Brain Memory Training Academy plays on the Mac and the iPhone: profile 0100F5D01DA3A000 (base game 1.0.0, SDK 16.2.4)
- Unity 2022.3.5f1 IL2CPP with no bundles: its serialized files carry no type trees and nothing lends a Shader tree, so unityfs.py has Unity 2022.3's Shader layout written out (KNOWN_TREES, about 30 structs). It matches Ace Attorney Investigations Collection's bundle tree node for node (2,324 nodes, same alignment flags) and decodes its 40 bundle Shader objects identically. shader_split.py gives it to stripped files only in its second pass, so Ace Attorney's tables stay byte-identical - 496 shaders (439 engine built-ins, 46 of the game's, 11 of Unity's player in main); the built-in VR blit's geometry shader does not build - nninitStartup gives StandardAllocator pool - used with virtual address memory, as in Ace Attorney: node area cut for this sdk build (Unicorn Overlord 1.05's; it has no system resource and boots the same with the cut). Ace Attorney's 1 GB pool and 5 GB block; probes on VammManager::AllocateAddressRegion / FreeAddressRegion show the live regions end at about +2.1 GB of the 4.375 GB alias region - 60 fps, real sound, saves, no red line; about 0.75 GB resident, flat over 20 minutes. Controller only (the game never reads the touch screen): docked, 2D pad layout - Prewarm list recorded through the title, controls, level select and the first levels (six shader pairs, seven pipelines)
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ed98b492b4a29e3d 0:192
|
||||
edbd30b1f3c04004 0:144
|
||||
ee92e42489c5ef5f 0:48
|
||||
eea6d09d92ae4b84 0:16
|
||||
eeac458c58c356a0 1:144
|
||||
ef0d938481d46539 1:416
|
||||
f0715e8de7365b31 0:64
|
||||
f0e97b050cca2b52 0:256
|
||||
f3758e40d8f6a1d9 0:144
|
||||
f46e6d06a58f5d4c 0:64
|
||||
f4b8cd9494425201 0:288
|
||||
f4cbe08b4e354587 1:384
|
||||
f5614d75588389f1 1:448
|
||||
f6ee3b2c97237288 0:368
|
||||
f79abec7b9313374 0:144
|
||||
fa3bdb5a874a16c4 1:224
|
||||
fa89e79dc3e7b094 0:48
|
||||
fbf41f2a538d1f08 0:64
|
||||
fc5679e32c6e0c72 1:208
|
||||
fcf6f8f8d61743ee 0:128
|
||||
fd08b99d4a2ee921 1:448
|
||||
fe7d50ec7ea3bdd6 0:144
|
||||
ffefd7d96d95bfe9 1:208
|
||||
|
@@ -0,0 +1,2 @@
|
||||
// Generated file (dm/gfx/tools/dmsh_chain.py --header, game 0100F5D01DA3A000): the B shader library translation chain version this source tree expects (default options); the host loads only <library dir>/b-<V>/
|
||||
#define DMSH_CHAIN "70a5a3b5dbd2"
|
||||
@@ -0,0 +1,42 @@
|
||||
# Game profile of Brain Memory Training Academy (Switch, base game v0). Plays on the Mac and on the iPhone
|
||||
# Format: see dm/games/README.md
|
||||
# Unity 2022.3.5f1 (IL2CPP), SDK 16.2.4: the shaders are Shader objects in the player's serialized files (Data/*.assets, no bundles), which carry no type trees; unityfs.py has Unity 2022.3's Shader layout (KNOWN_TREES)
|
||||
# Controller only (stick or D-pad, A, B, +): the game never reads the touch screen, so it stays docked (1920x1080) with the default 2D pad layout
|
||||
|
||||
# ---- Identity ----
|
||||
title_id 0100F5D01DA3A000
|
||||
program_id 0100F5D01DA3A000
|
||||
|
||||
# ---- App ----
|
||||
# Game name: only a label for profile listings and the Mac window title; the iOS app name is the game name in the base NSP, and the bundle ID comes from the base game title ID (build_ipa.sh / NSP script)
|
||||
name Brain Memory Training Academy
|
||||
ipa BrainMemoryTrainingAcademy.ipa
|
||||
app_category public.app-category.puzzle-games
|
||||
|
||||
# ---- Versions ----
|
||||
build v0 1.0.0 main=b0a32fd69b176ec50000000000000000 subsdk0=091bc184412bfb0ec5e395eafa4f7dd1 sdk=12f161039300861f1054371f0e36b8c9
|
||||
package v0
|
||||
shader_versions v0
|
||||
|
||||
# ---- Files ----
|
||||
# load order as on Horizon: main, subsdk*, sdk (subsdk0 = NintendoSDK_movie)
|
||||
modules main subsdk0 sdk
|
||||
romfs_marker Data/globalgamemanagers
|
||||
zip_store .assets:.dat:.json:.resource:.ress:.metallib
|
||||
|
||||
# ---- Memory ----
|
||||
# The NPDM declares 16 MB of system resource, so IsVirtualAddressMemoryEnabled is true: nninitStartup (main+0x73ad60) hands application pool − used memory to StandardAllocator as virtual address memory
|
||||
# and never calls SetMemoryHeapSize. The node area cut for this sdk build (patch_nso.py) shrinks the AddressRegionManager's node area to 62 MB, as for Ace Attorney Investigations Collection.
|
||||
# Measured with probes on VammManager::AllocateAddressRegion's success path (sdk+0x1348b8: x21 size, x22 address) and FreeAddressRegion (sdk+0x135100): StandardAllocator takes 960 MB at +64 MB,
|
||||
# Unity's own regions (main+0x11bb4cc) hold about 0.54 GB more, and over four minutes of level loads the live regions end at +2.0 to +2.1 GB; in 20 minutes the mapped high-water mark stopped at +2.51 GB
|
||||
# (about 4 minutes in), at most 0.5 GB mapped, about 0.75 GB resident on the Mac. So Ace Attorney Investigations Collection's layout: a 1 GB pool and the 5 GB block
|
||||
# (256 MB in front + 4.375 GB alias region + 256 MB stack region + 128 MB heap region)
|
||||
mem_reserve 0x140000000
|
||||
mem_alias 0x118000000
|
||||
mem_stack 0x10000000
|
||||
app_pool 0x40000000
|
||||
|
||||
# ---- Shader split (shader_split.py; Unity Shader objects, read by unityfs.py) ----
|
||||
# engine built-ins (Resources/: unity default resources, unity_builtin_extra) go to engine, the player's serialized files to data
|
||||
shader_groups /Resources/=engine /Data/=data
|
||||
shader_note Brain Memory Training Academy shaders
|
||||
|
@@ -0,0 +1,21 @@
|
||||
# Prewarm seed list (shipped in the app, next to shader_map.tsv). Rows: S<TAB>shader key<TAB>stage / R<TAB>render pipeline key (pso_skey hex) / C<TAB>compute shader key.
