Files
nxnative-easy/docs
seedds 2000f9274a FINAL FANTASY RESONANCE plays on the Mac at 60 fps: profile 0100606026F12000 (update 1.0.1, SDK 20.5.17)
- Engine: Unreal Engine 5.6.1 (Square Enix, the desktop renderer), the newest Unreal so far; everything in one IoStore container beside one pak; the sdk and subsdk0 builds are STEINS;GATE RE:BOOT's
- Rewriter, for every module: code before the first unwind entry is one function (each site there was a function of one instruction, so a byte jump table at main+0x219234 went unseen), and a function longer than 256 KB is analysed in pieces cut after a ret / br / b that no conditional branch or b within 64 KB crosses, with far branches and jump table targets checked against windows and retry blocks afterwards (this main's 82 MB without unwind entries took 100 GB of memory as one function; now 2.7 GB resident). Checked: DRAGON QUEST VII Reimagined's main byte-identical to its rewrite by the previous patch_nso.py; FINAL FANTASY RESONANCE's, Octopath Traveler 0's and DRAGON QUEST XI S's byte-identical between two different cut placements; only DQ VII's main among the 120 modules of 33 games on hand has other sites before its first unwind entry (none in a window or jump table)
- Shaders: no archive in the pak; the two libraries are IoStore shader library chunks whose tables and shader groups are Oodle-compressed, read through the game's own Oodle in the Mac host's tool mode with no boot (uepak.py Toc / io_archive / OodleHost; library names from CityHash64 of the manifest's archive names) and written as decoded version 2 archives; the NSP script uses them for any game with IoStore shader libraries. The pak's single-block files store block size 0 (Pak.entry). 73,496 unique shaders; 11 do not build (3 geometry, 8 compute with 3D image atomics), none met so far. 2,077 particle vertex shaders pick their texture slot at run time (tex_dyn_slots); CopyStencilToLightingChannelsPS writes integers to an R8Uint target (shader_facts_manual.tsv; without it the sprites were dark silhouettes)
- Host, for every game: a shader with run-time texture handles in a game without tex_dyn_slots freed its reflection twice and aborted the host (nvn_mtl.m); oe::MuteRecording / UnmuteRecording (no-ops)
- Memory: the FMallocBinned3 constructor call is cut and the host's allocator runs Unreal's heap (hle_uemalloc.c layout UE5_6: UE 5.5+ FMalloc has 32 slots, with MallocZeroed and two more TLS cache calls); the SDK's node area is cut to 62 MB. The engine's own page allocator only grows its use of the engine region (2.03 GB of address space over seven minutes, about 1 GB mapped), and a 2 GB region aborted in the first battle, so the region is 4064 MB in Engage's 5 GB block (this sdk build aligns regions to 2 MB, no alignment cut needed)
- Frame rate: 60 fps (30 on the Switch): the host writes rhi.SyncInterval 1 (hle_fpslock.c rows for this build; profile fps_target 60); the game steps by real time (DM_NVN_REGLUM traces at 30 and 60 fps match from the load through a walk)
- Mac: first-boot settings, the title, a new game, the opening cutscene, the first field and its autosave, Continue, and the first two battles at 59.7 fps, 2.3-2.6 GB resident, flat over seven minutes, no red line apart from a few texture type mismatches at one moment of the new game's load in some runs. Docs: docs/agents 01, 03, 04 and development.md
2026-10-23 07:22:09 +08:00
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