Unity 2021.3.25f1 on SDK 16.2.0 (the sdk build of Super Mario Bros. Wonder 1.0.0). The sdk build takes the node-area cut and SDK 20's 2 MB region alignment: Unity's N MB + 252 KB regions each took the next size class's slot, which exhausted the 4.375 GB alias region after about six minutes. Profile with a 1.5 GB pool, note, games table row, README gallery entry and reference entry.
2.7 KiB
2.7 KiB
| 1 | # Game profile of Sea of Stars (Switch, update 2.0.59001 = v786432). Plays on the Mac | |||||
|---|---|---|---|---|---|---|
| 2 | # Format: see dm/games/README.md | |||||
| 3 | # Unity 2021.3.25f1 (IL2CPP) with Wwise, SDK 16.2.0 (its sdk is Super Mario Bros. Wonder 1.0.0's build); subsdk0 is the movie module (the cinematics are MP4s in StreamingAssets). | |||||
| 4 | # The shaders are Unity's Shader and ComputeShader objects in the player's serialized files and the 1,126 bundles in StreamingAssets, read by unityfs.py (3,887 of the 3,898; 11 are the player's | |||||
| 5 | # GLSLC outputs in main); no run met a shader missing from the map. | |||||
| 6 | # The game asks for present interval 1 and runs at 60 fps as on the Switch | |||||
| 7 | # ---- Identity ---- | |||||
| 8 | title_id | 01008C0016544000 | ||||
| 9 | program_id | 01008C0016544000 | ||||
| 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) | |||||
| 12 | name | Sea of Stars | ||||
| 13 | ipa | SeaOfStars.ipa | ||||
| 14 | app_category | public.app-category.games | ||||
| 15 | # ---- Versions ---- | |||||
| 16 | build | v786432 | 2.0.59001 | main=1399a83376b1b1c2e5756fbdf7491956 | subsdk0=ff0149d0b5e882b87c2f06a981302b13 | sdk=3053b22935e32ddf15ef81997603e5c2 |
| 17 | package | v786432 | ||||
| 18 | shader_versions | v786432 | ||||
| 19 | # ---- Files ---- | |||||
| 20 | # load order as on Horizon: main, subsdk*, sdk (subsdk0 = NintendoSDK_movie) | |||||
| 21 | modules | main subsdk0 sdk | ||||
| 22 | romfs_marker | Data/globalgamemanagers | ||||
| 23 | zip_store | .assets:.bnk:.bundle:.dat:.json:.mp4:.png:.ress:.wem:.xml:.metallib | ||||
| 24 | # ---- Memory ---- | |||||
| 25 | # The NPDM declares 16 MB of system resource, so IsVirtualAddressMemoryEnabled is true: nninitStartup (main+0x8b66a0) hands application pool − used memory to StandardAllocator as one | |||||
| 26 | # address region and never calls SetMemoryHeapSize. The sdk build takes the node area cut and the 2 MB region alignment of SDK 20 (dm/tools/sdk_patches.py). The 5 GB block of Ace Attorney | |||||
| 27 | # Investigations Collection (256 MB in front + 4.375 GB alias region + 256 MB stack region + 128 MB heap region) with a 1.5 GB pool: StandardAllocator reserves 1.44 GB and commits about | |||||
| 28 | # 0.7 GB in the prologue (measured with a 64 GB alias region); Unity's own regions hold about 1.15 GB more. With the hardware pool (3.2 GB) Unity got no region within 6 minutes | |||||
| 29 | # (a write at NULL + 0x3fffe0); with the 1.5 GB pool and the cut the alias region's high-water mark stays at +3.0 GB over 20 minutes, 2.6 GB of it in live regions | |||||
| 30 | sys_resource | 0x1000000 | ||||
| 31 | mem_reserve | 0x140000000 | ||||
| 32 | mem_alias | 0x118000000 | ||||
| 33 | mem_stack | 0x10000000 | ||||
| 34 | app_pool | 0x60000000 | ||||
| 35 | # ---- Input ---- | |||||
| 36 | pad_layout | full | ||||
| 37 | # ---- Shader split (shader_split.py; Unity Shader objects, read by unityfs.py) ---- | |||||
| 38 | # everything is under Data/: the player's serialized files and the StreamingAssets bundles | |||||
| 39 | shader_groups | /Data/=data | ||||
| 40 | shader_note | Sea of Stars shaders |