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nxnative-easy/dm/games/0100E44016C22000/README.md
T
seedds 3a993fa3fe Subsystem references and a symptom index: the failure catalogue of docs/agents/03-bringup.md and the per-title material of docs/agents/04-graphics.md (section 1's container list, section 6 and its "Seen in <game>" subsections) move into docs/reference/, one heading per mechanism: rewriter.md, memory.md, threads.md, services.md, movies.md, audio.md, frame-rate.md, nvn-objects.md, rendering.md (with the Vulkan and OpenGL layers), shaders.md and game-state.md, indexed by docs/reference/README.md. Each entry gives the symptom, the cause, the fix (file and function), the games it was found on (linked to their notes in dm/games/<id>/README.md) and any check, caveat or later change; one mechanism met on several games is one entry. docs/agents/symptoms.md lists every entry's symptom (an assertion, a [RED] line, an abort or crash site, a visible result) with a link to it, 350 lines, generated from the Symptom bullets. 03 keeps the loop and reading the log, and its Failure catalogue section now points to the references, the index and where a new finding goes; 04 keeps sections 1-5 and 7 (the container list is shaders.md's Containers by engine), and section 6 says where each kind of finding is. Facts in the old sections about one game only were checked against that game's note, where they already were. Statements the code no longer matches are marked as history beside the current value (movie output slots: MD_NOUT 64, MD_NOUT_AAC 32, MD_NOUT_VIDEO 16; APP_POOL is the profile key app_pool; Engage's layout is 5 / 4.375 GB; inline uniform updates are deferred by default; scaled copies are drawn), and Tears of the Kingdom joins the node-area entry's build list (issue #70). The game notes, docs/agents/README.md, 02 and 05 link to the exact entries, and so do the comments in nvn_mtl.m (nvnTextureCompare) and hle_audio.c (the RemoteIO buffer) and the provisional-profile note in profile_guess.py. 03 goes from 29,600 to 470 words, 04 from 34,400 to 3,500. Checked: every backticked span, module address, issue / PR number and 16-digit hash of AGENTS.md, development.md, dm/games/README.md and docs/agents/01-05 at 6a06877 (4,600 items) still appears in the repository's Markdown (the same five file patterns as before appear as the full names they stood for), every relative link and heading anchor in the repository's Markdown resolves, and the tool tests pass (the four that need capstone or lz4 in the T7 venv)
2026-10-25 12:31:58 +08:00

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Patrick's Parabox (0100E44016C22000)

Update 1.0.1 (v65536) over the base game, SDK 13.3.7. Unity 2020.3.30f1 IL2CPP with FMOD on NVN. Modules main, subsdk0 (the movie module, which the game never uses) and sdk. Plays on the iPhone. On the Mac: the first-boot language menu (all ten languages drawn), the title, the hub, Intro 1 solved and Intro 2 with undo, reset and the menu, at 60 fps with music and saves (progress kept across a restart); no red line, about 0.42–0.48 GB resident, flat over four minutes.

What it needs

Setting Where Why
Node area cut 1 GB → 62 MB dm/tools/sdk_patches.py, sdk build 9c73fb73… (the constructor at sdk+0x37c3a0; the movs at +0x37c3b0 and +0x37c44c) StandardAllocator::Initialize aborted at its CentralHeap::Init; see Memory
sys_resource 0x1000000 game.tsv the NPDM's 16 MB of system resource: virtual address memory
5 GB guest layout: mem_reserve 0x140000000, mem_alias 0x118000000, mem_stack 0x10000000, app_pool 0x40000000 game.tsv the layout of Ace Attorney Investigations Collection (010005501E68C000) and Brain Memory Training Academy (0100F5D01DA3A000): a 1 GB pool (in place of the provisional profile's hardware pool) and the 5 GB block (256 MB in front + 4.375 GB alias region + 256 MB stack region + 128 MB heap region)
Shared fonts as plain TTFs host, hle_sdk16.c font_skip (every game) Japanese, Korean and Chinese text drew nothing; see Fonts
shader_groups /Resources/=engine /Data/=data game.tsv engine built-ins (Resources/: unity default resources, unity_builtin_extra) go to engine, the player's serialized files to data
No pad_layout (the 2D default) game.tsv controller only; see Input

