Files
seedds 2bdad7d19c Catherine: Full Body plays on the Mac: profile 0100BF00112C0000 (update 1.0.1a, SDK 8.2.1)
- Atlus's GFD engine with CRI middleware (CPK archives, ADX2 sound, Sofdec2 movies through movie::Decoder); 3,128 GLSLC shaders: 3,050 loose files in data/shaders_binary, 76 in main and 2 the game compiles at boot (captured on the Mac)
- Shader chain, for every game: this GLSLC (GPU code 1.15) writes each vertex shader as a VertexA part (shader type 0, the position) and a VertexB part (the other outputs) in one code area; shader_split.py reads type 0 as a vertex shader (sph_stage) and dmsh_build.py merges the two parts as Ryujinx does (vertex_ab). Without it every varying was lost and the screen was black. Every other profile's dmsh_chain.h rewritten with its c1_full / cb_extent lists carried over (the merge touches only type-0 vertex shaders, which no other game has); The Great Ace Attorney Chronicles checked on the Mac
- Host, for every game: nvnDeviceGetInteger reports at least the GPU code version of the game's own GLSLC (the game refused to compile its built-in shaders against SDK 7's 1.5–1.14); nn::settings::GetAvailableLanguageCodeCount; nv12-uv-stride in the movie decoder's output format (CRI's player reads it unchecked and crashed on the first picture); a segment commit at the first pass boundary after a buffer → texture copy, since the game reuses the copy's staging memory a frame later (the subtitle band came out as another texture's blocks)
- Memory: mem_used 96 MB (the rewritten modules take 92 MB, so SetHeapSize failed and the game ran on a 32 MB heap)
- Prewarm list recorded from boot through the intro into the first Nightmare stage
2026-10-22 18:49:00 +08:00

110 B

1# kind: evidence control-section key conflict rulings: empty
2dm_ctl_sha16chosen_pcclasscandidatesrecords