The NVN driver's constant segments have the same layout in every game, so the nvn_* profile keys are gone. Combined textures are at c2 0x20 + 8 r (a slot past 31 shares the image table; Hades II binds 34), images at 0x120, separate textures at 0x168 (now always the host's slots 128 + n, as Monster Hunter Rise had them), samplers at 0x568, and the storage buffer tables at c0 0x110 / 0x310 / 0x510. dmsh_build.py decodes with that layout, the replay fills both texture tables, and the translator numbers slots the same way (rebuilt; its SPIR-V and reflection are byte-identical on 1,491 sample shaders, lock updated). The shader_* switches and graphics are gone too; the build reads them from the files (profile_guess.py shader_sources): - Vulkan when main imports Vulkan and not NVN; its capture when the RomFS has no SPIR-V. - A GLSLC capture when main holds GLSL sources and imports glslcCompile. - An Oodle decode for Unreal paks, and the tool-mode decoder for Trinity packs. - GLSLC outputs from every main. - A cover pairing for each single-stage vertex shader (GLSLC, Unreal). build_ipa.sh takes GFXAPI from the NSP script. Also removed: the last D2R pieces (the embedded-shader path in dmsh_build.py, dmsh_facts.py --freeze / --check, maxwell_refs.py, ref/hle_hid_d2r.c). Chain: every profile's dmsh_chain.h is regenerated. The c1_full lists are carried over: the change touches no c1 read, and the rebuilt Octopath Traveler 0, Hades II, Unicorn Overlord and Rhythm Heaven Groove gave the same lists, identical tables and the same reflection apart from separate texture slots + 128. Still to do: - Run the chain procedure for the other NVN profiles. - Engage's and Three Houses' shader tables need a new split: Engage gains Unity's 11 GLSLC shaders in main, and Three Houses' 17 BNSH vertex shaders lose their cover pairs. - Ace Attorney's new tables are in, but its libraries are not rebuilt.
1.7 KiB
1.7 KiB
| 1 | # Hades II (Supergiant Games' engine on NVN, SDK 19.3.9), base game v0 (the NACP's display version 0.0.126424). | ||||
|---|---|---|---|---|---|
| 2 | # Unlike Hades (Vulkan), the Switch version renders with NVN: its 88 shaders are BNSH files in Shaders/NVN/bin (.vert / .frag; the .shader files list each program's pair). | ||||
| 3 | # The ExeFS has only main and sdk. main's EOS_* imports (Epic Online Services, from nro/EOSSDK-Switch-Shipping.nro, loaded through nn::ro) stay offline: the host | ||||
| 4 | # registers no NRR, so the game never loads the NRO. | ||||
| 5 | # ---- Identity ---- | ||||
| 6 | title_id | 0100A00019DE0000 | |||
| 7 | program_id | 0100A00019DE0000 | |||
| 8 | # ---- App ---- | ||||
| 9 | name | Hades II | |||
| 10 | ipa | HadesII.ipa | |||
| 11 | app_category | public.app-category.action-games | |||
| 12 | # the right stick aims (the weapons with ManualAiming in Game/Weapons/PlayerWeapons.sjson) | ||||
| 13 | pad_layout | full | |||
| 14 | # ---- Versions ---- | ||||
| 15 | build | v0 | 0.0.126424 | main=5219053e5eb156be80fbb2f303779531 | sdk=d83a56a5558798414c78ec722867a7da |
| 16 | package | v0 | |||
| 17 | shader_versions | v0 | |||
| 18 | # ---- Files ---- | ||||
| 19 | modules | main sdk | |||
| 20 | romfs_marker | Audio/Switch/Music.bank | |||
| 21 | zip_store | .bank:.bik:.fsb:.gpk:.nro:.pkg:.xnb:.metallib | |||
| 22 | # ---- Graphics ---- | ||||
| 23 | # ---- Memory ---- | ||||
| 24 | # The NPDM declares no system resource (META +0x14 = 0): the game uses SetHeapSize. It asks for 3.10 GB (pool − used memory), which the 3.25 GB heap region of | ||||
| 25 | # the 4 GB layout holds. main carries an 82 MB bss: the rewritten modules take more than the default 64 MB of used memory, so SetHeapSize(pool − 64 MB) would not fit | ||||
| 26 | mem_reserve | 0x100000000 | |||
| 27 | mem_alias | 0x10000000 | |||
| 28 | mem_stack | 0x10000000 | |||
| 29 | app_pool | 0xCD500000 | |||
| 30 | mem_used | 0x6c00000 | |||
| 31 | # ---- Shader split ---- | ||||
| 32 | shader_groups | /Shaders/=shaders | |||
| 33 | shader_note | Hades II shaders (Shaders/NVN/bin) |