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86d9ba123967cfe520e556e882dcd4e0ef7ba272
nxnative-easy
/
dm
/
games
/
0100606026F12000
T
History
seedds
86d9ba1239
One translation chain version for every game: DMSH_CHAIN in dm/gfx/nvn/dmsh_chain.h replaces the 47 dm/games/<id>/dmsh_chain.h, which every chain change rewrote and some were left behind (GitHub issue
#78
). The version hashed each profile's shader tables and nvn_* / shader_* keys too, once the only thing that kept the host off a library built from older tables; each shader's cache key (dmsh_build.py shader_key) has covered them since, so the version now covers only the chain's tools (dmsh_chain.py, dmsh_build.py, dmsh_fetch.py, dmsh_vin.py, dmsh_geometry.py, dmsh_facts.py, the translator's source, ios_metal.py, the lock) and the options, and needs no DM_GAME. What the per-game part still did is done by the library itself: a full dmsh_build.py run stamps b-<V>/inputs.tsv (Mac and iOS) with the game and the digest of the profile's inputs (dmsh_chain.py inputs / --inputs: the four shader tables, bf_want.tsv, which the variants use but the version never counted, and the keys), starts from no shader outputs (a partial one from none of the keys it builds), so a key that left the map, a shader that no longer builds or a variant no longer made keeps no old library, refuses a directory stamped for another game, and writes the profile's c1_full.tsv and cb_extent.tsv from its Mac outputs; a partial build keeps the stamp only while it names the current inputs. c1_guard.py / cb_extent.py head their table with the library's chain version and stamp (table_head), and the host takes a table only beside that stamp, logs the stamp and reports one of another game; build_ipa.sh reads the one header and stops when the iOS libraries' stamp is not this profile's current inputs or c1_full.tsv names another. NSP script: chain_header writes the one header when stale, before any host is built; provisional and derived profiles no longer write one; chain_tables makes a table again when it does not name the reused library's stamp (False without one). Makefiles take the header beside nvn_mtl.m; Xcode projects prepared earlier point at a profile header that is gone and are told to prepare again. Tests: test_nsp_chain.py (the committed header is current, stale and missing ones are written, tables against the stamp). Checked on The Great Ace Attorney Chronicles: a full build gave 460 of 460 shaders and both tables (0 and 409 entries, as before), the Mac host booted with the stamp and both tables past frame 900; one added facts row rebuilt one shader under the same chain version with a new digest and new tables, and the host refused the old tables beside the new stamp; a full build removed planted outputs, another game's build into that directory stopped, a partial build after an input change dropped the stamp; build_ipa.sh stopped on a stale stamp, a missing one and a stale or old-form c1_full.tsv; three NSP packs built (no table lines: dmsh_build made them), reused everything, and remade deleted tables from the reused build. Graphics unit tests give the same results as before (on this Mac t_refl needs ~/dm-work's libraries and several GPU tests fail on the previous commit too). AGENTS.md's chain procedure (header once after a tool change; a full shader build makes the tables), dm/games/README.md, dm/gfx/README.md and docs/development.md say so
2026-10-23 23:37:03 +08:00
..
bf_want.tsv
FINAL FANTASY RESONANCE plays on the Mac at 60 fps: profile 0100606026F12000 (update 1.0.1, SDK 20.5.17)
2026-10-23 07:22:09 +08:00
game.tsv
patch_nso.py split into the general rewriter and per-build patch files (GitHub issue
#63
): every game's bring-up edited the one file, so PRs for unrelated games conflicted. dm/tools/patch_nso.py (1,711 → about 1,100 lines) keeps the general passes and the driver; the instruction encoders move unchanged to dm/tools/nso_asm.py; a game's own patches (CUTS, OBS and the frame-step stubs, now FRAME_STEP = {build ID: stub(ctx)}) move verbatim with their comments to dm/games/<id>/patches.py (16 profiles: Tears of the Kingdom, Breath of the Wild, Age of Calamity and Paper Mario: The Thousand-Year Door with their stubs), and the cuts of Nintendo's sdk module builds, 6 of the 15 shipped by 2 to 4 games, to dm/tools/sdk_patches.py. The rewriter loads every patch file, whatever the game, and applies those of a module's build ID at the points it did before (cuts