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nxnative-easy/docs
seedds 0f99c353d3 Haptics: a Core Haptics engine that fails to start is replaced, not retried for good (general, from PR #143). A Bluetooth Switch Pro controller that vibrates through iOS Settings' Identify stayed silent in a game, which logged Core Haptics -4810 (server init failed): the adapter made each engine once per route and called startAndReturnError on that same broken engine at every later effect, and its stop/reset handlers were installed only after the start. Now haptics_apple.m makes an engine when the first effect needs it (the phone's too, so after the audio session is active), installs the handlers before starting it, and a failure to make or start the engine, make or start its player or send its parameters releases that engine: a fresh game signal makes a new one after a backoff of 1, 2, 4 or 8 s, effects from before the failure are not replayed, and the old engine's callbacks are stale (generation). A controller whose left and right handle engines cannot be made or started falls back to its default locality until it reconnects; a player or parameter failure (a service reset, say) is retried on the same handle. Idle release (1 s of silence), focus loss and engine resets stop an engine but keep it, so the next effect restarts the same engine, as before. Errors name the target, the stage, the error domain and code and the underlying error, and the log names the controller, its localities and the output channels. From PR #143 (nanda86), with two changes: the PR dropped the engine at every stop, so each rumble after a second of silence made a new engine (a new connection to the haptics service on a controller, a new initWithAudioSession: engine on the phone), and any handle failure moved the route to the default locality for good. t_haptics_apple covers each failure stage, the backoff, the fallback (and no fallback on a player failure), stale callbacks, a restarted engine after idle release, a disconnect and a controller without haptics, with fake controllers and engines. Checked: the host unit tests pass (GAME=0100DCA0064A6000), haptics_apple.m compiles for iOS arm64 with -Wall -Werror. Not checked: a physical controller or the iPhone's own haptics
2026-10-25 09:55:44 +08:00
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Bayonetta 2 (01007960049A0000, update 1.2 = v131072, PlatinumGames' engine in its Wii U form on SDK 3.6.0, the oldest SDK so far): game profile, a CRI CPK reader for the shader split, and two general NVN fixes. Plays on the iPhone (IPA 12.5 GB, user). On the Mac from a fresh save: the boot, the PlatinumGames logo movie (USM), the title, a new game (slot 1, the auto-save notice, Story, Normal), the opening narration (which cannot be skipped on a first play), the prologue cutscene (skipped: Plus, Down, A, A), the tutorial (closed: Plus, Down x4, A), Verse 1 on the jet, Rodin's cutscene and the next fight with an Umbran Climax and a torture attack, with Wwise sound through two 6-channel AudioOuts: 60 fps in play (frame time p50 16.67 ms, p95 about 17.5 ms; GPU 2-3.5 ms a frame on an M6), 30 in its cutscenes as the game asks, about 1.6 GB resident and 1.75 GB of Metal allocations. No host change was needed for SDK 3.6.0 itself (NVN API 53); no virtual address memory (a 3.11 GB heap in the 4 GB layout, mem_used 102 MB). Files: six CPK archives (9.5 GB, 6,091 files, 12 GB of them CRILAYLA-compressed) of PlatinumGames DAT archives. New dm/gfx/tools/cpk.py: the @UTF tables (and the masked ones of Unicorn Overlord's CPKs, the same tables as before once unmasked), the TOC and CRILAYLA (a decoder over a bit string, about 29 MB/s); shader_split.py cpk_jobs splits the CPKs into jobs and scans each entry (a CPK it cannot read is scanned as one file, with a [RED] line). Shaders: 1,856 BNSH files of one stage each (.vso / .pso) in shader.dat, shader2.dat and shadereff.dat of data000.cpk, all built for the Mac and iOS. nvn_mtl.m, both general: a cleared attachment larger than the render pass (Metal's render area is the smallest attachment) is now cleared in a pass of its own and loaded by the pass, as NVN clears the whole target (rp_begin_ex_): the game's 32x32 and 256x256 passes cleared only that corner of its full-size depth target, so the opening narration drew in a corner of a black screen and the opening scenes were speckled; and Downsample of a single-sample texture is a filtered scaling copy of the whole level that may convert the format (copy_t2t, its bloom chain 320x176 -> 80x48 and its 1280x720 BGRA8 frame into an RGBA8 texture), which logged red lines before. build_ipa_from_nsp.py: a survey note for CPK archives. Profile: the 3D pad layout (the camera is on the right stick; the game's touch controls are handheld only), a prewarm list recorded on the Mac over the route above (974 lines). Checked: the graphics run list, the host unit tests and the 49 tool tests pass; Unicorn Overlord's CPKs split as before. Not checked: 13 Sentinels and Catherine: Full Body's CPKs (no files on the drives), the clear fix in other games beyond the unit tests. README (games gallery, a Mac picture of Verse 1), AGENTS.md (58 -> 59), docs/development.md and docs/agents 01 / 03 / 04 say so
