0x10000000 | ||||
| 34 | app_pool | 0xCD500000 | ||||
| 35 | sys_resource | 0x0 | ||||
| 36 | # the rewritten modules are larger than the default 64 MB of used memory (the game's SetHeapSize asks for pool − used) | |||||
| 37 | mem_used | 0x6600000 | ||||
| 38 | # ---- Shader split (shader_split.py; the BNSH files in data000.cpk) ---- | |||||
| 39 | shader_groups | /shadereff.dat/=eff /shader=core | ||||
| 40 | shader_note | Bayonetta 2 shaders |