Files
nxnative-easy/dm/gfx/tools
v0lumehi e6b800a56d Pulling vertex shader variants in the translation chain (<key>_bp, dmsh_pull.py with its decoder dmsh_pull.metal)
A side library of every vertex shader with stage inputs, as <key>_bv is, whose main0 / main0_z have no [[stage_in]] and read their inputs from a per-draw layout block at buffer 16: per stream the base address, stride and divisor, per NVN attribute its state word, the base instance from [[base_instance]] (so indirect draws are right too). dm_fetch decodes the NVN format at run time into the register words Maxwell's fetch gives the shader, and the input takes them with as_type, so the body runs unchanged. A pipeline built with it has no vertex descriptor and serves every vertex layout the pair is drawn with; the hybrid pipelines (next change) draw with it while a draw's own pipeline is built.

The words are bit-identical to Metal's vertex-descriptor fetch for every format nvn_mtl.m vfmt knows and to the host's CPU conversion for the integer-read-as-float formats: unorm / snorm through the unpack builtins (a plain division under fast math is a unit in the last place off for up to half the values), R11G11B10F NaNs canonical as from Metal, divisors with Metal's rule base + (instance - base) / divisor. Positions are [[invariant]] and built with preserved invariance, so a pulling pipeline and the vertex-descriptor one compute the same positions. Transform feedback, geometry capture and layer entries get no variant; shaders without stage inputs need none. The run-time decode costs GPU time: +65 % of a vertex-bound draw with 8 attributes on an M2 Max, about 1 ms per million vertices, so it is meant only to bridge the frames until the draw's own pipeline is built.

The iOS app does not use the variants yet (the Metal 4 path is off on iOS by default), so build_ipa.sh leaves the _bp libraries out of the IPA unless IOS_PULL=1 (pack_ipa.py --skip-suffix).

Chain version 8393d85a4eae (on main's 20fe3d62b9f6). Breath of the Wild's full Mac build on chain 97e2f301eb73 (25 min, a full retranslation since the code fingerprint changed): 19,592 shaders ok, 8,888 pulling libraries generated (275 MB), none failed, 43 vertex shaders without stage inputs; every existing library is byte-identical to the previous build (19,592 _b.metallib and _b.metal, 6,254 _bf, 1,070 _bv). Other profiles' shaders were not rebuilt.

Tests: t_pull.m (304 checks: the 76 formats vfmt knows, 73 comparisons with Metal's fetch at aligned, 2-byte and stride-1 placements, 24 with the CPU conversion, stride 0 and divisors 1-3 with a base instance), t_pull_inv.m (2,000 random triangles: a depth prepass with one pipeline and depth-equal with the other passes every covered pixel, both ways round) and test_dmsh_pull.py (the generator: entries, ids it adds or keeps, entries left out, shaders declined; compiles for macOS and iOS); pack_ipa.py's --skip-suffix checked by hand. The other graphics tests and the host unit tests give the results they give on main. docs/reference/rendering.md ("Pulling vertex inputs") describes the variant and its cost; AGENTS.md lists the new chain files.
2026-10-26 01:43:14 +01:00
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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
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
Bayonetta 2 (01007960049A0000, update 1.2 = v131072, PlatinumGames' engine in its Wii U form on SDK 3.6.0, the oldest SDK so far): game profile, a CRI CPK reader for the shader split, and two general NVN fixes. Plays on the iPhone (IPA 12.5 GB, user). On the Mac from a fresh save: the boot, the PlatinumGames logo movie (USM), the title, a new game (slot 1, the auto-save notice, Story, Normal), the opening narration (which cannot be skipped on a first play), the prologue cutscene (skipped: Plus, Down, A, A), the tutorial (closed: Plus, Down x4, A), Verse 1 on the jet, Rodin's cutscene and the next fight with an Umbran Climax and a torture attack, with Wwise sound through two 6-channel AudioOuts: 60 fps in play (frame time p50 16.67 ms, p95 about 17.5 ms; GPU 2-3.5 ms a frame on an M6), 30 in its cutscenes as the game asks, about 1.6 GB resident and 1.75 GB of Metal allocations. No host change was needed for SDK 3.6.0 itself (NVN API 53); no virtual address memory (a 3.11 GB heap in the 4 GB layout, mem_used 102 MB). Files: six CPK archives (9.5 GB, 6,091 files, 12 GB of them CRILAYLA-compressed) of PlatinumGames DAT archives. New dm/gfx/tools/cpk.py: the @UTF tables (and the masked ones of Unicorn Overlord's CPKs, the same tables as before once unmasked), the TOC and CRILAYLA (a decoder over a bit string, about 29 MB/s); shader_split.py cpk_jobs splits the CPKs into jobs and scans each entry (a CPK it