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nxnative-easy
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romance-of-the-three-kingdoms-8-remake.jpg
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ROMANCE OF THE THREE KINGDOMS 8 REMAKE (0100C2A01A730000, update 1.1.3, Koei Tecmo's KTGL on SDK 17.5.3): game profile plus three general changes. Plays on the iPhone with a controller (IPA 16.8 GB); on the Mac from the logo movie, the intro and the title through a new game (the recommended setup, the opening story), the council, espionage, a month's missions, the 3D city view, a visit, a practice duel in 3D and a save and load, at 30 fps as on the Switch with sound, about 2 GB resident in the council and 2.5 GB in the duel, flat on a screen left idle. nx_extract: the update is a multi-program patch, the game's patch (…0000) beside a whole second program (…0001, 34 MB, its own Control NCA) that main starts with nn::oe::ExecuteProgram(1); nx_extract took the first Program NCA, the second program, and stopped with "NCA section 1 does not exist" layering it over the base game. It now takes the base NSP's lowest title ID (program index 0) and the update's Program and Control NCAs of that title ID (Balatro and Mario Kart 8 Deluxe extract as before; the host runs program 0 only). shader_split.py: a newer RDB than Age of Calamity's, 296 .fdata files (PDRK0000 and u64 0x10, then IDRK entries) beside data/*.file; flag 0x400000 marks chunks of a new form (u16 stored length, 8 bytes, the stream; a zero length ends; 16 KB inflated at most), LZ4 blocks with 0x100000 too, zlib otherwise; every other flag value is read as before. All 51,655 entries (49,620 LZ4, 2,026 zlib, 9 stored) inflate to the length in their header. The shaders are G2S (_S2G5000 / 6000 / 7000) and _DOK0000 containers again: 59,214 GLSLC outputs there and 149 in main (149 before the change), all built for the Mac and iOS. hle_audren.c: SDK 17.5.3's OpenAudioRenderer with an event calls the form without one through the PLT (sdk+0x1e489c), which the loader binds to the host's hook, so ar_open ran twice for one renderer: the inner call started the render thread before the event existed and the outer one logged a second renderer; the inner call (t_in_open) now goes straight to the SDK. Profile: pad_layout full (the dialogue boxes' auto and log buttons are the right stick and R3; the game reads a USB mouse, not the touch screen), mem_used 80 MB, a prewarm list recorded on the Mac over the route above (451 entries). Left as is: three shaders get textures of another type on some slots (texture type mismatch, once each), with nothing wrong on screen. Checked: the NSP script packs it from the NSPs alone (Mac and iOS shaders, 1 h 19 min and 1 h 29 min on a 12-core M6), the four tool test files pass (34 tests), profile_guess.py gives the profile's memory keys. README (games table, a Mac picture of the duel), AGENTS.md (48 → 49), docs/development.md and docs/agents say so
2026-10-24 08:29:17 +08:00
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