[ 0.00] memory: 512 GiB of address space reserved, the console's [ 0.02] log: written to ~\AppData\Roaming\scarletnx\state\recompiled\0100E40022CE2000\0100E40022CE2000.log [ 0.02] ScarletNX - Azure Striker Gunvolt Trilogy Enhanced [ 0.02] build: ScarletNX main 92aab4c, committed 2026-11-08 (clang 23.1.5, Windows x86_64) [ 0.02] system: Windows 11 25H2 (10.0.26200), 12th Gen Intel(R) Core(TM) i9-12900K, 24 threads, 96 GB RAM [ 0.03] last start: ended with an exit, or none before [ 0.03] fs: ExeFS and RomFS read from the dump ~\Azure Striker Gunvolt Trilogy Enhanced [0100E40022CE2000][v0][Base].nsp (6723.3 MB mapped) [ 0.03] fs: 0 RomFS/ExeFS files mapped for the whole run, 0.0 MB [ 0.03] memory: 4 KiB host pages, views are copies (no alias pool) [ 0.03] memory: memory_fit_mode=0 (Auto): the game is told 3285 MiB, the console's being 3285 (the system can still give 81832 MiB, the process holds 46) [ 0.04] Loaded rtld at 0x8000000 [ 0.04] Loaded main at 0x8006000 [ 0.06] Loaded subsdk0 at 0x8792000 [ 0.07] Loaded sdk at 0x9d83000 [ 0.07] symbols: 19291 functions named [ 0.07] hooks: the module calls the functions of the 545 symbols the hooks name through their dispatch slots, and every other function directly (route list 07e8e8e20e0a5e81, this runtime's too) [ 0.07] hooks: module rtld, SDK unknown (its versioned hooks aren't installed) [ 0.07] hooks: module main, SDK unknown (its versioned hooks aren't installed) [ 0.07] hooks: module subsdk0, SDK unknown (its versioned hooks aren't installed) [ 0.08] hooks: module sdk, SDK 19.3.5 [ 0.08] hook: _ZN2nn4diag6detail10VAbortImplEPKcS3_S3_iPKNS_6ResultEPKNS_2os17UserExceptionInfoES3_RSt9__va_list at 9e1da70 runs diag_abort [ 0.08] hook: memcpy at a2f0f80 runs hook_memmove [ 0.08] hook: memmove at a2f0f90 runs hook_memmove [ 0.08] hook: memset at a2f1250 runs hook_memset [ 0.08] hooks: 4 of the game's functions run the runtime's handlers [ 0.08] nvn: the runtime implements 539 NVN functions, and the game's NVN driver doesn't run [ 0.08] jit: the AOT module has no runtime code variants; the JIT handles the misses and writes a cache [ 0.08] jit: 4 compile threads, 53 pcs of earlier runs queued [ 0.08] npdm: system resource 0 MB, cores 7, priorities ffffffff0000000 [ 0.08] acc: 1 user, playing as user 1 [ 0.08] users: [user1] mii=(none): Baguette; picture=(none): file [ 0.08] time: the time zone is Etc/GMT+6 (UTC-06) [ 0.09] game: 0100e40022ce2000, version 1.0 [ 0.09] pl: the Japanese stand-in answers for the console font's private-use characters [ 0.09] pl: the Chinese simplified stand-in answers for the console font's private-use characters [ 0.10] pl: the Chinese traditional stand-in answers for the console font's private-use characters [ 0.10] pl: the Korean stand-in answers for the console font's private-use characters [ 0.10] pl: the extended stand-in answers for the console font's private-use characters [ 0.10] RomFS: the dump's, read in place (639.2 MB) [ 0.24] input: gamepad XInput Controller #1 (id 2, GUID 0300fa675e0400004f0b000009067801, xboxone) [ 0.24] input: device path XInput#0, 6 axes, 11 buttons, mapping 0300fa675e0400004f0b000009067801,*,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, [ 0.24] input: XInput Controller #1 exposes