cannot read is scanned as one file, with a [RED] line). Shaders: 1,856 BNSH files of one stage each (.vso / .pso) in shader.dat, shader2.dat and shadereff.dat of data000.cpk, all built for the Mac and iOS. nvn_mtl.m, both general: a cleared attachment larger than the render pass (Metal's render area is the smallest attachment) is now cleared in a pass of its own and loaded by the pass, as NVN clears the whole target (rp_begin_ex_): the game's 32x32 and 256x256 passes cleared only that corner of its full-size depth target, so the opening narration drew in a corner of a black screen and the opening scenes were speckled; and Downsample of a single-sample texture is a filtered scaling copy of the whole level that may convert the format (copy_t2t, its bloom chain 320x176 -> 80x48 and its 1280x720 BGRA8 frame into an RGBA8 texture), which logged red lines before. build_ipa_from_nsp.py: a survey note for CPK archives. Profile: the 3D pad layout (the camera is on the right stick; the game's touch controls are handheld only), a prewarm list recorded on the Mac over the route above (974 lines). Checked: the graphics run list, the host unit tests and the 49 tool tests pass; Unicorn Overlord's CPKs split as before. Not checked: 13 Sentinels and Catherine: Full Body's CPKs (no files on the drives), the clear fix in other games beyond the unit tests. README (games gallery, a Mac picture of Verse 1), AGENTS.md (58 -> 59), docs/development.md and docs/agents 01 / 03 / 04 say so
2026-10-25 08:56:02 +08:00
Balatro (0100CD801CE5E000, update 1.1.3, LÖVE 11.4 "love-nx" with LuaJIT and SDL on SDK 18.3.2): game profile and the GL layer LÖVE needs, plus four general changes. Plays on the iPhone by touch; on the Mac from the intro and the title into a run and its tutorial, at 60 fps with sound, about 0.65 GB resident and flat over three minutes. The game is Lua source in the RomFS and renders with NVIDIA's desktop OpenGL through EGL, as Digimon does. GL layer (dm/gfx/gl/hle_gl.m): LÖVE reads GL_CONTEXT_PROFILE_MASK and takes its core-profile paths only when it says core (with a compatibility profile it streams vertices from client memory, which Metal cannot draw from), so the layer answers core and implements what those paths use, about 150 functions in all against Digimon's 79: persistently mapped buffers (glBufferStorage, glMapBufferRange: the shared MTLBuffer's own memory), glBufferSubData in command order, fences (a fence is the serial of the command buffer being recorded; a wait on one still recording commits it), glBindAttribLocation (the game's attribute index of each Metal input, set at the link) and current attribute values (glVertexAttrib4f: LÖVE's VertexColor and ConstantColor are disabled arrays), glGetActiveUniform and the uniform read-backs, every glUniform* form, glTexStorage2D / 3D with their level counts, 3D and 2D array textures (LÖVE makes a default of each type on 96 units), GL_TEXTURE_SWIZZLE_* (its font glyphs are RG8 read as R, R, R, G), glGenerateMipmap as a blit (the game's images are mipmapped), instanced and base-vertex draws, separate read and draw framebuffers, glBlitFramebuffer (colour, same size), glReadPixels, glClearBufferfv, glFrontFace and the EGL calls SDL makes; stack arguments of the functions with more than eight are 64-bit, as AAPCS64 lays them out. DM_GL_STUBS=1 gives every GL name the layer lacks a stub of its own that reports its first call, instead of a null pointer. Shaders: LÖVE puts its 35 GLSL sources together at run time in Lua, so the NSP script captures them on the Mac as it does Super Mario Galaxy's SPIR-V (capture_shaders now serves both, profile gl_capture.tsv; profile_guess.py's gl_capture rule: an OpenGL game with no GLSL source in its RomFS or main), and gl_shaders.py keeps a bool uniform's declared type (a uint in SPIR-V; LÖVE's Shader:send takes only a boolean for a bool) and takes from main only strings that start with '#version <number>' (Balatro's main has glslang's messages). General: profile_guess.py leaves vkGetInstanceProcAddr, SDL's Vulkan loader, out of its Vulkan count (Balatro's provisional profile said Vulkan; Hades and both Galaxies import 99 or 100 Vulkan functions); OpenAudioRenderer without an event now starts the host's render thread too (hle_audren.c ar_open: only the form with an event did, and such a game was silent); loader_census.py follows registers in a straight line (adrp, add, loads through relocated GOT entries, mov, csel), for LÖVE's glad, whose pointers are globals its code keeps the addresses of in registers; and the iPhone gamepad has a third layout, Tap (profile pad_layout touch, which needs op_mode handheld; DM_GAME_PAD_LAYOUT replaces DM_GAME_PAD_FULL): no control but the layout button, every touch to the