|
||||
# Recorded on the Mac with prewarm off: boot, the title, controls, the level select, levels 1 and 2, Level Complete / Level Failed (the game draws with six shader pairs in seven pipelines)
|
||||
S aff26c6c5b8a2feb_b 0
|
||||
S 5b80b5e29812b804_b 1
|
||||
S ab677171aa42edd2_b 0
|
||||
S a75207141cd5f099_b 1
|
||||
S 433200027601b1d3_b 0
|
||||
S 1c909b0005346394_b 1
|
||||
S d839b85f5fab754c_b 0
|
||||
S ad9f24c02928e018_b 1
|
||||
S de25af302b2d3cf3_b 0
|
||||
S 880c10aeced60f87_b 1
|
||||
R 616666323663366335623861326665625f62000000000000356238306235653239383132623830345f620000000000000001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000730000000000000000000000000000000000000000000000000000000000000004010000040100000200000000000000ffffffff0000000010040481040000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000220000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001c0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
R 616236373731373161613432656464325f62000000000000613735323037313431636435663039395f6200000000000000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007300000000000000000000000000000000000000000000000000000000000000040100000401000002000000ff000000ffffffff000000001018048604000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000022000000252800002e2c0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000004c0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
R 343333323030303237363031623164335f62000000000000316339303962303030353334363339345f620000000000000001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000460000000000000000000000000000000000000000000000000000000000000004010000040100000100000000000000ffffffff000000001004048104000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000022000000160c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000140000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
R 643833396238356635666162373534635f62000000000000616439663234633032393238653031385f6200000000000000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000004600000000000000000000000000000000000000000000000000000000000000040100000401000001000000ff000000ffffffff0000000028180482040000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000220000002e1800002228000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000580000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
R 646532356166333032623264336366335f62000000000000383830633130616563656436306638375f6200000000000000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000004600000000000000000000000000000000000000000000000000000000000000040100000401000001000000ff000000ffffffff0000000010180486040000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000220000002504001016000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000c0000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
R 616236373731373161613432656464325f62000000000000613735323037313431636435663039395f6200000000000000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000004600000000000000000000000000000000000000000000000000000000000000040100000401000001000000ff000000ffffffff000000001018048604000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000022000000252800002e2c0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000004c0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
S 6e2c06932d410347_b 0
|
||||
S e7602efa392da7af_b 1
|
||||
R 366532633036393332643431303334375f62000000000000653736303265666133393264613761665f6200000000000000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000004600000000000000000000000000000000000000000000000000000000000000040100000401000001000000ff000000ffffffff0000000028180a8604000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000022000000252800002e2c00002e3c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000004c0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
|
@@ -0,0 +1,2 @@
|
||||
# Answer table for translation queries (generated by dm/gfx/tools/shader_split.py, do not edit): key <TAB> fact JSON. This game has no PC version to pair with: only the thread group / shared memory of compute shaders (taken from the control section); other queries get the translator defaults
|
||||
552bbc8ffc2459e4 {"local":[4,4,4],"shared":0}
|
||||
|
Can't render this file because it contains an unexpected character in line 2 and column 19.
|
@@ -0,0 +1,499 @@
|
||||
# kind: evidence Brain Memory Training Academy shaders (Unity Shader / GLSLC in RomFS + main) → control section + code area keys (dm/gfx/tools/shader_split.py)
|
||||
# column 5 records where each key first appears; this game has no PC version to pair with
|
||||
package index stage dm_ctl_sha16 source
|
||||
ps_data.bin 0 pixel b3c31fff3367e091 /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.10
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ps_data.bin 1 pixel 13ff035220081165 /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.11
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vs_data.bin 1 vertex 6170682418b6f13e /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.11
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ps_data.bin 2 pixel 0113299bdfd8e853 /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.12
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vs_data.bin 3 vertex 9da974a398b955a8 /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.13
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ps_data.bin 4 pixel 8ca0c7c597f27ed4 /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.14
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|
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|
||||
ps_data.bin 9 pixel 039bd4c2d1d9edec /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.7
|
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vs_data.bin 9 vertex 074090dfc64af223 /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.7
|
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vs_data.bin 10 vertex 4fe42e603d0f14dd /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.8
|
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ps_data.bin 10 pixel d884aee8cb04cb20 /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.8
|
||||
ps_data.bin 11 pixel 14a2f34ca63c0eae /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.9
|
||||
vs_data.bin 11 vertex fd08b99d4a2ee921 /Data/resources.assets#TextMeshPro/Mobile/Distance Field#var19.9
|
||||
vs_data.bin 12 vertex 14c7ddbdf0516627 /Data/resources.assets#TextMeshPro/Sprite#var19.2
|
||||
ps_data.bin 12 pixel 57689ea3eb34e421 /Data/resources.assets#TextMeshPro/Sprite#var19.2
|
||||
ps_data.bin 13 pixel 7cdef66f67c97a38 /Data/resources.assets#TextMeshPro/Sprite#var19.3
|
||||
vs_data.bin 13 vertex aa2c816a3a3cce8e /Data/resources.assets#TextMeshPro/Sprite#var19.3
|
||||
vs_data.bin 14 vertex 30854e908d5930ae /Data/resources.assets#TextMeshPro/Sprite#var19.4
|
||||
ps_data.bin 14 pixel 6ad4b3d8d84f0872 /Data/resources.assets#TextMeshPro/Sprite#var19.4
|
||||
vs_data.bin 15 vertex a64992c4b444b9b5 /Data/resources.assets#TextMeshPro/Sprite#var19.5
|
||||
ps_data.bin 15 pixel e74f2ba940610cf0 /Data/resources.assets#TextMeshPro/Sprite#var19.5
|
||||
ps_data.bin 16 pixel 632ad3878f1a78fe /Data/sharedassets0.assets#Skybox/Procedural#var19.3
|
||||
vs_data.bin 16 vertex b925d4b645f470ea /Data/sharedassets0.assets#Skybox/Procedural#var19.3
