ScarletNX main de92932-dirty (clang 23.1.4, Windows x86_64) Message: The game reached code at 0 that the recompiler missed, and the AOT pack has no code for it, and the JIT could not compile it == ~\010055D009F78000_010055D009F78800v327680.log == [ 0.00] ScarletNX - Fire Emblem: Three Houses [ 0.00] build: ScarletNX main de92932-dirty (clang 23.1.4, Windows x86_64) [ 0.00] system: Windows 11 26H2 (10.0.26300), AMD Ryzen 7 9800X3D 8-Core Processor, 8 threads, 31 GB RAM [ 0.00] game: the update of the game in 010055D009F78000, with its settings and saves [ 0.00] fs: ExeFS and RomFS read from the update ~\Fire Emblem_ Three Houses 1.2.0 [010055D009F78800][v327680][UPD].nsp over the game's dump ~\Fire Emblem_ Three Houses [010055D009F78000][v0][BASE].nsp (11816.8 MB mapped) [ 0.00] fs: the DLC 010055D009F79001 is checked, and its settings ~\010055D009F78000_010055D009F79001.ini name a dump that is not there: the game runs without it. Play its dump again to record it [ 0.00] fs: the DLC 010055D009F79002 is checked, and its settings ~\010055D009F78000_010055D009F79002.ini name a dump that is not there: the game runs without it. Play its dump again to record it [ 0.00] fs: the DLC 010055D009F79003 is checked, and its settings ~\010055D009F78000_010055D009F79003.ini name a dump that is not there: the game runs without it. Play its dump again to record it [ 0.01] fs: the DLC 010055D009F79004 is checked, and its settings ~\010055D009F78000_010055D009F79004.ini name a dump that is not there: the game runs without it. Play its dump again to record it [ 0.01] fs: the DLC 010055D009F79005 is checked, and its settings ~\010055D009F78000_010055D009F79005.ini name a dump that is not there: the game runs without it. Play its dump again to record it [ 0.01] fs: the DLC 010055D009F79006 is checked, and its settings ~\010055D009F78000_010055D009F79006.ini name a dump that is not there: the game runs without it. Play its dump again to record it [ 0.01] fs: 0 RomFS/ExeFS files mapped for the whole run, 0.0 MB [ 0.01] memory: 4 KiB host pages, views are copies (no alias pool) [ 0.01] Loaded rtld at 0x8000000 [ 0.02] Loaded main at 0x8005000 [ 0.03] Loaded subsdk0 at 0xa1eb000 [ 0.03] Loaded subsdk1 at 0xaa5b000 [ 0.04] Loaded sdk at 0xb17c000 [ 0.04] symbols: 29663 functions named [ 0.04] hooks: the module calls the functions of the 544 symbols the hooks name through their dispatch slots, and every other function directly (route list 0cbeb8b9dddeed16, this runtime's too) [ 0.04] hooks: module rtld, SDK unknown (its versioned hooks aren't installed) [ 0.04] hooks: module main, SDK unknown (its versioned hooks aren't installed) [ 0.04] hooks: module subsdk0, SDK unknown (its versioned hooks aren't installed) [ 0.04] hooks: module subsdk1, SDK unknown (its versioned hooks aren't installed) [ 0.04] hooks: module sdk, SDK 6.5.0 [ 0.04] hook: memcpy at b636b10 runs hook_memmove [ 0.04] hook: memmove at b636f30 runs hook_memmove [ 0.04] hook: memset at b662f60 runs hook_memset [ 0.04] hooks: 3 of the game's functions run the runtime's handlers [ 0.04] nvn: the runtime implements 539 NVN functions, and the game's NVN driver doesn't run [ 0.04] jit: the AOT module has no runtime code variants; the JIT handles the misses and writes a cache [ 0.05] jit: 4 compile threads, 0 pcs of earlier runs queued [ 0.05] npdm: system resource 0 MB, cores 7, priorities ffffffff0000000 [ 0.05] acc: 1 user, playing as user 1 [ 0.05] time: the time zone is Etc/GMT-9 (UTC+09) [ 0.05] game: 010055d009f78000, version 1.2.0 [ 0.05] pl: the Japanese stand-in answers for the console font's private-use characters [ 0.05] pl: the Chinese simplified stand-in answers for the console font's private-use characters [ 0.06] pl: the Chinese traditional stand-in answers for the console font's private-use characters [ 0.06] pl: the Korean stand-in answers for the console font's private-use characters [ 0.06] pl: the extended stand-in answers for the console font's private-use characters [ 0.06] RomFS: the update's over the game's dump, read in place (11786.0 MB) [ 0.06] game: played with Update 1.2.0 [ 0.50] input: gamepad Nintendo Switch Pro Controller (id 2, GUID 0500b7e67e0500000920000000006803, switchpro) [ 0.50] input: device path \\?