before the scan, gates after the rewrite, stubs after the gates); a build ID claimed twice stops it, and its command line needs no DM_GAME. build_src.sha256 lists the rewriter's files and every patch file (the same for every module). NSP script: the rewrite step's reuse key counts nso_asm.py and only the patch files that name one of the game's builds (patch_files), profile_files leaves patches.py out (only the rewrite step reads it), and a derived profile gets none. dm/tools/tests/test_patches.py: no build claimed twice, the entries' forms, a game's file names only its own profile's non-sdk builds, sdk_patches.py only sdk builds some profile ships, and the reuse key's patch files. Checked byte-identical: every extracted module on the game drive (131 builds) rewritten with the previous and the new rewriter gives the same outputs but build_src.sha256, 28 of the 30 patched builds among them (all four frame-step mains), and 7 fail alike (rtld, and New Super Mario Bros. U Deluxe's, which no profile rewrites); the other two (Super Mario Bros. Wonder's mains and Absolum's, no game files here) by their CUTS / OBS data, equal to the previous tables. AGENTS.md, docs, dm/games/README.md, the profiles' comments and the host comments that named a game's cut in patch_nso.py now name its patches.py or sdk_patches.py
2026-10-23 23:36:21 +08:00
patches.py
patch_nso.py split into the general rewriter and per-build patch files (GitHub issue
#63
): every game's bring-up edited the one file, so PRs for unrelated games conflicted. dm/tools/patch_nso.py (1,711 → about 1,100 lines) keeps the general passes and the driver; the instruction encoders move unchanged to dm/tools/nso_asm.py; a game's own patches (CUTS, OBS and the frame-step stubs, now FRAME_STEP = {build ID: stub(ctx)}) move verbatim with their comments to dm/games/<id>/patches.py (16 profiles: Tears of the Kingdom, Breath of the Wild, Age of Calamity and Paper Mario: The Thousand-Year Door with their stubs), and the cuts of Nintendo's sdk module builds, 6 of the 15 shipped by 2 to 4 games, to dm/tools/sdk_patches.py. The rewriter loads every patch file, whatever the game, and applies those of a module's build ID at the points it did before (cuts before the scan, gates after the rewrite, stubs after the gates); a build ID claimed twice stops it, and its command line needs no DM_GAME. build_src.sha256 lists the rewriter's files and every patch file (the same for every module). NSP script: the rewrite step's reuse key counts nso_asm.py and only the patch files that name one of the game's builds (patch_files), profile_files leaves patches.py out (only the rewrite step reads it), and a derived profile gets none. dm/tools/tests/test_patches.py: no build claimed twice, the entries' forms, a game's file names only its own profile's non-sdk builds, sdk_patches.py only sdk builds some profile ships, and the reuse key's patch files. Checked byte-identical: every extracted module on the game drive (131 builds) rewritten with the previous and the new rewriter gives the same outputs but build_src.sha256, 28 of the 30 patched builds among them (all four frame-step mains), and 7 fail alike (rtld, and New Super Mario Bros. U Deluxe's, which no profile rewrites); the other two (Super Mario Bros. Wonder's mains and Absolum's, no game files here) by their CUTS / OBS data, equal to the previous tables. AGENTS.md, docs, dm/games/README.md, the profiles' comments and the host comments that named a game's cut in patch_nso.py now name its patches.py or sdk_patches.py
2026-10-23 23:36:21 +08:00
pso_manifest.tsv
FINAL FANTASY RESONANCE plays on the Mac at 60 fps: profile 0100606026F12000 (update 1.0.1, SDK 20.5.17)
2026-10-23 07:22:09 +08:00
shader_facts_manual.tsv
FINAL FANTASY RESONANCE plays on the Mac at 60 fps: profile 0100606026F12000 (update 1.0.1, SDK 20.5.17)
2026-10-23 07:22:09 +08:00
shader_facts.tsv
FINAL FANTASY RESONANCE plays on the Mac at 60 fps: profile 0100606026F12000 (update 1.0.1, SDK 20.5.17)
2026-10-23 07:22:09 +08:00
shader_map.tsv
FINAL FANTASY RESONANCE plays on the Mac at 60 fps: profile 0100606026F12000 (update 1.0.1, SDK 20.5.17)
2026-10-23 07:22:09 +08:00
shader_map.tsv.conflicts.tsv
FINAL FANTASY RESONANCE plays on the Mac at 60 fps: profile 0100606026F12000 (update 1.0.1, SDK 20.5.17)
2026-10-23 07:22:09 +08:00
shader_pairs.tsv
FINAL FANTASY RESONANCE plays on the Mac at 60 fps: profile 0100606026F12000 (update 1.0.1, SDK 20.5.17)
2026-10-23 07:22:09 +08:00