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First-title technical target

The selected commercial target is Super Mario 3D Land, USA. Its executable and selected resources inform reusable runtime work. No commercial profile, boot/gameplay result or supported conversion is enabled.

Identity and input

The independently inspected NCCH has product CTR-P-AREE, program ID 0004000000054000, region mask 2 and remaster field 0. Its decompressed executable is 3,096,576 bytes. Exact revision/code hashes and all commercial analysis remain private. The source filename's version is not a verified CIA title version. The extended-header allowlist declares 27 services including dsp::DSP and ldr:ro; declarations do not prove executed IPC or module loading.

The reported asset inventory contains 1,756 files in 19 directories and a 298,080,796-byte Level-3 RomFS blob: 1,666 .szs, 88 .bcstm, one .bcsar and one .bsm. Full source/blob integrity is recorded by local preparation reports. Structural analysis covers seven selected payloads totaling 15,304,637 bytes, verified against the private manifest and executable revision. These findings apply to the selected resources, not the complete container.

Resource findings

Resource Verified structure Runtime implication
Three archives Yaz0 yields bounded NARC tables; selected DVLB, CGFX and BYML members Bounded decompression/container handling; names remain virtual
Shader members Five vertex entries and one geometry entry across selected DVLB sets Arithmetic, comparison/addressing and control flow; active entries remain untraced
CGFX shader resource Bounded DATA block and three embedded DVLB regions, 12 vertex entries Resource binding; code sizes 472/428/264 fit the implemented 512-word vertex capacity
System class table LE BYML version 1, bounded header/table/root offsets Typed-node parsing; class names do not establish service use
Sound archive CSAR version 2 STRG/INFO/FILE blocks fit the file Archive references/banks/sequences/waves still require interpretation
Two streams CSTM version 2 INFO/SEEK/DATA; non-looping stereo DSP ADPCM at 32 kHz Checked codec/blocks/mixing exist; actual selection and guest DSP integration remain open

Raw shader words include ADD, DP3/DP4, MUL, floor/max/reciprocal, address moves, comparisons, conditional/loop/jump, multiply-add and geometry emit families. This static inventory includes potentially unreachable code. Encoding facts use nihstro f4d8659decbfe5d234f04134b5002b82dc515a44; no implementation or commercial shader bytes are bundled. The software renderer supports only its documented subset.

Execution requirements

Observed execution must determine required IPC/modules, shader entries, fragment state, save behavior and audio scheduling. Upstream Zakuro source observations at 76f17bf76cd9ea238a94f37d389fe701ab05a673 identify two leads: saved Mii/CFG identity consistency, and small color-buffer CPU readbacks during course loading. These have not been reproduced with this exact revision. Generic applet success or framebuffer presentation cannot substitute for correct identity/coherency.

Private analysis uses:

python3 -m host analyze-title private/game.cxi --lifter --output private/first-title-analysis

The report binds hashes, segments/stack/BSS and declared capabilities. Keep all code, assets, generated commercial C, traces and saves under private storage. Compatibility describes implemented shared features; plans.md tracks development priorities.


Maintained source: docs/first-title.md ยท 3849a94bd97b. GitHub source and issue links may require repository access.