|
||||
ps_data.bin 17 pixel 5b80b5e29812b804 /Data/sharedassets0.assets#Skybox/Procedural#var19.4
|
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vs_data.bin 17 vertex aff26c6c5b8a2feb /Data/sharedassets0.assets#Skybox/Procedural#var19.4
|
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vs_data.bin 18 vertex 27978b3b0ac68d62 /Data/sharedassets0.assets#Skybox/Procedural#var19.5
|
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ps_data.bin 18 pixel 4e421da322c6802e /Data/sharedassets0.assets#Skybox/Procedural#var19.5
|
||||
vs_data.bin 19 vertex 6e2c06932d410347 /Data/sharedassets2.assets#TextMeshPro/Bitmap#var19.2
|
||||
ps_data.bin 19 pixel e7602efa392da7af /Data/sharedassets2.assets#TextMeshPro/Bitmap#var19.2
|
||||
ps_data.bin 20 pixel 5225e0d85054ad18 /Data/sharedassets2.assets#TextMeshPro/Bitmap#var19.3
|
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vs_data.bin 20 vertex c384495fb3d277f3 /Data/sharedassets2.assets#TextMeshPro/Bitmap#var19.3
|
||||
vs_data.bin 21 vertex 43093586a2db179a /Data/sharedassets2.assets#TextMeshPro/Bitmap#var19.4
|
||||
ps_data.bin 21 pixel a790622bb89c2095 /Data/sharedassets2.assets#TextMeshPro/Bitmap#var19.4
|
||||
ps_data.bin 22 pixel 2b93e06754f0cadd /Data/sharedassets2.assets#TextMeshPro/Bitmap#var19.5
|
||||
vs_data.bin 22 vertex 303e9b720c60d289 /Data/sharedassets2.assets#TextMeshPro/Bitmap#var19.5
|
||||
vs_engine.bin 0 vertex 1262319abf377cef /Data/Resources/unity default resources#GUI/Text Shader#var19.3
|
||||
ps_engine.bin 0 pixel 4a89bd4e4099a7e5 /Data/Resources/unity default resources#GUI/Text Shader#var19.3
|
||||
ps_engine.bin 1 pixel 08beb205664eaa30 /Data/Resources/unity default resources#GUI/Text Shader#var19.4
|
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vs_engine.bin 1 vertex e9e3b3121a971e33 /Data/Resources/unity default resources#GUI/Text Shader#var19.4
|
||||
vs_engine.bin 2 vertex 5df25f086d58adc3 /Data/Resources/unity default resources#GUI/Text Shader#var19.5
|
||||
ps_engine.bin 2 pixel b22e270164aaf245 /Data/Resources/unity default resources#GUI/Text Shader#var19.5
|
||||
vs_engine.bin 3 vertex 3afaf9f812f3bbb9 /Data/Resources/unity default resources#GUI/Text Shader#var19.6
|
||||
ps_engine.bin 3 pixel edd7039b7cd1b906 /Data/Resources/unity default resources#GUI/Text Shader#var19.6
|
||||
ps_engine.bin 4 pixel 200a8c93c34d612e /Data/Resources/unity default resources#Hidden/FrameDebuggerRenderTargetDisplay#var19.10
|
||||
vs_engine.bin 4 vertex adf2917a3b546972 /Data/Resources/unity default resources#Hidden/FrameDebuggerRenderTargetDisplay#var19.10
|
||||
ps_engine.bin 5 pixel 53023007b531a12c /Data/Resources/unity default resources#Hidden/FrameDebuggerRenderTargetDisplay#var19.11
|
||||
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|
||||
vs_engine.bin 6 vertex a550bc77353b10be /Data/Resources/unity default resources#Hidden/FrameDebuggerRenderTargetDisplay#var19.12
|
||||
ps_engine.bin 6 pixel ee92e42489c5ef5f /Data/Resources/unity default resources#Hidden/FrameDebuggerRenderTargetDisplay#var19.12
|
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ps_engine.bin 7 pixel 5a622026f7174a62 /Data/Resources/unity default resources#Hidden/FrameDebuggerRenderTargetDisplay#var19.13
|
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vs_engine.bin 7 vertex 978437bfb4b09d54 /Data/Resources/unity default resources#Hidden/FrameDebuggerRenderTargetDisplay#var19.13
|
||||
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|
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|
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|
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|
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ps_engine.bin 10 pixel 1a0cec8d6d7169fb /Data/Resources/unity default resources#Hidden/FrameDebuggerRenderTargetDisplay#var19.4
|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
ps_engine.bin 25 pixel 8893692de45026ee /Data/Resources/unity default resources#Hidden/InternalClear#var19.11
|
||||
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|
||||
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|
||||
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|
||||
vs_engine.bin 27 vertex afb7d73ef27fc98e /Data/Resources/unity default resources#Hidden/InternalClear#var19.13
|
||||
ps_engine.bin 28 pixel 7ce938b714ec049c /Data/Resources/unity default resources#Hidden/InternalClear#var19.14
|
||||
vs_engine.bin 28 vertex e8b7cbd85e4e5e94 /Data/Resources/unity default resources#Hidden/InternalClear#var19.14
|
||||
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|
||||
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|
||||
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|
||||
vs_engine.bin 30 vertex 9b24bb3ccf670cce /Data/Resources/unity default resources#Hidden/InternalClear#var19.16
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|
||||
cd1a727c97a6d022 7f97480029db046d
|
||||
cfc0aa87c6d83ba8 470dce7b9ed188ab
|
||||
d19b47f9ea5c3cfe 0113299bdfd8e853
|
||||
d2597e330dd1057b 21514777b903efef
|
||||
d29ce228c09f296b 5ce972cbd86c4750
|
||||
d41d73cb72d01201 9206b7f9f3a9a299
|
||||
d70b7adfdaab764f a85d2808063b479a
|
||||
d70c740af93d68ba 3436f4acc6f81cfb
|
||||
d76b705711a9befc 01032593cc506ebe
|
||||
d839b85f5fab754c ad9f24c02928e018
|
||||
d8e62fbae97c65fc d9262385838b8241
|
||||
dc7c332965a25fea 4b59ce82c021376c
|
||||
dd113f0a6490360b c3a814fb220a886a
|
||||
dd9477c9d811a41c 5f75b882185ee693
|
||||
de1a1865a66aab82 ec0b337abea10932
|
||||
de25af302b2d3cf3 880c10aeced60f87
|
||||
dee2ce72f0f49991 db44703587b83d4e
|
||||
dfe8a059b9fbd63b dbfb8f362104df4f
|
||||
e0f29cb47d3d20ed ab8bf80dbb9b3a71
|
||||
e1d2e5178e38eac5 fade78a9d615f49a
|
||||
e265d382e61fcb7c eea6d09d92ae4b84
|
||||
e26e3dcb729f62bf ccf33f7956ae1040
|
||||
e4533356d9aae3c1 2d3104572b5a6fe1
|
||||
e4df1475528d12dc 34026e7cc7311cc4
|
||||
e4ef252ce5966098 08d97a9546a387c2
|
||||
e5637a3e8800099e 92dc3ab188ce031c
|
||||
e5ac49d4582a339c fbb0e17b842d146c
|
||||
e6609e951ec03d64 e1806d29e0bbb2b9
|
||||
e668c11dfd083b26 d83558285bd341ed
|
||||
e71460d89d7f4ac6 d50ec93c39d82637
|
||||
e762eceafddf0975 c45e21e819cb023d
|
||||
e7e617597f10e7ee 093e90df78efa3ff
|
||||
e8b7cbd85e4e5e94 7ce938b714ec049c
|
||||
e9e3b3121a971e33 08beb205664eaa30
|
||||
ea3806363641fd5b 1a0cec8d6d7169fb
|
||||
eab50afd6987b979 aec0872affee4a1c
|
||||
eac9ef0cd952ba94 f0476d19088e08d4
|
||||
ec0e4e28f4efda1f a0cbd66c05f0cddd
|
||||
eeac458c58c356a0 196b4ea113489037
|
||||
ef0d938481d46539 b3c31fff3367e091
|
||||
f0715e8de7365b31 fe3c5e611aec8a7a
|
||||
f238055e6b024372 3e4609711bcdc893
|
||||
f3a2af4f812f7366 0113299bdfd8e853
|
||||
f4cbe08b4e354587 5da987b945a43b73
|
||||
f5614d75588389f1 e3c2f7c70b5c5b0f
|
||||
f79abec7b9313374 e62b1061ba92f688
|
||||
f7a47e5bdbf7c385 4607432afedb2e39
|
||||
fa3bdb5a874a16c4 2450a1837405022c
|
||||
fbf41f2a538d1f08 87883c7197048c4e
|
||||
fc5679e32c6e0c72 92d59ccca0d6940b
|
||||
fcf6f8f8d61743ee 7f9f2635b019aeb3
|
||||
fd08b99d4a2ee921 14a2f34ca63c0eae
|
||||
fe7d50ec7ea3bdd6 61a8720fc84ef3fb
|
||||
ffefd7d96d95bfe9 e44f25b06aff9d06
|
||||
|
@@ -9,7 +9,8 @@
|
||||
# Control sections are shared between programs, so pairing goes by entry, never by finding code from a control; entries are recognized by a triple check of "control magic + code magic + consistent lengths".
