- Boots with no host change: EPD Tokyo's al / sead / agl engine (as 3D World and Odyssey) on the sdk build Link's Awakening 1.1.0 runs; 60 fps, no red line, about 950 MB resident in a course
- Shaders: 7,258 (bfsha, agl sharcb, effects, layouts, main); the fin fur geometry shader does not build, as in 3D World
- 16x16 magenta blocks on the Mac too: agl's post-effect program samples its own attachment (feedback_snap 54f58a7cab608766, the same program as 3D World's)
- Handheld (op_mode): docked, the game's pointer is the Joy-Con gyro; handheld, the touch screen. 3D pad layout for the camera
- Prewarm list recorded through the opening, the title and Plucky Pass Beginnings
- shader_split.py asks for captured GLSLC outputs only when a module of the profile's defines glslcCompile (this game imports it, but nothing defines it); tables unchanged
- DM_PROBE @*xN+off+add: dump at the dereferenced pointer plus add (@*x0+48+8 = an al::LiveActor's position); the opening course's route was found with it and the stage map's guide rail