Files
nxnative-easy/dm/games/01008C0016544000/game.tsv
T
seedds ce9b30b010 Port Sea of Stars 2.0.59001 at 60 fps
Unity 2021.3.25f1 on SDK 16.2.0 (the sdk build of Super Mario Bros. Wonder 1.0.0).
The sdk build takes the node-area cut and SDK 20's 2 MB region alignment: Unity's
N MB + 252 KB regions each took the next size class's slot, which exhausted the
4.375 GB alias region after about six minutes. Profile with a 1.5 GB pool, note,
games table row, README gallery entry and reference entry.
2026-10-26 19:40:09 +08:00

2.7 KiB

1# Game profile of Sea of Stars (Switch, update 2.0.59001 = v786432). Plays on the Mac
2# Format: see dm/games/README.md
3# Unity 2021.3.25f1 (IL2CPP) with Wwise, SDK 16.2.0 (its sdk is Super Mario Bros. Wonder 1.0.0's build); subsdk0 is the movie module (the cinematics are MP4s in StreamingAssets).
4# The shaders are Unity's Shader and ComputeShader objects in the player's serialized files and the 1,126 bundles in StreamingAssets, read by unityfs.py (3,887 of the 3,898; 11 are the player's
5# GLSLC outputs in main); no run met a shader missing from the map.
6# The game asks for present interval 1 and runs at 60 fps as on the Switch
7# ---- Identity ----
8title_id01008C0016544000
9program_id01008C0016544000
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)
12nameSea of Stars
13ipaSeaOfStars.ipa
14app_categorypublic.app-category.games
15# ---- Versions ----
16buildv7864322.0.59001main=1399a83376b1b1c2e5756fbdf7491956subsdk0=ff0149d0b5e882b87c2f06a981302b13sdk=3053b22935e32ddf15ef81997603e5c2
17packagev786432
18shader_versionsv786432
19# ---- Files ----
20# load order as on Horizon: main, subsdk*, sdk (subsdk0 = NintendoSDK_movie)
21modulesmain subsdk0 sdk
22romfs_markerData/globalgamemanagers
23zip_store.assets:.bnk:.bundle:.dat:.json:.mp4:.png:.ress:.wem:.xml:.metallib
24# ---- Memory ----
25# The NPDM declares 16 MB of system resource, so IsVirtualAddressMemoryEnabled is true: nninitStartup (main+0x8b66a0) hands application pool − used memory to StandardAllocator as one
26# address region and never calls SetMemoryHeapSize. The sdk build takes the node area cut and the 2 MB region alignment of SDK 20 (dm/tools/sdk_patches.py). The 5 GB block of Ace Attorney
27# Investigations Collection (256 MB in front + 4.375 GB alias region + 256 MB stack region + 128 MB heap region) with a 1.5 GB pool: StandardAllocator reserves 1.44 GB and commits about
28# 0.7 GB in the prologue (measured with a 64 GB alias region); Unity's own regions hold about 1.15 GB more. With the hardware pool (3.2 GB) Unity got no region within 6 minutes
29# (a write at NULL + 0x3fffe0); with the 1.5 GB pool and the cut the alias region's high-water mark stays at +3.0 GB over 20 minutes, 2.6 GB of it in live regions
30sys_resource0x1000000
31mem_reserve0x140000000
32mem_alias0x118000000
33mem_stack0x10000000
34app_pool0x60000000
35# ---- Input ----
36pad_layoutfull
37# ---- Shader split (shader_split.py; Unity Shader objects, read by unityfs.py) ----
38# everything is under Data/: the player's serialized files and the StreamingAssets bundles
39shader_groups/Data/=data
40shader_noteSea of Stars shaders