Difference between revisions of "Super Mario 3D All-Stars"

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= SuperMario64 =
 
= SuperMario64 =
 
This is a Nintendo 64 emulator. This uses [[JIT_services|JIT]] for running the emulated executable. RomFs also contains an AOT [[NRO]], but it's unused.
 
This is a Nintendo 64 emulator. This uses [[JIT_services|JIT]] for running the emulated executable. RomFs also contains an AOT [[NRO]], but it's unused.
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 +
At the time of release, this was the very first title to use [[JIT_services|JIT]] on retail.
  
 
The ROMIMAGE .bin in RomFs is identical to the [https://tcrf.net/Super_Mario_64_(Nintendo_64)/Regional_and_Version_Differences#Shindou_Pak_Taiou_Version Shindou] region N64 ROM. Patches are applied at runtime with the config/lua files.
 
The ROMIMAGE .bin in RomFs is identical to the [https://tcrf.net/Super_Mario_64_(Nintendo_64)/Regional_and_Version_Differences#Shindou_Pak_Taiou_Version Shindou] region N64 ROM. Patches are applied at runtime with the config/lua files.
  
 
The LanguageCode is loaded from the launch-parameter passed by the launcher, if not available it will fallback to the output from [[Applet_Manager_services#GetDesiredLanguage|GetDesiredLanguage]]. This is used to select the <language> to load from RomFs "/Message/", the data from there is then used for patching the ROM. Note that the .lua file runs <code>n64InitMessageData();</code> from the GameBegin() function.
 
The LanguageCode is loaded from the launch-parameter passed by the launcher, if not available it will fallback to the output from [[Applet_Manager_services#GetDesiredLanguage|GetDesiredLanguage]]. This is used to select the <language> to load from RomFs "/Message/", the data from there is then used for patching the ROM. Note that the .lua file runs <code>n64InitMessageData();</code> from the GameBegin() function.
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The ROMIMAGE .bin in RomFs can be replaced with other data (an unofficial image for example) when the config files are adjusted, however note that in some cases a hang may occur during the loading screen.
  
 
RomFs contains the following:
 
RomFs contains the following:

Revision as of 02:43, 4 October 2020

This page documents the Super Mario 3D All-Stars (SM3DAS) game.

The initial menu is the Stardust launcher, which has the base ProgramId 010049900F546000. Each game launched from here has a different ProgramIndex, therefore each ProgramId differs: 0x1 (010049900F546001) SuperMario64, 0x2 (010049900F546002) SuperMarioSunshine, 0x3 (010049900F546003) SuperMarioGalaxy.

The launcher launches each game by using ExecuteProgram with ProgramIndex={above values}, with 0x10-byte parameter-data: {+0x0 = LanguageCode selected in the launcher for this game, +0x8/+0xC = floats loaded from a fixed-data array specific for each game, which games can use with SetAudioDeviceOutputVolume}. Each game returns to the launcher by using ExecuteProgram with ProgramIndex=0, no parameter-data is passed to the launcher.

Each game uses different methods of emulation.

These games use Vulkan for rendering.

These games save PlayReports with prepo, the fields include "num_stars" etc.

The pause-menu when pressing the '-' button in each game uses the Offline web-applet with WebSession.

NPDM

This section documents the NPDM for the launcher and each game.

  • Launcher: Roughly the same as most Switch games' NPDM.
  • SuperMario64: Locked down since this uses JIT. Compared to the Launcher NPDM (besides ProgramId):
  • SuperMarioSunshine: Same as Launcher (besides ProgramId), except flag OptimizeMemoryAllocation is set.
  • SuperMarioGalaxy: Same as Launcher (besides ProgramId), except flags is 0x4: Is64BitInstruction=0(AArch32) and ProcessAddressSpace=0x2.

SuperMario64

This is a Nintendo 64 emulator. This uses JIT for running the emulated executable. RomFs also contains an AOT NRO, but it's unused.

At the time of release, this was the very first title to use JIT on retail.

The ROMIMAGE .bin in RomFs is identical to the Shindou region N64 ROM. Patches are applied at runtime with the config/lua files.

The LanguageCode is loaded from the launch-parameter passed by the launcher, if not available it will fallback to the output from GetDesiredLanguage. This is used to select the <language> to load from RomFs "/Message/", the data from there is then used for patching the ROM. Note that the .lua file runs n64InitMessageData(); from the GameBegin() function.

The ROMIMAGE .bin in RomFs can be replaced with other data (an unofficial image for example) when the config files are adjusted, however note that in some cases a hang may occur during the loading screen.

RomFs contains the following:

  • "/Pipeline.cache", "/shader_p1_frag.spv", "/shader_p1_vert.spv", "/shader_vulkan_frag.spv", "/shader_vulkan_vert.spv"
  • "/Message/<language>/" contains:
    • "Messages.bin", "UI_Font8.bin", "UI_Font16.bin", "UI_Font16_code2.bin", "UI_FontS88.bin".
  • "/.nrr/" contains:
    • "EmuAppNX64.nrr": The NRR for the JitPlugin.
    • "04_UNSMJ3.002.nrr": Unused NRR for the AOT NRO.
  • "/nro/" contains:
    • "EmuSystemJITPlugin.nro": The NRO for the JitPlugin.
    • "NROBuilder.nro": Unused AOT NRO.
    • "05_UNSMJ3.002.nro": Same as "NROBuilder.nro".
    • "/rom/": This contains the ROM sub-directory, in this case that dir-name is "Stardust_JP" which contains the following:
      • "Textures/texture_pack.cpio": Standard (?) .cpio archive containing textures.
      • "00_UNSMJ3.002.meta": Contains json metadata for the other files in this directory, etc.
      • "01_UNSMJ3.002.bin": This is the ROMIMAGE.
      • "02_UNSMJ3.002.cfg": Configuration json file, ROMCONFIG.
      • "03_UNSMJ3.002.pcb": This is the "PRECMP" file referenced by the .meta.
      • "04_UNSMJ3.002.nrr": Unused NRR which is the same as "/.nrr/04_UNSMJ3.002.nrr", except the Certification and ApplicationId are all-zero.
      • "05_UNSMJ3.002.nro": Unused, identical to "/nro/05_UNSMJ3.002.nro".
      • "06_UNSMJ3.002.lua": This is the "ROMPATCH" Lua file referenced by the .meta.
      • "07_UNSMJ3.002.ppl": This is the "PIPELINE" file referenced by the .meta.