no motion sensors through SDL [ 0.24] video: SDL 3.4.18 on windows [ 0.34] vpad skin: line: overlay0 "landscape" has 17 of the 17 controls [ 0.34] vpad skin: line: overlay0 "landscape" is read: of its landscape pages, the first with the most controls (17) [ 0.35] vpad skin: line, page 0 "landscape": 20 images in 1952 rows of the atlas [ 0.45] vulkan: subgroups of 32 lanes, operations 0x7ff, stages 0x3fff: VOTE and SHFL use them in vertex, control, evaluation, geometry, fragment, compute programs [ 0.45] vulkan: native ASTC textures were asked for, but the GPU can't sample ASTC: they are decoded on the GPU as they are loaded (astc_mode=0) [ 0.45] vulkan: native ETC2 textures were asked for, but the GPU can't sample ETC2: they are decoded [ 0.45] vulkan: a known problem the extension bans do not turn off: shaderFloat16 on NVIDIA GeForce RTX 4060 (NVIDIA, 621.01, driver version 621.1.00): NVIDIA's driver gets FP16 math wrong on Ampere and newer GPUs by yuzu's account, which Eden still follows (yuzu 7277d7fe96 (2021-07-03); extension_bans.txt:60) [ 0.45] vulkan: a known problem the extension bans do not turn off: shaderDenormPreserveFloat16 on NVIDIA GeForce RTX 4060 (NVIDIA, 621.01, driver version 621.1.00): NVIDIA's driver lets a DenormPreserve for 16 bits keep 32-bit denormals too, over a DenormFlushToZero for 32 bits (vkd3d-proton device.c:10180; extension_bans.txt:62) [ 0.45] vulkan: a known problem the extension bans do not turn off: vkCmdClearAttachments on NVIDIA GeForce RTX 4060 (NVIDIA, 621.01, driver version 621.1.00): NVIDIA's driver can lock the GPU up clearing part of a multisampled target, several clears in one command buffer (Dolphin DriverDetails.cpp:116; extension_bans.txt:111) [ 0.45] 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 [ 0.45] vulkan: the restart index restarts lists as it does strips, and patch lists (VK_EXT_primitive_topology_list_restart) [ 0.45] vulkan: vertex_input_dynamic_state=auto: draws set their vertex layout as dynamic state (VK_EXT_vertex_input_dynamic_state) on NVIDIA GeForce RTX 4060 (NVIDIA, 621.01, driver version 621.1.00) [ 0.45] vulkan: vk_descriptors=3 (Automatic) is 0, descriptor sets, on this GPU, which has memory of its own [ 0.45] vulkan: dynamic texture offsets use native maintenance8 sampling [ 0.51] vulkan: allocations of at most 256 MiB, bigger images in pieces (sparse binding), a texture with holes in its mapping with memory where it is mapped (sparse residency of 2D and 3D images) [ 0.51] vulkan: graphics descriptors use sets [ 0.51] vulkan: astc_mode=0 (Auto): heap 0's budget is 7188 MB as the device starts, under 8192 MB: ASTC textures are decoded to RGBA8 at once and encoded again as BC7 between frames, a quarter of RGBA8's memory (BC7) [ 0.51] vulkan: the driver that runs: NVIDIA, 621.01 (driver ID 4) [ 0.51] vulkan: the Vulkan 1.3 way: synchronization2, dynamic rendering and the extended dynamic state are core [ 0.51] vulkan: NVIDIA GeForce RTX 4060, Vulkan 1.4.357, driver 9b404000, graphics queue family 0, compute 2 (separate family) [ 0.51] vulkan: draws sample the color targets they render to in place (attachment feedback loops, enabled by dynamic state, ordered by barriers within the pass) [ 0.73] vulkan: swapchain 