|
||||
# · Unity (UnityFS bundles and the serialized files under Data, read by unityfs.py): the Switch subprograms of each Shader object; the program code = a 0x60 header + one block per stage.
|
||||
# The header is 4 i32 ×6 arrays indexed by NVN stage (0 vertex 1 pixel 2 geometry 3 hull 4 domain 5 compute): [0] unused (0 or a scratch size), [1] block offset (from +0x60, -1 = no such stage), [2] control length, [3] code length;
|
||||
# block = control section + code area. A program's vertex / pixel stages form a pair. The game's own serialized files (data.unity3d, unity default resources) carry no type trees and borrow the bundles' Shader type tree of the same hash (second pass)
|
||||
# block = control section + code area. A program's vertex / pixel stages form a pair. The game's own serialized files (data.unity3d, unity default resources) carry no type trees and borrow the bundles' Shader type tree of the same hash (second pass),
|
||||
# or take the layout unityfs.py has for that hash (KNOWN_TREES) when no bundle has one (Brain Memory Training Academy, Unity 2022.3: no bundles at all)
|
||||
# Before 2019.3 (Cuphead, Unity 2017.4; found by armyja, GitHub pull request #2) a subprogram holds one stage: program code = a 0x10 header {?, ?, control length, code length} + control section
|
||||
# + code area, and the stage is not in the code but in the Shader's m_ParsedForm (unity_stages)
|
||||
# Unity 2022 (Ace Attorney Investigations Collection, 2022.3) keeps the 0x60 header in the program code, but the blob also holds parameter entries, which unity_code_blobs leaves out
|
||||
@@ -669,6 +670,9 @@ def main():
|
||||
if extra == 'defer': defer.append(rel)
|
||||
elif extra: trees.update(extra)
|
||||
if defer:
|
||||
# a hash no bundle supplied takes the layout unityfs.py has for it (KNOWN_TREES); only here, so files a bundle lends a tree to keep their place in the tables (Ace Attorney's built-ins)
|
||||
import unityfs
|
||||
for k in unityfs.KNOWN_TREES: trees.setdefault(k, unityfs.known_tree(*k))
|
||||
byrel = {r: p for p, r in files}
|
||||
with cf.ProcessPoolExecutor(J, initializer=_pool_init, initargs=(common, trees, zdicts)) as ex: again = list(ex.map(scan_file, [(byrel[r], r) for r in defer]))
|
||||
for rel, uniq, pr, extra in again:
|
||||
|
||||
@@ -109,6 +109,88 @@ def _read(r, n):
|
||||
class NoTree(ValueError):
|
||||
"""the serialized file has no type tree and no tree of the same class and hash to borrow"""
|
||||
|
||||
# Type trees written out for players whose serialized files carry none and that ship no bundle to borrow one from (Brain Memory Training Academy, Unity 2022.3.5f1: only Data/*.assets).
|
||||
# {(class ID, type hash): (root type, layout)}. The layout is one struct per line, "Name: type field; type field; …", in serialization order. A type is a primitive, a struct of the layout,
|
||||
# string, vector<element name:type>, map<data:pair(key type,value type)>; a trailing ~ = the container's Array is not aligned after it, ! = the field itself is aligned after it (the 0x4000 flags).
|
||||
# The Unity 2022.3 Shader matches, node for node with those flags, the type tree in Ace Attorney Investigations Collection's bundles (Unity 2022.3.17f1), whose hash is the same
|
||||
SHADER_2022_3 = '''
|
||||
SerializedTextureProperty: string m_DefaultName; int m_TexDim
|
||||
SerializedProperty: string m_Name; string m_Description; vector<data:string> m_Attributes; int m_Type; unsigned int m_Flags; float m_DefValue[0]; float m_DefValue[1]; float m_DefValue[2]; float m_DefValue[3]; SerializedTextureProperty m_DefTexture
|
||||
SerializedProperties: vector<data:SerializedProperty> m_Props
|
||||
Hash128: ''' + '; '.join(f'UInt8 bytes[{i}]' for i in range(16)) + '''
|
||||
SerializedShaderFloatValue: float val; string name
|
||||
SerializedShaderRTBlendState: SerializedShaderFloatValue srcBlend; SerializedShaderFloatValue destBlend; SerializedShaderFloatValue srcBlendAlpha; SerializedShaderFloatValue destBlendAlpha; SerializedShaderFloatValue blendOp; SerializedShaderFloatValue blendOpAlpha; SerializedShaderFloatValue colMask
|
||||
SerializedStencilOp: SerializedShaderFloatValue pass; SerializedShaderFloatValue fail; SerializedShaderFloatValue zFail; SerializedShaderFloatValue comp
|
||||
SerializedShaderVectorValue: SerializedShaderFloatValue x; SerializedShaderFloatValue y; SerializedShaderFloatValue z; SerializedShaderFloatValue w; string name
|
||||
SerializedTagMap: map<data:pair(string,string)>~ tags
|
||||
SerializedShaderState: string m_Name; ''' + '; '.join(f'SerializedShaderRTBlendState rtBlend{i}' for i in range(8)) + '''; bool! rtSeparateBlend; SerializedShaderFloatValue zClip; SerializedShaderFloatValue zTest; SerializedShaderFloatValue zWrite; SerializedShaderFloatValue culling; SerializedShaderFloatValue conservative; SerializedShaderFloatValue offsetFactor; SerializedShaderFloatValue offsetUnits; SerializedShaderFloatValue alphaToMask; SerializedStencilOp stencilOp; SerializedStencilOp stencilOpFront; SerializedStencilOp stencilOpBack; SerializedShaderFloatValue stencilReadMask; SerializedShaderFloatValue stencilWriteMask; SerializedShaderFloatValue stencilRef; SerializedShaderFloatValue fogStart; SerializedShaderFloatValue fogEnd; SerializedShaderFloatValue fogDensity; SerializedShaderVectorValue fogColor; int fogMode; int gpuProgramID; SerializedTagMap m_Tags; int m_LOD; bool! lighting
|
||||
ShaderBindChannel: SInt8 source; SInt8 target
|
||||
ParserBindChannels: vector<data:ShaderBindChannel>! m_Channels; int m_SourceMap
|
||||
VectorParameter: int m_NameIndex; int m_Index; int m_ArraySize; SInt8 m_Type; SInt8! m_Dim
|
||||
MatrixParameter: int m_NameIndex; int m_Index; int m_ArraySize; SInt8 m_Type; SInt8! m_RowCount
|
||||
