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11be43d882f279fe27d0914c47f062bf80d7c867
nxnative-easy
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11be43d882
README / AGENTS: Mario Kart 8 Deluxe plays on the iPhone (games table with a Mac picture of Mario Kart Stadium's anti-gravity section, IPA ~11.9 GB, Mii heads not drawn without the firmware; AGENTS.md list 46 → 47 with its notes; the profile says so). On an A20 Pro: 60 fps docked, about 6 ms of GPU time a frame, 2.4 GB footprint with 3.7 GB of headroom, no audio underruns
2026-10-23 20:37:01 +08:00
..
agents
Mario Kart 8 Deluxe (0100152000022000, update 4.0.0, Nintendo's sead / agl / gsys on SDK 4.4.0, the oldest SDK so far): game profile and five general changes. Plays on the Mac and an iPhone from boot through the title's demo race, the Mii pick and the menus into Grand Prix races at 60 fps with sound, and a second boot loads the save. The Mii database (hle_mii.c: the six default Miis every console has, which the game lists at boot without reading the count, none of the console's own, random Miis for the demo race, the editor cancelled) and a MiiModel system data stand-in (0100000000000802 mounted as MiiResource:, written by the host with the layout main's Mii renderer reads: no textures and every shape one degenerate triangle, because the faceline is drawn without a check; the firmware is not the host's to ship, so Mii heads draw nothing). The add-on content cache sized as Horizon's RomFS working memory (its licence is decrypted in a 0x3130-byte heap that also holds the 4 KB the host used to answer). Device save data as a save of its own when main also imports MountSaveData (at boot the game deletes CommonSave:/userdata.dat, which in the shared directory was UserSave's; Animal Crossing, device save only, keeps its island where it was). SDK 4's DeviceSink (command 0xf, 0x130 bytes, byte input indices) and the audio renderer's update lock read off each SDK's own AudioRenderSystem::Update (LockMutex +0x1d0 / +0x1d8, SdkMutexType +0x1d8 / +0x1f0 / +0x1f8: it was SDK 16's for every SDK before 20; sound checked on Big Brain Academy and DRAGON QUEST XI S). The zero cube for a 2D array of fewer than six layers in a cube slot. Profile: render_cond on, a recorded prewarm list from boot into the first race; Breath of the Wild and Animal Crossing boot with their DLC caches resized, host unit tests pass
2026-10-23 20:36:56 +08:00
images
README / AGENTS: Mario Kart 8 Deluxe plays on the iPhone (games table with a Mac picture of Mario Kart Stadium's anti-gravity section, IPA ~11.9 GB, Mii heads not drawn without the firmware; AGENTS.md list 46 → 47 with its notes; the profile says so). On an A20 Pro: 60 fps docked, about 6 ms of GPU time a frame, 2.4 GB footprint with 3.7 GB of headroom, no audio underruns
2026-10-23 20:37:01 +08:00
development.md
Mario Kart 8 Deluxe (0100152000022000, update 4.0.0, Nintendo's sead / agl / gsys on SDK 4.4.0, the oldest SDK so far): game profile and five general changes. Plays on the Mac and an iPhone from boot through the title's demo race, the Mii pick and the menus into Grand Prix races at 60 fps with sound, and a second boot loads the save. The Mii database (hle_mii.c: the six default Miis every console has, which the game lists at boot without reading the count, none of the console's own, random Miis for the demo race, the editor cancelled) and a MiiModel system data stand-in (0100000000000802 mounted as MiiResource:, written by the host with the layout main's Mii renderer reads: no textures and every shape one degenerate triangle, because the faceline is drawn without a check; the firmware is not the host's to ship, so Mii heads draw nothing). The add-on content cache sized as Horizon's RomFS working memory (its licence is decrypted in a 0x3130-byte heap that also holds the 4 KB the host used to answer). Device save data as a save of its own when main also imports MountSaveData (at boot the game deletes CommonSave:/userdata.dat, which in the shared directory was UserSave's; Animal Crossing, device save only, keeps its island where it was). SDK 4's DeviceSink (command 0xf, 0x130 bytes, byte input indices) and the audio renderer's update lock read off each SDK's own AudioRenderSystem::Update (LockMutex +0x1d0 / +0x1d8, SdkMutexType +0x1d8 / +0x1f0 / +0x1f8: it was SDK 16's for every SDK before 20; sound checked on Big Brain Academy and DRAGON QUEST XI S). The zero cube for a 2D array of fewer than six layers in a cube slot. Profile: render_cond on, a recorded prewarm list from boot into the first race; Breath of the Wild and Animal Crossing boot with their DLC caches resized, host unit tests pass
2026-10-23 20:36:56 +08:00
geometry-metal-research.md
Add compute-backed geometry shader replay
2026-10-23 16:29:24 +08:00