Files
nxnative-easy/docs/agents
seedds 4d8ac53681 Into the opening course: resource heap slack, compute start offset, CPU-written text
- patch_nso.py: Mario main cut gives every resource heap +16 KB; Model/NpcCommonerA.bfres
  came up 0x70 bytes short of its size-table budget while loading Course900
- dmsh_build.py: compute instructions start at code area +0x100, not +0x30; the misaligned
  decode turned 12 particle / post-effect compute shaders into endless loops (GPU hang)
- Linear textures in CPU-visible pools are built on the pool buffer, so the CPU-rasterized
  glyph cache reaches the GPU (menu and dialogue text)
- Host command-memory segments grow on demand; RGB10A2SN vertex format; instanced DrawArrays
- DM_PROBE: thread IDs, register-relative dumps, hit filters, ExpHeap walker
- dm/tools/ghidra/Decompile.java; agent guides and README updated
2026-10-13 08:13:48 +08:00
..

Porting a Switch title: agent guide

These pages are for an agent asked to analyse a Switch NSP and port it with the native-execution approach of this repository and d2r-mobile: the game's own aarch64 code runs natively on Apple hardware, a rewriter patches only the instructions Apple's kernel cannot run, the host replaces Horizon system services, and NVN is reimplemented on Metal.

Everything here was learned on two titles: Diablo II: Resurrected (SDK ~12, NVN 53, the original target of d2r-mobile) and Super Mario Bros. Wonder (SDK 16.2.1, NVN 55, this repository). Where the two differed, both are given; a third title will differ again, so treat every number below as "measure it, don't assume it".

Page Covers
01-extract.md Keys, NSP → NCA → ExeFS / RomFS, update NSPs, the workspace layout
02-survey.md Static survey of a new title before touching the host: SDK version, imports vs. host hooks, SVCs, instructions to rewrite, NVN surface, data containers, Ghidra / REA setup
03-bringup.md Getting the host to boot the game: the run loop, how to read the log, and a catalogue of every failure pattern met so far with its root cause and fix
04-graphics.md NVN on Metal for a new title: object sizes, shader containers and keys, binding layouts, bindless textures, depth mode, index sizes, swizzle, transient render targets, the diagnostic switches
05-debugging.md Recipes: crash reports, lldb scripts, Ghidra headless decompilation, objdump, memory growth, render-pass and texture dumps

Ground rules

  • Bring your own files. Keys, NSPs and anything extracted from them stay in the user's workspace (~/<title>-work), never in the repository, never in a commit, never printed. Print key names and lengths only.
  • Measure, then change. Each fix in this repository started from a concrete observation (a crash address and its decompilation, a census over all shaders, a memory profile). Write the evidence into the code comment next to the fix, the way the existing code does; the next title will need it.
  • One title per repository. smbw-mobile is a copy of d2r-mobile's generic parts with D2R-specific code removed. Constants that are title- or SDK-specific (texture handle base, depth mode, address-space partition, program ID) are changed in place with a comment, not hidden behind runtime switches.
  • Keep the bilingual comment style of the code base (Chinese line, then the English line), and the 【红】 prefix for red log lines that mark something unimplemented or wrong.
  • Test where it runs. The Mac host (dm/host/dmhost) is the development loop; the iOS app reuses the same host and graphics code. Never claim something works on iOS without running it there.

Checklist for a new title

  1. Extract base (and update, if in scope) — 01.
  2. Survey the binaries and the RomFS — 02. Write down: SDK version, NVN API version, module list, imports the host lacks, SVCs, instruction census, NVN loader pattern, shader containers.
  3. Make a new repository from the previous port: copy the generic host / gfx / tools / third_party, delete title-specific modules, set the program ID.
  4. Run the rewriter (DM_RULESET=native) and check its counts against insn_census.py.
  5. Boot on the Mac and iterate on the failure catalogue in 03 until the game reaches its frame loop.
  6. Extract and translate the shaders, find the binding layout by census, and get the first frame — 04.
  7. Check memory over a minute of running (footprint, the host's memory report line); fix growth before moving on.
  8. Input, audio, then the iOS bundle (d2r-mobile's dm/ios, RomFS inside the app).