Profile 010057D006492000 (no virtual address memory: the 4 GB heap layout; tex_flush_upload and tex_dirty_upload for the textures Unreal writes from the CPU into uncached pools after creating them) and its note. Brought up on the Mac through the boot, the language notice, the title, the traveler selection and Ophilia's and H'aanit's openings (free play in the cathedral and in S'warkii) at 30 fps; battles, sound and the iPhone not yet tested.
General changes found on it:
- patch_nso.py: a jump table whose index is bounds-checked with a 64-bit cmp (main+0x1676f58), accepted only in the last pass so earlier rewrites are byte-identical.
- profile_guess.py: Unreal's 64 GB alias layout only with virtual address memory (this game sets a 3.08 GB heap instead).
- NVN: nvnTextureBuilderGetSparseTileLayout / nvnTextureGetSparseTileLayout (Unreal sizes a sparse texture's mip tail with it; unimplemented, it asked for 1.75 GB twice); sparse 2D textures without a packaged layout take the block height of their 64 KB tile (the world map's tiles were shuffled); every virtual pool gets an address range of its own until its first mapping decides between the alias (a whole-pool mapping, Mario's pool) and the sparse page table (Unreal's one-texture pools, mapped piece by piece: streamed textures were black and later mappings refused).
- Audio renderer: SdkMutexType is looked up only when the SDK uses it (SDK 3.5.1 takes LockMutex at +0x1f8).
README: the gallery entry (Mac screenshot of S'warkii, IPA ~3.6 GB, all 5,434 shaders built for iOS); AGENTS.md: seventy-one games.
Checked on the rebased tree: the tool tests (15 skipped), the docs tests, a Mac boot into the traveler selection; before the rebase the graphics tests (make run, exit 0).
Preserve the existing terminal-tail recognizer and accept a contiguous
framed method-pointer thunk followed by its separate null-error call.
Reject stores that overwrite saved FP/LR, unproven store addresses and
stack/frame/link-register clobbers, including WSP. Stores are limited to
fixed caller stack-argument slots above the saved frame.
Keep the fallback narrower than #188's proposed unframed block recognition.
Add synthetic AArch64 regressions and document the rule beside the other
tail-call findings; no game-specific IDs, fixed addresses or profile changes.
Validation: 179 tool tests run, 174 passed and 5 skipped; 10 tail-call tests
pass; the legacy terminal recognizer is AST-identical to main; git diff
--check passes. Real game modules were not rewritten for this integration.
Co-authored-by: chengjie <chengjie177@gmail.com>
Recognize offset-table dispatches whose predecessor masks the index while
the dispatch checks a masked copy of the same source. Reject calls and
resolved table paths that bypass masking, undecodable instruction gaps or
targets, and writes that invalidate the table base. Keep the existing
recognizers ahead of this fallback.
Load build-gated patches from DM_GAMES_DIR and include them in rewrite reuse
keys. Preserve repository matching rules for derived profiles, select the
first external profile for provisional matching rules, and deduplicate
patch paths while retaining conflicts between distinct build claims.
Validation on current main: Python tool tests (156, 14 skipped), iOS tests
(6), graphics tests (44, 2 skipped), documentation index and diff checks.
Regression cases fail on the original implementation and pass with these
guards; both supported base-loading forms remain accepted. Real game
modules and gameplay were not revalidated.
Co-authored-by: Amost <6445689+Amost-@users.noreply.github.com>