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Advance Wars 1+2: Re-Boot Camp (0100300012F2A000, base game 1.0.0, Unity 2020.2.1f3 IL2CPP on SDK 10.4.1): game profile, the SDK 10.4.1 sdk build's address-region cuts and a shader split reader for control sections loose in main. Plays on the iPhone (IPA 7.1 GB, user). On the Mac from the boot through the Bink opening movie, the title, Nell's introduction, a new casual campaign and the first training battle (Field Training, Troop Orders): 60 fps in the menus, 30 fps in battle by the game's own limit (present interval 1, the frame's work 33 ms with CPU and GPU mostly idle), FMOD sound through AudioOut, about 2.5 GB resident and 1.6-1.9 GB of Metal allocations, level over a 15-minute run with no red line. sdk_patches.py: the sdk build is The Great Ace Attorney Chronicles' (no virtual address memory there, so it never needed a cut); this game's NPDM declares 16 MB of system resource and nninitStartup (main+0x365310) hands pool - used to StandardAllocator, whose Initialize (sdk+0x2edf90) aborted at boot. The AddressRegionManager constructor (sdk+0x340e90) loads the 1 GB node area with orr w8 / w9, wzr, #0x3fe00000 (the SDK 7 / 8 form, +0x340ea0 / +0x340f3c), cut to 62 MB, and AllocateAddressRegion's 1 GB alignment of regions of 1 GB and more (+0x34109c) to 32 MB, as on DRAGON QUEST XI S's SDK 7.3.2 build. Profile: the NSP script's heap check set a 1 GB pool, as for the other Unity games with virtual address memory, but the game's malloc then ran dry at the first loading screen and Unity's GPU pool allocation (main+0x96f430) halved its aligned_alloc request down to 0 and spun there (frames stopped 17 s in; found with sample on the Mac host); with 2 GB the alias region is mapped up to 2.26 GB (high-water mark +3.27 GB of 4.375) in Engage's 5 GB block. shader_split.py raw_shaders: Bink 2's Unity plugin builds its programs from 32 control sections and code areas in main's read-only segment that are in no GLSLC output and no BNSH file (2 vertex, 22 pixel, 8 compute), so the movies drew white (two shaders not in the map and a program without a vertex shader as the opening movie started). 26 are 0x20-byte records in .data ({code pointer, control pointer, u32 code length, u32 control length}, found through the relative relocations, RELA or RELR: rel_targets); the code takes the other 6 by address, their code area right after the control section's own length or right before it, and two share one; both neighbours can pass the header and length checks (main+0x4a2c670, a compute shader, would have taken the first 0x100 bytes of the next vertex shader's code), so only a code area whose address the code builds with adrp + add nearest to the control section's is taken (adrp_targets). Compute code areas have no header (SDK 10), so the stage is glslc_stage's, and a code area may not hold a control section. Control sections another reader took from main are left alone (Celeste's MonoGame effect). Of the 25 mains on the game drive the reader adds shaders only to this one, so every other profile's tables stay as they were (Celeste and the other games on the second drive not checked: not mounted). 20,424 shaders, all build for the Mac and iOS. Checked: the NSP script packs it from the NSP alone (Mac and iOS), the tool tests pass. README (games table, a Mac picture of the first battle), AGENTS.md (52 -> 53), dm/games/README.md (the heap check's 1 GB is a starting point), docs/development.md and docs/agents 03 / 04 say so
2026-10-24 17:13:12 +08:00
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