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nxnative-easy/scripts
seedds 64cdee954c Big Brain Academy: Brain vs. Brain plays on the Mac: profile 0100620012D6E000 (update 1.2.0, SDK 11.4.3)
- NintendoWare Bezel Engine 1.56: nearly all of RomFS is in Bezel Engine archives (.bea, magic SCNE, every entry a zstd frame). shader_split.py reads them (bea_members): 2,125 shaders, most of them the engine's own in System.nx.bea. The 12 geometry shaders of Bezel's line renderer do not build (the main menu chart's outlines are missing); ten pixel shaders that choose their texture handle between two of the game's uniform buffers at run time do not load. The survey names Bezel Engine archives (profile_guess.py, the NSP script's notes)
- nninitStartup picks virtual address memory (a 60 GB StandardAllocator region) or a heap by IsVirtualAddressMemoryEnabled, which the host answered yes for every game. The new profile key sys_resource reports the NPDM's system resource (0 here); the survey writes it for new games, profiles without it keep the 32 MB answer
- SDK 11 calls that reach a service: GetHardwareOpusDecoderWorkBufferSize(int, int), the IR camera (every camera unconnected), LoadCachedNintendoAccountInfo, Enable / DisableIndividualFileDataCache, ldn::GetNetworkConfig and the socket overloads with plain sockaddr
- Movie decoder: the activity previews loop with Flush and Start from four threads. An input index the game held across a flush went back to the free list and was handed out twice; the fifth pending packet overwrote the decoder's mutex and the process died in 2 runs of 5. A send now claims such an index, held indices are withheld for 250 ms after a flush, pend[] cannot overflow, a flush keeps each slot's last picture and an output with no picture leaves the client texture as it was (the black flash at every loop). DM_MOVIE_TRACE=1 logs every decoder call
- The crash handler takes SIGABRT; a command buffer with no GPU start time no longer counts the whole clock as GPU time
- Handheld with Boost (op_mode, perf_mode): handheld, the game reads the touch screen; Boost gives 1920x1080
- 60 fps, sound, previews and saves; the title, enrollment, the menus and activities of every category. About 1.5 GB resident at the first activity, 1.86 GB after 15 minutes of activities (the game's pools as each activity loads). Prewarm list recorded through enrollment and a full activity. Not yet tested on an iPhone
2026-10-22 00:54:39 +08:00
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