From b043808dddef84e3d7083541303715134e77ab5d Mon Sep 17 00:00:00 2001 From: Robert McFadden Date: Sat, 7 Nov 2026 20:23:34 -0500 Subject: [PATCH 1/6] Shader split: Rockstar RPF6 archives, RAGE rgxd effects and Double Eleven packs Red Dead Redemption keeps its RomFS in 134 RPF6 archives with encrypted tables, and its shaders in RAGE effects (rgxd) in shaders.rpf and in main; the language selection's two shaders are in a Double Eleven .pkdswitch pack. The split found none of them. dm/gfx/tools/rpf6.py reads RPF6: the tables are AES-256 ECB decrypted 16 times with a key it finds in main's data segment (never printed or written), names by joaat hash, plain files (raw, zstd, zlib, raw deflate), resources with RSC5 / RSC85 headers, and encrypted scripts. shader_split.py reads every archive's files in parallel ranges, reads rgxd effects in files and in main, and reads .pkdswitch packs through their .pkiswitch index. A control section is compared at its own length (+0x20), as 919 of the game's carry bytes past it. 3,583 shaders, all translated; the fuzz harness has an rgxd seed. docs/reference/shaders.md: two entries. --- dm/gfx/tools/rpf6.py | 137 +++++++++++++++++++++++++++++ dm/gfx/tools/shader_split.py | 84 +++++++++++++++++- dm/tools/fuzz/fuzz_shader_split.py | 11 ++- docs/agents/symptoms.md | 2 + docs/reference/shaders.md | 15 ++++ 5 files changed, 245 insertions(+), 4 deletions(-) create mode 100644 dm/gfx/tools/rpf6.py diff --git a/dm/gfx/tools/rpf6.py b/dm/gfx/tools/rpf6.py new file mode 100644 index 0000000000..9e5af7f01a --- /dev/null +++ b/dm/gfx/tools/rpf6.py @@ -0,0 +1,137 @@ +#!/usr/bin/env python3 +# Rockstar RPF6 archives (RAGE, the format of Red Dead Redemption on PS3 / Xbox 360). Double Eleven's Switch port of Red Dead Redemption (01007820196A6000, 1.0.0) keeps all of its RomFS +# but two Bink movies in 134 of them (11 GB; shaders.rpf, fragments.rpf, audio_switch.rpf, redemption/territory_swall/*.rpf, …). shader_split.py reads them through this module (rpf_jobs). +# Layout (big-endian, as on the consoles): +# header 16 bytes: 'RPF6', u32 entry count, u32 name table offset / 8, u32 encryption tag (0xfffffffd in every Switch archive: the entry table and the name table are encrypted) +# entries entry count × 20 bytes from +0x10, AES-256 ECB decrypted 16 times over (as on the consoles), padded to 16 bytes: +# a directory: u32 name hash, u32 0 (bit 31 set on some), u32 0x80000000 | first child's entry, u32 child count, u32 0 +# a file: u32 name hash, u32 stored length (low 31 bits), u32 data offset / 8, u32 flags, u32 0; flags bit 31 clear: bit 30 compressed | length (low 30 bits) +# a resource: flags bit 31 set (act.rpf's .wat, fragments.rpf's .wft, mapres.rpf's .wtx, …): the data offset word's low byte is the resource type (0x1e in act.rpf), so the offset is +# (word & 0x7fffff00) × 8; the flags are RAGE's resource flags (bit 30 compressed, the rest page sizes), not a length. The data is an RSC5 header {'RSC\x05', u32 type +# (little-endian), u32 the entry's flags (little-endian)}, then one zstd frame; the stored length counts the header. Reading the offset as a plain file's gave +# 145 groups of unreadable files in the first build. A resource whose flags are only bit 31 (gringores.rpf's .wgd, vfx.rpf's .wtd, the .wsc scripts) has an RSC85 +# header instead: {'RSC\x85', u32 type, u32 the entry's flags, u32 the entry's fifth word (its extended flags)}, 16 bytes +# data a zstd frame or a zlib stream (unpack), or raw deflate (audio_switch.rpf's config files, as on the consoles); the scripts (.wsc, RSC85 type 2) are in addition AES encrypted like the tables (whole blocks; the tail of under 16 bytes is clear) +# entry 0 is the root directory (hash 0); a directory's children are consecutive entries +# names at the name table offset to the end of the file, encrypted the same way: a binary table, then the names as NUL-terminated strings; a name hash is Jenkins one-at-a-time +# (joaat) of the lower-case name, so names are found by hashing every string there (shaders.rpf: 134 of 134 hashes) +# A compressed file is one zstd frame (the consoles used zlib; shaders.rpf: 131 files, every frame's content size equals the entry's length). +# The key is in main's data segment (1.0.0: main+0x3757f88), found as the 32-byte window that decrypts the first entry to the root directory (find_key); it is never written to disk. +# Usage: rpf6.py
[--extract ] lists (or extracts) the files. +import os, struct, sys, re +sys.path.insert(0, os.path.join(os.path.dirname(__file__), '../../tools')) +from romfs import open +from uepak import aes_decrypt + +MAGIC, ENCRYPTED, RSC5, RSC85, ZSTD = b'RPF6', 0xfffffffd, b'RSC\x05', b'RSC\x85', b'\x28\xb5\x2f\xfd' +ROUNDS = 16 + +def joaat(s): + """Jenkins one-at-a-time over the lower-case name: RAGE's name hash""" + h = 0 + for ch in s.lower().encode(): + h = (h + ch) & 0xffffffff; h = (h + (h << 10)) & 0xffffffff; h ^= h >> 6 + h = (h + (h << 3)) & 0xffffffff; h ^= h >> 11 + return (h + (h << 15)) & 0xffffffff + +def decrypt(key, data): + """RPF6's table encryption: AES-256 ECB applied 16 times (whole blocks only)""" + data = data[:len(data) // 16 * 16] + for _ in range(ROUNDS): data = aes_decrypt(key, data) + return data + +def is_root(d): + """The root directory entry: hash 0, 0, first child 1 (the entries after it), at least one child""" + return len(d) >= 16 and struct.unpack_from('>3I', d) == (0, 0, 0x80000001) and struct.unpack_from('>I', d, 12)[0] > 0 + +def header(path): + """→ (entry count, name table offset, encrypted), or None when path is no RPF6""" + with open(path, 'rb') as f: h = f.read(16) + if len(h) < 16 or h[:4] != MAGIC: return None + n, names, tag = struct.unpack_from('>3I', h, 4) + return n, names * 8, tag == ENCRYPTED + +def find_key(nso_path, rpf): + """The AES key from main's read-only and data segments: the 4-aligned 32-byte window (at least 24 distinct bytes) that decrypts rpf's first entry to the root directory. + Red Dead Redemption 1.0.0: one window, in the data segment""" + import nso + with open(nso_path, 'rb') as f: m = nso.load(f.read(), nso_path) + img = bytes(m.image) + with open(rpf, 'rb') as f: f.seek(16); blk = f.read(16) + for mo, sz in m.segments[1:]: # read-only, data + for a in range(mo, mo + sz - 32, 4): + w = img[a:a + 32] + if len(set(w)) >= 24 and is_root(decrypt(w, blk)): return w + return None + +class Rpf: + def __init__(self, path, key): + h = header(path) + if h is None: raise ValueError(f'{path}: no RPF6 archive') + self.path, self.key, (n, names_at, enc) = path, key, h + with open(path, 'rb') as f: + f.seek(16); t = f.read((n * 20 + 15) // 16 * 16) + f.seek(names_at); nt = f.read() + if enc: t, nt = decrypt(key, t), decrypt(key, nt) + if not is_root(t): raise ValueError(f'{path}: the first entry is no root directory (wrong key?)') + self.raw = [struct.unpack_from('>5I', t, 20 * i) for i in range(n)] + names = {joaat(s.decode()): s.decode() for s in re.findall(rb'[\x20-\x7e]{1,255}(?=\0)', nt)} + self.files = [] # (path, offset, stored length, length (None for a resource), compressed, resource flags (None for a plain file)) + def walk(i, prefix): + h, a, b, c, _ = self.raw[i] + name = names.get(h, f'#{h:08x}') + if b & 0x80000000: + first, count = b & 0x7fffffff, c + if first + count > n: raise ValueError(f'{path}: directory entry {i} runs past the table') + for j in range(first, first + count): walk(j, prefix + name + '/' if i else '') + elif c & 0x80000000: self.files.append((prefix + name, (b & 0x7fffff00) * 8, a & 0x7fffffff, None, bool(c & 0x40000000), c)) + else: self.files.append((prefix + name, (b & 0x7fffffff) * 8, a & 0x7fffffff, c & 0x3fffffff, bool(c & 0x40000000), None)) + walk(0, '') + + def read(self, f, entry, zstd): + name, off, stored, size, comp, rflags = entry + f.seek(off); d = f.read(stored) + if len(d) != stored: raise ValueError(f'{self.path}/{name}: cut off ({len(d)} of {stored} bytes)') + if rflags is not None: # a resource: RSC5 or RSC85 header, then its data + if d[:4] not in (RSC5, RSC85): raise ValueError(f'{self.path}/{name}: a resource entry, but no RSC5 / RSC85 header at {off:#x}') + if struct.unpack_from('= 2 and d[0] & 0xf == 8 and d[0] >> 4 <= 7 and (d[0] << 8 | d[1]) % 31 == 0: + import zlib + try: return zlib.decompressobj().decompress(d) + except zlib.error: return None + return None + +if __name__ == '__main__': + if len(sys.argv) < 3: sys.exit(__doc__ or 'usage: rpf6.py
