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Services and SDK calls

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SDK calls and system services the host answers (dm/host/hle_*.c). Each entry: symptom, cause, fix, the games it was found on. The symptom index lists every symptom.

Service connections

SDK calls that open a system service through sm

  • Symptom: sm::Initialize aborts right after ConnectToNamedPort (SVC 0x1F) and SendSyncRequest (0x21); abort inside nn::sm::Initialize, the log showing SVC 0x1f (ConnectToNamedPort, port name sm:) and SVC 0x21 answered by placeholders, then an nn::diag abort; abort with no message at start-up in a service call the host has no hook for (Break from sdk+… with an nn::diag backtrace).
  • Cause: an SDK path reached a system service the host doesn't replace: the SDK's IPC to the service fails and it calls AbortImpl. Often it is an SDK call the host does not hook, for example a newer overload of a hooked call.
  • Fix: hook the public SDK entry point named in the backtrace (HLE_FORCE in the relevant hle_*.c). Symbolize the abort backtrace against the SDK's exports to find the caller (resolve the frames with sdis.py --sym on the decompressed module) and hook that name. List the game's imports of that service the host does not hook (Listing a game's unhooked imports before they are met) and add the ones that talk to a service; library helpers that only fill the game's own buffers need nothing. Look at how the game uses the result before choosing it (a bcat mount failure is the game's own "nothing delivered" path).
  • Found on: Super Mario Galaxy (SDK 18): nn::hid::InitializeTouchScreen(int, int), the SDK 18 overload of the hooked InitializeTouchScreen(); Super Mario Odyssey (SDK 7): account::OpenPreselectedUser, then bcat::Initialize, then audio::AcquireAudioDeviceSwitchNotification, and a null read in account::GetLastOpenedUser.
  • Note: the same abort from other services: ec::InitializeForShopServiceAccessors (Shop service accessors), pctl::IsFreeCommunicationAvailable (Parental controls and free communication), oe::FinishStartupLogo (The startup logo), hid::VibrationNode::Update (Vibration values flushed by the SDK's vibration graph), audio::GetAudioDeviceOutputVolume (Audio device output volume and names), capsrv::InitializeForApplication (Album calls fail with no album), settings::LanguageCode (Language codes), and the rest of this file.

SDK 3.6.0 answered as SDK 4

Listing a game's unhooked imports before they are met

Most service calls can be found before they crash, before the first boot or the next one: the calls that would abort in sm::Initialize (or read a null service object) are in the import list.

