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NX Native

Team Sonic Racing

Other engines010092B0091D0000
Team Sonic Racing feature illustration: original artwork for the nxnative notes
Title ID
010092B0091D0000
Tested build
1.0.3
Nintendo SDK
5.6.0
Engine
Sumo Digital's engine, Wwise
Graphics API
NVN

Build this game

Keep [010092B0091D0000] 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 1.0.3 (v131072), SDK 5.6.0, on NVN (API 53.313; 4,516 shaders in Sumo's own containers). Modules main, subsdk0 (the SDK's movie decoder) and sdk. Sumo Digital's own engine, with Wwise for sound (straight to AudioOut, six channels) and NEX / Pia for online play. The standard host and rewriter run this build with no game-specific fix: no shader overrides, rewriter cuts or host changes. The profile is the NSP script's provisional one, unchanged apart from its comments and app category (What it needs). Its shaders became readable with the Sumo container reader (Found on this game). Only this update is registered in the profile.

On the Mac (2026-10-29): the Sumo Digital and Wwise logos with their movies, the autosave notice, the title, the main menu, then Local Play → Team Grand Prix (Normal, Grand Prix 1) → Sonic → Wisp Circuit: the race briefing, the team screen, the countdown, then about a lap of driving (accelerating, steering, coins, the slingshot behind a teammate) with the full HUD and minimap; in another run, the opening of Team Adventure (its dialogue over the 3D scene). No [RED] line, no crash. Menus and the garage run at 60 fps; the game sets present interval 2 when the race starts, so races run at 30 fps, as on the Switch (frame time p50 33.33 ms, GPU p50 3–7 ms at 1080p on an Apple M6). The game wrote its save at its first start, and a second boot read it (the autosave notice was not shown again). The unsigned IPA is built but not tested on an iPhone.

What it needs

Setting Where Why
3.25 GB layout: mem_reserve 0x100000000, mem_alias 0x10000000, mem_stack 0x10000000, app_pool 0xCD500000 game.tsv the provisional layout, which holds: main sets a heap of at most the pool − 64 MB (3.14 GB)
sys_resource 0x0 game.tsv the NPDM declares 0 MB of system resource: IsVirtualAddressMemoryEnabled is false, as on Horizon
modules main subsdk0 sdk game.tsv main imports from the movie module (subsdk0) and sdk
shader_groups /data/=data game.tsv the provisional guess, kept: every file is under data/
pad_layout (default) the full pad: ZR accelerates, the left stick steers, A confirms, B goes back

Files

  • RomFS: 1,161 files, 6.55 GB: data/levels (3.11 GB), data/sound (eight Wwise .pck banks, 1.78 GB), data/ui (615 .stz, 1.14 GB), data/localcharacters, data/characters, data/gamedata, data/gamemodes, data/movie (two .mp4), data/shaders (two .nvnbin), data/vfx. Models, levels and effects are .sp4 resources.
  • Movies: the logo movies are H.264 (baseline and high profile) with AAC sound, through the SDK's movie module (VideoToolbox on the host).
  • The save is one file, tsr_save.bin (2.9 MB).

Shaders

  • Current: 4,516 distinct shaders (2,116 vertex, 2,399 pixel, one compute): 28,258 Ninty_NX descriptors in 337 .sp4 resources (zlib-packed MuxFDMR streams), 586 in main and four stages in the two .nvnbin files. All 4,516 translate and compile for the Mac.
  • Open: the prewarm list (pso_manifest.tsv) is empty. The pipeline prebuild of the 4,232 shader pairs covers most pipelines; on a first run, single 50–70 ms frames came from pipelines built on first use in the race (two bases and four shader libraries each).

Memory

  • Resident about 2.4 GB in the race, GPU allocated about 2.7 GB; steady over a few minutes of menus and racing.

On the Mac

  • After the NSP script's --platform mac build, its printed command runs the game; with the window covered add DM_PRESENT_LINK=0 so DM_CTL screenshots still come.
  • The autosave notice (first start) or the title is up about 25 s after start. From the autosave notice: A, A (Press Start), then in the main menu Right and A (Local Play), A (Grand Prix), A (Team Grand Prix, Normal), A (Grand Prix 1), A, A (Sonic, Ready), about 18 s of loading, then A, A through the briefing and the team screen. Hold ZR to drive.
  • Single frames of 55–65 ms came right after DM_CTL screenshots (the PNG write).

Found on this game

Otherwise it runs on mechanisms found on other games, including SDK 5's NVN and services and the six-channel AudioOut downmix: with sound on, 0 underruns, and no silent 5 ms block in 34 s of menu music (DM_AUDIO_DUMP).

Open

  • iPhone: the IPA is built but not tested.
  • The empty prewarm list (Shaders).
  • Only the first lap of one race and the opening of Team Adventure were played: whole races and their results, a full Grand Prix, the rest of Team Adventure, other tracks, the garage, local split-screen, and other languages are untested. Online play is not supported.

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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