2.2 KiB
2.2 KiB
| 1 | # Game profile of Bayonetta (Switch, update v65536 = 1.1; English, Japanese, French, German, Spanish, Italian, Korean, Simplified and Traditional Chinese) | |||||
|---|---|---|---|---|---|---|
| 2 | # Format: see dm/games/README.md | |||||
| 3 | # PlatinumGames' own engine in its Wii U form on NVN, SDK 3.6.0, as Bayonetta 2 (the same sdk and subsdk0 builds). Modules main + subsdk0 (NVN's GLSLC, which main imports) + sdk; CRI's file | |||||
| 4 | # system (CPK), ADX2 sound (se/ and bgm/: .acf / .awb) and Sofdec movies (USM), all decoded by the game's own code. | |||||
| 5 | # RomFS: nine CRI CPK archives (data00.cpk …, 4.25 GB) holding PlatinumGames DAT archives, beside the USM movies (movie/) and the sound. The shaders are BNSH files, one stage each ('.vso' / | |||||
| 6 | # '.pso' members of shader.dat in data00.cpk; shader_split.py cpk_jobs, cpk.py) | |||||
| 7 | # ---- Identity ---- | |||||
| 8 | title_id | 010076F0049A2000 | ||||
| 9 | program_id | 010076F0049A2000 | ||||
| 10 | # ---- App ---- | |||||
| 11 | # Game name: only a label for profile listings and the Mac window title; the iOS app name is the game name in the base NSP, and the bundle ID comes from the base game title ID (build_ipa.sh / NSP script) | |||||
| 12 | name | Bayonetta | ||||
| 13 | ipa | Bayonetta.ipa | ||||
| 14 | app_category | public.app-category.action-games | ||||
| 15 | # full: the camera is on the right stick | |||||
| 16 | pad_layout | full | ||||
| 17 | # ---- Versions ---- | |||||
| 18 | build | v65536 | 1.1 | main=1f4a4708615f76f7cad4f12b5c417806 | subsdk0=a82aa14c5d5a359ad04dc4eab9f5d590 | sdk=8ceabb1750539c3874cc9fab45cab335 |
| 19 | package | v65536 | ||||
| 20 | shader_versions | v65536 | ||||
| 21 | # ---- Files ---- | |||||
| 22 | # load order as on Horizon: main, subsdk*, sdk (subsdk0 = GLSLC) | |||||
| 23 | modules | main subsdk0 sdk | ||||
| 24 | romfs_marker | data00.cpk | ||||
| 25 | zip_store | .awb:.cpk:.usm:.metallib | ||||
| 26 | # ---- Memory ---- | |||||
| 27 | # The NPDM declares no system resource (META +0x14 = 0): nninitStartup sets a heap of the pool − used memory. The 4 GB block of the other games without virtual address memory | |||||
| 28 | # (256 MB in front + 256 MB alias region + 256 MB stack region + 3.25 GB heap region) | |||||
| 29 | mem_reserve | 0x100000000 | ||||
| 30 | mem_alias | 0x10000000 | ||||
| 31 | mem_stack | 0x10000000 | ||||
| 32 | app_pool | 0xCD500000 | ||||
| 33 | sys_resource | 0x0 | ||||
| 34 | # the rewritten modules are larger than the default 64 MB of used memory (the game's SetHeapSize asks for pool − used) | |||||
| 35 | mem_used | 0x6600000 | ||||
| 36 | # ---- Shader split (shader_split.py; the BNSH files in data00.cpk) ---- | |||||
| 37 | shader_groups | /shader.dat/=core | ||||
| 38 | shader_note | Bayonetta shaders |