Files
nxnative-easy/dm/tools
seedds 6a0687721a NSZ and XCZ files in the NSP folder (from PR #140): the NSP script converts them itself instead of a second script. scan_nsps lists *.nsz and *.xcz beside *.nsp and *.xci (an NSZ is a PFS0 with the NSP's ticket, so title_of reads it as it is; a compressed file with an NSP of the same name beside it is skipped), and decompress_nsz converts each once with nsz -D, run from the Python running the script (Spyder does not have its bin folder on PATH), into <title ID>_build/nsp/, before the build ID lookup or the survey reads them. nsz writes into an empty temporary folder and the file is moved into nsp/ only when nsz exits 0 and made it, so a partial file left by a failure or an interruption is never taken for a whole one (with -w left out, nsz itself skips an output whose title and version are already there and exits 0); a conversion is reused while its source has the same name, size and modification time. nsz -D prints an NCA hash mismatch but goes on and exits 0 (Decompressor.decompress passes raiseVerificationException=False), so a damaged file is left to nx_extract's own hash check (--allow-damaged). Without the nsz package the script stops with one line: pip install nsz. README: one line in the packing steps; docs/development.md says how it works. AGENTS.md: only build_ipa_from_nsp.py has to run in Spyder with F5; the other scripts in scripts/ run from a terminal (the user). New test dm/tools/tests/test_nsp_nsz.py (nsz stood in for). Checked: the new test, test_nsp_alias, test_nsp_chain, test_nsp_mac, test_nsp_progress and test_xcode_workflow pass; ANIMAL WELL's base game and update compressed with nsz 5.0.0 -C, then the script on a folder holding only the two NSZ files: both converted (byte for byte the original NSPs), the IPA built (exit 0), and a second run reused both conversions. Not checked: an XCZ, the IPA on the iPhone
2026-10-25 02:34:18 +08:00
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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
NSZ and XCZ files in the NSP folder (from PR #140): the NSP script converts them itself instead of a second script. scan_nsps lists *.nsz and *.xcz beside *.nsp and *.xci (an NSZ is a PFS0 with the NSP's ticket, so title_of reads it as it is; a compressed file with an NSP of the same name beside it is skipped), and decompress_nsz converts each once with nsz -D, run from the Python running the script (Spyder does not have its bin folder on PATH), into <title ID>_build/nsp/, before the build ID lookup or the survey reads them. nsz writes into an empty temporary folder and the file is moved into nsp/ only when nsz exits 0 and made it, so a partial file left by a failure or an interruption is never taken for a whole one (with -w left out, nsz itself skips an output whose title and version are already there and exits 0); a conversion is reused while its source has the same name, size and modification time. nsz -D prints an NCA hash mismatch but goes on and exits 0 (Decompressor.decompress passes raiseVerificationException=False), so a damaged file is left to nx_extract's own hash check (--allow-damaged). Without the nsz package the script stops with one line: pip install nsz. README: one line in the packing steps; docs/development.md says how it works. AGENTS.md: only build_ipa_from_nsp.py has to run in Spyder with F5; the other scripts in scripts/ run from a terminal (the user). New test dm/tools/tests/test_nsp_nsz.py (nsz stood in for). Checked: the new test, test_nsp_alias, test_nsp_chain, test_nsp_mac, test_nsp_progress and test_xcode_workflow pass; ANIMAL WELL's base game and update compressed with nsz 5.0.0 -C, then the script on a folder holding only the two NSZ files: both converted (byte for byte the original NSPs), the IPA built (exit 0), and a second run reused both conversions. Not checked: an XCZ, the IPA on the iPhone
2026-10-25 02:34:18 +08:00