  • Procedure: list main's nn:: imports (its undefined imports) that no host hook names, by namespace: the survey's import table (nso_syms.py), then main's undefined nn:: symbols that no hook (HLE / HLE_FORCE) names (02), and read each one's SDK code. This gives the calls a game will make before they are met. The import list itself says where to look: diff the undefined symbols against the closest title the host already runs (and every other game's imports), drop what the host hooks, and the rest are the candidates. To find which sdk function aborted, map the backtrace offsets to the nearest exported symbol (The Legend of Zelda: Tears of the Kingdom 1.4.3).
  • What needs nothing: most nn::os / nn::mem imports run natively in sdk. Calls that are pure computations need nothing, nor do socket calls behind a Socket() that already fails offline, nor library helpers that only fill the game's own structures.
  • Hook names: hooks are HLE_FORCE, SSF, SKF, IKB_IGNORE across dm/host and dm/gfx. strings misses names the symbol table stores as the tail of a longer one, so list them with nso_syms.dynsyms.
  • The survey table's blind spots: it counts only names given to HLE / HLE_FORCE directly: hooks made through macros (SKF and SSF in hle_net.c, TOUCH(N) in hle_hid.c) show as missing. The touch-screen states (GetTouchScreenState<16>) were already hooked by such a macro, which the import table does not see. It once listed every vi call as unhooked: nso_syms.py host_hooks read only dm/host, and the vi hooks are in dm/gfx (it reads dm/gfx and dm/gfx/nvn now; found on Absolum).
  • What it found (the calls themselves are in the entries of their service below):
    • Pokémon Sword (SDK 7, one boot each): the import list against the hooks and every other game's imports named all of them beforehand: 33 nn:: imports no host hook names and no other game imports.
    • 13 Sentinels: Aegis Rim (SDK 11).
    • Monster Hunter Rise (SDK 11, one boot each): the import list against the hooks and the other SDK 11 games found most of them before the first boot.
    • DRAGON QUEST XI S.
    • Octopath Traveler 0: the pure computations were the swkbd presets, the web argument constructors, time::GetDayOfWeek and the audio resampler.
    • DRAGON QUEST VII Reimagined (SDK 19.3.1): the import list against the hooks gave the rest before they were met; the rest fill the game's own structures or sit behind a socket that fails offline.
    • Pokémon Legends: Z-A (19.3.11): the import list against the hooks (the survey's nso_syms.py table, then main's undefined nn:: symbols that no HLE_FORCE names) left 86 candidates; most only fill the game's own structures (error and web argument builders, prepo report buffers, swkbd configuration, the audio resampler, nn::async). The ones that reach a service were hooked before they were met where the answer is clear: time::ToPosixTime with an explicit rule, album::SaveCurrentScreenshot, err::ShowApplicationError and the ShowShopAddOnContentList(UserHandle) overload.
    • STEINS;GATE RE:BOOT (SDK 20.5.17): nn::audio::SetAudioOutVolume (AudioOut volume kept per output) was among main's imports that no host hook names; the others there fill the game's own structures or run in sdk (the CPU audio renderer, the swkbd and hid argument builders).
    • Paper Mario: The Thousand-Year Door (SDK 15.3.2): nn::settings::GetAvailableLanguageCodes was the one import of main that no host hook names and that reaches a service; fs::MountRamDisk and the swkbd and hid helpers it also imports run in sdk or were never called.
    • Catherine: Full Body (SDK 8.2.1): besides GetAvailableLanguageCodeCount, the other imports no hook names run in sdk (the LanguageCode comparison, ClockSnapshot's constructor and getters, fibers, NumberLineAllocator).
    • Animal Crossing: New Horizons (SDK 20.5.4): the clock, region and album calls under their own entries below were found in main's imports before the first boot.
    • The Great Ace Attorney Chronicles (SDK 10.4.1): listed after its first boot crashed in oe::DisableAlbumImageTakenNotification; the calls found are in the entries under ## Display, window and operation mode, ## File system and save data and ## Accounts, network, shop and parental controls.
    • Big Brain Academy: Brain vs. Brain (SDK 11.4.3).

A game update imports SDK calls the base game did not

  • Symptom: a game update aborts at boot where the base game ran.
  • Cause: the update imports SDK functions the base game didn't. Mario 1.2.1 added 28, among them nn::nfp (amiibo, initialized at boot), pl::IsRunningOnOunce (is this a Switch 2), ec::ShowShopApplicationInformationForUpgrade, account::PopOpenUsers and aoc::CountAddOnContent.
  • Fix: diff the undefined dynamic symbols of the two main modules before the first run, and read the call sites before choosing answers: Mario only reads the count from PopOpenUsers and falls back to TryOpenPreselectedUser on 0, and only counts add-on content when running on a Switch 2. The host answers as a Switch 1 with no amiibo and no add-on content (hle_sdk16.c, hle_account.c, hle_misc.c).
  • Found on: Super Mario Bros. Wonder (update 1.2.1).

Game-linked HIPC clients of system services

  • Symptom: abort in sm::Initialize under sf::hipc::InitializeHipcServiceResolution, right after the first frames (from main+0x5b8198).
  • Cause: main links its own clients of olsc:u (cloud save data backup settings) and npns (push notifications), which talk HIPC through sm and svcSendSyncRequest. For each user the game asks whether backup is on and switches it off where it is (main+0x2809c8c); a failed connect aborts as well.
  • Fix: hle_sf.c takes over the SDK's HIPC client entry points (InitializeHipcServiceResolution, ConnectToHipcService, SendSyncRequest, CloseClientSessionHandle and the control requests QueryPointerBufferSize, ConvertSessionToDomain, DuplicateSession(Ex)): a service it serves (olsc:u) gets a host session, and every request on it succeeds with zeroed output, which reads as backup off for every user. Any other name is refused with a red line, as sm refuses a service nobody registered (npns was never connected). DM_SF_TRACE=1 dumps each request.
  • Found on: Animal Crossing: New Horizons (SDK 20.5.4).

