# Game profile of Kirby Star Allies (Switch, update 4.0.0a = v393216). Plays on the Mac
# Format: see dm/games/README.md
# HAL Laboratory's own engine on NintendoWare (G3d, Font, Ui2d, Vfx) with nn::atk sound, SDK 4.4.1, NVN; subsdk0 is the movie module (H.264 / AAC MP4 movies, decoded by the host).
# The shaders are BNSH archives inside HAL's .cmp containers under gfx/, ptcl/ and lyt/, in the loose shader/ files and embedded in main (shader_split.py); no run met a shader missing from the map.
# The game asks for present interval 1 and paces its stages at 30 fps itself

# ---- Identity ----
title_id	01007E3006DDA000
program_id	01007E3006DDA000

# ---- App ----
# Game name: only a label for profile listings and the Mac window title; the iOS app name is the game name in the base NSP, and the bundle ID comes from the base game title ID (build_ipa.sh / NSP script)
name	Kirby Star Allies
ipa	KirbyStarAllies.ipa
app_category	public.app-category.games

# ---- Versions ----
build	v393216	4.0.0a	main=d55608916fa56c184f2a8fe80da0427c	subsdk0=a4604a0a8b8af7ae0eac1add42a8b978	sdk=af7348498c7759b0f3f0396a8a36014c
package	v393216
shader_versions	v393216

# ---- Files ----
# load order as on Horizon: main, subsdk*, sdk (subsdk0 = NintendoSDK_movie 4.4.1)
modules	main subsdk0 sdk
romfs_marker	mov/Product/Opening.mp4
zip_store	.bfsar:.bfstm:.mp4:.metallib

# ---- Memory ----
# The NPDM declares no system resource, so there is no virtual address memory: the game sets a heap of the pool less 64 MB of used memory (3.14 GB, measured), which fits the
# 3.25 GB heap region of this 4 GB block (256 MB in front + 256 MB alias region + 256 MB stack region + heap region). The application pool is the Switch's 3285 MB
mem_reserve	0x100000000
mem_alias	0x10000000
mem_stack	0x10000000
app_pool	0xCD500000
sys_resource	0x0

# ---- Shader split (shader_split.py; BNSH in HAL's .cmp containers, the loose shader/ files and main) ----
shader_groups	/gfx/=gfx /ptcl/=ptcl /lyt/=lyt /shader/=shader
shader_note	Kirby Star Allies shaders
