Profile 0100C1F0051B6000 (SDK 4.4.0, Retro Studios' engine, NVN): plays on the Mac from boot through the menus and the intro cinematic into the first level at 60 fps. General changes: - svc SetHeapSize: a request beyond the heap region returns ResultOutOfMemory, as Horizon (the game binary-searches its heap size between 3 and 6 GB) - shader_split.py: SNVN program records in Retro's RFRM forms (MaterialArchive.arc, the packs' MTRL resources) and the LZSS-compressed startup material archive in main - nvn_mtl.m: a texture in a CPU_UNCACHED pool starts with its storage at first use (title logo, menu panels); transform feedback captures draws that rasterize too - dmsh_build.py: transform feedback buffers holding several outputs (DK's fur simulation); chain header regenerated - hle_audren.c: the renderer event is the kernel event the audio service gives, not the SDK's local one (the main thread was starved at the first level's load) - hle_oe.c: oe::GetUserInactivityDetectionTimeExtensionMode
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.