SDK names that changed between versions

Older SDK names for the same calls

  • Symptom: a call the host hooks under its newer name reaches the SDK's own code on an older game.
  • Cause: older SDKs export other names for the same calls.
  • Fix: hook both generations. SDK 12 names: ListAudioDeviceName / GetActiveAudioDeviceName, singular hid::GetNpadState, OpenDefaultAudioOut. SDK 11 names: fs::CommitSaveData(mount) is the older name of fs::Commit.
  • Found on: Metroid Dread (SDK 11 names).
  • Note: overloads change too: SDK 18's nn::hid::InitializeTouchScreen(int, int) (Super Mario Galaxy, SDK calls that open a system service through sm), SDK 19's LoadModule with one more bool (nn::ro and its port), and vi::CreateLayer with the layer's size (Absolum, vi::CreateLayer with the layer's size).

SDK 4's friends::GetBlockedUserList without a Uid

  • Symptom: abort in sm::Initialize under nn::friends::GetBlockedUserList after the opening movie.
  • Cause: SDK 4's overload without the Uid (EPiPNS_7account23NetworkServiceAccountIdEii), which the host did not take over.
  • Fix: it reports an empty list with success: the game turns a failure into an error for the error applet (main+0x8ff9f0). The overload with a Uid keeps reporting a failure, which DRAGON QUEST XI S takes as it is (Account, friends, play data and Nintendo Account calls).
  • Found on: DARK SOULS: REMASTERED (SDK 4.5.0, the oldest so far; one boot).

SDK 6's account::OpenPreselectedUser returns a Result

  • Symptom: the first loading screen never ends; DM_FS=1 shows save:/system "not found" and no fs mount save.
  • Cause: in SDK 6 account::OpenPreselectedUser returns a Result, and the game skips its save mount when it is not 0 (main+0x53b7e0). The host's hook returned void and left the handle pointer in w0.
  • Fix: the hook returns 0 now; SDK 7 and later callers ignore it.
  • Found on: Fire Emblem: Three Houses (SDK 6.5.0).

File system and save data

The SDK's own fs::IsMounted reads an empty mount table

  • Symptom: IL2CPP "Could not open …/global-metadata.dat" (then a crash in its logger).
  • Cause: IL2CPP checks nn::fs::IsMounted("rom") before opening; the SDK's own IsMounted reads a mount table the host never fills.
  • Fix: answer from the host's mount table (hle_fs.c).
  • Note: the C library's path checks read the same empty table through IsPathMounted (C library path checks ask the file system's limits).

File handles with low bits set, and backslash paths

  • Symptom: a 10-byte read of the wrong RomFS file, then a null pointer at boot; files named rom:\StartupUI.pak are not found.
  • Cause: on Horizon a FileHandle is a pointer to the SDK's FileAccessor, a heap object, so its low bits are clear, and a game's file device may mask them off (handle & ~7) before ReadFile. The host's RomFS-image handle kept the entry index in its low bits, so entry 7 was read as entry 0. Separately, Horizon's file system accessor turns every backslash in a path into a slash before it normalizes the path (FileSystemAccessor::SetUpPath, on every mount except the PC host's); the host treated a backslash as part of a name.
  • Fix: the guest gets the host's handle shifted left by 4, 16-byte aligned like an AArch64 heap block (FH_OUT / FH_IN). Each guest path resolver (img_path, host_path_ex, set_guest_name, dir_snapshot) turns backslashes into slashes first, so overlays, .. and guest names see the same path (hle_fs.c; dm/host/tests/t_fs.c).
  • Found on: Metroid Prime 4: Beyond (SDK 19; bring-up in issue #229, from PR #513); not in the games table yet.

C library path checks ask the file system's limits

  • Symptom: Addressables never start (no StreamingAssets/aa/settings.json in the DM_FS=1 output at all), then a null asset crash (main+0x31100ec).
  • Cause: Unity 2022's C# file API reaches the SDK's C library, not nn::fs: File.Exists → SystemNative_Stat → stat = open + fstat + close (sdk+0x948b0). nnmusl's path check (sdk+0x904e0, then the converter sdk+0x8ef50) asks nn::fs::IsPathMounted, GetPathLengthMax, GetUtf16PathLengthMax, GetEntryNameLengthMax and GetUtf16EntryNameLengthMax before it calls nn::fs::GetEntryType / OpenFile, and the SDK's own versions read the empty mount table (IsPathMounted false; the next one aborted with Result 0x35f202).
  • Fix: the host answers them from its mount table, with Horizon's 0x300-byte limits and no UTF-16 limit (hle_fs.c). The path .NET builds is /rom:/…; nnmusl's converter turns it back into rom:/….
  • Found on: Ace Attorney Investigations Collection (1.0.0.2, SDK 17.5.3, Unity 2022.3 IL2CPP).
  • Note: armyja's fork (GitHub issue #18) patched the managed stat wrappers by address instead; these hooks need no per-build table.