[--extract ]') + key = find_key(sys.argv[1], sys.argv[2]) + if key is None: sys.exit(f'[RED] no window of main opens {sys.argv[2]}') + r = Rpf(sys.argv[2], key) + out = sys.argv[sys.argv.index('--extract') + 1] if '--extract' in sys.argv else None + if out: + from shader_split import zstd_mod + z = zstd_mod() + with open(r.path, 'rb') as f: + for e in r.files: + print(f'{"rsc" if e[3] is None else e[3]:>10} {"z" if e[4] else "-"} {e[0]}') + if out: + p = os.path.join(out, e[0]); os.makedirs(os.path.dirname(p), exist_ok=True) + with open(p, 'wb') as g: g.write(r.read(f, e, z)) diff --git a/dm/gfx/tools/shader_split.py b/dm/gfx/tools/shader_split.py index 78e2fcd435..202c5da2a0 100644 --- a/dm/gfx/tools/shader_split.py +++ b/dm/gfx/tools/shader_split.py @@ -720,6 +720,75 @@ def pkz_shaders(path, rel, ents, out): if len(d) != usz: red(f'/{rel}/{name}: {len(d)} bytes decoded, the entry says {usz}') scan_blob(d, f'/{rel}/{name}', out) +RPF6, RGXD = b'RPF6', b'rgxd' +def rpf_jobs(files, mains, parts=64): + """Every file of every Rockstar RPF6 archive in ranges of about equal stored length (Red Dead Redemption: 134 archives, 11 GB; its shaders are the .nvn effects in shaders.rpf, but no + file name is relied on). The entry and name tables are AES encrypted with a key in main (rpf6.py find_key): the first main that opens the first archive gives it. + → ([(path, rel, (RPF6, key, entries)), …], the RPF6 paths)""" + import rpf6 + rp = [(p, r) for p, r in files if rpf6.header(p) is not None] + if not rp: return [], set() + key = next((k for m in mains if (k := rpf6.find_key(m, rp[0][0])) is not None), None) + if key is None: red(f'/{rp[0][1]}: an encrypted RPF6 archive, and no 32-byte window of main decrypts its first entry to the root directory') + arcs = [(p, r, rpf6.Rpf(p, key).files) for p, r in rp] + jobs, step = [], max(1, sum(e[2] for _, _, es in arcs for e in es) / parts) + for p, r, es in arcs: + cur, size = [], 0 + for e in es: + cur.append(e); size += e[2] + if size >= step: jobs.append((p, r, (RPF6, key, tuple(cur)))); cur, size = [], 0 + if cur: jobs.append((p, r, (RPF6, key, tuple(cur)))) + return jobs, {p for p, _ in rp} + +def rpf_shaders(path, rel, key, ents, out): + """A range of RPF6 files (rpf_jobs), each zstd-decoded and scanned like a loose file""" + import rpf6 + r = rpf6.Rpf.__new__(rpf6.Rpf); r.path, r.key = path, key # the entries came with the job; only read() is needed + z = zstd_mod() + with open(path, 'rb') as f: + for e in ents: scan_blob(r.read(f, e, z), f'/{rel}/{e[0]}', out) + +def rgxd_shaders(d, label): + """A RAGE effect ('rgxd', Red Dead Redemption's .nvn files in shaders.rpf: 131 effects, 3,413 shaders, 2,089 vertex and 1,324 pixel): after the effect's parameter names, each shader is a + record {u32 length, u32 0x19866891 (GLSLC's magic), u32 code length, u32 control length}, then the code area, then the control section. The records are packed (not 4-aligned). + 919 of the 3,413 control sections are 12·n bytes longer than their own length (control +0x20, n = 1…11); the extra bytes stay with the section (ctl_len keys on its own length). + The first word is not the record's own length (0x2df8 for a 0x500 + 0x880 shader); it is not needed to find the shaders""" + out, n = [], d.count(CTL_MAGIC) + for m in re.finditer(b'\x91\x68\x86\x19', d): + h = m.start() - 4 + if h < 0 or h + 16 > len(d): continue + _, _, nk, nc = struct.unpack_from('<4I', d, h) + if h + 16 + nk + nc > len(d): continue + code, ctl = d[h + 16:h + 16 + nk], d[h + 16 + nk:h + 16 + nk + nc] + st = glslc_stage(ctl, code) if ctl[:4] == CTL_MAGIC and len(ctl) >= 0x760 else None + if st and not check(label, st, ctl, code): out.append((f'{label}#RGXD@{h:#x}', st, ctl, code)) + if len(out) != n: print(f'[RED] {label}: {n} control sections, {len(out)} shader records read; the rest are left out', flush=True) + return out + +def d11_pack_shaders(path, label, out): + """Double Eleven's resource pack (Red Dead Redemption's d11extra/langselect.pkdswitch, the language selection shown before the game): the data file holds the members one after another, its + index beside it (.pkiswitch) is u32 version 3, u32 0, u32 member count (22), then per member {u32 length, u32 stored length, u32 offset in the data file, u32 name hash}; a member whose stored + length differs from its length is one zlib stream. Members 4 and 5 are whole GLSLC outputs, the screen's pixel and vertex shader (98664fb56b9c9fdf, 70d4dd8068044bb5): without them the host + found no vertex shader for the first program the game draws with. The others are textures ('DFvN') and fonts ('BMF')""" + with open(path[:-len('.pkdswitch')] + '.pkiswitch', 'rb') as f: idx = f.read() + with open(path, 'rb') as f: d = f.read() + if len(idx) < 12: red(f'{label}: the pack index is cut short ({len(idx)} bytes)') + ver, _, n = struct.unpack_from('<3I', idx) + if ver != 3: red(f'{label}: pack index version {ver}: only 3 is known') + if 12 + 16 * n > len(idx): red(f'{label}: the pack index lists {n} members but holds {(len(idx) - 12) // 16}') + for k in range(n): + size, stored, off, h = struct.unpack_from('<4I', idx, 12 + 16 * k) + if off + stored > len(d): red(f'{label}: member {k} runs past the end of the data file') + m = d[off:off + stored] + if stored != size: + try: m = zlib.decompress(m) + except zlib.error as e: red(f'{label}: member {k} ({h:08x}) is no zlib stream: {e}') + if len(m) != size: red(f'{label}: member {k} ({h:08x}) inflates to {len(m)} bytes, the index says {size}') + lb = f'{label}#{h:08x}' + found = []; scan_blob(m, lb, found) + if not found: found = glslc_shaders(m, lb, need=False) + out.extend(found) + CPK = b'CPK ' def cpk_jobs(files, parts=64): """Every entry of every CRI CPK archive in ranges of about equal length (Bayonetta 2: six in the RomFS root, 9.5 GB, 6,091 files, 12 GB of them CRILAYLA-compressed; its shaders are BNSH @@ -2754,6 +2823,7 @@ def scan_blob(d, label, out, depth=0, left=None): for i, m in enumerate(cra.narc_members(d, label)): scan_blob(cra.undo(m), f'{label}/{i}', out, depth + 1) return if d[:4] == b'BAHS': out.extend(bahs_shaders(d, label)); return + if d[:4] == RGXD: out.extend(rgxd_shaders(d, label)); return if d[:4] == b'NDSR': out.extend(ndsr_shaders(d, label)); return if d[:4] == b'NDVE': out.extend(ndve_shaders(d, label)); return if shaders := sead_prim_shaders(d, label): out.extend(shaders); return @@ -2954,6 +3024,9 @@ def scan_file_in(args): if head[:4] == NLG_DICT: nlg_shaders(path, '/' + rel, found) return rel, uniq_keys(found), var_pairs(found), trees + if path.endswith('.pkdswitch') and os.path.exists(path[:-len('.pkdswitch')] + '.pkiswitch'): # Double Eleven's resource pack, read through its index (d11_pack_shaders) + d11_pack_shaders(path, '/' + rel, found) + return rel, uniq_keys(found), var_pairs(found), trees if head[:8] in (IDRK, PDRK): idrk_shaders(path, '/' + rel, found) return rel, uniq_keys(found), var_pairs(found), trees @@ -2975,6 +3048,9 @@ def scan_file_in(args): if len(args) > 2 and args[2][0] == FB_CAS: # CompiledBytecode resources of a Frostbite cas file (frostbite_jobs) frostbite_shaders(path, rel, args[2][1], found) return rel, uniq_keys(found), var_pairs(found), trees + if len(args) > 2 and head[:4] == RPF6 and args[2][0] == RPF6: # files of a Rockstar RPF6 archive (rpf_jobs) + rpf_shaders(path, rel, args[2][1], args[2][2], found) + return rel, uniq_keys(found), var_pairs(found), trees if len(args) > 2 and head[:4] == PKZL: # entries of a PlatinumGames PKZ (pkz_jobs) pkz_shaders(path, rel, args[2], found) return rel, uniq_keys(found), var_pairs(found), trees @@ -3125,7 +3201,8 @@ def main(): found += glslc_shaders(img, 'main' + ('@' + tag if tag else ''), need=False) found += tfxo_streams(img, 'main' + ('@' + tag if tag else '')) # YEBIS's effect file, a zlib stream in main (Pokémon Sword) found += retro_main_forms(img, 'main' + ('@' + tag if tag else '')) # Retro's startup material archive, LZSS in main (Donkey Kong Country: Tropical Freeze) - found += raw_shaders(img, 'main' + ('@' + tag if tag else ''), {c for _, _, c, _ in found}) + if RGXD in img: found += rgxd_shaders(img, 'main' + ('@' + tag if tag else '')) # RAGE's built-in effects (Red Dead Redemption: 20 in main's data, 168 shaders that shaders.rpf lacks) + found += raw_shaders(img, 'main' + ('@' + tag if tag else ''), {c[:struct.unpack_from(' is not in the shader map` for 11 compute shaders and `[RED] the dispatched program has no compute shader (or it is not mapped)`. → [`nn::ndve`'s movie enhancement file](../reference/shaders.md#nnndves-movie-enhancement-file) - `draw skipped: no render pipeline (vertex - fragment -)` in a game's final passes; shaders "not in the shader map", all from `agl_ndsr.pck`. A short synthetic pack found by fuzzing raised `struct.error: iterative unpacking requires a buffer of a multiple of 16 bytes` while choosing the record start. → [The NDSR pack's record start](../reference/shaders.md#the-ndsr-packs-record-start) +- the NSP script's split finds no shaders in a RomFS made of `.rpf` files; after a first reader, `[RED]` lines name groups of files that could not be read. → [RAGE RPF6 archives and `rgxd` effects](../reference/shaders.md#rage-rpf6-archives-and-rgxd-effects) +- after the RPF6 archives are read, the first screen's two shaders are still `[RED] shader … is not in the shader map`. → [Double Eleven `.pkdswitch` packs](../reference/shaders.md#double-eleven-pkdswitch-packs) - shaders reported missing at random, and their dumped control sections are garbage (Unity). Also: about 130 `[RED] shader … is not in the shader map` keys a boot, nearly all different from run to run, all single-stage programs, with `program has no vertex shader`, and every frame the same picture of grey noise; with `DM_NVN_SHDUMP` set the game draws correctly. → [Program keys computed inside `nvnProgramSetShaders`](../reference/shaders.md#program-keys-computed-inside-nvnprogramsetshaders) - `[RED] shader … is not in the shader map` for shaders whose control section and code area are both in the game files, but in different records: dumped (`DM_NVN_SHDUMP`), the control section is one record's and the code area another's. → [Control sections shared among shaders that differ only in their compile information](../reference/shaders.md#control-sections-shared-among-shaders-that-differ-only-in-their-compile-information) - 12 compute shaders (particles, post effects) translated into an endless loop that hung the GPU at the first gameplay scene; SPIRV-Cross failed on 7 shaders instead of 2 (SPIRV-Cross parse failures). → [Exact program start for the decoder](../reference/shaders.md#exact-program-start-for-the-decoder) diff --git a/docs/reference/shaders.md b/docs/reference/shaders.md index d77b7f4f19..f76467e0b7 