New profile for Square Enix's Unreal Engine 4.18 game: from the opening movie and the title through the prologue into free play at Cobblestone Tor, 30 fps with sound and saves, no red line. An IPA builds from the NSP folder; it has not run on an iPhone yet. - Files and shaders: Unreal 4.18 legacy (version 4) paks with LZ5 blocks, decoded on the Mac with the game's own LZ5_decompress_safe (uepak.py, hle_oodle.c serving after nninitStartup); 38,892 shaders inline in the cooked packages as zlib-compressed LSLG records (shader_split.py ue_legacy_jobs, ue_inline_shaders; the NSP script and profile_guess know both pak kinds). - Memory: Unreal's address region capped at 4064 MB (game_args, MB up to 4095); SDK 7.3.2 cuts in patch_nso.py (node area 62 MB, 32 MB alignment for large regions; the build Odyssey shares, which boots unchanged) for Engage's 5 GB block. Rewriter: a jump table whose bounds check sits right before the load (check_before_copy). - Host, for every game: audio catch-up frames wait for queue space (Square Enix's sound driver never waits on the renderer event: 11,000 updates a second before); movie decoder events read at signal time as the SDK does, audio decoders keep 32 outputs (the player plays only once every track holds one: the opening movie never started in half the boots), and no input after an end-of-stream packet until Flush / Stop (a skipped movie mapped 2.25 GB of end-of-stream samples); ec shop accessors, friends, auto-sleep, album, file data cache and movie hooks. - Graphics, for every game: a geometry shader that only picks the layer (Unreal's FWriteToSliceGS, the colour-grading LUT) folded into the vertex shader's layer entry points (dmsh_build.py gs_slice / vs_layer_entry, nvn_mtl.m prog_fold_gs); cube-map array depth counted in layer-faces in the Metal texture, the upload and the guest layout (t_nvn checks it); nvnTextureGetTextureAddress and the command memory size / free getters. - Shader chain changed (dmsh_build.py): DQ11 rebuilt for Mac and iOS; every other profile's dmsh_chain.h rewritten with its c1_full / cb_extent lists carried over (no c1 or uniform read touched). Mac checks on this host: Big Brain Academy (movie loops, 23 catch-up renders as before), Monster Hunter Rise (movies), Super Mario Odyssey (boot on the cut sdk).
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| 1 | # kind: evidence control-section key conflict rulings: empty | ||||
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| 2 | dm_ctl_sha16 | chosen_pc | class | candidates | records |