Paths with . and .. components

  • Symptom: an Atk task aborts in a switch default (UnexpectedDefaultImpl, then AbortImpl) while a stream sound loads.
  • Cause: the stream path was rom:/system/snd/../../sounds/streams/…, and the host answered "not found" for any .. component. Horizon's path normalizer resolves . and .. lexically and fails only above the mount root.
  • Fix: host_path_ex now does the same (norm_rest in hle_fs.c).
  • Found on: Metroid Dread (main+0x1225a8c).

RomFS lookups on large directories

  • Symptom: a long black screen at boot with nothing in the log (Engage: about 17 s on the Mac, 32 s on an iPhone); sampling the process (sample <pid> 3) shows getxattr under path_component at the top of stack.
  • Cause: the game is walking RomFS, and every path component scanned its whole parent directory. That scan maps the game's case-sensitive names onto APFS, so it calls getxattr on each entry, and Engage has directories of 38,000 files. The rest of the time was the listing itself: ReadDirectory called stat, getxattr and a failing fopen("<file>.holes") for every entry.
  • Fix: read-only mounts now use a per-directory name index built at the first lookup (dir_index_get in hle_fs.c), which also speeds up every file Wwise opens during play. In listings, now only .dm-case-* names (the only ones that carry the xattr) read it, directories take their type from d_type, and files use fstatat / openat relative to the directory.
  • Found on: Fire Emblem Engage: with the name index the first frame came at 5.7 s on the Mac; with the listing fix too it comes at 1.8 s on the Mac (9.9 s → expected about 3 s on an iPhone), and the opening movie starts at 7 s instead of 49 s.

ReadFile into write-protected texture pool pages

  • Symptom: [RED] fs ReadFile into … failed at +0 (EFAULT): VM region … protection 1, now and then.
  • Cause: the destination was texture pool memory, which the dirty-page tracker write-protects after each upload (nvn_dirty.c). ReadFile lifts the protection first (dm_guest_write_prepare), but the graphics layer can protect the pages again before pread writes them, and a system call gets EFAULT where a plain write would fault into the tracker's handler; at 60 fps uploads come twice as often.
  • Fix: on EFAULT the host now prepares the rest of the buffer again (unprotect, mark dirty, so the texture is uploaded again) and reads on, up to eight times (h_fs_ReadFile; the first case is logged, [fs] ReadFile … prepared again).
  • Found on: Monster Train 2 at 60 fps: two runs in three as the route map loads, never at 30 fps.
  • Check: four runs at 60 fps: one retry, no failed read.

File-not-found noise from optional paths

  • Symptom: fs … not found lines with DM_FS=1.
  • Cause: games probe many optional paths (debug parameters, other-language voice files).
  • Note: only a missing file followed by a failure matters.
  • Found on: every game (general).

Directory, file data cache and save-thumbnail calls

  • Symptom: a missing fs::DeleteDirectory; undefined nn::fs:: / nn::account:: imports with no hook, found from the import list (Listing a game's unhooked imports before they are met) before they were met.
  • Fix: hooked: fs::DeleteDirectory (an empty directory), fs::CleanDirectoryRecursively, fs::RenameDirectory (done as RenameFile); fs::EnableGlobalFileDataCache, fs::DisableGlobalFileDataCache, fs::EnableIndividualFileDataCache / DisableIndividualFileDataCache; account::StoreSaveDataThumbnailImage / DeleteSaveDataThumbnailImage (nothing kept) (hle_fs.c, hle_account.c).
  • Found on: Metroid Dread (SDK 11: fs::DeleteDirectory was missing); 13 Sentinels: Aegis Rim (SDK 11: CleanDirectoryRecursively, EnableGlobalFileDataCache); DRAGON QUEST XI S (SDK 7.3.2: DisableGlobalFileDataCache); The Great Ace Attorney Chronicles (SDK 10.4.1: RenameDirectory, the thumbnail calls), Big Brain Academy: Brain vs. Brain (SDK 11.4.3: the individual file data cache).