100644 --- a/docs/reference/shaders.md +++ b/docs/reference/shaders.md @@ -582,6 +582,21 @@ Finding, keying and translating shaders (`dm/gfx/tools/shader_split.py`, `dmsh_b - **Fix:** `ndsr_shaders` in `shader_split.py` scores up to 16 complete records at each start and takes the start with more pointers to NVN2 control sections. The two starts can leave different numbers of trailing bytes in a short pack; those partial records are excluded from the score, as from the subsequent record walk. - **Found on:** [Splatoon Raiders](../../dm/games/0400380020056000/README.md). +### RAGE RPF6 archives and `rgxd` effects + +- **Symptom:** the NSP script's split finds no shaders in a RomFS made of `.rpf` files; after a first reader, `[RED]` lines name groups of files that could not be read. +- **How it is stored:** Rockstar's RPF6 (big-endian, as on the PS3 and Xbox 360): a 16-byte header {`RPF6`, entry count, name table offset / 8, tag `0xfffffffd` = encrypted}, 20-byte entries, then a name table. The entry and name tables are AES-256 ECB decrypted 16 times over, with a key in `main`'s data segment. Entry 0 is the root directory; a directory's children are consecutive entries; a name hash is Jenkins one-at-a-time of the lower-case name, found by hashing every string in the name table. A plain file's data is raw, one zstd frame, a zlib stream, or raw deflate (`audio_switch.rpf`'s config files). A resource (flags bit 31) keeps its type in the offset word's low byte, so its offset is `(word & 0x7fffff00) × 8`, and its data starts with an `RSC\x05` header (12 bytes) or, when the flags are bit 31 alone, an `RSC\x85` header (16 bytes); `.wsc` scripts are AES encrypted like the tables as well. The shaders are RAGE effects (`.nvn` in `shaders.rpf`, and effects in `main`): `rgxd`, the parameter names, then one record per shader {u32, GLSLC's magic 0x19866891, u32 code length, u32 control length}, the code area, then the control section. A control section may carry bytes past its own length (`+0x20`), so it is compared at that length. +- **Fix:** `dm/gfx/tools/rpf6.py` reads the archives: `find_key` tries `main`'s 4-aligned 32-byte windows with at least 24 distinct bytes on an archive's first entry until it decrypts to the root directory (the key is never printed or written). `shader_split.py` reads every archive's files in parallel ranges (`rpf_jobs`, `rpf_shaders`), and `rgxd_shaders` reads effects in files and in `main`. Reading resources as plain files gave 145 groups of unreadable files; with the resource offsets, both headers, zlib, raw deflate and the scripts' encryption, none. +- **Found on:** Red Dead Redemption (`01007820196A6000`): 134 archives (11 GB), 3,413 shaders from 131 effects in `shaders.rpf` and 168 from `main`. +- **Check:** `rpf6.py
` lists an archive; the fuzz harness has an `rgxd` seed (`dm/tools/fuzz/fuzz_shader_split.py`). + +### Double Eleven `.pkdswitch` packs + +- **Symptom:** after the RPF6 archives are read, the first screen's two shaders are still `[RED] shader … is not in the shader map`. +- **How it is stored:** Double Eleven's resource pack: the members one after another in `.pkdswitch`, and an index `.pkiswitch` beside it: u32 version 3, u32 0, u32 member count, then 16-byte entries {length, stored length, offset in the data file, name hash}; a member whose stored length differs from its length is one zlib stream. The shaders are whole GLSLC outputs (`langselect`: members 4 and 5, the screen's pixel and vertex shader); the other members are textures (`DFvN`) and fonts (`BMF`). +- **Fix:** `d11_pack_shaders` in `shader_split.py` reads a `.pkdswitch` through its index and scans each member for shaders. +- **Found on:** Red Dead Redemption (`01007820196A6000`): `d11extra/langselect.pkdswitch`, the language selection shown before the game. + ## Control sections and code ### Code area and control section layout From be62acf4718be6328120ee9080b076c964bbfebc Mon Sep 17 00:00:00 2001 From: Robert McFadden Date: Sat, 7 Nov 2026 20:23:34 -0500 Subject: [PATCH 2/6] Red Dead Redemption (01007820196A6000): profile and note The NSP script's provisional profile for 1.0.0 (SDK 15.3.2), with render_cond on: without it small black squares showed in the title scene and the opening cutscene. The shader tables hold 3,583 shaders. On the Mac, 5 minutes driven with DM_KEYS: language selection, the logo movie, the title, the menus, the opening train cutscene and gameplay at Armadillo Station, at 30 fps with no [RED] line; the footprint settles at about 2.5 GB. Not yet tested on an iPhone. The note lists what is open. --- dm/games/01007820196A6000/README.md | 51 + dm/games/01007820196A6000/bf_want.tsv | 1 + dm/games/01007820196A6000/game.tsv | 41 + dm/games/01007820196A6000/pso_manifest.tsv | 2 + dm/games/01007820196A6000/pso_pairs.tsv | 1 + dm/games/01007820196A6000/shader_facts.tsv | 1 + dm/games/01007820196A6000/shader_map.tsv | 3586 +++++++++++++++++ .../shader_map.tsv.conflicts.tsv | 2 + dm/games/01007820196A6000/shader_pairs.tsv | 3 + dm/games/README.md | 1 + docs/reference/shaders.md | 4 +- 11 files changed, 3691 insertions(+), 2 deletions(-) create mode 100644 dm/games/01007820196A6000/README.md create mode 100644 dm/games/01007820196A6000/bf_want.tsv create mode 100644 dm/games/01007820196A6000/game.tsv create mode 100644 dm/games/01007820196A6000/pso_manifest.tsv create mode 100644 dm/games/01007820196A6000/pso_pairs.tsv create mode 100644 dm/games/01007820196A6000/shader_facts.tsv create mode 100644 dm/games/01007820196A6000/shader_map.tsv create mode 100644 dm/games/01007820196A6000/shader_map.tsv.conflicts.tsv create mode 100644 dm/games/01007820196A6000/shader_pairs.tsv diff --git a/dm/games/01007820196A6000/README.md b/dm/games/01007820196A6000/README.md new file mode 100644 index 0000000000..31bfacbc01 --- /dev/null +++ b/dm/games/01007820196A6000/README.md @@ -0,0 +1,51 @@ +# Red Dead Redemption (`01007820196A6000`) + +Base game 1.0.0, SDK 15.3.2, on NVN (3,583 shaders, RAGE effects). Modules `main` and `sdk`. Rockstar's RAGE engine in Double Eleven's Switch port (the survey's Unreal marker is a false match). All of the RomFS but two Bink movies and one Double Eleven pack is in 134 Rockstar RPF6 archives (11 GB, encrypted tables). The profile is the NSP script's provisional one with `render_cond on` added ([What it needs](#what-it-needs)). Getting it to run needed a reader for its archives and effects in `shader_split.py` and several audio renderers at once in the host ([Found on this game](#found-on-this-game)). Only this build is registered in the profile. + +On the Mac (2026-11-07, headless, 5 minutes driven with `DM_KEYS`): language selection, the Rockstar Games logo movie, the title, the autosave notice, the difficulty menu, the opening train cutscene and control of John Marston at Armadillo Station with the HUD and the minimap, with no `[RED]` line. It runs at the game's 30 fps (frame time p50 33.3 ms, p95 34.0 ms, max 35.7 ms; GPU p50 10.6 ms). The sound was not listened to (headless runs). The unsigned IPA is built but not tested on an iPhone. + +## What it needs + +| Setting | Where | Why | +|---|---|---| +| 4 GB layout: `mem_reserve 0xb0000000`, `mem_alias 0x10000000`, `mem_stack 0x10000000`, `app_pool 0xCD500000` | [`game.tsv`](game.tsv) | the provisional layout, which holds: `main` sets a heap of at most the pool − 64 MB − its 1207 MB of bss | +| `sys_resource 0x0` | `game.tsv` | the NPDM declares 0 MB of system resource: `IsVirtualAddressMemoryEnabled` is false, as on Horizon | +| `mem_used 0x4ca4000` | `game.tsv` | the rewritten modules exceed the default 64 MB | +| `modules main sdk` | `game.tsv` | `main` imports only from `sdk`; the Bink movies are decoded by `main` | +| `render_cond on` | `game.tsv` | the game draws under `SetRenderEnableConditional` (its only `[RED]` line before the key); without it small black squares showed in the title scene and the opening cutscene | +| `shader_groups` (one per RomFS folder) | `game.tsv` | the provisional guess, kept | +| `zip_store .bk2:.pkdswitch:.rpf:.metallib` | `game.tsv` | the archives and movies are already compressed | + +## Files + +- RomFS: 138 files, 11.24 GB: 134 `.rpf` (25 at the root, 10.36 GB, among them `shaders.rpf`, `fragments.rpf` and `audio_switch.rpf`; 107 in `redemption/territory_swall/`), two `.bk2` movies, and `d11extra/langselect.pkdswitch` with its index `.pkiswitch`. +- The RPF6 archives' table key is in `main`'s data segment (1.0.0: `main+0x3757f88`). `dm/gfx/tools/rpf6.py` finds it by trying `main`'s windows on an archive's first entry; it is never printed or written to disk. `rpf6.py
