- Files and shaders: Unreal Engine 4.27 with IoStore containers beside one pak (version 11, its footer magic 0xcc bytes from the end, uepak.py magic_back); the 62,901 shaders of the pak's two shader code archives are LZ4 blocks, which uepak.py decodes itself (lz4_shaders), so the NSP script runs no Oodle host when no record is Oodle. One global shader writes integers into an R8Uint target (shader_facts_manual.tsv) - Shader chain, for every game: a texture query on an image handle (c2 0x120 + 8 r: Unreal's GetDimensions on the RWTexture3D a compute shader writes) had no type in a facts table built without PC shaders, and the 2D default took a 3D image's depth from its width; the translator now translates such a shader again with the image types of its first translation (dmsh_xlate ImageTypesOf; dmsh_xlate.dll rebuilt, dmsh_chain.lock updated). Host, for every game: a texture binding of slot 32-39 reads the image bound in the image slot that shares its c2 word (nvn_mtl.m tex_slot_h; Hades II's texture slot 34 without an image still reads the texture). Unreal's volumetric lightmap indirection patch (7b958a7b21e72801) read the empty texture slot 32's 1x1 size and wrote only cell (0, 0, 0), so in the opening cutscene every character and prop sampled the atlas origin, a daytime level's bricks baked 2^15 brighter (white figures about 10^4 too bright). Monster Hunter Rise has four such queries. Every other profile's dmsh_chain.h rewritten with its c1_full / cb_extent lists carried over (the change touches no c1 or uniform read); DRAGON QUEST VII Reimagined rebuilt for Mac and iOS - Host, for every game: stencil-mode texture builders (nvnTextureBuilderSetDepthStencilMode STENCIL) read the stencil of their depth-stencil storage (the hero was drawn as a dithered silhouette); the audio renderer at 32 kHz on the CPU path (the SDK makes its upsampler only for DSP rendering: UpsamplerManager::Allocate returns null and the host resamples 3:2); GetAudioDeviceOutputVolume; the shop and Nintendo Account calls of the title (ec Finalize / Cancel / GetErrorCode / ShowShopSubscriptionDetails, GetAuthorizationCode / GetState); kpr::GetKeyCodeMap; the movie output format's nv12-width / nv12-height beside nv12-uv-stride (Sofdec's VP9 movies were grey with bands) - Memory: MallocBinned3 reserves 37 GB of pools in the engine region; its creation is cut and an observation gate hands the engine the host's malloc zone (patch_nso.py cut + gate OBS_UE_MALLOC, hle_uemalloc.c layout UE4_27; patch_nso.py places a gate where the scratch registers it uses are dead, scratch_dead); the region is 2 GB (game_args) with the SDK's node-area cut on this sdk build, in a 3.75 GB guest block; about 2.6 GB resident on the Mac - Frame rate: this build's t.MaxFPS and rhi.SyncInterval in hle_fpslock.c; the profile keeps the game's 30 fps - Diagnostics: DM_CTL (Mac) drives a running game line by line: presses, shots, pass and texture dumps, texlist (textures of a target with storage and block-linear layout), memdump, peek, Unreal console variables (cvarf / cvari), env; the pass dump prints buffer-to-texture copies and buffer textures' format, size and storage, and DM_NVN_CBDUMP saves the source bytes of 3D uploads (docs/agents 04, 05) - Mac: the logos and opening movie, the title, a new adventure log, the opening cutscene (the well, the night scene with Maribel by the boat) into play at Pilchard Bay, and a saved log continued, at 30 fps with saves; no red line at run time apart from 62 of the 63 geometry shaders (one-pass cube shadow maps), which do not build. Unit tests: the graphics tests that build pass (t_refl's two sample libraries are not on this machine); 13 that compile nvn_mtl.m with hle_nvn.c already failed to build on main (g_ft defined in both, hle_nvn.c symbols missing from their stubs)
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| 1 | # kind: evidence control-section key conflict rulings: empty | ||||
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| 2 | dm_ctl_sha16 | chosen_pc | class | candidates | records |