fs::Commit with a list of mounts

  • Symptom: the SDK's own code opened fsp-srv and aborted, leaving the save writes uncommitted.
  • Cause: fs::Commit(const char* const*, int), the mount-list overload, had no hook.
  • Fix: the host commits the list as one transaction when every name is the same host save; cache and temporary storage in the list are skipped (their writes are already on disk, as for the single-name Commit), and a list of two separate saves is refused without committing either.
  • Found on: Animal Crossing: New Horizons (PR #25).
  • Note: SDK 11's fs::CommitSaveData(mount) is the older name of fs::Commit (Older SDK names for the same calls); fs::Commit with a CommitOption is under Device save data on the account save's directory.

Save-write failures stay with their backing transaction

  • Symptom: a failed write in one independent save can make another save's next Commit fail and discard its successful changes; the damaged save may then commit its truncated working file.
  • Cause: the host used one process-wide failure marker, consumed by whichever save committed first.
  • Fix: each canonical backing save owns its failure state. Open file handles retain that transaction identity, aliases share it, and each commit waits for in-flight writes or size changes to its backing save before consuming or restoring its failure marker (hle_fs.c). Concurrent first writes initialize the shared failure-injection settings with pthread_once.
  • Check: t_fs_commit_list injects write failures after truncation in either of two independent saves, verifies that the other save commits its changes, and checks failure propagation through aliases, rename failure handling, and a failed recovery clone. It blocks writes and size changes through an alias while another save commits, then verifies that both Commit ABIs wait for the affected I/O and refuse its failure. make -C dm/host/tests GAME=<title ID> fs-tsan also checks concurrent first writes and failed file I/O concurrent with mounting another alias.
  • Found on: the two-save host regression. Mario Kart 8 Deluxe uses independent device and account saves.

Save data size queries

  • Symptom: SIGSEGV at address 0 in nn::fs::GetSaveDataSizeMax, about 13 minutes into a new game.
  • Cause: Unreal's save system asks before its first save; the SDK's version reads the fsp-srv object the host never made.
  • Fix: it reports 256 MB of data and journal, as GetSaveDataSize does (hle_fs.c). fs::GetCacheStorageSize and fs::GetFreeSpaceSize give the same answers. Also hooked: fs::GetSaveDataSize / ExtendSaveData and the one-argument fs::MountCacheStorage.
  • Found on: Octopath Traveler 0 (GetSaveDataSizeMax, GetCacheStorageSize, GetFreeSpaceSize, found by the import list); Monster Hunter Rise (SDK 11: GetSaveDataSize, ExtendSaveData, MountCacheStorage).

Cache storage and other titles' save data

  • Symptom: each aborted in sm::Initialize or read a null applet proxy, one per boot.
  • Cause: SDK 20 file system calls that reach a service.
  • Fix: cache storage: OpenCacheStorageList / ReadCacheStorageList report none, CreateCacheStorage / MountCacheStorage use a host folder beside the temporary storage. fs::IsSaveDataExisting(ApplicationId, Uid) for another title (it asks for Breath of the Wild's save: none) and MountSaveDataReadOnly.
  • Found on: The Legend of Zelda: Tears of the Kingdom (1.4.3, the same sdk build as Breath of the Wild 1.9.0).

Device save data on the account save's directory

  • Symptom: the island lives in device save data, which the host did not mount.
  • Cause: 3.0.3's main mounts no account save data; the island is in device save data (MountDeviceSaveData, GetDeviceSaveDataSize, ExtendDeviceSaveData).
  • Fix: the host gives device save data the account save's host directory and transaction (one player). A second mount name over a save already mounted now shares that mount's transaction (mount_ex); it used to clone the committed directory again, over the first name's pending writes. Also fs::Commit with a CommitOption (its one flag clears the restore flag) and GetSaveDataRestoreFlag (never restored from a backup).
  • Found on: Animal Crossing: New Horizons (3.0.3, SDK 20.5.4).
  • Note: a game whose main imports MountSaveData too gets its device save as a save of its own (Device and account save data as two saves).

