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NX Native

Bastion

.NET (FNA, MonoGame)010038600B27E000

On the Mac: the WB Games and Supergiant logos, the title, the main menu, Story → Normal Mode, the opening in The Rippling Walls and the first walk across it (the ground assembling under the Kid), at 60 fps (frame p50 16.67 ms, GPU 1.5–3.6...

Bastion feature illustration: original artwork for the nxnative notes
Title ID
010038600B27E000
Tested build
1.0.0 (base)
Nintendo SDK
5.4.0
Engine
Supergiant Games' engine on MonoGame 3.0
Graphics API
NVN

Build this game

Keep [010038600B27E000] in your file names, put the base game, update and DLC in one folder and run the script. Follow the build guide, then the sideloading guide. Needs an iPhone 15 Pro or newer, or an M1 iPad or later.

Technical notes

The project's own record of bringing this game up: what its profile needs and why, what was found and what is still open.

Base game 1.0.0 (v0), SDK 5.4.0, NVN API 53.313. Supergiant Games' C# engine on MonoGame 3.0 (Microsoft.Xna.Framework, MonoGame.Framework, Version=3.0.0.0 in the XNB files) compiled into main, XACT sound banks (Content/Audio/*.xgs / .xsb / .xwb) through the audio renderer, on NVN. Modules main and sdk only.

On the Mac: the WB Games and Supergiant logos, the title, the main menu, Story → Normal Mode, the opening in The Rippling Walls and the first walk across it (the ground assembling under the Kid), at 60 fps (frame p50 16.67 ms, GPU 1.5–3.6 ms) with music, no red line; about 1.34 GB resident and 1.64–1.66 GB of Metal allocations, steady from frame 5,700 to 8,700 of the walk. Not run on the iPhone yet.

What it needs

The provisional profile's guesses held: no key needed changing. Three host and tool changes were needed, each general (see Found on this game).

Setting Where Why
sys_resource 0x0 game.tsv the NPDM declares no system resource, so IsVirtualAddressMemoryEnabled is false, as on Horizon: no virtual address memory. The game sets a heap of the application pool − used memory
4 GB layout: mem_reserve 0x100000000, mem_alias 0x10000000, mem_stack 0x10000000, app_pool 0xCD500000 game.tsv 256 MB in front + 256 MB alias region + 256 MB stack region + 3.25 GB heap region
mem_used 0x4c00000 (76 MB) game.tsv the rewritten modules are larger than the default 64 MB of used memory (the NSP script's figure after the rewrite)
shader_groups /Content/=content /Resources/=resources game.tsv the MonoGame effects; see Shaders

No pad_layout: the virtual gamepad starts in the 2D layout (the default). No patches.py: the rewriter needs no cut.

Shaders

  • Current: 72 (18 pixel and 30 vertex in Resources, 24 pixel in Content/Effects), in MonoGame effects of MGFX version 5, read by shader_split.py (mgfx_effect): MGFX version 5 effects (MonoGame 3.0). Every binding decodes, with Mario's binding layout.
  • The 24 XNB effects in Content/Effects hold one pixel shader each; the vertex shaders come from MonoGame's stock effects in Resources/*.dx11.mgfxo (SpriteBatch's among them), so they are paired as single-stage programs.
  • Resources/EnvironmentMapEffect.dx11.mgfxo and SkinnedEffect.dx11.mgfxo hold only DirectX bytecode, and no draw asked for a shader the map lacks on the route above.

Rendering

  • The window origin is lower left (GL), and the window textures are 1920x1080; the game draws into 1600x900 of them and crops the window to that (WindowCrop 0,0 1600x900). A raw DM_NVN_SHOT is the whole texture; DM_NVN_SHOT_OUT gives the presented picture.
  • Resolved: an abort at the first present. The game fills both window textures with WriteTexels at boot (main+0x9374) and presents one before drawing into it; the host uploaded that CPU-written texture on the present thread. See A CPU-written window texture resolved where the present is queued.
  • The logo screens' background is a pale green drawn by the game (the pass clears to black first), through the same pipeline as the logos, whose colours are right. Not compared with a console.

Audio

Mac routes

  • A fresh save into The Rippling Walls: DM_KEYS="24:A,28:A,32:A" (the title at about 20 s, Story, Normal Mode); the Kid lies in bed until the stick moves, from about 60 s. Then 62:LDown~1.5,65:LRight~1.5,68:LRight~2,71:LUp~2,74:LRight~2,77:LUp~2,80:LRight~2,83:LUp~2 gets him up and walks him along the first path. smoke.tsv is the first part.
  • The prewarm list (pso_manifest.tsv) was recorded over that whole route.

Found on this game

General host changes first needed here; each applies to every game:

Open

  • Not run on the iPhone.
  • Two early boots (both with DM_NVN_SHOT, of five with it) stayed at frame 1 for the whole run: the main thread was in the game's decompressor (main+0x1b4c9bc, called from main+0x19280), running and waiting on nothing, but with 2.3 s of CPU in 24 s and 3.3 s in 59 s. The 16 boots after them, 8 with DM_NVN_SHOT, and every run since went on. Cause unknown; reads from the RomFS image on the external drive under load from other work are suspected, not shown.
  • Only the base game is extracted; no update was checked.

These notes are republished from the nxnative repository under its MIT license (license and attribution). The original, which may be newer, is the game's notes on GitHub. This site hosts no game files.

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