TextureParameter: int m_NameIndex; int m_Index; int m_SamplerIndex; bool m_MultiSampled; SInt8! m_Dim
|
||||
BufferBinding: int m_NameIndex; int m_Index; int m_ArraySize
|
||||
StructParameter: int m_NameIndex; int m_Index; int m_ArraySize; int m_StructSize; vector<data:VectorParameter> m_VectorMembers; vector<data:MatrixParameter> m_MatrixMembers
|
||||
ConstantBuffer: int m_NameIndex; vector<data:MatrixParameter> m_MatrixParams; vector<data:VectorParameter> m_VectorParams; vector<data:StructParameter> m_StructParams; int m_Size; bool! m_IsPartialCB
|
||||
UAVParameter: int m_NameIndex; int m_Index; int m_OriginalIndex
|
||||
SamplerParameter: unsigned int sampler; int bindPoint
|
||||
SerializedProgramParameters: vector<data:VectorParameter> m_VectorParams; vector<data:MatrixParameter> m_MatrixParams; vector<data:TextureParameter> m_TextureParams; vector<data:BufferBinding> m_BufferParams; vector<data:ConstantBuffer> m_ConstantBuffers; vector<data:BufferBinding> m_ConstantBufferBindings; vector<data:UAVParameter> m_UAVParams; vector<data:SamplerParameter> m_Samplers
|
||||
SerializedSubProgram: unsigned int m_BlobIndex; ParserBindChannels m_Channels; vector<data:UInt16> m_KeywordIndices; SInt8 m_ShaderHardwareTier; SInt8! m_GpuProgramType; SerializedProgramParameters m_Parameters; SInt64 m_ShaderRequirements
|
||||
SerializedPlayerSubProgram: unsigned int m_BlobIndex; vector<data:UInt16> m_KeywordIndices; SInt64 m_ShaderRequirements; SInt8! m_GpuProgramType
|
||||
SerializedProgram: vector<data:SerializedSubProgram> m_SubPrograms; vector<data:vector<data:SerializedPlayerSubProgram>> m_PlayerSubPrograms; vector<data:vector<data:unsigned int>> m_ParameterBlobIndices; SerializedProgramParameters m_CommonParameters; vector<data:UInt16> m_SerializedKeywordStateMask
|
||||
SerializedPass: vector<data:Hash128> m_EditorDataHash; vector<data:UInt8> m_Platforms; map<data:pair(string,int)>~ m_NameIndices; int m_Type; SerializedShaderState m_State; unsigned int m_ProgramMask; SerializedProgram progVertex; SerializedProgram progFragment; SerializedProgram progGeometry; SerializedProgram progHull; SerializedProgram progDomain; SerializedProgram progRayTracing; bool m_HasInstancingVariant; bool! m_HasProceduralInstancingVariant; string m_UseName; string m_Name; string m_TextureName; SerializedTagMap m_Tags
|
||||
SerializedSubShader: vector<data:SerializedPass> m_Passes; SerializedTagMap m_Tags; int m_LOD
|
||||
SerializedShaderDependency: string from; string to
|
||||
SerializedCustomEditorForRenderPipeline: string customEditorName; string renderPipelineType
|
||||
SerializedShader: SerializedProperties m_PropInfo; vector<data:SerializedSubShader> m_SubShaders; vector<data:string> m_KeywordNames; vector<data:UInt8> m_KeywordFlags; string m_Name; string m_CustomEditorName; string m_FallbackName; vector<data:SerializedShaderDependency> m_Dependencies; vector<data:SerializedCustomEditorForRenderPipeline> m_CustomEditorForRenderPipelines; bool! m_DisableNoSubshadersMessage
|
||||
PPtr<Shader>: int m_FileID; SInt64 m_PathID
|
||||
PPtr<Texture>: int m_FileID; SInt64 m_PathID
|
||||
Shader: string m_Name; SerializedShader m_ParsedForm; vector<data:unsigned int> platforms; vector<data:vector<data:unsigned int>> offsets; vector<data:vector<data:unsigned int>> compressedLengths; vector<data:vector<data:unsigned int>> decompressedLengths; vector<data:UInt8> compressedBlob; vector<data:unsigned int> stageCounts; vector<data:PPtr<Shader>> m_Dependencies; map<data:pair(string,PPtr<Texture>)>~ m_NonModifiableTextures; bool! m_ShaderIsBaked
|
||||
'''
|
||||
KNOWN_TREES = {(CLASS_SHADER, bytes.fromhex('ea424a5fc1e48db62144df956f9e1005')): ('Shader', SHADER_2022_3)}
|
||||
|
||||
def _split_top(s, sep): # s split at sep outside <> and ()
|
||||
out, depth, cur = [], 0, ''
|
||||
for ch in s:
|
||||
if ch in '<(': depth += 1
|
||||
elif ch in '>)': depth -= 1
|
||||
if ch == sep and not depth: out.append(cur); cur = ''
|
||||
else: cur += ch
|
||||
return out + [cur]
|
||||
|
||||
def tree_from_layout(root, layout):
|
||||
"""a KNOWN_TREES entry → the type tree's root Node, as a serialized file with type trees would give it (types, names and alignment flags; byte sizes are not kept)"""
|
||||
structs = {}
|
||||
for line in layout.strip().split('\n'):
|
||||
name, body = line.split(': ', 1)
|
||||
structs[name] = [f.rsplit(' ', 1) for f in body.split('; ')]
|
||||
def node(t, name):
|
||||
flags = 0
|
||||
if t.endswith('!'): t, flags = t[:-1], 0x4000
|
||||
arr_align = 0x4000
|
||||
if t.endswith('~'): t, arr_align = t[:-1], 0
|
||||
def array(el):
|
||||
a = Node('Array', 'Array', -1, arr_align); a.kids = [Node('int', 'size', 4, 0), el]; return a
|
||||
if t == 'string':
|
||||
n = Node('string', name, -1, flags); n.kids = [array(Node('char', 'data', 1, 0))]
|
||||
elif t.startswith(('vector<', 'map<')):
|
||||
kind, inner = t[:-1].split('<', 1); el_name, el_type = inner.split(':', 1)
|
||||
n = Node(kind, name, -1, flags); n.kids = [array(node(el_type, el_name))]
|
||||
elif t.startswith('pair('):
|
||||
first, second = _split_top(t[5:-1], ',')
|
||||
n = Node('pair', name, -1, flags); n.kids = [node(first, 'first'), node(second, 'second')]
|
||||
elif t in structs:
|
||||
n = Node(t, name, -1, flags); n.kids = [node(ft, fn) for ft, fn in structs[t]]
|
||||
elif t in PRIM: n = Node(t, name, struct.calcsize(PRIM[t]), flags)
|
||||
else: raise ValueError(f'type tree layout: unknown type {t}')
|
||||
return n
|
||||
return node(root, 'Base')
|
||||
|
||||
_KNOWN = {}
|
||||
def known_tree(cid, h):
|
||||
if (cid, h) not in _KNOWN: _KNOWN[cid, h] = tree_from_layout(*KNOWN_TREES[cid, h])
|
||||
return _KNOWN[cid, h]
|
||||
|
||||
def serialized_objects(d, common, want=None, trees=None):
|
||||
"""serialized file → yields (class ID, path ID, object dict); want = only decode these class IDs.