[--extract ]` lists or extracts an archive. + +## Shaders + +- **Current:** 3,583 distinct shaders, all translated for the Mac: 3,413 from the 131 RAGE effects (`.nvn`, `rgxd`) in `shaders.rpf` (2,089 vertex, 1,324 pixel), 168 from effects in `main`, and 2 from the language selection's Double Eleven pack. Each RPF6 archive is read through `rpf6.py` ([RAGE RPF6 archives and `rgxd` effects](../../../docs/reference/shaders.md#rage-rpf6-archives-and-rgxd-effects)). +- **Open:** the prewarm list (`pso_manifest.tsv`) is empty. + +## Memory + +- The process footprint rose from 1.9 GB to about 2.5 GB while the world loaded, then stayed flat. That is above an iPhone's default limit: it needs the Increased Memory Limit entitlement. + +## On the Mac + +- After the NSP script's `--platform mac` build, its printed command runs the game; headless runs set `DM_ROMFS`, `DM_SAVE`, `DM_TEMP`, `DM_MSL_DIR` and `DM_NVN_SHMAP` as the script does. +- `DM_KEYS` drives it: A through language selection (about 20 s in), the logo movie plays, then Plus at the title, A through the autosave notice and the difficulty menu; the train cutscene runs on its own into Armadillo. + +## Found on this game + +- Resolved: no shaders were found at first: the effects are inside encrypted RPF6 archives → [RAGE RPF6 archives and `rgxd` effects](../../../docs/reference/shaders.md#rage-rpf6-archives-and-rgxd-effects); the language selection's two shaders are in a Double Eleven pack → [Double Eleven `.pkdswitch` packs](../../../docs/reference/shaders.md#double-eleven-pkdswitch-packs). +- Resolved: presentation stopped after the Rockstar Games logo: the game opens a second audio renderer for its movies, and the host rendered only one → [Several audio renderers at once](../../../docs/reference/audio.md#several-audio-renderers-at-once). + +Otherwise it runs on mechanisms found on other games, including SDK 15.3.2's NVN and services. + +## Open + +- iPhone: the IPA is built but not tested; the 2.5 GB footprint needs the Increased Memory Limit entitlement. +- Faint light-blue blocks on distant buildings at the horizon in Armadillo: cause unknown. +- The sound has not been listened to. +- The empty prewarm list ([Shaders](#shaders)). +- Only the opening was played: riding, gunfights, the wider map, a save and its reload are untested. diff --git a/dm/games/01007820196A6000/bf_want.tsv b/dm/games/01007820196A6000/bf_want.tsv new file mode 100644 index 0000000000..54caeb854f --- /dev/null +++ b/dm/games/01007820196A6000/bf_want.tsv @@ -0,0 +1 @@ +# generated diff --git a/dm/games/01007820196A6000/game.tsv b/dm/games/01007820196A6000/game.tsv new file mode 100644 index 0000000000..e6368d09db --- /dev/null +++ b/dm/games/01007820196A6000/game.tsv @@ -0,0 +1,41 @@ +# Red Dead Redemption: the NSP script's provisional profile (dm/games/profile_guess.py), checked on the Mac through the opening into Armadillo; render_cond added (README.md) +# SDK 15.3.2, RAGE (Double Eleven port), NVN + +# ---- Identity ---- +title_id 01007820196A6000 +program_id 01007820196A6000 + +# ---- App ---- +name Red Dead Redemption +ipa RedDeadRedemption.ipa +app_category public.app-category.games + +# ---- Versions ---- +build v0 1.0.0 main=9515ef1f79ef3cb800bd85e5d3de0d98 sdk=8618895246b420329b77746b960a66ab +package v0 +shader_versions v0 + +# ---- Files ---- +# every module main imports from +modules main sdk +romfs_marker audio_switch.rpf +zip_store .bk2:.pkdswitch:.rpf:.metallib + +# ---- Memory ---- +# main sets a heap of at most the pool − 64 MB − 1207 MB of bss (counted as used memory): a 2048 MB heap region +mem_reserve 0xb0000000 +mem_alias 0x10000000 +mem_stack 0x10000000 +app_pool 0xCD500000 +# the NPDM declares 0 MB of system resource: IsVirtualAddressMemoryEnabled is false, as on Horizon (Big Brain Academy: Brain vs. Brain sets a heap only then) +sys_resource 0x0 + +# ---- Shader split ---- +shader_groups /redemption/=redemption /cero/=cero /d11extra/=d11extra +shader_note Red Dead Redemption shaders (RAGE effects in shaders.rpf and main, Double Eleven pack) + +# ---- After the rewrite ---- +# used memory for the current rewritten modules, at least the default 64 MB +mem_used 0x4ca4000 +# render_cond: the game draws under SetRenderEnableConditional (its only [RED] line in a 5-minute run); without the key small black squares showed in the title scene and the opening cutscene +render_cond on diff --git a/dm/games/01007820196A6000/pso_manifest.tsv b/dm/games/01007820196A6000/pso_manifest.tsv new file mode 100644 index 0000000000..1428c47e0a --- /dev/null +++ b/dm/games/01007820196A6000/pso_manifest.tsv @@ -0,0 +1,2 @@ +# Prewarm seed list (shipped in the app, next to shader_map.tsv). Rows: Sshader keystage / Rrender pipeline key (pso_skey hex) / Ccompute shader key. +# Not recorded yet for this game (DM_PSO_RECORD): an empty list = no prewarm. Row order = first-use order; do not sort. diff --git a/dm/games/01007820196A6000/pso_pairs.tsv b/dm/games/01007820196A6000/pso_pairs.tsv new file mode 100644 index 0000000000..ccd0445745 --- /dev/null +++ b/dm/games/01007820196A6000/pso_pairs.tsv @@ -0,0 +1 @@ +# kind: evidence supplemental vertex / pixel shader pairs (BAHS program variations and legacy Unity pass-input covers) for vertex output padding and the pipeline prebuild (generated by dm/gfx/tools/shader_split.py, do not edit): vertex key pixel key diff --git a/dm/games/01007820196A6000/shader_facts.tsv b/dm/games/01007820196A6000/shader_facts.tsv new file mode 100644 index 0000000000..3cd03f636c --- /dev/null +++ b/dm/games/01007820196A6000/shader_facts.tsv @@ -0,0 +1 @@ +# Answer table for translation queries (generated by dm/gfx/tools/shader_split.py, do not edit): key fact JSON. No PC shader pairing supplied: only the thread group / shared memory of compute shaders (taken from the control section); other queries get the translator defaults diff --git a/dm/games/01007820196A6000/shader_map.tsv b/dm/games/01007820196A6000/shader_map.tsv new file mode 100644 index 0000000000..e7d0d3a2fc --- /dev/null +++ b/dm/games/01007820196A6000/shader_map.tsv @@ -0,0 +1,3586 @@ +# kind: evidence Red Dead Redemption shaders (provisional profile) (GLSLC in RomFS + main) → control section + code area keys (dm/gfx/tools/shader_split.py) +# column 5 records where each key first appears; no PC shader pairing supplied +package index stage dm_ctl_sha16 source +ps_d11extra.bin 0 pixel 98664fb56b9c9fdf /d11extra/langselect.pkdswitch#9be12403#GLSLC@0x0 +vs_d11extra.bin 0 vertex 70d4dd8068044bb5 /d11extra/langselect.pkdswitch#df3a4ab1#GLSLC@0x0 +vs_main.bin 0 vertex e50f0552477fed7f main#RGXD@0x3759943 +vs_main.bin 1 vertex 4b4a1f977b7e020e main#RGXD@0x375ac9e +vs_main.bin 2 vertex 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1323 pixel 379eefbcfe3dee9e /shaders.rpf/shaders/world/switch/rdr2_wire.nvn#RGXD@0xe490 diff --git a/dm/games/01007820196A6000/shader_map.tsv.conflicts.tsv b/dm/games/01007820196A6000/shader_map.tsv.conflicts.tsv new file mode 100644 index 0000000000..35c1b4d22f --- /dev/null +++ b/dm/games/01007820196A6000/shader_map.tsv.conflicts.tsv @@ -0,0 +1,2 @@ +# kind: evidence control-section key conflict rulings: empty +dm_ctl_sha16 chosen_pc class candidates records diff --git a/dm/games/01007820196A6000/shader_pairs.tsv b/dm/games/01007820196A6000/shader_pairs.tsv new file mode 100644 index 0000000000..a32b32aa65 --- /dev/null +++ b/dm/games/01007820196A6000/shader_pairs.tsv @@ -0,0 +1,3 @@ +# kind: evidence vertex / pixel shader pairs within BNSH variations (generated by dm/gfx/tools/shader_split.py, do not edit): vertex key pixel key +70d4dd8068044bb5 91748f06f8d9ab6b +70d4dd8068044bb5 98664fb56b9c9fdf diff --git a/dm/games/README.md b/dm/games/README.md index 768c38df37..80c6d94329 100644 --- a/dm/games/README.md +++ b/dm/games/README.md @@ -148,6 +148,7 @@ One row per profile; the notes are each profile's `README.md`. | [Portal 2](0100ABD01785C000/README.md) | `0100ABD01785C000` | 1.0.3 | 13.3.0 | Valve's Source engine (21 NROs) | NVN | | [Princess Peach: Showtime!](01007A3009184000/README.md) | `01007A3009184000` | 1.0.0 | 15.3.2 | Unreal Engine 4.27 (Good-Feel), Wwise | NVN | | [Raging Loop](010020400E1C2000/README.md) | `010020400E1C2000` | 1.0.0 (base) | 7.3.2 | Unity 2018.3.10f1 IL2CPP | NVN | +| [Red Dead Redemption](01007820196A6000/README.md) | `01007820196A6000` | 1.0.0 (base) | 15.3.2 | Rockstar's RAGE (Double Eleven port) | NVN | | [Return of the Obra Dinn](010032E00E6E2000/README.md) | `010032E00E6E2000` | 1.0.1 | 8.2.0 | Unity 2017.4.28f1 IL2CPP | NVN | | [Rhythm Heaven Groove](0100D9F01D474000/README.md) | `0100D9F01D474000` | 1.0.0 (base) | 21.4.0 | Nintendo's own 2D engine | NVN | | [ROMANCE OF THE THREE KINGDOMS 8 REMAKE](0100C2A01A730000/README.md) | `0100C2A01A730000` | 1.1.3 | 17.5.3 | Koei Tecmo's KTGL | NVN | diff --git a/docs/reference/shaders.md b/docs/reference/shaders.md index f76467e0b7..52ef682e1a 100644 --- a/docs/reference/shaders.md +++ b/docs/reference/shaders.md @@ -587,7 +587,7 @@ Finding, keying and translating shaders (`dm/gfx/tools/shader_split.py`, `dmsh_b - **Symptom:** the NSP script's split finds no shaders in a RomFS made of `.rpf` files; after a first reader, `[RED]` lines name groups of files that could not be read. - **How it is stored:** Rockstar's RPF6 (big-endian, as on the PS3 and Xbox 360): a 16-byte header {`RPF6`, entry count, name table offset / 8, tag `0xfffffffd` = encrypted}, 20-byte entries, then a name table. The entry and name tables are AES-256 ECB decrypted 16 times over, with a key in `main`'s data segment. Entry 0 is the root directory; a directory's children are consecutive entries; a name hash is Jenkins one-at-a-time of the lower-case name, found by hashing every string in the name table. A plain file's data is raw, one zstd frame, a zlib stream, or raw deflate (`audio_switch.rpf`'s config files). A resource (flags bit 31) keeps its type in the offset word's low byte, so its offset is `(word & 0x7fffff00) × 8`, and its data starts with an `RSC\x05` header (12 bytes) or, when the flags are bit 31 alone, an `RSC\x85` header (16 bytes); `.wsc` scripts are AES encrypted like the tables as well. The shaders are RAGE effects (`.nvn` in `shaders.rpf`, and effects in `main`): `rgxd`, the parameter names, then one record per shader {u32, GLSLC's magic 0x19866891, u32 code length, u32 control length}, the code area, then the control section. A control section may carry bytes past its own length (`+0x20`), so it is compared at that length. - **Fix:** `dm/gfx/tools/rpf6.py` reads the archives: `find_key` tries `main`'s 4-aligned 32-byte windows with at least 24 distinct bytes on an archive's first entry until it decrypts to the root directory (the key is never printed or written). `shader_split.py` reads every archive's files in parallel ranges (`rpf_jobs`, `rpf_shaders`), and `rgxd_shaders` reads effects in files and in `main`. Reading resources as plain files gave 145 groups of unreadable files; with the resource offsets, both headers, zlib, raw deflate and the scripts' encryption, none. -- **Found on:** Red Dead Redemption (`01007820196A6000`): 134 archives (11 GB), 3,413 shaders from 131 effects in `shaders.rpf` and 168 from `main`. +- **Found on:** [Red Dead Redemption](../../dm/games/01007820196A6000/README.md): 134 archives (11 GB), 3,413 shaders from 131 effects in `shaders.rpf` and 168 from `main`. - **Check:** `rpf6.py
