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NX Native

Return of the Obra Dinn

Unity010032E00E6E2000
Return of the Obra Dinn with nxnative
Title ID
010032E00E6E2000
Tested build
1.0.1
Nintendo SDK
8.2.0
Engine
Unity 2017.4.28f1 IL2CPP
Graphics API
NVN

Build this game

Keep [010032E00E6E2000] 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 1.0.1 (v65536), Unity 2017.4.28f1 IL2CPP with FMOD, SDK 8.2.0, NVN. Modules main, subsdk0 (NintendoSDK_movie), and sdk. No game-specific rewriter cuts or host rules.

What it needs

Setting Why
modules main subsdk0 sdk The imports require all three modules, in Horizon load order.
sys_resource 0 The NPDM declares no system resource, so virtual-address memory is disabled and Unity sets a heap.
mem_reserve 0x100000000, mem_alias 0x10000000, mem_stack 0x10000000 A 3.25 GB heap region; the observed heap request is 3.14 GB.
mem_used 0x4600000 Allocation of the rewritten modules, rounded up to 2 MB.
shader_groups /Data/=data Unity serialized assets and UnityFS bundles under Data.
pad_layout full First-person movement and looking need both sticks.

Files and shaders

  • The update has 275 RomFS files, 1.98 GB, including 13 UnityFS bundles.
  • All 122 Shader objects decode to their exact ends. The stripped 2017.4 layout matches the release type tree's 1,313 nodes and alignment flags.
  • One stripped internalskinning ComputeShader object contains 12 kernels; all 67,416 bytes decode with the 2017.4 layout (120 nodes and alignment flags).
  • 1,272 unique shaders: 633 vertex, 627 pixel, 12 compute. All compile for Mac and iOS. shader_pairs.tsv has one whole-program pair; pso_pairs.tsv supplies 611 supplemental pass-input cover pairs. The Mac prebuild links all 612 bases.

Mac validation

The title, save-slot menu, newspaper, opening letter, spoken introduction, rowing boat and ship's deck render correctly. A brief control check turns the camera, presses the interaction button and applies forward-stick input; deeper navigation was deliberately kept outside this check. No missing shaders, pipeline failures or other [RED] lines in the completed gameplay and light-play runs. Audio callbacks report no underruns.

The 30-second window at 80–110 seconds of light-play presents 1,799 frames (60.0 fps), with frame time p50 16.66 ms / p99 17.67 ms, GPU p50 6.37 ms, and no dropped presents. Direct presentation was used for this measurement (see Open). During the four-minute opening/deck run, resident memory settles around 1.22–1.24 GB after loading the scene; GPU allocation stays around 1.02–1.04 GB instead of growing each frame.

From a fresh save, DM_KEYS=10:A,12:A,18:A,21:A,24:A,27:A enters the opening; the boat is visible around 60 seconds. The short control check adds 65:RRight~1.4,67:RUp~0.4,70:A,72:LUp~1.5. Runs, timing TSVs and screenshots are in the NSP folder's 010032E00E6E2000-work/run/.

Found on this game

Open

  • iPhone gameplay has not been tested.
  • Later memories, the pocket watch and persistence across a story checkpoint have not been checked. The unsigned IPA is 908.7 MB; the Mac app is 2.1 GB.
  • The base game 1.0.0 is not registered or validated by this profile. PR #427's base-game report is background evidence; this profile was rebuilt from 1.0.1.
  • This Mac's display link repeatedly went silent during the first windowed run. Direct presentation (DM_PRESENT_LINK=0) isolates gameplay from that known Mac window issue; the profile keeps the normal presentation default.

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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