Unity 2018.3.10f1 IL2CPP with FMOD; its sdk and movie module are DRAGON QUEST XI S's builds, so
that build's rewriter cuts apply as they are, and no host change was needed. Brought up on the Mac
through the opening movie, the title, options, the tutorial and the prologue (choices, menu,
scenario chart, log) at 60 fps as on the Switch, with sound and saves; no red line at run time,
0.6 GB resident at the title and 0.77 GB after ten minutes of story.
- unityfs.py: Unity 2018.3's Shader layout (SHADER_2018_3, type hash 8db76007...). The game has no
bundles and its serialized files carry no type trees, so the shader split stopped. Written from
AssetRipper's TypeTreeDumps for 2018.3.10f1 and checked node for node against the dump (1,325
nodes with the alignment flags); all 48 Shader objects read to their exact end (450 subprograms,
452 shaders with main's GLSLC outputs). Other profiles' hashes are untouched.
- Memory: the hardware pool (3.2 GB) in Engage's 5 GB block. Unity 2018.3 reserves no address
regions of its own, so every mapped page lies in StandardAllocator's region (377 MB at the peak).
- Input: the game reads no touch, so it stays docked with the 2D pad; the left stick moves the menu
cursor.
Development notes, the graphics catalogue and the survey's list of Unity versions read.