\HID#{00001124-0000-1000-8000-00805f9b34fb}_VID&0002057e_PID&2009#b&1aaf62d&5&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}, 6 axes, 16 buttons, mapping 0500b7e67e0500000920000000006803,*,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,misc1:b11,crc:e6b7,platform:Windows, [ 0.51] input: enabled accelerometer sensor on Nintendo Switch Pro Controller [ 0.51] input: enabled gyroscope sensor on Nintendo Switch Pro Controller [ 0.52] video: SDL 3.4.18 on windows [ 0.97] vulkan: native ASTC textures were asked for, but the GPU can't sample ASTC: they are decoded to RGBA8 [ 0.97] vulkan: native ETC2 textures were asked for, but the GPU can't sample ETC2: they are decoded [ 0.97] vulkan: the device discrete, the CPU maps all of its memory (resizable BAR); guest buffers copied (vk_memory=auto); VK_EXT_external_memory_host yes, VK_EXT_map_memory_placed no [ 0.97] vulkan: graphics descriptor buffers supported, disabled [ 1.02] vulkan: allocations of at most 256 MiB, bigger images in pieces (sparse binding) [ 1.02] vulkan: the driver that runs: NVIDIA, 621.01 (driver ID 4) [ 1.02] vulkan: NVIDIA GeForce RTX 4090, Vulkan 1.4.357, driver 9b404000, graphics queue family 0, compute 2 (separate family) [ 1.02] vulkan: draws sample the color targets they render to in place (attachment feedback loops, enabled by dynamic state, ordered by barriers within the pass) [ 1.03] vulkan: swapchain 1280x720, 4 images, presents timed, mailbox [ 1.03] vulkan: pipeline cache loaded (1015 KB) [ 1.04] vulkan: this GPU flushes FP32 subnormals as the console's FTZ instructions do, so shaders are translated without a flush of their own [ 1.04] memory: no traps on this host: GPU engines land their results in guest memory at their fence [ 1.04] renderer: Vulkan [ 1.07] vulkan: 61 shaders and 42 pipelines of earlier runs loaded from ~\010055D009F78000_010055D009F78800v327680.vkshaders in 30 ms, the pipelines to be made in the background; 39 shaders of the game's own programs in ~\010055D009F78000_010055D009F78800v327680.vkshipped [ 1.07] vulkan: The game's files were already checked by an earlier run [ 1.07] vulkan: the game's own shaders: 0 translated new, 39 in ~\010055D009F78000_010055D009F78800v327680.vkshipped, in 0 ms [ 1.09] prepare: 50 ms before the game started (0 shaders translated from its files, 42 of 42 pipelines of earlier runs made), not shown, as it was quick [ 1.09] main thread: entry 8000000, stack 1300001000 (1536 KiB), priority 44, core 0 [ 1.10] heap: 3220 MB requested (result 0) [ 1.45] nvn: the game's driver answers API 53.310 and GPU code 1.5 to 1.15, 22 items in all from its code [ 1.45] nvn: the game's NVN API 53.310 isn't one the runtime has measured layouts for (53.5, 53.13, 53.105, 53.209, 53.311 to 53.314, 55.8 to 55.15): the runtime runs its NVN calls all the same [ 1.45] nvn: device 11052ea058 initialized, flags 0 [ 1.45] nvn: window origin upper left [ 1.45] nvn: queue 11052ed0b0 initialized (replay 1) [ 1.46] nvn: the first texture of format 0x25 (target 1, 1920x1080) [ 1.46] nvn: window 117ac8e060: 3 textures, first 1920x1080 format 0x25, present interval 1 [ 1.46] nvn: queue 117adb82d0 initialized (replay 2) [ 1.46] nvn: the first texture of format 0x35 (target 1, 1920x1080) [ 1.48] nvn: shader control sections of format 15 [ 1.60] FATAL: The game reached code at 0 that the recompiler missed, and the AOT pack has no code for it, and the JIT could not compile it