Compile eligible shader-pair bases on the Mac with metal-tt, package one archive per selected iPhone GPU, and use a matching bundle before falling back to on-device preparation. Carry the profile depth mode through packing and include the pulling libraries required by the bundled bases. Integrate PR #226 with four confirmed fixes: validate archive container bounds before invoking Metal; require at least one actual successful bundle probe; hash consumed library bytes into offline cache keys; and emit device remainder lists for constant-only plans instead of aborting packaging. Keep game measurements in the game note and document the general findings. Validation on current main: 52 real Metal bundle checks, 57 archive checks, 79 prewarm checks on each pipeline path, 73 Python regressions covering offline tools, packaging, documentation and chain checks, and compilation of all 133 iOS source files. No new iPhone gameplay validation. The archive guard validates container structure, not private Metal payloads. Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
2.6 KiB
13 Sentinels: Aegis Rim, Asian release (01008D7016438000)
Base game 1.00 (v0), SDK 11.4.3: the Japanese / Korean / Chinese cartridge and eShop release, under its own title ID. Vanillaware's own engine on NVN, as in the western release (01003FC01670C000), whose note covers the engine. Modules main, subsdk0 (NintendoSDK_movie 11.4.3) and sdk. subsdk0 and sdk are the western builds; main (31194702…) is not the western 1.10's (4b632573…), so the NSP script's lookup by main build (same_build) does not find the western profile for it. Plays on the Mac from the base NSP alone (packed with --platform mac): 60 fps with sound, saving and loading (PR #161). Not tested on the iPhone.
What it needs
| Setting | Where | Why |
|---|---|---|
alloc_big_align on |
game.tsv |
the engine's ring heaps are cut from a memory pool at 64 KB alignment; without it they do not fit the pool (the western note, Memory) |
4 GB layout: mem_reserve 0x100000000, mem_alias 0x10000000, mem_stack 0x10000000, app_pool 0xCD500000 |
game.tsv |
as the western profile: no system resource in the NPDM, the game sets a heap |
sys_resource 0x0 |
game.tsv |
the NPDM declares no system resource (the NSP script writes it from the NPDM) |
depth_mode zero |
game.tsv |
the game sets the near = 0 depth mode, so the pipeline bases made before it runs (the NSP script's Mac prebuild, and a pipeline archive made offline for the iPhone when one is built with DM_PSO_GPUS) take its vertex shaders' main0_z entries (the host itself follows the mode the game sets) |
No patches.py, no sdk_patches.py cut for its sdk build (2d369d99…), no pad_layout (the iPhone pad starts in the 2D layout). The rest of the profile is the NSP script's provisional one.
Files and shaders
- The data is in CRI CPK archives as in the western release;
ROBO_CN.CPKis theromfs_marker. - Shaders: GLSLC outputs in
main, with the same keys as the western release's (all 751shader_map.tsvrows;shader_pairs.tsv,shader_facts.tsvandbf_want.tsvare identical), at other offsets inmain.
Found on this game
Nothing: no host change was needed.
Open
- Not tested on the iPhone.
pso_manifest.tsvis not recorded yet (no prewarm).- Only the base game was packed; no update is known.
- Whether the western base game's own
main(v0) is this build was not checked; the western profile registers only its 1.10.