` lists an archive; the fuzz harness has an `rgxd` seed (`dm/tools/fuzz/fuzz_shader_split.py`). ### Double Eleven `.pkdswitch` packs @@ -595,7 +595,7 @@ Finding, keying and translating shaders (`dm/gfx/tools/shader_split.py`, `dmsh_b - **Symptom:** after the RPF6 archives are read, the first screen's two shaders are still `[RED] shader … is not in the shader map`. - **How it is stored:** Double Eleven's resource pack: the members one after another in `.pkdswitch`, and an index `.pkiswitch` beside it: u32 version 3, u32 0, u32 member count, then 16-byte entries {length, stored length, offset in the data file, name hash}; a member whose stored length differs from its length is one zlib stream. The shaders are whole GLSLC outputs (`langselect`: members 4 and 5, the screen's pixel and vertex shader); the other members are textures (`DFvN`) and fonts (`BMF`). - **Fix:** `d11_pack_shaders` in `shader_split.py` reads a `.pkdswitch` through its index and scans each member for shaders. -- **Found on:** Red Dead Redemption (`01007820196A6000`): `d11extra/langselect.pkdswitch`, the language selection shown before the game. +- **Found on:** [Red Dead Redemption](../../dm/games/01007820196A6000/README.md): `d11extra/langselect.pkdswitch`, the language selection shown before the game. ## Control sections and code From a3d46d2ff27d56a20a7983a5895ab65b1c598abe Mon Sep 17 00:00:00 2001 From: Robert McFadden Date: Sat, 7 Nov 2026 20:38:48 -0500 Subject: [PATCH 3/6] rpf6.py: the key of Red Dead Redemption 1.0.4, read from its key setup Update 1.0.4 (v262144) opens its RPF6 archives with the same key as 1.0.0, but its main holds no 32 bytes of it in a row: the key setup (main+0x145d8c) loads the eight key words, each a big-endian u32 zero-extended to 64 bits, from four 16-byte constants in the read-only segment. The split stopped with '[RED] /act.rpf: an encrypted RPF6 archive, and no 32-byte window of main decrypts its first entry'. key_from_setup finds the setup by its first five instructions (the same in both builds), follows its adrp / ldr q / str q / stp q, and gives the key only when it opens the archive. --- dm/gfx/tools/rpf6.py | 38 ++++++++++++++++++++++++++++++++++++++ docs/reference/shaders.md | 2 +- 2 files changed, 39 insertions(+), 1 deletion(-) diff --git a/dm/gfx/tools/rpf6.py b/dm/gfx/tools/rpf6.py index 9e5af7f01a..46147ffbbb 100644 --- a/dm/gfx/tools/rpf6.py +++ b/dm/gfx/tools/rpf6.py @@ -17,6 +17,8 @@ # (joaat) of the lower-case name, so names are found by hashing every string there (shaders.rpf: 134 of 134 hashes) # A compressed file is one zstd frame (the consoles used zlib; shaders.rpf: 131 files, every frame's content size equals the entry's length). # The key is in main's data segment (1.0.0: main+0x3757f88), found as the 32-byte window that decrypts the first entry to the root directory (find_key); it is never written to disk. +# Update 1.0.4 (v262144) has the same key, but not as 32 bytes in a row: its key setup (main+0x145d8c) loads the eight key words, each a big-endian u32 zero-extended to 64 bits, +# from four 16-byte constants in the read-only segment (key_from_setup). # Usage: rpf6.py
[--extract ] lists (or extracts) the files. import os, struct, sys, re sys.path.insert(0, os.path.join(os.path.dirname(__file__), '../../tools')) @@ -62,8 +64,44 @@ def find_key(nso_path, rpf): for a in range(mo, mo + sz - 32, 4): w = img[a:a + 32] if len(set(w)) >= 24 and is_root(decrypt(w, blk)): return w + for k in key_from_setup(img, m.segments[0]): + if is_root(decrypt(k, blk)): return k return None +# The key setup's first instructions (1.0.0: main+0x21ec0c, 1.0.4: main+0x145d8c): cmp w1, #0; mov w8, #-3; csel w8, w8, w1, eq; cmn w8, #3; str w8, [x0] +SETUP = struct.pack('<5I', 0x7100003f, 0x12800048, 0x1a810108, 0x31000d1f, 0xb9000008) + +def key_from_setup(img, text): + """Candidate keys from each key setup in main's code: after its b.ne, the function stores 64 bytes of 16-byte constants (adrp, then ldr q) at x0+8 (str q / stp q, through + registers copied from x0 and moved by add); those are the eight key words as big-endian u32s zero-extended to 64 bits (1.0.4). A setup that stores something else gives no candidate. + The caller keeps only a candidate that opens the archive""" + ts, tl = text + at = img.find(SETUP, ts, ts + tl) + while at >= 0: + page, ctx, q, mem = {}, {0: 0}, {}, {} + for a in range(at + len(SETUP) + 4, min(at + 0x80, ts + tl), 4): # past the b.ne + w = struct.unpack_from('> 5) & 31 + if w & 0x9f000000 == 0x90000000: # adrp + imm = ((w >> 29) & 3) | (((w >> 5) & 0x7ffff) << 2) + page[rd] = (a & ~0xfff) + ((imm - (1 << 21) if imm & (1 << 20) else imm) << 12); ctx.pop(rd, None) + elif w & 0xffe0ffe0 == 0xaa0003e0 and (w >> 16) & 31 in ctx: ctx[rd] = ctx[(w >> 16) & 31] # mov xd, xm + elif w & 0xffc00000 == 0x91000000 and rn in ctx: ctx[rd] = ctx[rn] + ((w >> 10) & 0xfff) # add xd, xn, #imm + elif w & 0xffc00000 == 0x3dc00000 and rn in page: # ldr qt, [xn, #imm] + o = page[rn] + ((w >> 10) & 0xfff) * 16 + q[rd] = img[o:o + 16] + elif w & 0xffe00c00 == 0x3c800c00 and rn in ctx and rd in q: # str qt, [xn, #imm]! + imm = (w >> 12) & 0x1ff; ctx[rn] += imm - 0x200 if imm & 0x100 else imm; mem[ctx[rn]] = q[rd] + elif w & 0xffc00000 == 0x3d800000 and rn in ctx and rd in q: mem[ctx[rn] + ((w >> 10) & 0xfff) * 16] = q[rd] # str qt, [xn, #imm] + elif w & 0xffc00000 == 0xad000000 and rn in ctx and rd in q and (w >> 10) & 31 in q: # stp qt, qt2, [xn, #imm] + imm = (w >> 15) & 0x7f; o = ctx[rn] + (imm - 0x80 if imm & 0x40 else imm) * 16 + mem[o], mem[o + 16] = q[rd], q[(w >> 10) & 31] + elif w & 0xfc000000 in (0x14000000, 0x94000000) or w & 0xff000010 == 0x54000000: break # b, bl, b.cond: the stores are done + if all(o in mem for o in range(8, 0x48, 16)): + words = struct.unpack('<8Q', b''.join(mem[o] for o in range(8, 0x48, 16))) + if all(v >> 32 == 0 for v in words): yield struct.pack('>8I', *words) + at = img.find(SETUP, at + 4, ts + tl) + class Rpf: def __init__(self, path, key): h = header(path) diff --git a/docs/reference/shaders.md b/docs/reference/shaders.md index 52ef682e1a..b79af86074 100644 --- a/docs/reference/shaders.md +++ b/docs/reference/shaders.md @@ -586,7 +586,7 @@ Finding, keying and translating shaders (`dm/gfx/tools/shader_split.py`, `dmsh_b - **Symptom:** the NSP script's split finds no shaders in a RomFS made of `.rpf` files; after a first reader, `[RED]` lines name groups of files that could not be read. - **How it is stored:** Rockstar's RPF6 (big-endian, as on the PS3 and Xbox 360): a 16-byte header {`RPF6`, entry count, name table offset / 8, tag `0xfffffffd` = encrypted}, 20-byte entries, then a name table. The entry and name tables are AES-256 ECB decrypted 16 times over, with a key in `main`'s data segment. Entry 0 is the root directory; a directory's children are consecutive entries; a name hash is Jenkins one-at-a-time of the lower-case name, found by hashing every string in the name table. A plain file's data is raw, one zstd frame, a zlib stream, or raw deflate (`audio_switch.rpf`'s config files). A resource (flags bit 31) keeps its type in the offset word's low byte, so its offset is `(word & 0x7fffff00) × 8`, and its data starts with an `RSC\x05` header (12 bytes) or, when the flags are bit 31 alone, an `RSC\x85` header (16 bytes); `.wsc` scripts are AES encrypted like the tables as well. The shaders are RAGE effects (`.nvn` in `shaders.rpf`, and effects in `main`): `rgxd`, the parameter names, then one record per shader {u32, GLSLC's magic 0x19866891, u32 code length, u32 control length}, the code area, then the control section. A control section may carry bytes past its own length (`+0x20`), so it is compared at that length. -- **Fix:** `dm/gfx/tools/rpf6.py` reads the archives: `find_key` tries `main`'s 4-aligned 32-byte windows with at least 24 distinct bytes on an archive's first entry until it decrypts to the root directory (the key is never printed or written). `shader_split.py` reads every archive's files in parallel ranges (`rpf_jobs`, `rpf_shaders`), and `rgxd_shaders` reads effects in files and in `main`. Reading resources as plain files gave 145 groups of unreadable files; with the resource offsets, both headers, zlib, raw deflate and the scripts' encryption, none. +- **Fix:** `dm/gfx/tools/rpf6.py` reads the archives: `find_key` tries `main`'s 4-aligned 32-byte windows with at least 24 distinct bytes on an archive's first entry until it decrypts to the root directory (the key is never printed or written). Update 1.0.4 has the same key but not in one piece: its key setup loads the eight key words, each a big-endian u32 zero-extended to 64 bits, from four 16-byte constants, so `key_from_setup` follows the setup's loads and stores (it starts `cmp w1, #0; mov w8, #-3; csel w8, w8, w1, eq; cmn w8, #3` in both builds). `shader_split.py` reads every archive's files in parallel ranges (`rpf_jobs`, `rpf_shaders`), and `rgxd_shaders` reads effects in files and in `main`. Reading resources as plain files gave 145 groups of unreadable files; with the resource offsets, both headers, zlib, raw deflate and the scripts' encryption, none. - **Found on:** [Red Dead Redemption](../../dm/games/01007820196A6000/README.md): 134 archives (11 GB), 3,413 shaders from 131 effects in `shaders.rpf` and 168 from `main`. - **Check:** `rpf6.py
