Devil May Cry 3 HD Collection · Evidence-first C++20 research
DMC3 NBZ Archives — DMC Rengine
Entry point for numbered NBZ archive, resolver, materialization and overlay research. Original-game selection/consumption proof remains a separate canonical gate.
What NBZ research covers
- DMC3 numbered NBZ files are treated as archive sources feeding a materialization pipeline rather than as a single flat folder of already-named game resources.
- Physical archive membership, extracted or materialized coordinate spaces, overlay behavior and runtime resolver decisions are modeled as related but distinct concerns.
- A synthetic archive rebuild can prove structural properties without proving which archive or member the original executable will select in every runtime context.
Questions this entry point helps answer
- How do numbered NBZ archives feed GDSpaces while preserving the provenance of members and nested containers?
- Why are materialization success, overlay policy and original-game runtime selection kept as separate evidence gates?
- Where do PAC or PNST containers enter the path from archive bytes to a typed resource exposed by tooling?
NBZ at a glance
- Identifiers
- NBZ
- Domain
- Container
Identity: EXE_CONFIRMEDPurpose: EXE_CONFIRMEDSchema: PARTIALProduct: structural
Evidence boundary
A parser is not automatically a writer. A successful writer is not automatically equivalent to Capcom's offline tools. Synthetic validation does not establish original-game behavioral equivalence.
Use the current status for promoted capabilities and open proof gates.