The Mac app packer left out shader_pairs.tsv and pso_pairs.tsv, which the host's pipeline prebuild reads beside the shader map and build_ipa.sh already copies into the IPA. Every NVN game's Mac app therefore built no pulling bases, had no hybrid stand-ins, and compiled first-seen pipelines on the submit thread. Copy both tables, and the shader split's pso_pairs.tsv for a profile without one. An NVN game's Mac app also carries its pipeline archive made offline for this Mac's GPU (pso_offline.py --platform macos), handed to the host as DM_PSO_BUNDLE as on iOS; --gpu none leaves it out. Integrated with three fixes: the archive is validated and counted in the free-space check before anything is copied; a plan whose pairs all need function constants packs the app without an archive instead of aborting; and a PSO_GPUS value that does not name this Mac's GPU is reported. Validation: test_nsp_mac_app 22 (pair tables, split copy, bad archive, free space, GPU note, no-archive plan; the table and space tests fail without the fixes), the tool suite, iOS packaging tests and test_docs. A Breath of the Wild Mac app on an M4 Pro (applegpu_g16s, 629.4 MB archive): 16 of 16 probed bases found, no pair base built, no red line; the run stayed in the title. Co-authored-by: v0lumehi <aljic.zijad@gmail.com> Co-authored-by: blindlight86 <25404088+blindlight86@users.noreply.github.com>
Subsystem references
How the host meets each part of a Switch game, and every failure met so far, one entry per mechanism: symptom, cause, fix (file and function), the games it was found on (linked to their notes in dm/games/<id>/README.md). Start from the symptom index when you have a log line or a visible result; the workflows that lead here are in docs/agents.
| File | Covers |
|---|---|
| packing.md | NSP script, compressed inputs and build artifacts |
| rewriter.md | The NSO rewriter patch_nso.py: jump tables, exclusive windows, patch area reach, cuts and observation gates, functions without unwind entries, stack and system registers, relocations |
| memory.md | Guest layout, heap and application pool, virtual address memory and the alias region (the SDK's node area), engine allocators, mapping SVCs, running out of memory |
| threads.md | Thread creation and cores, address arbitration, yields and spin waits, events |
| services.md | SDK calls and system services: sm connections, names that changed between SDKs, file system and saves, add-on content, input, keyboard and applets, display and operation mode, accounts and network, settings and fonts, C library and time, modules |
| movies.md | The SDK's movie library: decoder lifecycle, output slots, native-texture output, demuxers and codecs, game movie players |
| audio.md | The audio renderer and its command lists by SDK, AudioOut and devices, codecs, timing |
| frame-rate.md | The host's frame step, engine frame limiters, present intervals and display rates, CPU cost |
| nvn-objects.md | NVN object sizes, memory pools, command memory, queues and syncs, CPU-written textures, NVN entry points |
| rendering.md | The replay on Metal: textures, passes and clears, blend / depth / stencil, vertex input, uniforms and ordering, conditional rendering; the Vulkan and OpenGL layers |
| shaders.md | Shader containers by engine, control sections and code, translation, bindings and handles, shaders compiled at run time, pipelines and caches |
| game-state.md | Saves, scripted state, and game behaviour that looks like a host bug but is not |
A new general finding goes into the file and section it belongs to, in the same form, with a line in the symptom index; a fact about one game goes into that game's note.