` lists an archive; the fuzz harness has an `rgxd` seed (`dm/tools/fuzz/fuzz_shader_split.py`). From c294e6588cbc7d6131b87d6bf807c6da62786de8 Mon Sep 17 00:00:00 2001 From: Robert McFadden Date: Sat, 7 Nov 2026 21:11:27 -0500 Subject: [PATCH 4/6] Red Dead Redemption: update 1.0.4 registered 1.0.4 (v262144, main 37531419da7654ec3f5b586693f7f331) changes 45 of shaders.rpf's 3,583 shaders; the profile's tables are now the union over both builds (3,628), as shader_versions v0 v262144 asks. It runs on the Mac through two agreements the update adds (each accepted after scrolling to its end) to the title, at 30 fps with no [RED] line in 8 minutes. The profile registers both builds and packs 1.0.4; the note records the route, the agreements and what is open (1.0.4 past the title, small dark blocks in distant foliage in its title scenes). --- dm/games/01007820196A6000/README.md | 18 +++++---- dm/games/01007820196A6000/game.tsv | 7 ++-- dm/games/01007820196A6000/shader_map.tsv | 47 +++++++++++++++++++++++- dm/games/README.md | 2 +- 4 files changed, 62 insertions(+), 12 deletions(-) diff --git a/dm/games/01007820196A6000/README.md b/dm/games/01007820196A6000/README.md index 31bfacbc01..78653b1df3 100644 --- a/dm/games/01007820196A6000/README.md +++ b/dm/games/01007820196A6000/README.md @@ -1,16 +1,18 @@ # Red Dead Redemption (`01007820196A6000`) -Base game 1.0.0, SDK 15.3.2, on NVN (3,583 shaders, RAGE effects). Modules `main` and `sdk`. Rockstar's RAGE engine in Double Eleven's Switch port (the survey's Unreal marker is a false match). All of the RomFS but two Bink movies and one Double Eleven pack is in 134 Rockstar RPF6 archives (11 GB, encrypted tables). The profile is the NSP script's provisional one with `render_cond on` added ([What it needs](#what-it-needs)). Getting it to run needed a reader for its archives and effects in `shader_split.py` and several audio renderers at once in the host ([Found on this game](#found-on-this-game)). Only this build is registered in the profile. +Base game 1.0.0 and update 1.0.4 (v262144), SDK 15.3.2, on NVN (3,628 shaders over both builds, RAGE effects). Modules `main` and `sdk`. Rockstar's RAGE engine in Double Eleven's Switch port (the survey's Unreal marker is a false match). All of the RomFS but two Bink movies and one Double Eleven pack is in 134 Rockstar RPF6 archives (11 GB, encrypted tables). The profile is the NSP script's provisional one with `render_cond on` added ([What it needs](#what-it-needs)). Getting it to run needed a reader for its archives and effects in `shader_split.py` and several audio renderers at once in the host ([Found on this game](#found-on-this-game)). Both builds are registered; the NSP script packs 1.0.4 when the update is in the folder. On the Mac (2026-11-07, headless, 5 minutes driven with `DM_KEYS`): language selection, the Rockstar Games logo movie, the title, the autosave notice, the difficulty menu, the opening train cutscene and control of John Marston at Armadillo Station with the HUD and the minimap, with no `[RED]` line. It runs at the game's 30 fps (frame time p50 33.3 ms, p95 34.0 ms, max 35.7 ms; GPU p50 10.6 ms). The sound was not listened to (headless runs). The unsigned IPA is built but not tested on an iPhone. +Update 1.0.4 on the Mac (2026-11-07, headless, NX2Apple 1.2.3's engine): 3,583 shaders, 45 of them changed from 1.0.0's (`rage_lightprepass` among them), then two agreements the update adds before the title (the license agreement and Rockstar's terms of service, each accepted with A only after scrolling to its end with the right stick), the title at 30 fps (p50 33.3 ms, p95 35.4 ms) and no `[RED]` line in 8 minutes. Past the title it has not been played. + ## What it needs | Setting | Where | Why | |---|---|---| | 4 GB layout: `mem_reserve 0xb0000000`, `mem_alias 0x10000000`, `mem_stack 0x10000000`, `app_pool 0xCD500000` | [`game.tsv`](game.tsv) | the provisional layout, which holds: `main` sets a heap of at most the pool − 64 MB − its 1207 MB of bss | | `sys_resource 0x0` | `game.tsv` | the NPDM declares 0 MB of system resource: `IsVirtualAddressMemoryEnabled` is false, as on Horizon | -| `mem_used 0x4ca4000` | `game.tsv` | the rewritten modules exceed the default 64 MB | +| `mem_used 0x4ca4000` | `game.tsv` | 1.0.0's rewritten modules exceed the default 64 MB (1.0.4's fit in it) | | `modules main sdk` | `game.tsv` | `main` imports only from `sdk`; the Bink movies are decoded by `main` | | `render_cond on` | `game.tsv` | the game draws under `SetRenderEnableConditional` (its only `[RED]` line before the key); without it small black squares showed in the title scene and the opening cutscene | | `shader_groups` (one per RomFS folder) | `game.tsv` | the provisional guess, kept | @@ -19,11 +21,11 @@ On the Mac (2026-11-07, headless, 5 minutes driven with `DM_KEYS`): language sel ## Files - RomFS: 138 files, 11.24 GB: 134 `.rpf` (25 at the root, 10.36 GB, among them `shaders.rpf`, `fragments.rpf` and `audio_switch.rpf`; 107 in `redemption/territory_swall/`), two `.bk2` movies, and `d11extra/langselect.pkdswitch` with its index `.pkiswitch`. -- The RPF6 archives' table key is in `main`'s data segment (1.0.0: `main+0x3757f88`). `dm/gfx/tools/rpf6.py` finds it by trying `main`'s windows on an archive's first entry; it is never printed or written to disk. `rpf6.py
[--extract ]` lists or extracts an archive. +- The RPF6 archives' table key is in `main`'s data segment (1.0.0: `main+0x3757f88`). 1.0.4 has the same key, loaded as eight big-endian words from four constants by its key setup (`main+0x145d8c`). `dm/gfx/tools/rpf6.py` finds it by trying `main`'s windows on an archive's first entry; it is never printed or written to disk. `rpf6.py
[--extract ]` lists or extracts an archive. ## Shaders -- **Current:** 3,583 distinct shaders, all translated for the Mac: 3,413 from the 131 RAGE effects (`.nvn`, `rgxd`) in `shaders.rpf` (2,089 vertex, 1,324 pixel), 168 from effects in `main`, and 2 from the language selection's Double Eleven pack. Each RPF6 archive is read through `rpf6.py` ([RAGE RPF6 archives and `rgxd` effects](../../../docs/reference/shaders.md#rage-rpf6-archives-and-rgxd-effects)). +- **Current:** 3,628 distinct shaders over both builds (the profile's tables are their union; 1.0.4 changes 45 of `shaders.rpf`'s); 1.0.0 has 3,583, all translated for the Mac: 3,413 from the 131 RAGE effects (`.nvn`, `rgxd`) in `shaders.rpf` (2,089 vertex, 1,324 pixel), 168 from effects in `main`, and 2 from the language selection's Double Eleven pack. Each RPF6 archive is read through `rpf6.py` ([RAGE RPF6 archives and `rgxd` effects](../../../docs/reference/shaders.md#rage-rpf6-archives-and-rgxd-effects)). - **Open:** the prewarm list (`pso_manifest.tsv`) is empty. ## Memory @@ -33,7 +35,8 @@ On the Mac (2026-11-07, headless, 5 minutes driven with `DM_KEYS`): language sel ## On the Mac - After the NSP script's `--platform mac` build, its printed command runs the game; headless runs set `DM_ROMFS`, `DM_SAVE`, `DM_TEMP`, `DM_MSL_DIR` and `DM_NVN_SHMAP` as the script does. -- `DM_KEYS` drives it: A through language selection (about 20 s in), the logo movie plays, then Plus at the title, A through the autosave notice and the difficulty menu; the train cutscene runs on its own into Armadillo. +- 1.0.4: `20:A,40:RDown~30,72:A,76:RDown~60,138:A,142:RDown~60,204:A` gets through language selection and both agreements (accepted once; the save keeps them); the title comes about 300 s in on a first start. +- `DM_KEYS` drives 1.0.0: A through language selection (about 20 s in), the logo movie plays, then Plus at the title, A through the autosave notice and the difficulty menu; the train cutscene runs on its own into Armadillo. ## Found on this game @@ -45,7 +48,8 @@ Otherwise it runs on mechanisms found on other games, including SDK 15.3.2's NVN ## Open - iPhone: the IPA is built but not tested; the 2.5 GB footprint needs the Increased Memory Limit entitlement. -- Faint light-blue blocks on distant buildings at the horizon in Armadillo: cause unknown. +- Faint light-blue blocks on distant buildings at the horizon in Armadillo (1.0.0), and small dark blocks in distant foliage and on the ground in 1.0.4's title scenes, with `render_cond` on or off: cause unknown. - The sound has not been listened to. - The empty prewarm list ([Shaders](#shaders)). -- Only the opening was played: riding, gunfights, the wider map, a save and its reload are untested. +- 1.0.4 past the title, and on an iPhone. +- Only 1.0.0's opening was played: riding, gunfights, the wider map, a save and its reload are untested. diff --git a/dm/games/01007820196A6000/game.tsv b/dm/games/01007820196A6000/game.tsv index e6368d09db..d7017d8bfb 100644 --- a/dm/games/01007820196A6000/game.tsv +++ b/dm/games/01007820196A6000/game.tsv @@ -12,8 +12,9 @@ app_category public.app-category.games # ---- Versions ---- build v0 1.0.0 main=9515ef1f79ef3cb800bd85e5d3de0d98 sdk=8618895246b420329b77746b960a66ab -package v0 -shader_versions v0 +build v262144 