1280x720, 3 images, presents timed, fifo [ 0.73] vulkan: pipeline cache loaded (395 KB) [ 0.73] vulkan: this GPU flushes FP32 subnormals as the console's FTZ instructions do, so shaders are translated without a flush of their own [ 0.73] memory: no traps (none on this host): GPU engines land their results in guest memory at their fence [ 0.73] renderer: Vulkan [ 0.74] vulkan: 4 shaders and 3 pipelines of earlier runs loaded from ~\AppData\Roaming\scarletnx\cache\recompiled\0100E40022CE2000\shader_cache\0100E40022CE2000.vkshaders in 4 ms, the pipelines to be made in the background, and 0 compute pipelines made (0 could not be); 0 shaders of the game's own programs in ~\AppData\Roaming\scarletnx\cache\recompiled\0100E40022CE2000\shader_cache\0100E40022CE2000.vkshipped [ 0.74] vulkan: The game's files were already checked by an earlier run [ 0.74] vulkan: the game's own shaders: 0 translated new, 0 in ~\AppData\Roaming\scarletnx\cache\recompiled\0100E40022CE2000\shader_cache\0100E40022CE2000.vkshipped, in 0 ms [ 0.75] prepare: 16 ms before the game started (0 shaders translated from its files, 3 of 3 pipelines of earlier runs made), not shown, as it was quick [ 0.75] main thread: entry 8000000, stack 1300001000 (32768 KiB), priority 44, core 0 [ 0.76] heap: 3210 MB requested (result 0) [ 0.78] audio: SDL wasapi output opened on the system default, which plays SDL_AUDIO_F32LE at 48000 Hz, 2 channels, 480-frame buffer; the game gives 48000 Hz, 2 channels, signed 16-bit PCM [ 0.78] audio: queued 960 bytes of guest PCM [ 0.80] nvn: the game's driver answers API 55.15 and GPU code 1.5 to 1.16, 19 items in all from its code [ 0.80] nvn: the game's NVN API 55.15 is 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), and nvnPrivate0, which turns on its inlined command writes, stays 0 (the driver exports none) [ 0.80] nvn: device 1100747030 initialized, flags 0 [ 0.80] nvn: depth mode near = 0 [ 0.80] nvn: sampler pool 110074a3a8: 2304 descriptors at GPU 460000000 [ 0.80] nvn: texture pool 110074a388: 2304 descriptors at GPU 460012000 [ 0.80] nvn: queue 11008fa028 initialized (replay 1) [ 0.81] nvn: the first texture of format 0x9a (target 1, 1920x1080) [ 0.81] nvn: the first texture of format 0x35 (target 1, 1920x1080) [ 0.81] nvn: window 1100811108: 2 textures, first 1920x1080 format 0x9a, present interval 1 [ 0.81] nvn: 64 KiB of the runtime's memory carry command records past the game's command memory [ 1.06] nvn: first present, texture 0 of window 1100811108 [ 1.06] nvn: sync 110083f0a8 waited on before anything fenced it (timeout ffffffffffffffff, called from 824ae24): the wait fails at once [ 1.08] [undeclared] nn::am::service::IApplicationFunctions cmd 102 -> ok [ 1.08] vulkan: the on-screen controls' atlas is 1024x3728 [ 1.08] vulkan: write tracking on (caches skip unchanged memory) [ 1.11] nvn: the first texture of format 0x79 (target 1, 2048x1024) [ 1.20] vulkan: a 72 ms frame: 0 shaders translated (0 ms), 0 pipelines made (0 ms waited for), 0 render targets made, 0 texture uploads (0 KB), 0 ms in finishes; 0 internal texture pipelines (0 ms); GPU waits finish/recycle/submit 0/31/0 ms [ 1.20] nvn: the display didn't show a frame in two periods: frames don't wait for it until it does [ 1.79] nvn: 128 KiB of the runtime's memory carry command records past the game's command memory [ 1.79] vulkan: a 84 ms frame: 0 shaders translated (0 ms), 0 pipelines made (0 ms waited for), 0 render targets made, 0 texture uploads (0 KB), 0 ms in finishes; 0 internal texture pipelines (0 ms); GPU waits finish/recycle/submit 0/0/0 ms [ 3.34] audio: queued nonzero guest PCM (s16 peak 263) [ 4.99] vulkan: a 57 ms frame: 0 shaders translated (0 ms), 1 pipelines made (0 ms waited for), 0 render targets made, 4 texture uploads (23040 KB), 0 ms in finishes; 0 internal texture pipelines (0 ms); GPU waits finish/recycle/submit 0/0/0 ms [ 5.75] perf: 53.8 frames a second over 5.0 s (269 shown in all) [ 8.55] vulkan: a 81 ms frame: 0 shaders translated (0 ms), 0 pipelines made (0 ms waited for), 0 render targets made, 0 texture uploads (0 KB), 0 ms in finishes; 0 internal texture pipelines (0 ms); GPU waits finish/recycle/submit 0/0/0 ms [ 10.77] perf: 57.0 frames a second over 5.0 s (555 shown in all) [ 11.54] cpu: 599 presents in 10.47 s (57.2 fps): 10 of the game's threads ran 1.50 s on the host's processors (14% of one, 2.50 ms a present), the whole process 2.33 s (22%); the busiest: thread 80 'Main Thread' 0.44 s, thread 85 'IceThread(0x11007b3070)' 0.41 s, thread 83 'Audio Thread' 0.20 s, thread 88 'Rendering Thread' 0.17 s, thread 84 'IceThread(0x11007b3000)' 0.14 s [ 11.54] cpu: in those 10.47 s, 1185949 SVCs (113316 a second): 0x0b SleepThread 1169451, 0x21 SendSyncRequest 9341, 0x17 ResetSignal 2689, 0x18 WaitSynchronization 2094, 0x1b ArbitrateUnlock 736, 0x1c WaitProcessWideKeyAtomic 700; 2 calls the dispatch table had no code for (RtAPI.miss) [ 11.54] vulkan: 7811 draws, 0 skipped; 0 dispatches in 0 batches (0 ms waiting), 0 skipped; 0 finishes (0 ms); 0 reads past queued releases (0 samples counts written on the GPU); 15622 descriptor sets written, 0 reused; 2504 draws kept the last one's shaders and pipeline (0 checked), 9604 its targets [ 11.54] vulkan: 0 shaders translated (0 ms), 1 pipelines made (0 from the cache, 15 ms making, 15 ms waited for), 5 render targets made, 470 texture uploads (54 MB), 462 of them some blocks alone (6 MB); 4 frames over 50 ms in the last 600, the slowest 84 ms [ 11.54] vulkan: 63 ASTC texture levels or regions uploaded straight to BC7, 0 MB where RGBA8 takes 0 MB; 578 encoder dispatches in all [ 11.54] vulkan: 7 ASTC textures made BC7 between frames (97 MB of RGBA8 freed, 16842752 blocks encoded, 290 encodes started over for a write); 0 waiting, 0 MB as RGBA8 [ 11.54] vulkan: 3 pipelines of earlier runs made in the background (3 from the cache), 0 still to make [ 11.54] vulkan: memory used and budgeted: heap 0 352 of 7188 MB (298 ours, 221 of it allocated), heap 1 141 of 77673 MB (96 ours, 48 of it allocated) [ 11.54] vulkan: caches: 5 render targets (42 MB, 0 parked), 8 textures (48 MB), 492 buffers (19 MB); 275 of 7188 MB in use as they count it, 0 MB freed for the budget so far [ 11.54] vulkan: 0 draws sampled a target they render to in place (0 barriers in passes, 0 passes begun again), 0 through a copy [ 11.54] vulkan: 2573 rendering passes, 0 clear commands, 2328 attachments cleared and 2 left undefined by their load op; 967 buffers filled ahead of the passes [ 11.54] vulkan: 599 passes (23%) ended at ..