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NX Native

Mario Party Superstars

Nintendo EPD01006FE013472000
Mario Party Superstars with nxnative
Title ID
01006FE013472000
Tested build
1.1.1
Nintendo SDK
11.4.3
Engine
NintendoWare Bezel Engine 1.55
Graphics API
NVN

Build this game

Keep [01006FE013472000] 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.

Update 1.1.1 (v131072), SDK 11.4.3. NintendoWare Bezel Engine 1.55 on NVN, by NDcube; the sdk, subsdk0 (GLSLC, imported and never called) and subsdk1 (NintendoSDK_movie) modules are the same builds as Big Brain Academy: Brain vs. Brain's, as is nninitStartup's choice of memory setup. The boards and minigames are 126 NROs (nro/NX_Release/*.nro, one NRR) that the game loads with ro::LoadModule. No patches.py: the standard rewriter covers main, sdk and every NRO, and no game code is cut.

On the Mac (Apple M6, headless, docked): from a fresh save the play-style menu (Offline Play), the player count, the opening scene (skippable with −/+), the title, the plaza with its NPCs, Mario Party with Koopa Troopa's rules, CPU opponents and settings, Yoshi's Tropical Island: the intro, the turn-order roll, turn 1 (dice, a blue space, the CPUs' moves, the Thwomp), a minigame after it (Speed Hockey in one run, Tube It or Lose It in another: rules, practice, the match, results), turn 2 with the game's save and turn 3 (Toadette's Star, a Boo). 60 fps throughout (frame time p50 16.66 ms, p95 about 17.3 ms on the board), with sound, no crash and no [RED] line beyond the one below. A short gameplay test, at the user's request: one board, two minigames. Not tested: the other boards and modes, more minigames, local and online play, the iPhone (no IPA built).

What it needs

Setting Where Why
sys_resource 0, 4 GB layout (mem_reserve 0x100000000, mem_alias 0x10000000, mem_stack 0x10000000), app_pool 0xCD500000 game.tsv the NPDM declares no system resource, so nninitStartup sets a heap of pool − used memory (3.14 GB), as Big Brain Academy's; the provisional profile's guess, unchanged
depth_mode zero game.tsv the game sets near = 0, so the prebuilt pipeline bases take the main0_z vertex entries
modules main subsdk0 subsdk1 sdk game.tsv subsdk0 is GLSLC, subsdk1 NintendoSDK_movie
shader_groups /Archive/=archive game.tsv the archive shaders; the engine's own in System.nx.bea go to other

Everything else needed was general: see Found on this game.

Rendering

  • 82,790 shaders (30,514 vertex, 52,241 pixel, 23 compute, 12 geometry, among them 1,936 of the engine's in System.nx.bea and 71 in main), all in Bezel Engine archives' .bnbshpk / .bnsh entries; 140,036 shader pairs. All build for the Mac. Window origin upper left, depth mode near = 0, swapchain 1920×1080 RGBA8 sRGB, present interval 1.
  • Resolved: characters and NPCs drawn as flat grey silhouettes (Mario, Luigi, Peach and Daisy in a party, the Koopa host, the Toads, Shy Guys and Kamek in the plaza, the pipe in the opening scene). Their pixel shaders read each light's shadow-map and cube-map handles from the game's storage buffer at a computed offset, which Ryujinx turns into arrays indexed by texture ID; 6,370 shaders (every _chara/pc and _chara/npc material, some hsmn_bg variants) did not load (Texture handles from game memory index the pools). The texture pool has 2,304 IDs (about 1,300 2D textures and 60 cubes registered on the board), the sampler pool 512.
  • Resolved: the host stopped on the way into a party (FATAL shader 56071a5cf62dccc3_b has an unexpected argument buffer layout: encodedLength=88 maxAid=8): the engine's clustered point lights (light_primitive_point_cluster.bnsh) write a storage buffer and images inside a fragment interlock (Argument buffer members with attributes after their id).
  • [RED] sampler ID 4095 not registered, once at boot: nothing visible depends on it.
  • The pipeline prebuild of all 140,036 pairs (the NSP script's last step) ran for 50 minutes on the Mac without finishing; the game builds its pipelines as it draws instead (open: whether an archive of that size is worth making).

Memory

  • The heap path: a 3.14 GB heap in the 4 GB layout, as Big Brain Academy.
  • Resident on the Mac: 0.9 GB at boot, 2.2 GB at the title with the pipeline prewarm, 2.7 GB on the board in turn 3 (frame 27,900; 2.4 GB of it Metal allocations).
  • The texture pool's buffers are rebuilt about once every 28 frames on the board (1,000 rebuilds by frame 28,000, 585 ms in all), as the game registers textures.

Files

  • RomFS: 814 files, 2.69 GB: 477 Bezel Engine archives (Archive/*.bea, 2.31 GB, zstd entries), 209 .bfstm streams, 126 NROs with their NRR. No movies.
  • Languages: en-US, en-GB, ja, fr, de, es-419, es, it, nl, fr-CA, ru, ko, zh-Hant, zh-Hans, pt-BR.

Mac routes

  • Work folder <NSP folder>/01006FE013472000-work: run/boot.sh <log> [secs] VAR=… runs build/mpshost (a renamed copy of dm/host/dmhost) on the NSP script's build; run/ctl.sh, step.sh, see.sh press and take shots.
  • run/route.sh <log> [secs] with TO=plaza | party | board | minigame: from the play-style menu (A, A, A: Offline Play, one player, OK), −/+ through the opening scene, L+R at the title into the plaza, the stick left and up to the pipe and A into Mario Party, A through the host's talk and the settings onto Yoshi's Tropical Island, and A through turn 1 to the first minigame's rules (the minigame is random). A press in the plaza within about 4 s of its fade-in is lost.
  • run/save_board: a save made by the game at the start of turn 2 on Yoshi's Tropical Island.

Found on this game

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

Open

  • Only one board (Yoshi's Tropical Island) and two minigames (Speed Hockey, Tube It or Lose It) were played; the other boards, the other modes and most minigame NROs were not loaded.
  • Only the 1.1.1 build (v131072) is registered.
  • iPhone: not built, not installed, not tested.

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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