|
||||
trees = {(class ID, type hash): type tree}: files with type trees record theirs, files without (the game's own data.unity3d and so on) borrow one of the same class and hash -- the same hash means the same layout"""
|
||||
|
||||
@@ -107,6 +107,13 @@ CUTS = {
|
||||
(0x139468, '08fca752', '087ca052', 'AddressRegionManager constructor: node area limit mov w8,#0x3fe00000 → mov w8,#0x3e00000'),
|
||||
(0x1394fc, '09fca752', '097ca052', 'AddressRegionManager constructor: length of the node area registered as an occupied region mov w9,#0x3fe00000 → mov w9,#0x3e00000'),
|
||||
],
|
||||
# Brain Memory Training Academy 1.0.0 (v0) sdk (SDK 16.2.4, the same build as Unicorn Overlord 1.05's, which has no virtual address memory and never allocates an address region):
|
||||
# the same node area cut. nninitStartup (main+0x73ad60) calls StandardAllocator::Initialize(nullptr, pool − used) with virtual address memory, which aborted at its CentralHeap::Init.
|
||||
# The constructor is at sdk+0x134768 (limit = alias start + 0x3fe00000 at +0x28, a unit heap of 0x30-byte nodes, the area then registered as occupied at +0x13480c)
|
||||
'12f161039300861f1054371f0e36b8c9': [
|
||||
(0x134778, '08fca752', '087ca052', 'AddressRegionManager constructor: node area limit mov w8,#0x3fe00000 → mov w8,#0x3e00000'),
|
||||
(0x13480c, '09fca752', '097ca052', 'AddressRegionManager constructor: length of the node area registered as an occupied region mov w9,#0x3fe00000 → mov w9,#0x3e00000'),
|
||||
],
|
||||
# Pokémon Legends: Z-A 2.0.2 (v393216) sdk (SDK 19.3.11): the same node area cut. The constructor is at sdk+0x1423ec (limit = alias start + 0x3fe00000 at +0x28, a unit heap of 0x30-byte
|
||||
# nodes, the area then registered as occupied at +0x142468). With main's allocator region below, the guest block fits the 5 GB proven on a phone
|
||||
'df7a3960c74c3a4803f826c587153252': [
|
||||
|
||||
@@ -57,6 +57,7 @@ Each entry: symptom → root cause → fix (where the fix lives). Check these fi
|
||||
- **A null-based write minutes into play, at the pool size minus 0x20 (Engage: `addr=0x1fffe0` at `main+0x9a4664`)** → Unity's TLSF heap added a pool, and its low-level virtual allocator (vtable at `main+0x61ffeb0`; reserve `main+0x9aa0f4` → `nn::os::AllocateAddressRegion`) got no address region and returned 0. The alias region ran out of *address space*, not memory: the AddressRegionManager aligns each region by its size (64 KB under 2 MB, 2 MB under 4 MB, 4 MB under 32 MB, 32 MB under 1 GB, else 1 GB) and Unity asks for its block plus alignment slack, so a 2.25 MB block takes a 4 MB slot and a 16.25 MB block a 20 MB one. At the crash Engage held 4.17 of the 4.375 GB left after the node area (StandardAllocator 3.14 GB, Unity about 1.05 GB, the rest fragments). On hardware the alias region is 64 GB. → shrink the node area with a rewriter cut for that SDK build (`patch_nso.py`, Engage: the two `mov w8/w9, #0x3fe00000` in the constructor → 62 MB). To measure, probe the SDK's `VammManager::AllocateAddressRegion` at its success path (`ReleaseWriteLock` return: x21 = size, x22 = address) and `FreeAddressRegion` after its prologue (x1 = address), and sum the live regions by caller.
|
||||
- **Sizing the reservation for a title that uses virtual address memory (Engage)** → such a title may never call `SetHeapSize`: everything comes from `MapPhysicalMemory` in the alias region. The `[mem]` log lines report the alias high-water mark (one line per 256 MB), the total actually mapped (page bitmap) and every heap growth. What fills the alias region first is address space, not memory: StandardAllocator reserves the whole free pool (pool − 64 MB, 1 GB aligned) but Engage commits only 0.58 GB of it, and Unity's own regions commit 0.97 GB. So Engage's profile reports a 2.5 GB pool (`app_pool`) and uses a 4.375 GB alias region in a 5 GB block (reserved address space peaks at 3.47 GB of 4.31 GB). iOS without the extended-virtual-addressing entitlement allows a single 6 GB reservation, but Metal needs address space too; 5 GB is the total proven on a phone. To measure commits, probe `VammManager::AllocateMemoryPages` / `FreeMemoryPages` (x1 address, x2 size) and split them by region.
|
||||
- **`StandardAllocator::Initialize` aborts in `nninitStartup` on SDK 17, then the alias region fills in minutes** (Ace Attorney Investigations Collection, Unity 2022.3, SDK 17.5.3) → the same node area as Engage's SDK: `CentralHeap::Init(nullptr, pool − used)` got no 1 GB-aligned region for 3.14 GB after the 1 GB node area. The constructor is at `sdk+0x139458` on that build and takes the same cut. With Engage's 2.5 GB pool the game then ran, but probes on `VammManager::AllocateAddressRegion`'s success path (`sdk+0x1395a8`: x21 size, x22 address) and `FreeAddressRegion` (`sdk+0x139df0`) showed StandardAllocator's 2.44 GB reservation beside Unity's pools (1.06 GB live, from `main+0x40f1d4`) ending 4.37 GB into the 4.375 GB alias region after 140 s, while the `MapPhysicalMemory` log showed StandardAllocator committing 0.19 GB. The profile reports a 1 GB pool, a little less than the 1.02 GB the game maps at its peak (the host does not enforce the pool, and only `nninitStartup` reads it); ten minutes then peak at +2.85 GB of address space, against +3.91 GB with a 1.5 GB pool.
