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stardew-valley.jpg
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Stardew Valley (0100E65002BB8000, update 1.6.15.13, MonoGame on Sickhead's BRUTE, SDK 20.5.27): game profile, no host change. Plays on the iPhone (IPA 0.6 GB, user). On the Mac: the title, a new farm (character creation with the software keyboard, Skip Intro), the farmhouse, the farm and its tools, the bus stop, Pelican Town by day and night, Pierre's shop and a purchase, the game menu, the mail, a night's sleep and its save, Load from the title, and the Co-op menu (Online Communication goes back to the title with no network): 60 fps (frame time p50 16.67 ms, p95 16.8 ms; GPU about 0.6 ms a frame on an M6; CPU 8% of a core), sound, 0.93 GB resident in play and flat over the last 10 of 23 minutes, no red line. About one frame in 800 takes 24-47 ms of the game's own CPU time (no pipeline build, upload or present in it; the main thread otherwise sleeps 95% of each frame in SleepThread, whose host sleep is exact), probably BRUTE's Boehm collector, not checked further. The two changes this game needed came before it from PR
#120
(compressed XNB shaders, the Mac text box releasing the buttons that opened it). Profile: the provisional profile's guesses held (no system resource, a 2.96 GB heap in the 4 GB layout, mem_used 218 MB for the rewritten modules); 65 shaders (64 MonoGame effects in main, one in the LZ4 XNB Content/Effects/ShadowRemove.xnb); pad_layout full (main imports no touch screen or mouse; the D-pad in menus, the right stick for the cursor); a prewarm list recorded on the Mac with prewarm off over the route above (6 lines: SpriteBatch's two shaders and four pipelines; with it nothing was built on demand). Checked: the NSP script packs it from the NSPs with the profile in dm/games; the 41 tool tests pass. README (gallery, a Mac picture of the farm), AGENTS.md (55 -> 56) and docs/development.md say so
2026-10-24 23:20:25 +08:00
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