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Shaders: a switch whose index is clamped against a register that a MOV of an immediate set before it now finds its jump table (AmpereLowering.cs BrxTargets), so all 36,031 of the game's shader variants translate and no draw is skipped for a failed one. The compare-and-swap loop behind storage-buffer atomics (patch 0033) takes the value a failed swap returns as its next expected value instead of loading the word again, which on some drivers kept returning a stale copy. Memory: an unused physical pool outlives the submission being recorded, as virtual pages may still reach it through device addresses; an image whose creation failed is not tried again for 2 s. The installer and Linux texts name this game. The README has the project icon, the current status, features, requirements and known issues. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MacNativeGames extraction scripts
Unmodified copies from https://github.com/ly05010419/MacNativeGames at b75be8cfa704df3701e86130c8ced268e79d6b11, MIT (see LICENSE).
| File | Upstream path |
|---|---|
extract_exefs.py |
scripts/extract_exefs.py |
extract_romfs.py |
scripts/extract_romfs.py |
extract_update_romfs.py |
scripts/extract_update_romfs.py |
extract_shared_fonts.py |
scripts/extract_shared_fonts.py |
tools/data/expected-v*.json come from assets/ at the same commit.
Keep these files byte-identical to upstream so they can be updated by copying. Windows-specific behaviour lives in tools/extract.py and tools/extract_fonts.py.