|
||||
- **The same abort on SDK 16.2.4** (Brain Memory Training Academy, Unity 2022.3.5f1: `nn::diag` abort at `sdk+0x126490`, `StandardAllocator::Initialize`, called from `nninitStartup` at `main+0x73adcc`; the NSP script's heap check reports "the host stopped before nnMain") → `nninitStartup` is Ace Attorney's, `Initialize(nullptr, pool − used)` with virtual address memory and no `SetMemoryHeapSize`. The `sdk` build is Unicorn Overlord's, whose NPDM declares no system resource, so it never needed the cut; the constructor (`AddressRegionManagerC2`, `sdk+0x134768`) takes it at `+0x134778` / `+0x13480c`. With Ace Attorney's 1 GB pool and 5 GB block the game boots to its title in 5 s with no red line; StandardAllocator ends at +1.0 GB, and five minutes of level loads take the alias high-water mark to +2.25 GB with at most 0.5 GB mapped.
|
||||
- **`nn::diag` abort from `StandardAllocator::Initialize` long after `nninitStartup`, right after the first Vulkan query pool** (Super Mario Galaxy 2, SDK 18.3.5: `sdk+0x12dad0` ← `main+0x62c52c`) → the movie player initializes its own allocator with virtual address memory, `Initialize(nullptr, 384 MB)` (`main+0x62c280`); Galaxy, on the same SDK, allocates that block from its main allocator first. The guessed 256 MB alias region holds no region after the 1 GB node area. The same node area cut for that `sdk` build (`sdk+0x13be4c` / `+0x13bee0`) and a 512 MB alias region: the region is 32 MB aligned, so it starts 64 MB in.
|
||||
- **`nn::diag` abort at `sdk+0x12dad0` in `nninitStartup`, called from `main+0x756310`** (Absolum, .NET NativeAOT on SDK 18.3.2) → malloc's `StandardAllocator::Initialize(nullptr, 0xa00000000)`: 40 GB of address space (`main+0x28bff4`). To see what such a game really needs, boot it once on the Mac with a 64 GB alias region (`mem_reserve 0x1030000000`, `mem_alias 0x1008000000`) and probe `VammManager::AllocateAddressRegion`'s success path (`sdk+0x13bf8c`: x21 size, x22 address) with `DM_SVC=1`'s map log. Absolum's regions: malloc's (2.19 GB used into the first level, 1.75 GB of it FNA3D's GPU heap, allocated whole at `FNA3D_CreateDevice`), the .NET GC's region range (3.75 GB) and a few small ones. The GC sizes its range as 5 × its hard limit (768 MB = 75% of the 1 GB its `GetPhysicalMemoryLimit`, `main+0x28bffc`, reports), and it reads `DOTNET_GCRegionRange` through `getenv` first. The host now answers `getenv` from the profile key `game_env` (`hle_os.c`; every other name goes to the SDK's own `getenv`, an empty environment), which sets 1.5 GB. The GC then uses its range from both ends, 756 MB from the start and 748 MB from the end, where it used only the first 1.14 GB of 3.75. A cut on `main` gives malloc 2.5 GB. One more thing kept it from fitting: SDK 18's `AllocateAddressRegion` aligns a region of 1 GB or more to 1 GB in absolute address (`sdk+0x13c03c`; 32 MB from 32 MB up). The two large regions, with a 4 KB one between them, lost up to 1 GB each to alignment, depending on where `mmap` put the guest block. A cut on that build aligns them to 32 MB as well, beside the node-area cut. The regions then end 4.13 GB into the 4.375 GB alias region of Engage's 5 GB block.
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- **Large resources silently skipped, later a null deref where the resource is used** → the game reserves "virtual address memory" (Mario: 1.75 GB in `HeapDef.byml`) and maps it into the alias region with `MapPhysicalMemory` on demand; the alias region left after the node area was too small. Also visible as `SetHeapSize` asking for much less than the pool. → repartition the guest block (`hle_svc.c` `mem_init`): Mario uses alias 2.875 GB, stacks 256 MB, heap 1.625 GB (it asks for 1.47 GB), 5 GB in total. Measure before sizing (`DM_SVC=1`: the `SetHeapSize` request and the highest `MapPhysicalMemory` address). On iOS without the extended-virtual-addressing entitlement a single 6 GB reservation succeeds and 7 GB fails, but Metal and the rest of the process need address space too; 5 GB is the total proven on a phone (D2R).
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@@ -6,11 +6,12 @@ The graphics layer records NVN commands into its own command format (`dm/gfx/nvn
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Do not stop at the obvious archive. In Mario the main `bfsha` held 4,888 of the 12,811 shaders the game actually uses.
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`dm/gfx/tools/shader_split.py <RomFS> <ExeFS main> <pkg dir> <map out> <facts out> [<pairs out>]` scans **every** RomFS file (zstd-decompressed, SARC expanded recursively) and `main`, and recognizes the containers below. The pairs table lists the (vertex key, pixel key) of every BNSH variation or Unity program (section 6). Unity shaders need a second pass: files whose type trees are missing are scanned again once the bundles have supplied the `Shader` tree. For a base game plus an update, give RomFS and `main` as comma-separated lists, base first: keys are content hashes, so the output is the union of both versions and one shader build serves both (Mario 1.2.1 recompiled 3,451 of its pixel shaders; v0 rows keep their package indices).
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`dm/gfx/tools/shader_split.py <RomFS> <ExeFS main> <pkg dir> <map out> <facts out> [<pairs out>]` scans **every** RomFS file (zstd-decompressed, SARC expanded recursively) and `main`, and recognizes the containers below. The pairs table lists the (vertex key, pixel key) of every BNSH variation or Unity program (section 6). Unity shaders need a second pass: files whose type trees are missing are scanned again once the bundles have supplied the `Shader` tree (or with the one `unityfs.py` has written out for that hash, when no bundle has it). For a base game plus an update, give RomFS and `main` as comma-separated lists, base first: keys are content hashes, so the output is the union of both versions and one shader build serves both (Mario 1.2.1 recompiled 3,451 of its pixel shaders; v0 rows keep their package indices).
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- **BNSH** (`BNSH\0\0\0\0` + `grsc` block at +0x60): inside `bfsha`, particle effects (`esetb`, VFXB), UI layouts (`blarc`), and `main` itself. Variation table at +0x80 (count at +0x7c); binary program at variation +0x10; six stage pointers from program +0x08 (vs, hs, ds, gs, ps, cs); stage code descriptor: control ptr +0x08, code ptr +0x10, code size +0x18, control size +0x1c. All pointers relative to the BNSH start.