Balatro (0100CD801CE5E000, update 1.1.3, LÖVE 11.4 "love-nx" with LuaJIT and SDL on SDK 18.3.2): game profile and the GL layer LÖVE needs, plus four general changes. Plays on the iPhone by touch; on the Mac from the intro and the title into a run and its tutorial, at 60 fps with sound, about 0.65 GB resident and flat over three minutes. The game is Lua source in the RomFS and renders with NVIDIA's desktop OpenGL through EGL, as Digimon does. GL layer (dm/gfx/gl/hle_gl.m): LÖVE reads GL_CONTEXT_PROFILE_MASK and takes its core-profile paths only when it says core (with a compatibility profile it streams vertices from client memory, which Metal cannot draw from), so the layer answers core and implements what those paths use, about 150 functions in all against Digimon's 79: persistently mapped buffers (glBufferStorage, glMapBufferRange: the shared MTLBuffer's own memory), glBufferSubData in command order, fences (a fence is the serial of the command buffer being recorded; a wait on one still recording commits it), glBindAttribLocation (the game's attribute index of each Metal input, set at the link) and current attribute values (glVertexAttrib4f: LÖVE's VertexColor and ConstantColor are disabled arrays), glGetActiveUniform and the uniform read-backs, every glUniform* form, glTexStorage2D / 3D with their level counts, 3D and 2D array textures (LÖVE makes a default of each type on 96 units), GL_TEXTURE_SWIZZLE_* (its font glyphs are RG8 read as R, R, R, G), glGenerateMipmap as a blit (the game's images are mipmapped), instanced and base-vertex draws, separate read and draw framebuffers, glBlitFramebuffer (colour, same size), glReadPixels, glClearBufferfv, glFrontFace and the EGL calls SDL makes; stack arguments of the functions with more than eight are 64-bit, as AAPCS64 lays them out. DM_GL_STUBS=1 gives every GL name the layer lacks a stub of its own that reports its first call, instead of a null pointer. Shaders: LÖVE puts its 35 GLSL sources together at run time in Lua, so the NSP script captures them on the Mac as it does Super Mario Galaxy's SPIR-V (capture_shaders now serves both, profile gl_capture.tsv; profile_guess.py's gl_capture rule: an OpenGL game with no GLSL source in its RomFS or main), and gl_shaders.py keeps a bool uniform's declared type (a uint in SPIR-V; LÖVE's Shader:send takes only a boolean for a bool) and takes from main only strings that start with '#version <number>' (Balatro's main has glslang's messages). General: profile_guess.py leaves vkGetInstanceProcAddr, SDL's Vulkan loader, out of its Vulkan count (Balatro's provisional profile said Vulkan; Hades and both Galaxies import 99 or 100 Vulkan functions); OpenAudioRenderer without an event now starts the host's render thread too (hle_audren.c ar_open: only the form with an event did, and such a game was silent); loader_census.py follows registers in a straight line (adrp, add, loads through relocated GOT entries, mov, csel), for LÖVE's glad, whose pointers are globals its code keeps the addresses of in registers; and the iPhone gamepad has a third layout, Tap (profile pad_layout touch, which needs op_mode handheld; DM_GAME_PAD_LAYOUT replaces DM_GAME_PAD_FULL): no control but the layout button, every touch to the game, offered in the layout cycle only in handheld mode. Profile: op_mode handheld (the Switch build plays by touch there), pad_layout touch, gl_capture.tsv. A Lua error makes Balatro quit (its Switch error handler), and love-nx's video worker is then deleted twice (main+0x339c00): the bring-up notes say how the errors were found. Checked: the NSP script packs it from the NSPs alone (the capture in under a second, 35 shaders for the Mac and iOS, an 82 MB IPA), tool tests pass, profile_guess.py --check changes no other profile; Digimon was not rerun (its files are not on hand). README (games table, a Mac picture of the title), AGENTS.md (47 → 48), docs/development.md, docs/agents and the READMEs of dm/games and dm/gfx say so
2026-10-24 01:50:19 +08:00
patch_nso.py split into the general rewriter and per-build patch files (GitHub issue #63): every game's bring-up edited the one file, so PRs for unrelated games conflicted. dm/tools/patch_nso.py (1,711 → about 1,100 lines) keeps the general passes and the driver; the instruction encoders move unchanged to dm/tools/nso_asm.py; a game's own patches (CUTS, OBS and the frame-step stubs, now FRAME_STEP = {build ID: stub(ctx)}) move verbatim with their comments to dm/games/<id>/patches.py (16 profiles: Tears of the Kingdom, Breath of the Wild, Age of Calamity and Paper Mario: The Thousand-Year Door with their stubs), and the cuts of Nintendo's sdk module builds, 6 of the 15 shipped by 2 to 4 games, to