# SHIN MEGAMI TENSEI V: Vengeance 1.0.3, Atlus / Unreal Engine 4.27, SDK 15.3.2, NVN. # ---- Identity ---- title_id 010069C01AB82000 program_id 010069C01AB82000 name SHIN MEGAMI TENSEI V: Vengeance ipa ShinMegamiTenseiVVengeance.ipa app_category public.app-category.games # ---- Versions ---- build v196608 1.0.3 main=0a4f14a5c12f470a4d3168a8f2ae6005 subsdk0=368f01d5cb42f06cd125dc739d036719 sdk=8618895246b420329b77746b960a66ab package v196608 shader_versions v196608 # ---- Files ---- # subsdk0 is NintendoSDK_movie, the same build as Paper Mario: The Thousand-Year Door. modules main subsdk0 sdk romfs_marker Project/Content/Paks/pakchunk0-Switch.pak zip_store .pak:.metallib # ---- Memory ---- # nninitStartup (+0x1b88a10) reserves one address region for the engine, 62 GB by default; # the rewriter's engine-wide gate on the store of its size # (dm/tools/ue_region.py; hle_svc.c) gives it what the alias region has room for # (2.81 GB; until 2026-10-31 -SwitchVirtualAddressSpaceSize=2048 in game_args). # FMallocBinned3's 37 GB pool reservation is replaced by the host's malloc zone # (the rewriter's engine-wide cut, dm/tools/ue_malloc.py; hle_uemalloc.c). The SDK-wide # rules give its SDK build the 62 MB node area and 2 MB region alignment (sdk_patches.py). mem_reserve 0xF0000000 mem_alias 0xC8000000 mem_stack 0x10000000 app_pool 0xCD500000 sys_resource 0x2800000 # The Switch profile caps Project.FrameRateLimit at 30 and rhi.syncinterval at 2. # hle_fpslock.c raises both console variables, found by name by the rewriter # (ue_cvar.py); Unreal applies the project limit through GameUserSettings to # t.MaxFPS, so ue_fps_cvar names it instead of t.MaxFPS. DM_FPS_TARGET=30 restores 30. fps_target 60 ue_fps_cvar Project.FrameRateLimit # ---- Input ---- pad_layout full # ---- Shaders ---- # Shaders are inline in cooked packages in the six Unreal paks (Oodle / Zlib blocks, inline shader records). shader_groups ShaderArchive-Global-=global ShaderArchive-=game shader_note SHIN MEGAMI TENSEI V: Vengeance shaders