Files
seedds f4f0a85d6e patch_nso.py split into the general rewriter and per-build patch files (GitHub issue #63): every game's bring-up edited the one file, so PRs for unrelated games conflicted. dm/tools/patch_nso.py (1,711 → about 1,100 lines) keeps the general passes and the driver; the instruction encoders move unchanged to dm/tools/nso_asm.py; a game's own patches (CUTS, OBS and the frame-step stubs, now FRAME_STEP = {build ID: stub(ctx)}) move verbatim with their comments to dm/games/<id>/patches.py (16 profiles: Tears of the Kingdom, Breath of the Wild, Age of Calamity and Paper Mario: The Thousand-Year Door with their stubs), and the cuts of Nintendo's sdk module builds, 6 of the 15 shipped by 2 to 4 games, to dm/tools/sdk_patches.py. The rewriter loads every patch file, whatever the game, and applies those of a module's build ID at the points it did before (cuts before the scan, gates after the rewrite, stubs after the gates); a build ID claimed twice stops it, and its command line needs no DM_GAME. build_src.sha256 lists the rewriter's files and every patch file (the same for every module). NSP script: the rewrite step's reuse key counts nso_asm.py and only the patch files that name one of the game's builds (patch_files), profile_files leaves patches.py out (only the rewrite step reads it), and a derived profile gets none. dm/tools/tests/test_patches.py: no build claimed twice, the entries' forms, a game's file names only its own profile's non-sdk builds, sdk_patches.py only sdk builds some profile ships, and the reuse key's patch files. Checked byte-identical: every extracted module on the game drive (131 builds) rewritten with the previous and the new rewriter gives the same outputs but build_src.sha256, 28 of the 30 patched builds among them (all four frame-step mains), and 7 fail alike (rtld, and New Super Mario Bros. U Deluxe's, which no profile rewrites); the other two (Super Mario Bros. Wonder's mains and Absolum's, no game files here) by their CUTS / OBS data, equal to the previous tables. AGENTS.md, docs, dm/games/README.md, the profiles' comments and the host comments that named a game's cut in patch_nso.py now name its patches.py or sdk_patches.py
2026-10-23 23:36:21 +08:00

2.5 KiB

1# Game profile of Patrick's Parabox (Switch, update 1.0.1 = v65536). Plays on the Mac and on the iPhone
2# Format: see dm/games/README.md
3# Unity 2020.3.30f1 (IL2CPP), SDK 13.3.7: the shaders are Unity's built-in Shader objects in Data/Resources (unity default resources, unity_builtin_extra), which carry no type trees and no bundle
4# lends one; unityfs.py has Unity 2020.3's Shader layout (KNOWN_TREES, the tree of Fire Emblem Engage's bundles). The game's only font, Jost, falls back to the shared fonts for Japanese, Korean
5# and Chinese, which Unity hands to FreeType as TTFs (hle_sdk16.c font_skip)
6# Controller only (stick or D-pad to move, A to confirm): it stays docked (1920x1080) with the default 2D pad layout
7# ---- Identity ----
8title_id0100E44016C22000
9program_id0100E44016C22000
10# ---- App ----
11# 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)
12namePatrick's Parabox
13ipaPatricksParabox.ipa
14app_categorypublic.app-category.puzzle-games
15# ---- Versions ----
16buildv655361.0.1main=86171cbde77fb44989fbc97905ffc8f4subsdk0=525feff80957be306b46b74636256582sdk=9c73fb73f529fedc9ffefa28246711cc
17packagev65536
18shader_versionsv65536
19# ---- Files ----
20# load order as on Horizon: main, subsdk*, sdk (subsdk0 = NintendoSDK_movie)
21modulesmain subsdk0 sdk
22romfs_markerData/globalgamemanagers
23zip_store.assets:.bank:.dat:.json:.ress:.metallib
24# ---- Memory ----
25# The NPDM declares 16 MB of system resource, so IsVirtualAddressMemoryEnabled is true: nninitStartup (main+0x1cd010) hands application pool − used memory to StandardAllocator as virtual address memory
26# and never calls SetMemoryHeapSize. The node area cut for this sdk build (dm/tools/sdk_patches.py) shrinks the AddressRegionManager's node area to 62 MB, as for Ace Attorney Investigations Collection and
27# Brain Memory Training Academy, whose layout this is: 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)
28sys_resource0x1000000
29mem_reserve0x140000000
30mem_alias0x118000000
31mem_stack0x10000000
32app_pool0x40000000
33# ---- Shader split (shader_split.py; Unity Shader objects, read by unityfs.py) ----
34# engine built-ins (Resources/: unity default resources, unity_builtin_extra) go to engine, the player's serialized files to data
35shader_groups/Resources/=engine /Data/=data
36shader_notePatrick's Parabox shaders