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nxnative-easy/docs
seedds fa69e20a28 Compressed MonoGame XNB shaders and the Mac text box (general, from PR #120, found on Stardew Valley). shader_split.py: MonoGame's compressed XNB files, ContentCompressedLzx (flag 0x80: a CHMLib-style LZX decoder with a 2^16 window inside XNB block framing) and ContentCompressedLz4 (0x40: one raw LZ4 block), are decompressed before the readers (xnb_decompress); for LZX only the first block is decoded unless it names EffectReader. An MGFX shader whose length runs past the data is no effect (a red line in an XNB). Stardew Valley's 3,549 XNB files (3,535 LZ4, 8 LZX, 6 plain) all decode to their declared sizes, and its one content effect (Content/Effects/ShadowRemove.xnb, LZ4) is now split: 65 shaders, 64 before. Celeste's uncompressed XNBs give its profile's tables byte for byte. front_mac.m: while the text box is up the game window sees no key-up or mouse-up, so the button or click that opened it stayed pressed and was read the moment the box closed (Stardew Valley's character creation re-opened the keyboard after every OK); the keyboard buttons, the WASD stick and the touch are released when the box opens. The box also stays up, saying so, while the text is shorter than ShowKeyboardArg's minimum length (+0x3b0, hle_swkbd.c g_swkbd_min_chars), as the applet keeps OK disabled. Left out of the PR: writing the text's byte count into the String's +8. The SDK's ReadCloseResultAndString (Pikmin 4's sdk+0x39b7d0) reads String{pointer, capacity} and copies at most the capacity, and GetInteractiveOutStorageCallback restores +8 after changing it, so on hardware +8 stays the game's capacity; t_swkbd now checks it is unchanged on every path (17/17). Checked: Stardew Valley packs from its NSPs with a provisional profile and boots on the Mac to the title, and in character creation (DM_KBD) Name, Farm Name and Favorite Thing each take the text from one keyboard call and OK starts the intro, with +8 left as the capacity; the host unit tests and the 41 tool tests pass. Not checked: the Mac text box by hand (a scripted DM_KBD never shows it), and no game here asks for a minimum length. The NSP script's MonoGame survey note and docs/agents/04 say so
2026-10-24 22:17:57 +08:00
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Compressed MonoGame XNB shaders and the Mac text box (general, from PR #120, found on Stardew Valley). shader_split.py: MonoGame's compressed XNB files, ContentCompressedLzx (flag 0x80: a CHMLib-style LZX decoder with a 2^16 window inside XNB block framing) and ContentCompressedLz4 (0x40: one raw LZ4 block), are decompressed before the readers (xnb_decompress); for LZX only the first block is decoded unless it names EffectReader. An MGFX shader whose length runs past the data is no effect (a red line in an XNB). Stardew Valley's 3,549 XNB files (3,535 LZ4, 8 LZX, 6 plain) all decode to their declared sizes, and its one content effect (Content/Effects/ShadowRemove.xnb, LZ4) is now split: 65 shaders, 64 before. Celeste's uncompressed XNBs give its profile's tables byte for byte. front_mac.m: while the text box is up the game window sees no key-up or mouse-up, so the button or click that opened it stayed pressed and was read the moment the box closed (Stardew Valley's character creation re-opened the keyboard after every OK); the keyboard buttons, the WASD stick and the touch are released when the box opens. The box also stays up, saying so, while the text is shorter than ShowKeyboardArg's minimum length (+0x3b0, hle_swkbd.c g_swkbd_min_chars), as the applet keeps OK disabled. Left out of the PR: writing the text's byte count into the String's +8. The SDK's ReadCloseResultAndString (Pikmin 4's sdk+0x39b7d0) reads String{pointer, capacity} and copies at most the capacity, and GetInteractiveOutStorageCallback restores +8 after