1.0.4 main=37531419da7654ec3f5b586693f7f331 sdk=8618895246b420329b77746b960a66ab +package v262144 +shader_versions v0 v262144 # ---- Files ---- # every module main imports from @@ -35,7 +36,7 @@ shader_groups /redemption/=redemption /cero/=cero /d11extra/=d11extra shader_note Red Dead Redemption shaders (RAGE effects in shaders.rpf and main, Double Eleven pack) # ---- After the rewrite ---- -# used memory for the current rewritten modules, at least the default 64 MB +# used memory for the rewritten modules, at least the default 64 MB: 1.0.0's (1.0.4's fit in the default) mem_used 0x4ca4000 # render_cond: the game draws under SetRenderEnableConditional (its only [RED] line in a 5-minute run); without the key small black squares showed in the title scene and the opening cutscene render_cond on diff --git a/dm/games/01007820196A6000/shader_map.tsv b/dm/games/01007820196A6000/shader_map.tsv index e7d0d3a2fc..fae283b382 100644 --- a/dm/games/01007820196A6000/shader_map.tsv +++ b/dm/games/01007820196A6000/shader_map.tsv @@ -1,4 +1,4 @@ -# kind: evidence Red Dead Redemption shaders (provisional profile) (GLSLC in RomFS + main) → control section + code area keys (dm/gfx/tools/shader_split.py) +# kind: evidence Red Dead Redemption shaders (RAGE effects in shaders.rpf and main, Double Eleven pack) (GLSLC in RomFS + main) → control section + code area keys (dm/gfx/tools/shader_split.py) # column 5 records where each key first appears; no PC shader pairing supplied package index stage dm_ctl_sha16 source ps_d11extra.bin 0 pixel 98664fb56b9c9fdf /d11extra/langselect.pkdswitch#9be12403#GLSLC@0x0 @@ -3584,3 +3584,48 @@ ps_other.bin 1320 pixel 94ebda7f84ffebec /shaders.rpf/shaders/world/switch/rdr2_ ps_other.bin 1321 pixel 4d26b43e40605a71 /shaders.rpf/shaders/world/switch/rdr2_wire.nvn#RGXD@0xbf96 ps_other.bin 1322 pixel ed16ac8ab30e4476 /shaders.rpf/shaders/world/switch/rdr2_wire.nvn#RGXD@0xcbb9 ps_other.bin 1323 pixel 379eefbcfe3dee9e /shaders.rpf/shaders/world/switch/rdr2_wire.nvn#RGXD@0xe490 +ps_other.bin 1324 pixel 9b9ea0aac32d726b /v262144/shaders.rpf/shaders/world/switch/rage_lightprepass.nvn#RGXD@0x1ad55 +ps_other.bin 1325 pixel b972e43a34f07fb6 /v262144/shaders.rpf/shaders/world/switch/rage_lightprepass.nvn#RGXD@0x1e492 +ps_other.bin 1326 pixel b377348b86794b06 /v262144/shaders.rpf/shaders/world/switch/rage_lightprepass.nvn#RGXD@0x22686 +ps_other.bin 1327 pixel 79126e51861e9db8 /v262144/shaders.rpf/shaders/world/switch/rage_lightprepass.nvn#RGXD@0x2678a +ps_other.bin 1328 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b/dm/games/README.md @@ -148,7 +148,7 @@ One row per profile; the notes are each profile's `README.md`. | [Portal 2](0100ABD01785C000/README.md) | `0100ABD01785C000` | 1.0.3 | 13.3.0 | Valve's Source engine (21 NROs) | NVN | | [Princess Peach: Showtime!](01007A3009184000/README.md) | `01007A3009184000` | 1.0.0 | 15.3.2 | Unreal Engine 4.27 (Good-Feel), Wwise | NVN | | [Raging Loop](010020400E1C2000/README.md) | `010020400E1C2000` | 1.0.0 (base) | 7.3.2 | Unity 2018.3.10f1 IL2CPP | NVN | -| [Red Dead Redemption](01007820196A6000/README.md) | `01007820196A6000` | 1.0.0 (base) | 15.3.2 | Rockstar's RAGE (Double Eleven port) | NVN | +| [Red Dead Redemption](01007820196A6000/README.md) | `01007820196A6000` | 1.0.4 | 15.3.2 | Rockstar's RAGE (Double Eleven port) | NVN | | [Return of the Obra Dinn](010032E00E6E2000/README.md) | `010032E00E6E2000` | 1.0.1 | 8.2.0 | Unity 2017.4.28f1 IL2CPP | NVN | | [Rhythm Heaven Groove](0100D9F01D474000/README.md) | `0100D9F01D474000` | 1.0.0 (base) | 21.4.0 | Nintendo's own 2D engine | NVN | | [ROMANCE OF THE THREE KINGDOMS 8 REMAKE](0100C2A01A730000/README.md) | `0100C2A01A730000` | 1.1.3 | 17.5.3 | Koei Tecmo's KTGL | NVN | From a082bafda1b096896f8cc25b949ee90b8a0025aa Mon Sep 17 00:00:00 2001 From: Robert McFadden Date: Sun, 8 Nov 2026 16:22:29 -0500 Subject: [PATCH 5/6] Red Dead Redemption: the note after playing 1.0.4 in Armadillo, and the two rendering bugs found there 1.0.4 was played on the Mac from a save in Armadillo (the saloon, the street, the walk to the horses) at 30 fps. Two rendering bugs found there are in the note: the flickering blocks in the sky over the distant ridge (the cloud fog sampled the depth attachment its pass had just written; fixed in PR #1866, not yet on main) and the missing bodies of distant characters (the samples-passed counter the game never resets; fixed in cfbdd93c, PR #1867). The movies' second audio renderer plays through the host's support for several renderers, so the note links to "A game with more than one renderer". --- dm/games/01007820196A6000/README.md | 13 ++++++++----- 1 file changed, 8 insertions(+), 5 deletions(-) diff --git a/dm/games/01007820196A6000/README.md b/dm/games/01007820196A6000/README.md index 78653b1df3..3eb4c3db92 100644 --- a/dm/games/01007820196A6000/README.md +++ b/dm/games/01007820196A6000/README.md @@ -1,10 +1,10 @@ # Red Dead Redemption (`01007820196A6000`) -Base game 1.0.0 and update 1.0.4 (v262144), SDK 15.3.2, on NVN (3,628 shaders over both builds, RAGE effects). Modules `main` and `sdk`. Rockstar's RAGE engine in Double Eleven's Switch port (the survey's Unreal marker is a false match). All of the RomFS but two Bink movies and one Double Eleven pack is in 134 Rockstar RPF6 archives (11 GB, encrypted tables). The profile is the NSP script's provisional one with `render_cond on` added ([What it needs](#what-it-needs)). Getting it to run needed a reader for its archives and effects in `shader_split.py` and several audio renderers at once in the host ([Found on this game](#found-on-this-game)). Both builds are registered; the NSP script packs 1.0.4 when the update is in the folder. +Base game 1.0.0 and update 1.0.4 (v262144), SDK 15.3.2, on NVN (3,628 shaders over both builds, RAGE effects). Modules `main` and `sdk`. Rockstar's RAGE engine in Double Eleven's Switch port (the survey's Unreal marker is a false match). All of the RomFS but two Bink movies and one Double Eleven pack is in 134 Rockstar RPF6 archives (11 GB, encrypted tables). The profile is the NSP script's provisional one with `render_cond on` added ([What it needs](#what-it-needs)). Getting it to run needed a reader for its archives and effects in `shader_split.py` ([Found on this game](#found-on-this-game)); its second audio renderer, for the movies, plays through the host's support for several renderers. Both builds are registered; the NSP script packs 1.0.4 when the update is in the folder. On the Mac (2026-11-07, headless, 5 minutes driven with `DM_KEYS`): language selection, the Rockstar Games logo movie, the title, the autosave notice, the difficulty menu, the opening train cutscene and control of John Marston at Armadillo Station with the HUD and the minimap, with no `[RED]` line. It runs at the game's 30 fps (frame time p50 33.3 ms, p95 34.0 ms, max 35.7 ms; GPU p50 10.6 ms). The sound was not listened to (headless runs). The unsigned IPA is built but not tested on an iPhone. -Update 1.0.4 on the Mac (2026-11-07, headless, NX2Apple 1.2.3's engine): 3,583 shaders, 45 of them changed from 1.0.0's (`rage_lightprepass` among them), then two agreements the update adds before the title (the license agreement and Rockstar's terms of service, each accepted with A only after scrolling to its end with the right stick), the title at 30 fps (p50 33.3 ms, p95 35.4 ms) and no `[RED]` line in 8 minutes. Past the title it has not been played. +Update 1.0.4 on the Mac (2026-11-07, headless, NX2Apple 1.2.3's engine): 3,583 shaders, 45 of them changed from 1.0.0's (`rage_lightprepass` among them), then two agreements the update adds before the title (the license agreement and Rockstar's terms of service, each accepted with A only after scrolling to its end with the right stick), the title at 30 fps (p50 33.3 ms, p95 35.4 ms) and no `[RED]` line in 8 minutes. Played on the Mac from a save in Armadillo (2026-11-08, Apple M4, macOS 27.0.1): the saloon, the street and the walk to the horses at 30 fps (frame time p50 33.3 ms), with distant characters and the sky over the ridge drawn right since the two fixes in [Found on this game](#found-on-this-game). ## What it needs @@ -41,15 +41,18 @@ Update 1.0.4 on the Mac (2026-11-07, headless, NX2Apple 1.2.3's engine): 3,583 s ## Found on this game - Resolved: no shaders were found at first: the effects are inside encrypted RPF6 archives → [RAGE RPF6 archives and `rgxd` effects](../../../docs/reference/shaders.md#rage-rpf6-archives-and-rgxd-effects); the language selection's two shaders are in a Double Eleven pack → [Double Eleven `.pkdswitch` packs](../../../docs/reference/shaders.md#double-eleven-pkdswitch-packs). -- Resolved: presentation stopped after the Rockstar Games logo: the game opens a second audio renderer for its movies, and the host rendered only one → [Several audio renderers at once](../../../docs/reference/audio.md#several-audio-renderers-at-once). +- Resolved: presentation stopped after the Rockstar Games logo: the game opens a second audio renderer for its movies, and the host rendered only one → [A game with more than one renderer](../../../docs/reference/audio.md#a-game-with-more-than-one-renderer). + +- Resolved: light square blocks, 8×8 pixels and flickering, in the sky over the distant ridge (1.0.0 and 1.0.4): the cloud fog `rdr2_clouds_fog` (`c0ab3c051753e36d`) sampled the depth attachment its pass had just written → fixed in [PR #1866](https://github.com/seedds/nxnative/pull/1866) (its reference entry: Depth sampled after a draw of its pass wrote it), not yet on `main`. +- Resolved: characters