code wiki / _hdl_build / nx_gamechar_sota_fetch.nx
nx_gamechar_sota_fetch.nx
buildroot/runtime/_hdl_build/nx_gamechar_sota_fetch.nx
about
nx_gamechar_sota_fetch.nx -- CORRECTIVE research: how do GAME characters (DOA / Illusion Honey Select /
Custom Maid / Koikatsu) reach attractive-realistic WITHOUT neural nets? Ground the real pipeline:
VRM/UniVRM = the OPEN standard for exactly this (humanoid MESH + BLENDSHAPES + PBR/TOON materials +
SPRING-BONE physics + eye look-at) = "not just mesh on" · Illusion modding stack (char-as-data: mesh +
morphs + textures + eye/lash/brow assets) · toon/skin shaders (lilToon/MToon) · photoreal-head SOTA.
Banks raw -> knowledge/research/gchar_*.raw. expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_x509_trust_store.nxnx_trust_store_load_from_certdata.nxnx_https_fetch_follow.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| 11 | const K_MAGIC_4194304: i64 = 4194304 |
| 12 | const K_MAGIC_8388608: i64 = 8388608 |
functions
| 14 | func w(s: *u8) -> i64 { var n: i64 = 0; while s[n] != (0 as u8) { n = n + 1 } sys_write(1, s, n); return 0 } |
| 15 | func wn(v: i64) -> i64 |
| 24 | func fetch_one(store: *TrustStore, url: *u8, outpath: *u8, raw: *u8, cap: i64) -> i64 |
| 36 | func main() -> i64 |