Include pulling vertex libraries when the compiled game profile enables the Metal 4 path, preserving explicit IOS_PULL overrides. Keep the pack options array nonempty so inclusion also works with macOS Bash 3.2 and set -u. Exercise the actual archive step with tiny shader fixtures for Breath of the Wild and Wonder, checking both defaults and explicit overrides. Record the packaging failures and fixes in the rendering reference and game note. Co-authored-by: v0lumehi <aljic.zijad@gmail.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 |
|---|---|
| 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.