- Magenta 16x16 blocks in Super Mario 3D World 1-1 (iPhone only): the composite shader 66a71a3081b91b9a renders into the RGB10A2 image while sampling it in the same pass. That is undefined in Metal: the M4 Pro reads the old content, the A20 Pro sometimes returns whole 16x16 blocks as (1,0,1). Found with the new device self-check DM_NVN_MAGSCAN (blocks first appear on that attachment, and still appear with the suspected particle dropped). fb_prepare ends the pass, copies the attachment level into a snapshot and binds the snapshot for that draw, only for shaders in the new profile key feedback_snap (doing it for every shader cost BotW 16.6 -> 36.6 ms). DM_NVN_FB_SNAP=0 / all / <keys> overrides. - The game language now defaults to English (nn::oe::GetDesiredLanguage returns en-US; DM_LANG=zh-Hans in Documents/env.txt for Chinese). - Code comments, docstrings and docs are English only; the zh-CN doc twins are removed. README.md has the English text followed by the same text in Chinese. Files the shader chain version hashes keep their bilingual comments (editing them changes every game's chain version).
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203 B
Plaintext
8 lines
203 B
Plaintext
# Generated from the original game's tables (dm/host/Makefile builds them from the player's own game files; not in the repository)
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dm_vault_tab.h
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dm_hud_exp.h
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dm_bright_levels.inc
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*.h.tmp
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*.inc.tmp
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gen/
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