HAL Laboratory's engine on NintendoWare, SDK 11.4.0, NVN. Plays on the Mac at 30 fps, as on the Switch: online and difficulty prompts, the 1080p opening movie, Point of Arrival with its guide movies, the city reveal, the Sword ability and fights, title and Continue; a 15-minute soak with no crash. No game code is cut; the profile is the memory layout and the shader groups. All 27,297 shaders build for Mac and iOS; the IPA (6.4 GB) is untested on a device. - Threads (general): a guest thread waiting for a host lock that HLE code holds while it runs guest code is blocked, not runnable (dm_host_lock, a native HLE wait). The movie decoder held its decode lock across SignalEvent; the signal's same-core handoff waited for the movie input thread, which waited for that lock, and the game froze at its first guide movie. t_preempt has the case. Docs: the game note, games table, README gallery, threads.md, shaders.md, symptom index; AGENTS count 73 -> 74. Checked: host tests, preempt, tool tests (253, 15 skips), docs tests; a Mac run on chain 5cddc47253ab through the first guide movie.
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 |
|---|---|
| packing.md | NSP script, compressed inputs and build artifacts |
| 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.