- dmsh_build.py vs_init: every float4 vertex output is set to (0, 0, 0, 1) before the translated body, as unwritten components read on the hardware. The translator's MSL started from all zeros; Link's Awakening's surface shaders divide a world position by its w, which the vertex shader never writes, so every sun-shadow compare value was infinite and the whole outdoor scene was lit as if in shadow (dim, no shadows from fences, house or trees). All seven chain versions change.
- Mac libraries and c1_full.tsv rebuilt for Link's Awakening, Engage, 13 Sentinels and Mario Wonder (Breath of the Wild, Super Mario 3D World and Metroid Dread follow).
- DM_NVN_TEXRAW dumps the depth plane of a Depth32Float_Stencil8 texture (shadow maps).
- The IPA's version (CFBundleShortVersionString / CFBundleVersion) is the packed game's display version: the update's when an update is packed, else the base game's (nacp.py --version, DM_APP_VERSION in build_ipa.sh, project.yml; the NSP script prints it).
- README: Link's Awakening screenshot outdoors in Mabe Village.