Files
seedds ce9b30b010 Port Sea of Stars 2.0.59001 at 60 fps
Unity 2021.3.25f1 on SDK 16.2.0 (the sdk build of Super Mario Bros. Wonder 1.0.0).
The sdk build takes the node-area cut and SDK 20's 2 MB region alignment: Unity's
N MB + 252 KB regions each took the next size class's slot, which exhausted the
4.375 GB alias region after about six minutes. Profile with a 1.5 GB pool, note,
games table row, README gallery entry and reference entry.
2026-10-26 19:40:09 +08:00

2.7 KiB

1# Game profile of Sea of Stars (Switch, update 2.0.59001 = v786432). Plays on the Mac
2# Format: see dm/games/README.md
3# Unity 2021.3.25f1 (IL2CPP) with Wwise, SDK 16.2.0 (its sdk is Super Mario Bros. Wonder 1.0.0's build); subsdk0 is the movie module (the cinematics are MP4s in StreamingAssets).
4# The shaders are Unity's Shader and ComputeShader objects in the player's serialized files and the 1,126 bundles in StreamingAssets, read by unityfs.py (3,887 of the 3,898; 11 are the player's
5# GLSLC outputs in main); no run met a shader missing from the map.
6# The game asks for present interval 1 and runs at 60 fps as on the Switch
7# ---- Identity ----
8title_id01008C0016544000
9program_id01008C0016544000
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)
12nameSea of Stars
13ipaSeaOfStars.ipa
14app_categorypublic.app-category.games
15# ---- Versions ----
16buildv7864322.0.59001main=1399a83376b1b1c2e5756fbdf7491956subsdk0=ff0149d0b5e882b87c2f06a981302b13sdk=3053b22935e32ddf15ef81997603e5c2
17packagev786432
18shader_versionsv786432
19# ---- Files ----
20# load order as on Horizon: main, subsdk*, sdk (subsdk0 = NintendoSDK_movie)
21modulesmain subsdk0 sdk
22romfs_markerData/globalgamemanagers
23zip_store.assets:.bnk:.bundle:.dat:.json:.mp4:.png:.ress:.wem:.xml:.metallib
24# ---- Memory ----
25# The NPDM declares 16 MB of system resource, so IsVirtualAddressMemoryEnabled is true: nninitStartup (main+0x8b66a0) hands application pool − used memory to StandardAllocator as one
26# address region and never calls SetMemoryHeapSize. The sdk build takes the node area cut and the 2 MB region alignment of SDK 20 (dm/tools/sdk_patches.py). The 5 GB block of Ace Attorney
27# Investigations Collection (256 MB in front + 4.375 GB alias region + 256 MB stack region + 128 MB heap region) with a 1.5 GB pool: StandardAllocator reserves 1.44 GB and commits about
28# 0.7 GB in the prologue (measured with a 64 GB alias region); Unity's own regions hold about 1.15 GB more. With the hardware pool (3.2 GB) Unity got no region within 6 minutes
29# (a write at NULL + 0x3fffe0); with the 1.5 GB pool and the cut the alias region's high-water mark stays at +3.0 GB over 20 minutes, 2.6 GB of it in live regions
30sys_resource0x1000000
31mem_reserve0x140000000
32mem_alias0x118000000
33mem_stack0x10000000
34app_pool0x60000000
35# ---- Input ----
36pad_layoutfull
37# ---- Shader split (shader_split.py; Unity Shader objects, read by unityfs.py) ----
38# everything is under Data/: the player's serialized files and the StreamingAssets bundles
39shader_groups/Data/=data
40shader_noteSea of Stars shaders