Memory

  • 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 and never calls SetMemoryHeapSize, as in Ace Attorney Investigations Collection and Brain Memory Training Academy.
  • Resolved: StandardAllocator::Initialize aborted at sdk+0x324dec, called from nninitStartup at main+0x1cd080: the same nninitStartup and the same cut as theirs, on this build's constructor. With the 1 GB pool and the 5 GB block it boots to its title with no red line, and the alias region is mapped up to +1.5 GB with 0.27 GB in use.
  • To find the constructor on a new sdk build, search its text for the two mov w8 / w9, #0x3fe00000 words (08fca752, 09fca752); sdis.py --fn names the function AddressRegionManagerC2Emm from its dynamic symbols.

Fonts

  • Resolved: Japanese, Korean and Chinese text drew nothing (the language menu showed three blank lines), Latin text was fine. The game's one font, Jost (a Unity dynamic font), falls back to the OS fonts for those glyphs, and Unity's Switch player loads them from the shared fonts: main+0x2390b0 maps the names Switch_Font_STD, Switch_Font_CN_Simplified, Switch_Font_CN_Extended, Switch_Font_CN_Traditional, Switch_Font_KR and Switch_Font_NIN_Extended to types 0–5 and hands GetSharedFontAddress / GetSharedFontSize straight to FreeType's FT_New_Memory_Face (main+0x23b2e0). The host gave every SDK 11+ game the 8-byte BFTTF header in front, so every face failed to open. The host now gives a game that imports no ScalableFontEngineHelper::Decode the TTF itself (font_skip in hle_sdk16.c, dm_main_imports in loader.c; the shared_font key, which no profile sets, overrides it).
  • To see which fonts a Unity game asks for, probe its name mapper's entry: DM_PROBE=main:2390b0 on 1.0.1 (the function is the one main caller of GetSharedFontLoadState).

Input

  • Controller only (stick or D-pad to move, A redo, B undo, X reset, + menu): it stays docked at 1920x1080 with the 2D pad layout.

Files and shaders

  • 486 shaders, all Unity built-ins (Data/Resources/unity default resources, unity_builtin_extra) plus the player's 11 GLSLC outputs in main. The whole game draws with three shader pairs. The built-in VR blit's geometry shader does not build.
  • Resolved: the split stopped with "no bundle has a Shader type tree of the same hash to borrow" (hash a30e3dcf…). There are no bundles, and the files carry no type trees. One 18 KB shader bundle of Fire Emblem Engage (2020.3.18f1) carries that hash; its tree is now in unityfs.py's table (SHADER_2020_3 in KNOWN_TREES: per subprogram global and local keyword indices, every subprogram in m_SubPrograms, no parameter blobs, keyword names or stage counts), equal to Engage's node for node (2,179 nodes, the alignment flags included). Each of the game's 48 Shader objects reads to its exact end. The structs it shares with the 2022.3 layout are written once (_SHADER_COMMON), and the 2022.3 layout comes out byte-identical.

Mac routes

  • A fresh save solves Intro 1: DM_KEYS="f700:A,f1000:A,f1300:A,f1600:A,f2400:Right,f2450:Down,f2500:Down,f2550:Down,f2600:Down,f3000:Up*3/30,f3090:Right*3/30,f3180:Down*2/30,f3240:Up*3/30,f3330:Left*4/30" (English, the title, into Intro 1 from the hub at about frame 2,700, solved and on to Intro 2 at about frame 3,500).

Found on this game

General host changes first needed here; each applies to every game:

Open

  • The built-in VR blit's geometry shader does not build.
  • The A button: docs/development.md says "A redo", the game.tsv header "A to confirm".