a few metres away drawn as their hats and props only (their shadows had bodies): the character occlusion queries (`rage::CharacterVisQueries`) never reset the samples-passed counter, every query read 0 and every character counted as hidden → [Samples-passed reports with no reset before them](../../../docs/reference/rendering.md#samples-passed-reports-with-no-reset-before-them). Otherwise it runs on mechanisms found on other games, including SDK 15.3.2's NVN and services. ## Open - iPhone: the IPA is built but not tested; the 2.5 GB footprint needs the Increased Memory Limit entitlement. -- Faint light-blue blocks on distant buildings at the horizon in Armadillo (1.0.0), and small dark blocks in distant foliage and on the ground in 1.0.4's title scenes, with `render_cond` on or off: cause unknown. +- Faint light-blue blocks on distant buildings at the horizon in Armadillo (1.0.0), and small dark blocks in distant foliage and on the ground in 1.0.4's title scenes: not looked at again since the depth fix ([Found on this game](#found-on-this-game)), which may be their cause too. - The sound has not been listened to. - The empty prewarm list ([Shaders](#shaders)). -- 1.0.4 past the title, and on an iPhone. +- 1.0.4 beyond Armadillo, and on an iPhone. - Only 1.0.0's opening was played: riding, gunfights, the wider map, a save and its reload are untested. From 2cf45ce1c79e98c78c77c1c2d93628799cd4f338 Mon Sep 17 00:00:00 2001 From: Robert McFadden Date: Mon, 9 Nov 2026 09:38:38 -0500 Subject: [PATCH 6/6] rpf6.py: a test with synthetic bytes for the header, the entry table and key_from_setup The fuzz seed only shows the split survives odd input; it does not pin RPF6's layout. test_rpf6 builds an archive from made-up bytes (a root and a subdirectory, a plain file, a compressed file and an RSC5 resource, its type in the offset word's low byte), encrypts the tables with a made-up key through CommonCrypto (16 rounds of AES-256 ECB) and reads it back through Rpf, encrypted and in the clear. It checks joaat, the header, the decrypt round trip, that a wrong key and a directory running past the table are errors, and key_from_setup on a synthetic key setup (adrp, four ldr q, add, two stp q): the eight words come out big-endian, every setup gives a candidate, and words wider than 32 bits, a setup outside the code segment or one that stores too little give none. No game files. --- dm/tools/tests/test_rpf6.py | 183 ++++++++++++++++++++++++++++++++++++ 1 file changed, 183 insertions(+) create mode 100644 dm/tools/tests/test_rpf6.py diff --git a/dm/tools/tests/test_rpf6.py b/dm/tools/tests/test_rpf6.py new file mode 100644 index 0000000000..138aa8c654 --- /dev/null +++ b/dm/tools/tests/test_rpf6.py @@ -0,0 +1,183 @@ +"""rpf6.py: Rockstar RPF6 archives (Red Dead Redemption). No game files: a synthetic archive (header, entry table, name table) encrypted with a made-up key, and a synthetic +key setup function for key_from_setup, both laid out as the module's comment describes.""" +import ctypes +import os +import struct +import sys +import tempfile +import unittest +import zlib +from pathlib import Path + +REPO = Path(__file__).resolve().parents[3] +sys.path.insert(0, str(REPO / 'dm/gfx/tools')) +import rpf6 + +KEY = bytes(range(0x40, 0x60)) # made up: 32 distinct bytes + + +def aes_encrypt(key, data): + """AES-256 ECB encryption through CommonCrypto, the counterpart of uepak.aes_decrypt""" + cc = ctypes.CDLL('/usr/lib/libSystem.B.dylib').CCCrypt + cc.argtypes = [ctypes.c_uint32, ctypes.c_uint32, ctypes.c_uint32, ctypes.c_char_p, ctypes.c_size_t, ctypes.c_void_p, ctypes.c_char_p, ctypes.c_size_t, + ctypes.c_void_p, ctypes.c_size_t, ctypes.POINTER(ctypes.c_size_t)] + out, moved = ctypes.create_string_buffer(len(data)), ctypes.c_size_t() + if cc(0, 0, 2, key, len(key), None, data, len(data), out, len(data), ctypes.byref(moved)): raise ValueError('CCCrypt failed') # encrypt, AES, ECB + return out.raw + + +def encrypt(key, data): + """RPF6's table encryption run backwards: 16 rounds of AES-256 ECB""" + for _ in range(rpf6.ROUNDS): data = aes_encrypt(key, data) + return data + + +def archive(path, key=KEY, encrypted=True): + """root/ {a.txt (plain), dir/ {b.bin (zlib, compressed bit), r.wtx (an RSC5 resource)}}: entries 0 root, 1 a.txt, 2 dir, 3 b.bin, 4 r.wtx""" + plain, packed = b'plain text', zlib.compress(b'x' * 300) + res_flags = 0x80000000 | 0x40000000 | 0x123 + rsc = rpf6.RSC5 + struct.pack('5I', *e) for e in entries) + table += bytes(-len(table) % 16) + names = b'\0\0\0\0a.txt\0dir\0b.bin\0r.wtx\0' + names += bytes(-len(names) % 16) + names_at = 0x10 + len(table) + if encrypted: table, names = encrypt(key, table), encrypt(key, names) + d = bytearray(data_at + 0x1000) + d[:16] = rpf6.MAGIC + struct.pack('>3I', len(entries), names_at // 8, rpf6.ENCRYPTED if encrypted else 0) + d[0x10:0x10 + len(table)] = table + d[names_at:names_at + len(names)] = names + d[a_off:a_off + len(plain)] = plain + d[b_off:b_off + len(packed)] = packed + d[r_off:r_off + len(rsc)] = rsc + Path(path).write_bytes(bytes(d)) + + +class Zlib: + """Stands in for the zstd module: the synthetic archive has zlib streams only""" + @staticmethod + def decompress(d): raise AssertionError('no zstd frame in the synthetic archive') + + +class Archive(unittest.TestCase): + def setUp(self): + self.tmp = tempfile.TemporaryDirectory() + self.path = os.path.join(self.tmp.name, 'test.rpf') + + def tearDown(self): + self.tmp.cleanup() + + def test_joaat(self): + self.assertEqual(rpf6.joaat(''), 0) + self.assertEqual(rpf6.joaat('a'), 0xca2e9442) # Jenkins one-at-a-time of "a" + self.assertEqual(rpf6.joaat('Shaders.RPF'), rpf6.joaat('shaders.rpf')) # lower-cased first + + def test_header(self): + archive(self.path) + self.assertEqual(rpf6.header(self.path), (5, 0x10 + 0x70, True)) + Path(self.path).write_bytes(b'RPF7' + bytes(12)) + self.assertIsNone(rpf6.header(self.path)) + Path(self.path).write_bytes(b'RPF6') + self.assertIsNone(rpf6.header(self.path)) # shorter than a header + + def test_decrypt_round_trip(self): + blk = struct.pack('>4I', 0, 0, 0x80000001, 2) + self.assertTrue(rpf6.is_root(rpf6.decrypt(KEY, encrypt(KEY, blk)))) + self.assertFalse(rpf6.is_root(rpf6.decrypt(bytes(range(32)), encrypt(KEY, blk)))) + self.assertEqual(len(rpf6.decrypt(KEY, bytes(40))), 32) # whole blocks only + + def test_entry_table_and_names(self): + for encrypted in (True, False): + with self.subTest(encrypted=encrypted): + archive(self.path, encrypted=encrypted) + r = rpf6.Rpf(self.path, KEY) + files = {e[0]: e for e in r.files} + self.assertEqual(sorted(files), ['a.txt', 'dir/b.bin', 'dir/r.wtx']) + self.assertEqual(files['a.txt'][1:5], (0x800, 10, 10, False)) + self.assertEqual(files['dir/b.bin'][3:5], (300, True)) + self.assertEqual(files['dir/r.wtx'][1], 0x1000) # the resource type byte is not part of the offset + self.assertIsNone(files['dir/r.wtx'][3]) + with open(self.path, 'rb') as f: + self.assertEqual(r.read(f, files['a.txt'], Zlib), b'plain text') + self.assertEqual(r.read(f, files['dir/b.bin'], Zlib), b'x' * 300) + self.assertEqual(r.read(f, files['dir/r.wtx'], Zlib), b'resource data') + + def test_wrong_key_is_an_error(self): + archive(self.path) + with self.assertRaisesRegex(ValueError, 'no root directory'): + rpf6.Rpf(self.path, bytes(range(32))) + + def test_directory_past_the_table_is_an_error(self): + archive(self.path, encrypted=False) + d = bytearray(Path(self.path).read_bytes()) + struct.pack_into('>I', d, 0x10 + 2 * 20 + 12, 9) # dir claims 9 children + Path(self.path).write_bytes(bytes(d)) + with self.assertRaisesRegex(ValueError, 'runs past the table'): + rpf6.Rpf(self.path, KEY) + + +def adrp(a, rd, target): + imm = ((target & ~0xfff) - (a & ~0xfff)) >> 12 + return 0x90000000 | (imm & 3) << 29 | ((imm >> 2) & 0x7ffff) << 5 | rd + + +def ldr_q(rt, rn, off): return 0x3dc00000 | (off // 16) << 10 | rn << 5 | rt +def stp_q(rt, rt2, rn, off): return 0xad000000 | ((off // 16) & 0x7f) << 15 | rt2 << 10 | rn << 5 | rt +def add_x(rd, rn, imm): return 0x91000000 | imm << 10 | rn << 5 | rd + + +def setup_image(words, setups=1): + """A code segment with the key setup's first instructions, its b.ne, then: adrp x9; ldr q0-q3 from four 16-byte constants; add x8, x0, #8; stp q0, q1, [x8]; stp q2, q3, [x8, #32]; b. + The constants hold the eight words, each zero-extended to 64 bits (little-endian in memory)""" + img = bytearray(0x2000) + consts = 0x1000 + img[consts:consts + 64] = struct.pack('<8Q', *words) + for n in range(setups): + at = 0x100 + n * 0x100 + img[at:at + len(rpf6.SETUP)] = rpf6.SETUP + a = at + len(rpf6.SETUP) + code = [0x54000001] # b.ne + code.append(adrp(a + 4, 9, consts)) + code += [ldr_q(i, 9, i * 16) for i in range(4)] + code += [add_x(8, 0, 8), stp_q(0, 1, 8, 0), stp_q(2, 3, 8, 32), 0x14000000] + for i, w in enumerate(code): struct.pack_into('8I', *words)]) + + def test_every_setup_gives_a_candidate(self): + img, text = setup_image(list(range(1, 9)), setups=2) + self.assertEqual(len(list(rpf6.key_from_setup(img, text))), 2) + + def test_words_wider_than_32_bits_give_none(self): + img, text = setup_image([1 << 32] + list(range(7))) + self.assertEqual(list(rpf6.key_from_setup(img, text)), []) + + def test_no_setup_outside_the_code_segment(self): + img, _ = setup_image(list(range(8))) + self.assertEqual(list(rpf6.key_from_setup(img, (0x400, 0x400))), []) # the setup at 0x100 is outside + + def test_setup_that_stores_too_little_gives_none(self): + img, text = setup_image(list(range(8))) + img = bytearray(img) + at = 0x100 + len(rpf6.SETUP) + 4 * 8 # the second stp + struct.pack_into('