2026-10-25 08:56:02 +08:00
Bayonetta 2 (01007960049A0000, update 1.2 = v131072, PlatinumGames' engine in its Wii U form on SDK 3.6.0, the oldest SDK so far): game profile, a CRI CPK reader for the shader split, and two general NVN fixes. Plays on the iPhone (IPA 12.5 GB, user). On the Mac from a fresh save: the boot, the PlatinumGames logo movie (USM), the title, a new game (slot 1, the auto-save notice, Story, Normal), the opening narration (which cannot be skipped on a first play), the prologue cutscene (skipped: Plus, Down, A, A), the tutorial (closed: Plus, Down x4, A), Verse 1 on the jet, Rodin's cutscene and the next fight with an Umbran Climax and a torture attack, with Wwise sound through two 6-channel AudioOuts: 60 fps in play (frame time p50 16.67 ms, p95 about 17.5 ms; GPU 2-3.5 ms a frame on an M6), 30 in its cutscenes as the game asks, about 1.6 GB resident and 1.75 GB of Metal allocations. No host change was needed for SDK 3.6.0 itself (NVN API 53); no virtual address memory (a 3.11 GB heap in the 4 GB layout, mem_used 102 MB). Files: six CPK archives (9.5 GB, 6,091 files, 12 GB of them CRILAYLA-compressed) of PlatinumGames DAT archives. New dm/gfx/tools/cpk.py: the @UTF tables (and the masked ones of Unicorn Overlord's CPKs, the same tables as before once unmasked), the TOC and CRILAYLA (a decoder over a bit string, about 29 MB/s); shader_split.py cpk_jobs splits the CPKs into jobs and scans each entry (a CPK it cannot read is scanned as one file, with a [RED] line). Shaders: 1,856 BNSH files of one stage each (.vso / .pso) in shader.dat, shader2.dat and shadereff.dat of data000.cpk, all built for the Mac and iOS. nvn_mtl.m, both general: a cleared attachment larger than the render pass (Metal's render area is the smallest attachment) is now cleared in a pass of its own and loaded by the pass, as NVN clears the whole target (rp_begin_ex_): the game's 32x32 and 256x256 passes cleared only that corner of its full-size depth target, so the opening narration drew in a corner of a black screen and the opening scenes were speckled; and Downsample of a single-sample texture is a filtered scaling copy of the whole level that may convert the format (copy_t2t, its bloom chain 320x176 -> 80x48 and its 1280x720 BGRA8 frame into an RGBA8 texture), which logged red lines before. build_ipa_from_nsp.py: a survey note for CPK archives. Profile: the 3D pad layout (the camera is on the right stick; the game's touch controls are handheld only), a prewarm list recorded on the Mac over the route above (974 lines). Checked: the graphics run list, the host unit tests and the 49 tool tests pass; Unicorn Overlord's CPKs split as before. Not checked: 13 Sentinels and Catherine: Full Body's CPKs (no files on the drives), the clear fix in other games beyond the unit tests. README (games gallery, a Mac picture of Verse 1), AGENTS.md (58 -> 59), docs/development.md and docs/agents 01 / 03 / 04 say so
2026-10-25 08:56:02 +08:00
Haptics: a Core Haptics engine that fails to start is replaced, not retried for good (general, from PR #143). A Bluetooth Switch Pro controller that vibrates through iOS Settings' Identify stayed silent in a game, which logged Core Haptics -4810 (server init failed): the adapter made each engine once per route and called startAndReturnError on that same broken engine at every later effect, and its stop/reset handlers were installed only after the start. Now haptics_apple.m makes an engine when the first effect needs it (the phone's too, so after the audio session is active), installs the handlers before starting it, and a failure to make or start the engine, make or start its player or send its parameters releases that engine: a fresh game signal makes a new one after a backoff of 1, 2, 4 or 8 s, effects from before the failure are not replayed, and the old engine's callbacks are stale (generation). A controller whose left and right handle engines cannot be made or started falls back to its default locality until it reconnects; a player or parameter failure (a service reset, say) is retried on the same handle. Idle release (1 s of silence), focus loss and engine resets stop an engine but keep it, so the next effect restarts the same engine, as before. Errors name the target, the stage, the error domain and code and the underlying error, and the log names the controller, its localities and the output channels. From PR #143 (nanda86), with two changes: the PR dropped the engine at every stop, so each rumble after a second of silence made a new engine (a new connection to the haptics service on a controller, a new initWithAudioSession: engine on the phone), and any handle failure moved the route to the default locality for good. t_haptics_apple covers each failure stage, the backoff, the fallback (and no fallback on a player failure), stale callbacks, a restarted engine after idle release, a disconnect and a controller without haptics, with fake controllers and engines. Checked: the host unit tests pass (GAME=0100DCA0064A6000), haptics_apple.m compiles for iOS arm64 with -Wall -Werror. Not checked: a physical controller or the iPhone's own haptics
2026-10-25 09:55:44 +08:00