changing it, so on hardware +8 stays the game's capacity; t_swkbd now checks it is unchanged on every path (17/17). Checked: Stardew Valley packs from its NSPs with a provisional profile and boots on the Mac to the title, and in character creation (DM_KBD) Name, Farm Name and Favorite Thing each take the text from one keyboard call and OK starts the intro, with +8 left as the capacity; the host unit tests and the 41 tool tests pass. Not checked: the Mac text box by hand (a scripted DM_KBD never shows it), and no game here asks for a minimum length. The NSP script's MonoGame survey note and docs/agents/04 say so
2026-10-24 22:17:57 +08:00
Pikmin 4 (0100B7C00933A000, update 1.1.1, Unreal Engine 4.26.2 on SDK 10.4.8): game profile, the allocator and engine-region cuts, the SDK 10.4.8 sdk build's address-region cuts, two rewriter cases and a general nifm fix. Plays on the iPhone (IPA 10.8 GB, user). On the Mac from the boot through the title (a VP9 movie behind the logo), the main menu, a new game (the auto-save notice, players, creature activity level), the opening and its cutscenes into the Olimar prologue in play, and Continue from a save: 30 fps as on the Switch (the game steps a fixed frame time, bUseFixedFrameRate=True, and asks for rhi.SyncInterval=2), Wwise sound through its own AudioOut sink, about 2.6-2.8 GB resident and 1.7 GB of Metal allocations, no red line. patches.py: Unreal's FMallocBinned3 is made on the first allocation as in 4.27 (GCreateMalloc main+0x353f770 mallocs 0x1c38 bytes, constructor main+0x35ba610, the one store of the vtable main+0x8da4758 outside its two destructors, found from the Binned3 error strings through the relocated slots); the constructor call is cut and observation gate OBS_UE_MALLOC on the ldp x29, x30 after it hands the object the host allocator (hle_uemalloc.c, the 21-slot UE4_27 layout). This nninitStartup reserves the engine region only when -SwitchVirtualAddressSpaceSize= is absent (ldr x8,[x22,#0x130]; cbnz x8 past the default and its AllocateAddressRegion, main+0x353f564): with the argument the base stayed 0 and the first commit, AllocateMemoryPages(0, 2 MB) as the RHI started (main+0x353ff8c, 0xe03), went into Unreal's fatal error. The two orr #0xf80000000 (62 GB) are cut to mov #0xfe000000 (4064 MB) and the profile has no game_args, in Engage's 5 GB block. sdk_patches.py: the SDK 10.4.8 sdk build's AddressRegionManager is the 10.4.1 build's at the same offsets; the node area is cut to 62 MB and the 1 GB alignment of large regions to 32 MB. patch_nso.py (general): an adrp inside an exclusive window that uses x18 (main+0x43da14c: ldaxr; cmp; b.ne; adrp x10 + add; mov x18,x26; stlxr) is re-encoded for the copy's address (window_adrp), and scratch_dead accepts a ret as it does a bl (the gate sits on an epilogue, and the check reads the image after the cut, so the bl before it is a nop); both only apply where the rewrite used to stop, so every other module rewrites byte for byte as before. hle_net.c (general): a submitted nifm request stays on hold for 50 ms, then settles as unavailable, as Horizon's asynchronous request does. Answered at once, about one boot in six (3 in 4 with four Mac hosts at once) waited at the black loading screen for good: the boot state machine (main+0x1f2f0e0) sat in state 7 polling the BCAT runnable's status, whose constructor (main+0x203f3b0) starts FBCATThread and only then stores 1, and whose Run (main+0x203f510) submits the request, waits while on hold and stores 6; a thread that ran first finished before the constructor's store, which overwrote the 6. With the hold 12 of 12 boots under load reached the title. Profile: shader groups as DRAGON QUEST VII Reimagined's (15,727 distinct shaders, every one an LZ4 block in the pak's two shader code archives; all build for the Mac and iOS), pad_layout full, a prewarm list recorded on the Mac over the route above (806 lines). Checked: the NSP script packs it from the NSPs alone (Mac and iOS); after the rebase onto 0045c1d the 41 tool tests pass and the host builds. README (games table, a Mac picture of the prologue), AGENTS.md (54 -> 55), docs/development.md and docs/agents 01 / 03 say so