Device and account save data as two saves

  • Symptom: every boot asks to pick a Mii again (DM_FS=1: UserSave:/userdata.dat not found although the host save has it).
  • Cause: the game mounts CommonSave with MountDeviceSaveData and UserSave with MountSaveData(uid) (main+0x8b0c84), two saves on Horizon; the host made device save data the account save (for Animal Crossing: New Horizons, which mounts only device save data), so both names shared one directory. At boot the save manager deletes CommonSave:/userdata.dat (main+0x8b1910, through its file device's DeleteFile, main+0x633afc; a probe there with @*x1+8 shows the name) and commits, and in the shared directory that was the account save's own file.
  • Fix: a game whose main imports MountSaveData too gets its device save as <DM_SAVE>_device, a transaction of its own (hle_fs.c); of the games on hand only this one imports both, so Animal Crossing's islands stay where they are.
  • Found on: Mario Kart 8 Deluxe (4.0.0, SDK 4.4.0; one boot).

System data stand-in for the MiiModel archive

  • Symptom: abort in fs::detail::GetFileSystemProxyServiceObject under fs::QueryMountSystemDataCacheSize (main+0x8f23bc).
  • Cause: the game mounts system data 0100000000000802, MiiModel, as MiiResource: and reads NXTexture{Low,Mid}{Linear,SRGB}.dat and Shape{Mid,High}.dat whole; the SDK's Mii rendering is linked into main (main+0x8f1400–+0x8fc000).
  • Fix: firmware content is not the host's to ship, so the host writes a stand-in of the same layout with every part empty (dm_mii_standin in hle_mii.c, mounted by hle_fs.c MountSystemData; any other system data answers "target not found"). Heads build and draw nothing; bodies and favourite colours show.
  • Found on: Mario Kart 8 Deluxe (4.0.0, SDK 4.4.0; one boot).
  • Note: the layout as the code reads it: texture file +0xc the largest decompressed size of each of 11 part kinds, +0x38 their alignments, from +0x64 one 0x1c-byte entry per part (offset, size, stored size, 4 zlib parameters, then width, height, format, mips); shape file +0xc / +0x3c the same for 12 kinds, from +0x6c one 0x58-byte entry per part (offset, size, stored size, parameters, five vertex attribute offsets and sizes, index offset and byte size, bounding box), then hair (132 × 0x48, +0x12704) and faceline (12 × 0x24, +0x14c24) transforms. A texture of size 0 is skipped (main+0x8faaf4); shapes cannot all be absent, because the faceline is drawn without a check (a null buffer read at main+0xa690d0 under main+0x8286c4), so every shape entry points at one shared mesh of one vertex and the triangle (0, 0, 0), 32 bytes of zeros in a stored zlib block. The largest sizes must not be 0: they size the model's memory pool (main+0x8f2e6c), whose alignment is the first one. The Mii database itself: Mii database answered by the host.

Add-on content

Add-on content from DM_AOC_DIR

  • Symptom: DLC the player owns is not unlocked.
  • Fix: the host reports add-on content from DM_AOC_DIR, one numbered folder per DLC index (title ID − base − 0x1000) holding that DLC's RomFS. build_ipa_from_nsp.py extracts the DLC NSPs in the folder with nx_extract --aoc, build_ipa.sh copies them to <App>/aoc/, and the app sets DM_AOC_DIR. aoc::CountAddOnContent / ListAddOnContent report those indices (hle_misc.c), and fs::MountAddOnContent mounts the folder read-only (hle_fs.c). D2R keeps its fixed {1} without DM_AOC_DIR; DM_AOC_OWNED=0 reports none.
  • Found on: Fire Emblem Engage: its two DLC packages each hold one empty marker file (e0, h0), and the content is already in update 2.0.0. DLCManager.RefreshHasList marks a content owned when its mount succeeded (probe main+0x29f3c88).

Owned add-on content lists beyond 64 entries

  • Symptom: some owned DLC is missing, and aoc: reporting stops at 64 add-on contents.
  • Cause: hle_misc.c stored only 64 indices and stopped reading DM_AOC_DIR when that array filled, before sorting. The omitted indices depended on directory order; its 256-byte log buffer also truncated longer lists.
  • Fix: the shared array holds 2000 indices, covering the scanner's existing accepted range (1..2000), and a static buffer holds the complete index log without increasing guest-stack use. Folder and .img discovery, sorting, deduplication, pagination and DM_AOC_OWNED=0 retain their behavior. This applies to every game using the add-on content hooks.
  • Open: the existing 1..2000 acceptance range is retained; it is not established here as Horizon's full legal range. More than 2000 accepted folder/image entries can still fill the array before deduplication, even when their unique indices fit.
  • Found on: Super Smash Bros. Ultimate (13.0.5, 99 DLC licences; PR #441).