SuperMarioSunshine

This is a Nintendo Gamecube emulator. The emulator (which is the main-codebin) name is "Hagi". This uses an AOT NRO for running the emulated executable.

Since this uses AOT, attempting to run a different .dol with this emulator is equivalent to attempting to run an emulator with an executable where .text (code) is the from the original executable, while everything else is from the other executable.

This emulator supports arguments with argc/argv, when launched officially zero arguments are passed for this (unless SetProgramArgument is used manually prior to launching). The emulator will also load arguments from RomFs "/default_cmd.txt" when argc==1, otherwise it loads arguments from a filepath loaded elsewhere. Hence, when not launched with arguments with an official launch, "/default_cmd.txt" is not used. Some of the supported arguments are:

This emulator uses various hashes, SHA-1 is used for this.

This supports loading Bios from a file where the path is determined using the specified LanguageCode, when config flags "Emulate" and "LoadBios" are true, however with the MarioSunshine config the latter config flag is false.

RomFs contains the following:

  • "/hagi.config": Emulator json configuration.
  • "/hagi-override.config": Emulator json configuration.
  • "/rom.json": ROM json configuration, contains the following fields:
    • "UID": Game-name.
    • "DolHash": Hash.
    • "ROM": An array of strings for the absolute file path for the ROM. In this case, it only contains the following: "rom:/MarioSunshine/Super_Mario_Sunshine_Stardust-trimmed.gcm".
  • "/.nrr/Hagi.nrr": NRR for the AOT NRO.
  • "/MarioSunshine/": This contains the following:
    • "Super_Mario_Sunshine_Stardust-trimmed.gcm": This is the .gcm image mentioned above.
    • "Super_Mario_Sunshine_Stardust-trimmed.hash": Contains json configuration for various hashes.
  • "/data/": This contains the following:
    • "database/": This contains the following:
      • "config/MarioSunshine.config": This contains game-specific emulator json configuration.
      • "hagi/MarioSunshine.json": This contains ROM json configuration. IDs, names, etc. This also contains various hashes, including a duplicate of the above .hash file.
      • "pip/MarioSunshine/pipelineDB.pip"
      • "vulkan/MarioSunshine/B1317A6632265CF763766CF6339AC8D1.cache": This is the .cache file mentioned in #Savedata.
    • "gekko/MarioSunshine/nx/MarioSunshine.nrolz": This is the AOT NRO. LZ4 compressed, first 4-bytes is the big-endian decompressed size, then the compressed data follows.
    • "lazy_texture_replace/MarioSunshine": Contains PNG textures.
    • "saves/MarioSunshine/A.sav": Savedata. Presumably used to create the initial savedata file?
    • "texture_replace/": Contains "MarioSunshine.har" and "MarioSunshine.hix".
    • "video_replace/MarioSunshine/": Contains MP4 videos.

SuperMarioGalaxy

Versions

This section documents the game-update changes.

v1.0.1

In ExeFs, the only NPDM change was the usual ACID pubkey/signature update. The only other ExeFs change, was that the main-codebin was updated only for SuperMarioSunshine/SuperMarioGalaxy.

RomFs changes:

  • Launcher: Not updated.
  • SuperMario64: Both NRRs were updated, pubkey/signature was updated. No other files were updated.
  • SuperMarioSunshine: Only "/.nrr/Hagi.nrr" was updated, same as above.
  • SuperMarioGalaxy:
    • "/data/texture_replace/": Various files here were updated.
    • "/<language>/LayoutData/Font.arc": Updated.
    • "/LayoutData/CameraInfo.arc", "/LayoutData/IconAButton.arc", "/StationedData/GDDR3.arc", "/StationedData/GDDR3.zst": Updated.

Savedata

The savedata contains the following:

  • "/PlayReport/account.prsav"
  • "/StardustLauncher/game_data.sav"
  • "/Mario64/Mario64.sav": The raw N64 savedata.
  • "/MarioSunshine/": This contains the following data, for MarioSunshine:
    • "gekko/log/", "gekko/trace/", and "hanafuda/": Empty directories.
    • "A.sav": The memory card image. The first 4-bytes are the big-endian decompressed size, followed by the LZ4 compressed data.
    • "B.raw": Uncompressed raw version of the memory card image. All-zeros, since it doesn't seem to be used after creation? This normally doesn't exist: this only exists if the application had argv parameter "--card-uncompressed" passed.
    • "B1317A6632265CF763766CF6339AC8D1.cache": This is probably graphics pipeline related?(RomFs has an identical file)
  • "/MarioGalaxy/GameData.bin": The savedata for SuperMarioGalaxy.