2026-10-24 20:16:15 +08:00
Pikmin 4 (0100B7C00933A000, update 1.1.1, Unreal Engine 4.26.2 on SDK 10.4.8): game profile, the allocator and engine-region cuts, the SDK 10.4.8 sdk build's address-region cuts, two rewriter cases and a general nifm fix. Plays on the iPhone (IPA 10.8 GB, user). On the Mac from the boot through the title (a VP9 movie behind the logo), the main menu, a new game (the auto-save notice, players, creature activity level), the opening and its cutscenes into the Olimar prologue in play, and Continue from a save: 30 fps as on the Switch (the game steps a fixed frame time, bUseFixedFrameRate=True, and asks for rhi.SyncInterval=2), Wwise sound through its own AudioOut sink, about 2.6-2.8 GB resident and 1.7 GB of Metal allocations, no red line. patches.py: Unreal's FMallocBinned3 is made on the first allocation as in 4.27 (GCreateMalloc main+0x353f770 mallocs 0x1c38 bytes, constructor main+0x35ba610, the one store of the vtable main+0x8da4758 outside its two destructors, found from the Binned3 error strings through the relocated slots); the constructor call is cut and observation gate OBS_UE_MALLOC on the ldp x29, x30 after it hands the object the host allocator (hle_uemalloc.c, the 21-slot UE4_27 layout). This nninitStartup reserves the engine region only when -SwitchVirtualAddressSpaceSize= is absent (ldr x8,[x22,#0x130]; cbnz x8 past the default and its AllocateAddressRegion, main+0x353f564): with the argument the base stayed 0 and the first commit, AllocateMemoryPages(0, 2 MB) as the RHI started (main+0x353ff8c, 0xe03), went into Unreal's fatal error. The two orr #0xf80000000 (62 GB) are cut to mov #0xfe000000 (4064 MB) and the profile has no game_args, in Engage's 5 GB block. sdk_patches.py: the SDK 10.4.8 sdk build's AddressRegionManager is the 10.4.1 build's at the same offsets; the node area is cut to 62 MB and the 1 GB alignment of large regions to 32 MB. patch_nso.py (general): an adrp inside an exclusive window that uses x18 (main+0x43da14c: ldaxr; cmp; b.ne; adrp x10 + add; mov x18,x26; stlxr) is re-encoded for the copy's address (window_adrp), and scratch_dead accepts a ret as it does a bl (the gate sits on an epilogue, and the check reads the image after the cut, so the bl before it is a nop); both only apply where the rewrite used to stop, so every other module rewrites byte for byte as before. hle_net.c (general): a submitted nifm request stays on hold for 50 ms, then settles as unavailable, as Horizon's asynchronous request does. Answered at once, about one boot in six (3 in 4 with four Mac hosts at once) waited at the black loading screen for good: the boot state machine (main+0x1f2f0e0) sat in state 7 polling the BCAT runnable's status, whose constructor (main+0x203f3b0) starts FBCATThread and only then stores 1, and whose Run (main+0x203f510) submits the request, waits while on hold and stores 6; a thread that ran first finished before the constructor's store, which overwrote the 6. With the hold 12 of 12 boots under load reached the title. Profile: shader groups as DRAGON QUEST VII Reimagined's (15,727 distinct shaders, every one an LZ4 block in the pak's two shader code archives; all build for the Mac and iOS), pad_layout full, a prewarm list recorded on the Mac over the route above (806 lines). Checked: the NSP script packs it from the NSPs alone (Mac and iOS); after the rebase onto 0045c1d the 41 tool tests pass and the host builds. README (games table, a Mac picture of the prologue), AGENTS.md (54 -> 55), docs/development.md and docs/agents 01 / 03 say so
2026-10-24 20:16:15 +08:00