\..\src\nx\gpu\vk\renderer.c:777 [ 11.54] vulkan: 565 passes (22%) ended at ..\..\src\nx\gpu\vk\renderer.c:230 [ 11.54] vulkan: 564 passes (22%) ended at ..\..\src\nx\gpu\vk\render.c:242 [ 11.54] vulkan: 502 passes (20%) ended at ..\..\src\nx\gpu\vk\cmd.c:712 [ 11.54] vulkan: 332 passes (13%) ended at ..\..\src\nx\gpu\vk\texture.c:1587 [ 11.55] vulkan: 8 passes (0%) ended at ..\..\src\nx\gpu\vk\texture.c:837 [ 11.55] vulkan: 2 passes (0%) ended at ..\..\src\nx\gpu\vk\surface.c:186 [ 11.55] vulkan: 1 passes (0%) ended at ..\..\src\nx\gpu\vk\surface.c:729 [ 11.55] vulkan: GPU-owned guest memory landed for the CPU 0 times, render targets written back for an engine 0 times [ 15.35] am: program 0 starts program 1 (ExecuteProgram kind 0), once it has ended [ 15.37] jit: 0 AOT variants, 0 leaders, 0 hits, 0 misses, 4 images [ 15.37] jit: 2 batches compiled 2 pcs (0 failed, 0 still queued, 0 batches dropped by memory changes), 2 functions, 13 instructions, 40 KiB of code, 0.01 s compiling, 53 units loaded from ~\AppData\Roaming\scarletnx\cache\recompiled\0100E40022CE2000\0100E40022CE2000.jitcache [ 15.37] kernel: over 15.4 s, cores 0: 5% held, 0.0 s waited for; 1: 3% held, 0.0 s waited for; 2: 1% held, 0.0 s waited for; 3: 0% held, 0.0 s waited for; [ 15.37] kernel: core 0 held by thread 80 'Main Thread' prio 44 for 2% of the run [ 15.37] kernel: core 0 held by thread 84 'IceThread(0x11007b3000)' prio 44 for 0% of the run [ 15.37] kernel: core 1 held by thread 88 'Rendering Thread' prio 44 for 2% of the run [ 15.37] kernel: core 1 held by thread 82 'IceThread(0x110071c9f0)' prio 41 for 0% of the run [ 15.37] kernel: core 2 held by thread 85 'IceThread(0x11007b3070)' prio 44 for 2% of the run [ 15.37] kernel: core 2 held by thread 83 'Audio Thread' prio 41 for 1% of the run [ 15.37] kernel: core 2 held by thread 86 'IceThread(0x11007b30e0)' prio 44 for 0% of the run [ 15.37] kernel: thread 80 'Main Thread' prio 44 core 0 mask 1 waited 0.01 s for its core in 188 waits [ 15.37] kernel: thread 84 'IceThread(0x11007b3000)' prio 44 core 0 mask 7 waited 0.00 s for its core in 149 waits [ 15.37] kernel: thread 85 'IceThread(0x11007b3070)' prio 44 core 2 mask 7 waited 0.00 s for its core in 58 waits [ 15.37] kernel: thread 83 'Audio Thread' prio 41 core 2 mask 4 waited 0.00 s for its core in 114 waits [ 15.37] kernel: thread 82 'IceThread(0x110071c9f0)' prio 41 core 1 mask 7 waited 0.00 s for its core in 36 waits [ 15.37] kernel: thread 86 'IceThread(0x11007b30e0)' prio 44 core 2 mask 7 waited 0.00 s for its core in 17 waits [ 15.37] kernel: thread 88 'Rendering Thread' prio 44 core 1 mask 7 waited 0.00 s for its core in 2 waits [ 15.37] kernel: thread 87 'IceThread(0x11007b31c0)' prio 44 core 2 mask 7 waited 0.00 s for its core in 1 waits [ 15.38] game: program 0 hands over to program 1, 0100E40022CE2000_0100E40022CE2001 (1 storage in the user channel, its open user stored), in ~\AppData\Roaming\scarletnx\recompiled\0100E40022CE2000/0100E40022CE2000.next: the launcher that started this one starts it; run alone, it is 0100E40022CE2000 --game=~\AppData\Roaming\scarletnx\recompiled\0100E40022CE2000/0100E40022CE2000_0100E40022CE2001 [ 15.38] Exit.