dm/tools/sdk_patches.py. The rewriter loads every patch file, whatever the game, and applies those of a module's build ID at the points it did before (cuts before the scan, gates after the rewrite, stubs after the gates); a build ID claimed twice stops it, and its command line needs no DM_GAME. build_src.sha256 lists the rewriter's files and every patch file (the same for every module). NSP script: the rewrite step's reuse key counts nso_asm.py and only the patch files that name one of the game's builds (patch_files), profile_files leaves patches.py out (only the rewrite step reads it), and a derived profile gets none. dm/tools/tests/test_patches.py: no build claimed twice, the entries' forms, a game's file names only its own profile's non-sdk builds, sdk_patches.py only sdk builds some profile ships, and the reuse key's patch files. Checked byte-identical: every extracted module on the game drive (131 builds) rewritten with the previous and the new rewriter gives the same outputs but build_src.sha256, 28 of the 30 patched builds among them (all four frame-step mains), and 7 fail alike (rtld, and New Super Mario Bros. U Deluxe's, which no profile rewrites); the other two (Super Mario Bros. Wonder's mains and Absolum's, no game files here) by their CUTS / OBS data, equal to the previous tables. AGENTS.md, docs, dm/games/README.md, the profiles' comments and the host comments that named a game's cut in patch_nso.py now name its patches.py or sdk_patches.py
2026-10-23 23:36:21 +08:00
Spin waits that take a spin lock (general, from PR #134, found on Breath of the Wild; fixes #129). In steady play on the Mac, Breath of the Wild had frames with 30-210 ms of CPU work every 1-10 s: the main thread and the two workers spinning in one job queue poll (main+0xef62dc). The first item of some of its jobs is for the thread of core 0; the others wait until it is taken, taking and releasing the queue's lock (an exclusive test-and-set, then a compare-and-clear) and writing a status word on every pass, so the spin wait search (a store or an exclusive store ends a path) did not take it. Polled at full speed by the two workers, the lock went back and forth between their cores, and the main thread, whose item it was, lost nearly every exclusive store: in a 40 s Time Profiler trace it never held the lock while each worker held it in about 750 samples. patch_nso.py "Spin waits": a lock taken and released on the same address on every path back to the head (spin_lock 'acq' / 'rel', counted like the exclusive adds), a test loop on a word inside the region ('tst', whose branch back goes to the original loop and its own gate), and up to four stores whose value and address registers the region never writes ('stc', only in a region that loads something). Such stores write fixed values to fixed addresses, so a loop can change its own state for a few hundred passes at most, well inside the gate's 2 ms of polling, before its passes repeat. A store of a value a pass changes ends its path and the search runs again without it (the path that takes an item stores the new cursor); when the region with stores does not cover the old one's back-edges, the old one is used. Through the gate the workers leave the lock a moment between passes and the main thread takes its item at once. Zora's Domain on an M2 Max at 120 Hz (one host, 42 s of steady play per run, three runs each, before -> after): standing still, frames with more than 30 ms of work 2.8 / 6.3 / 3.5 -> 0 per 30 s, the frame's work p99 20-21 -> 8.3-8.4 ms; turning the camera, CPU hitches 11.9 / 13.3 / 6.3 -> 0, p99 21-25 -> 9-15 ms; process CPU per frame unchanged. Every module on the game drives rewritten with the old and the new search (206: 108 NSOs and Super Smash Bros. Ultimate's 98 NROs): 175 byte for byte as before (Hades, Super Smash Bros. Ultimate, Super Mario Odyssey among them), 7 fail alike under both (every rtld, New Super Mario Bros. U Deluxe), and 24 take new or wider loops, all but Breath of the Wild's queue through the store rule alone: Monster Hunter Rise's main 90 -> 166 (72 of them one inlined countdown whose reset makes the next pass leave), BALL x PIT 87 -> 94, Animal Crossing: New Horizons 162 -> 166, Balatro 9 -> 12, Octopath Traveler 0 75 -> 78, Pikmin 4 80 -> 83, Bayonetta 3 35 -> 37, Breath of the Wild 308 -> 