game, offered in the layout cycle only in handheld mode. Profile: op_mode handheld (the Switch build plays by touch there), pad_layout touch, gl_capture.tsv. A Lua error makes Balatro quit (its Switch error handler), and love-nx's video worker is then deleted twice (main+0x339c00): the bring-up notes say how the errors were found. Checked: the NSP script packs it from the NSPs alone (the capture in under a second, 35 shaders for the Mac and iOS, an 82 MB IPA), tool tests pass, profile_guess.py --check changes no other profile; Digimon was not rerun (its files are not on hand). README (games table, a Mac picture of the title), AGENTS.md (47 → 48), docs/development.md, docs/agents and the READMEs of dm/games and dm/gfx say so
2026-10-24 01:50:19 +08:00
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
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
OCTOPATH TRAVELER II (0100A3501946E000, update 1.1.1 = v131072, Unreal Engine 4.27 on SDK 12.3.2): game profile, inline Unreal shaders in version 11 paks, and five general host fixes. Plays on the iPhone (IPA 5.9 GB, user; that IPA predates the geometry and allocator changes below). On the Mac: the boot, the title, a new game, the traveler selection, Hikari's opening into his first battle (won) and the scene after it, and Castti's opening (the flashback, the ship, free play on the deck), at 60 fps (frame time p50 16.7 ms, p95 about 17 ms) with CRIWARE sound, about 2.8 GB resident. Shaders: the project ships no shader code archives (bShareMaterialShaderCode off), so each material's shaders are inline in its .uexp and the global ones in Engine/GlobalShaderCache-SF_GLSL_SWITCH.bin, each an entry of FShaderMapResourceCode (an LZ4 block, its raw size, its frequency): uepak.py inline_shaders sends a version 11 pak with cooked packages and no .ushaderbytecode to shader_split.py's inline reader (ue_legacy_jobs; Zlib and LZ4 pak blocks decoded in Python, Pak.read), ue_inline_shaders finds each LZ4 block by its first literals (LSLG), and profile_guess.py / the NSP script tell the two kinds apart; 13,980 shaders in 13 s. Profile: Unreal's FMallocBinned3 cut with an OBS_UE_MALLOC gate as DRAGON QUEST VII Reimagined's (GCreateMalloc main+0xbecbf0, a 20-slot vtable, hle_uemalloc.c), a 2 GB engine region (game_args) with the node-area cut on this SDK 12.3.2 build (sdk_patches.py, sdk+0x346190 / +0x34622c), fps_target 60 through t.MaxFPS / rhi.SyncInterval (hle_fpslock.c; the same route at 30 and 60 fps reaches the same scenes at the same times), pad_layout full (the battle menu picks weapons with the D-pad), a prewarm list of 843 lines. General fixes: (1) a shader may bind 96 resources instead of 64 (NVN_REFL_MAXB: the traveler selection's 3D map shader binds 66, and the map was black); (2) the parallel precompile look-ahead (pso_predict_rest) restores the scissor, which state_op keeps in R, not S: with pipelines built on demand the picture went bright green and white from Castti's flashback and Hikari's battlefield on (bisected with simultaneous runs; DM_NVN_PREDICT=0 turns the look-ahead off); (3) a geometry draw above the 256 MiB capture scratch bound is drawn in runs instead of skipped (nvn_geometry.inc geo_split: one instance at a time, then runs of at most 4,096 list primitives whose index range fits 64 MB, one read of the indices, one GPU wait), the index compaction after the geometry kernel runs as count / offset / write dispatches instead of one thread (each frame drawing Unreal's 129,032-triangle point light shadow took about 300 ms with it), and scratch arenas above 32 MB are released after 600 idle submissions (arena_new takes the smallest that fits); (4) MapMemory takes a thread stack from the host's Unreal heap (dm_ue_heap_owns: a range outside the guest block the host maps read-write, vm_region_64): with cae5ec2's stricter source check every Unreal game on the host heap aborted in MapAliasStack at nnMain (checked: this game and Pikmin 4 boot); (5) the host Makefile rebuilds on a change to dm/gfx/nvn/*.inc. Scripted input takes partly tilted sticks (L<x>/<y>): the traveler selection opens a card only while its quill cursor rests on a traveler, and full-tilt presses swept past them. Open: 2 of 87 Mac boots crashed at the title in the game's CRI cue sheet loader (main+0x1d8054, a record copied while one of its TArrays held count 1 and no data); the writer is not found yet (the game note). Checked: 57 tool tests, the gfx run list (t_geometry 95 checks) and the docs check pass; the NSP script packs the IPA from the NSPs (Mac and iOS). README (games gallery, a Mac picture of Hikari's first battle), the game note, the games table, docs/reference shaders / memory, docs/agents/04 and the symptom index say so
2026-10-25 15:43:48 +08:00