Files
seedds 1fbbd1486a Bayonetta (010076F0049A2000, update 1.1 = v65536, PlatinumGames' engine in its Wii U form on SDK 3.6.0, as Bayonetta 2): game profile, no host change. Plays on the iPhone (IPA 8.8 GB, user). Same sdk and subsdk0 builds as Bayonetta 2, so its profile is Bayonetta 2's with its own build row and tables, and the CPK reader and the two NVN fixes made for Bayonetta 2 cover it. On the Mac from a fresh save: the boot, the opening movie (USM; Plus skips it), the title and its attract demo, a new game (PLAY, NEW GAME, the auto-save notice, Normal), the prologue on the falling clock tower, the graveyard cutscene (skipped), the touch-controls tips, the practice tutorial (punch, kick, combos, evade, Witch Time), the graveyard fight of Verse 1 with Witch Time, its autosave and the next loading screen's practice, with CRI ADX2 sound through one 6-channel AudioOut and no red line: 60 fps in play (frame time p50 16.65 ms, p95 17.1-17.5 ms; GPU 2-4 ms a frame on an M6), 30 in its cutscenes, where the game sets present interval 2; about 2.45 GB resident and 1.54 GB of Metal allocations, flat over 15 minutes. No virtual address memory (a 3.11 GB heap in the 4 GB layout, mem_used 102 MB). Files: nine CRI CPK archives (data00.cpk ... data03.cpk, data10.cpk ... data14.cpk, 4.25 GB) of PlatinumGames DAT archives, beside the USM movies and the ADX2 sound. Shaders: 458 BNSH files of one stage each (236 pixel, 222 vertex), the .vso / .pso members of shader.dat in data00.cpk, all built for the Mac and iOS. Profile: the 3D pad layout (the camera is on the right stick; the touch controls are handheld only), a prewarm list recorded on the Mac over the route above (513 lines). Checked: the NSP script packs it from the NSPs alone (Mac and iOS); the Python tool, gfx and iOS tests pass (test_tbdr_budget with DM_GAME set). README (games gallery, a Mac picture of the graveyard fight), AGENTS.md (59 -> 60), docs/development.md and docs/agents 01 / 03 / 04 say so
2026-10-25 11:03:12 +08:00

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