310, one more each in Big Brain Academy, Mario Kart 8 Deluxe, Metroid Dread, Pokemon Legends: Z-A, Stardew Valley, Super Mario Bros. Wonder (both builds) and Tears of the Kingdom; the movie library's thread loop is wider in the subsdk0 of Breath of the Wild, Mario Kart 8 Deluxe, Animal Crossing, BALL x PIT, Monster Train 2 and Octopath Traveler 0, and one loop is wider in the main of AI: THE SOMNIUM FILES and Advance Wars 1+2. No loop of the old search is lost or loses a back-edge. Each distinct shape was read in its disassembly: one-pass resets and state setters (the gate is reached only when another thread changes the word), parser states that leave on the next pass, and real flag waits. Rewriting all 206 takes about 4,100 s of CPU instead of 3,250. Diagnostics: DM_HITCH_DUMP=<ms>[:<s>] logs every guest thread (its wait, last SVC, where it is, x0-x2 and x19-x25 in guest code) when no NVN frame was presented for that long, and each guest thread names its pthread '<handle> <name>' (0x1008 Worker) before it enters guest code, the main thread '0x1001 main thread', so sample and Instruments' Time Profiler show which guest thread a sample belongs to. The graphics tests that link hle_nvn.c without the host define dm_present_ns (t_host_stubs.c weak, t_nvn.c). New test dm/tools/tests/test_spin_waits.py. Checked: the host builds, the host unit tests, the 46 tool tests and the gfx run list pass; Breath of the Wild into Zora's Domain and Mario Kart 8 Deluxe for 85 s from boot with the new rewrite (the PR's author), and Monster Hunter Rise from a fresh save for 180 s headless with each rewrite on one host (e72a065's, the chain of its Mac libraries): 60 fps, frame p95 about 17.5 ms, the same red lines, no hang. Not checked: Paper Mario: The Thousand-Year Door, DARK SOULS: REMASTERED, FINAL FANTASY TACTICS and FINAL FANTASY RESONANCE (no files on the drives), the iPhone. docs/development.md (Spin loops, Breath of the Wild) and docs/agents/05-debugging.md say so
2026-10-25 00:48:24 +08:00
BALL x PIT (010086A022444000, update 1.293, Unity 6000.0.62f1 on SDK 20.5.19): game profile and the SDK 20.5.19 sdk build's node-area cut, no host change. Plays on the iPhone (IPA 1.1 GB, user). On the Mac from a fresh save through the title, a new game, the intro and the descent into the pit, the first dive and its tutorial (moving, aiming with the right stick and shooting with ZR, gems and XP, the enemy waves that overrun the player and end it), and the base-building tutorial (the sidebar, the build menu, a wheat field and a forest placed, the first harvest): 60 fps (frame time p50 16.66 ms, p95 about 16.8 ms; GPU 1-5 ms a frame), FMOD sound through one stereo AudioOut, about 1.6 GB resident and 0.7 GB of Metal allocations, flat over 10 minutes, no red line. sdk_patches.py: like Hollow Knight: Silksong, Unity 6 takes all its memory through AllocateAddressRegion / AllocateMemoryPages with no heap; this sdk build's AddressRegionManager constructor is the SDK 20.5.22 build's at the same offsets (sdk+0x145cfc; the node area limit +0x145d0c and its occupied length +0x145d78 cut from 0x3fe00000 to 0x3e00000): the alias region's high-water mark +2.00 GB of 4.375 GB, 1.26 GB mapped. The provisional profile was otherwise right as generated (Engage's 5 GB block, sys_resource 16 MB; profile_guess.py --check: ok). Shaders: 38,099 (18,913 vertex, 18,917 pixel, 116 compute, 76 hull and domain, one geometry), 11 of them GLSLC outputs of Unity's player in main; the loose serialized files (resources.assets, sharedassets1.assets, the built-in resources) have no type trees and borrow the Shader tree 10 of the 11 Addressables bundles carry (the same type hash, shader_split.py's deferred pass), so unityfs.py needed no layout; all build for the Mac and iOS. The game draws 1280x720 into 1920x1080 window textures with a window crop (nvnWindowSetCrop 0,0 1280x720), which the present already scales. Profile: pad_layout full (the right stick aims in a dive), a prewarm list recorded on the Mac over the route above (297 lines). Checked: the NSP script packs it from the NSPs alone (Mac and iOS); after the rebase onto ded1cff the 44 tool tests pass. README (games gallery, a Mac picture of the first dive), AGENTS.md (56 -> 57), docs/development.md and docs/agents 03 / 04 say so
2026-10-25 00:24:57 +08:00