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- **Unity Shader objects** (Engage): Unity 2020.3 keeps each shader's compiled programs in its `Shader` object (class 48), in UnityFS bundles (`StreamingAssets/aa`) and in the player's own serialized files (`data.unity3d`, `Resources/unity default resources`). `dm/gfx/tools/unityfs.py` reads them: UnityFS blocks (LZ4 / LZMA), the serialized file, the object through its type tree, then `compressedBlob` per platform (LZ4 segments; each segment starts with a u32 count and 12-byte `{offset, length, segment}` entries). The player's files have no type trees; they borrow the bundles' `Shader` tree with the same type hash (same Unity build, same layout). Type-tree strings with the high bit set index Unity's common string table, which `unityfs.common_strings` reads from the game's own `main` (`AABB\0AnimationClip\0…`). On Switch every subprogram is one whole NVN program: its code is a 0x60-byte header of four `i32 ×6` arrays indexed by NVN stage (0 vertex, 1 fragment, 2 geometry, 3 tess control, 4 tess evaluation, 5 compute): an unused / scratch size, the block offset from +0x60 (−1 = no stage), the control size and the code size. Each block is the control section followed by the code area. The vertex and fragment stages of one program form a pair. Engage: 209 `Shader` objects in 188 bundles plus the engine files, 9,269 stage shaders (4,634 vertex / pixel pairs and one geometry shader), no compute shaders.
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- **Unity 2022 Shader objects** (Ace Attorney Investigations Collection, Unity 2022.3.17f1): the program code keeps the 0x60-byte stage header, but two things changed. From Unity 2022 the blob also holds each program's parameter tables as entries of their own (the parsed form's `m_ParameterBlobIndices`; their bytes start `PGlobals`), and the player's programs are listed in `m_PlayerSubPrograms[tier][].m_BlobIndex` (`m_SubPrograms` is empty); `unity_code_blobs` keeps only those. UnityPy's type trees for 2020.3 (Engage) and 2021.3 have neither field, so those read every entry as before. Subprogram version 202012090 (from Unity 2021.2) also has no local keyword list, so `unityfs.subprogram` reads no second keyword array (with one it read the code length as a keyword count). The player's serialized files have no type trees and the Addressables bundles hold no `Shader`, except the `unitybuiltinshaders` bundle, whose tree has the same hash and is borrowed in the second pass. 4,951 stage shaders: 2,475 vertex / pixel pairs (4,294 in the player's files, 517 built-ins, 140 in bundles) and one geometry shader, which Metal cannot express (its build fails). armyja's issue #17 proposed UnityPy and a reader of its own; neither was needed.
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- **A Unity player with no bundle to borrow a tree from** (Brain Memory Training Academy, Unity 2022.3.5f1: only `Data/*.assets`, `level*` and the two engine files in `Data/Resources`, none with type trees) → the split stopped with "no bundle has a Shader type tree of the same hash to borrow". The `Shader` type hash there (`ea424a5f…`) is the one in Ace Attorney Investigations Collection's bundles (2022.3.17f1): the same layout. `unityfs.py` now carries that layout written out (`KNOWN_TREES`: about 30 structs, `tree_from_layout` builds the tree a file with type trees would have) and the split's second pass gives it to the stripped files when no bundle lent a tree of that hash (only there: taken in the first pass, Ace Attorney's player files came before its `unitybuiltinshaders` bundle and the built-ins' source column and package indices moved, while with the second pass its tables come out byte-identical). Checked against Ace Attorney's own tree: the same 2,324 nodes with the same alignment flags, and its 40 bundle `Shader` objects decode identically with either. 496 stage shaders: 439 engine built-ins, 46 of the game's, 11 of the player's in `main`, and the built-in VR blit's geometry shader, which does not build. A Unity version whose `Shader` hash is not in the table still stops with the same message; read its tree from any bundle of that Unity version and add it.
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- **MSHD** (Metroid Dread, MercurySteam's engine: `system/shd/*.bshdat`, the only place its shaders live; nothing in `main` or the `.pkg` packs): each stage is a control section, whose length is at control +0x20, sometimes followed by a small compiler-option table (`fastmath true`), then the code area at the next code header. Every file holds vertex / pixel stages in alternating order (1, 2 or 4 programs) and is paired two by two. The control section carries NV assembly text after its first 0x880 bytes, and the SASS disassembly follows each code area, so the binding layout can be read straight from the files (`TEX` / `TEXS` handle immediates). 478 files, 1,342 stages, 1,010 unique keys (359 vertex, 651 pixel), 659 pairs.
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- **GLSLC outputs in `main`** (13 Sentinels, Vanillaware's engine: no shader file in RomFS, whose six CRI CPK archives hold textures, scripts, CRI audio and USM movies): 838 GLSLC compiler outputs sit in `main`'s read-only segment, each referenced from a `{pointer, size, 0}` table in `.data`. An output starts with the magic `0x19866891`, its total size is at +0x44, and it holds exactly one control section with the code area right after it (control +0x20 = control length); a debug section with the NV assembly and the GLSL source follows. Engage's `main` also has 11 of them (Unity's own), and `shader_split.py` reads them in every game's `main`, accepting only outputs that pass the control / code / length check. The stage comes from SPH word 0, as for BAHS. Loose RomFS files no other reader takes are searched the same way: FINAL FANTASY TACTICS - The Ivalice Chronicles keeps 257 whole outputs in its technique files (`*.tec`, below), Absolum 163 in `shaders.nx.bin`; in the other profiles' files only Metroid Dread's MSHD files hold any, which `mshd_shaders` reads.
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- **G2S in RDB archives** (Hyrule Warriors: Age of Calamity, Koei Tecmo's KTGL): each material's shaders are a G2S container (`_S2G3000`, type KTID `0x7bcd279f`; 23,108 entries in `asset/system.rdb.bin*`, 2.3 GB inflated) of GLSLC outputs, as in 13 Sentinels' `main`, inside zlib-chunked IDRK entries ([01](01-extract.md)); one `_DOK0000` container (type `0x20a6a0bb`, the engine's system resources) holds 151 more bare GLSLC outputs, 21 of them drawn in the first battle. `shader_split.py` maps the RDB files and inflates only entries that start with those two magics (`idrk_shaders`), and the 117 outputs in `main` as in every game. Many outputs carry 0x850-byte control sections and the compute ones have no code header, so `glslc_shaders` accepts controls from 0x760 bytes and takes the stage of headerless code from the thread group size at control +0x748. 40,726 shaders (37,043 pixel, 3,440 vertex, 241 compute, 2 geometry), Mario's texture handle layout (`0x20 + 8 × slot`); pairs come from the single-stage cover (`separable_pairs`). The older KTGL of Three Houses packs the same G2S containers differently (next item).
|
||||
|
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Reference in new issue
Block a user