This website requires JavaScript.
Explore
Help
Sign In
okooooooo
/
nxnative-easy
Watch
1
Star
0
Fork
0
Code
Issues
Pull Requests
Actions
Packages
Projects
Releases
Wiki
Activity
Files
bc5ba1b1c24e8b3b788fa0901f507027ce6142bf
nxnative-easy
/
docs
/
images
/
taiko-risshiden-v-dx.jpg
T
seedds
f596c75012
Taiko Risshiden V DX (0100346017304000, update 1.1.1, Koei Tecmo's KTGL on SDK 12.3.3): game profile plus two general host changes. Plays on the iPhone by touch (IPA 3.3 GB, Japanese; the game has no English). On the Mac from the notice, the logos and the opening movie through the title, a new game (1560, Kinoshita Tokichiro) with its opening story, the town, a council with a battle proposal, the territory map, a rest at home, a save and a load, and the field battle tutorial, docked with buttons and in handheld mode by touch: 60 fps (frame time p50 16.66 / p95 16.85 ms in the town), sound, about 0.7 GB resident and 1.6 GB of Metal allocations, flat over 15 minutes, no red line on that route. hle_oe.c: oe::SetCpuOverclockEnabled, the first boot's crash (nnMain at main+0x2e1e4c; the SDK's setter reads the apm session the host never opened, null read at sdk+0x362b8, as IsCpuOverclockEnabled did for Monster Hunter Rise); the host keeps the flag and the query reports it. hle_touch.c / hle_hid.c: gestures for hid::GetGestureStates, which answered no entries: the game takes its taps, drags and flicks only from there (main+0x42f1ac acts on types 5-9; its GetTouchScreenState read only tracks the finger), so no tap registered in handheld mode. The host now recognizes them from the same touch points, only in handheld mode as touches, by yuzu's rules (Touch, Press after 0.5 s, Pan, Pinch / Rotate, Cancel on a change in the finger count, then Tap with IsDoubleTap within 0.35 s, Swipe above 400 px/s or Complete, and Idle) plus an 8 px slop before a touch counts as moving, since a fingertip on a phone wobbles; DM_TOUCH_LOG=1 logs the entries, and a DM_CTL line drag <x0> <y0> <x1> <y1> [seconds] moves a finger for testing pans and swipes on the Mac. New unit test t_gesture (43 checks: tap, double tap, slop, slow pan, swipe, press, finger-count cancel, pinch, a press and lift between two reads). Profile: op_mode handheld and pad_layout touch (the Tap layout: the gamepad's corners would cover the cards, the menu icons and the on-screen B button; the layout button brings it back), shaders from eff/ (167 in the G2S container KTGLEffect.g1s, _S2G3000, and 45 GLSLC outputs in main, read by the existing splitter), a prewarm list recorded on the Mac over the route above (18 lines). patches.py: KTGL's frame end (main+0x443e8c) slept in 2 ms rounds until 1/60 s had passed since the frame started, which with about 2 ms of work ended at 18.2 ms: 55 fps in the menus and the town, every 11th frame on screen two vsyncs. The game presents at interval 1, so a cut on this build skips that wait (b.hs → b at main+0x443fd4) and the host's present pacing holds 60; wakeups 2,050 → 320 a second, CPU energy 1.7 → 0.7 mJ a frame. Checked: the NSP script packs it from the NSPs alone (Mac and iOS), the host unit tests and the four tool test files pass. README (games table, a Mac picture of the town), AGENTS.md (49 → 50), docs/development.md and docs/agents/03-bringup.md say so
2026-10-24 11:31:10 +08:00
186 KiB
960x540px
Raw
History
Reference in new issue
View Git Blame
Copy Permalink