Add-on content mount cache sized as RomFS working memory

  • Symptom: SIGSEGV in crypto::detail::CbcModeAes128Helper::DecryptBlocks with a null destination (main+0x8737e8, right after aoc: is mounted).
  • Cause: the add-on content (0100152000023001: contents.dat and version.txt, the courses are in the update) is decrypted in AocHeap, a 0x3130-byte heap that also holds the mount cache. The host answered QueryMountAddOnContentCacheSize with 4 KB, and the 0x1400-byte decryption buffer then did not fit.
  • Fix: on Horizon the cache is the RomFS's file table as RomFsFileSystem::GetRequiredWorkingMemorySize sizes it: both hash tables (4 bytes a bucket, the builder's bucket count) and all directory and file entries (0x18 / 0x20 bytes plus the name, padded to 4), 0x88 bytes for these two files. The host computes that from the folder it mounts (romfs_work_size in hle_fs.c); rom keeps its minimum answer, which is too small rather than too large.
  • Found on: Mario Kart 8 Deluxe (4.0.0, SDK 4.4.0; one boot).

Add-on content queries on a small guest stack

  • Symptom: SIGBUS in __vfprintf under aoc_load, from h_aoc_Count (a store to 0x…67ff0, right below a page of the guest thread's stack).
  • Cause: the first add-on content query lists DM_AOC_DIR and logs, a few KB of stack, and the game asks from a thread with little left.
  • Fix: aoc::CountAddOnContent and ListAddOnContent run on the big host stack (HLE_FORCE_BIG, hle_misc.c).
  • Found on: Digimon Story Cyber Sleuth: Complete Edition (SDK 6.4.0; one boot).

Input

Controller disconnect between style and player lookup

  • Symptom: clang reports a negative shift in fill or vib_targets (hle_hid.c).
  • Cause: a style check looked up the connected player, then input or vibration routing looked it up again. A disconnect between the reads made the second result -1, used in 1u << player.
  • Fix: look up the player once and derive the style from that same result before constructing the player mask.
  • Found on: clang static analysis (issue #424); no gameplay failure reported.

History reads fill every requested entry

  • Symptom: buttons and menus work, the sticks do nothing in play (Super Mario Odyssey: its first hint, "Look Around", waited forever); an nn::diag abort with Result 0x2aca in the first frames of nnMain (Hollow Knight: Silksong, Unity 6000.0.50f1: bt: sdk+0x514580 main+0x1296c64 …).
  • Cause: games read whole histories and ignore the returned count. Odyssey reads all 16 entries of GetNpadStates; the host filled only the newest. It polls every controller slot each frame, which moves the shared sampling number on by about 16, so the stick samples it combined were mostly empty, while buttons and the stick's direction bits (which menus use) still came through. Silksong's main+0x1296c60 calls hid::GetDebugPadStates(states, 16) every frame, and the SDK's own reads a debug pad resource nothing initialized (module 202, hid); the host had only the single-state GetDebugPadState.
  • Fix: the host now fills every requested GetNpadStates entry with the current state under consecutive sampling numbers; the GetDebugPadStates history form answers every requested entry as not connected, newest first with consecutive sampling numbers (hle_hid.c). DM_KEYS takes RLeft / RUp / RRight / RDown for the right stick.
  • Found on: Super Mario Odyssey; Hollow Knight: Silksong.
  • Note: Odyssey's six-axis history is read the same way (Six-axis sensors).

Npad style set update event

  • Symptom: the game never reads the controller (the title's "Press L+R" never sees a press; no GetNpadState call at all).
  • Cause: it waits for the event bound by hid::BindNpadStyleSetUpdateEvent before reading.
  • Fix: the host now signals it once when it is bound for a connected controller, and again when a player's controller connects or goes away.
  • Found on: The Legend of Zelda: Link's Awakening (SDK 8.2.0).

Six-axis sensors

  • Symptom: motion moves never happen; shaking does nothing (Super Mario Odyssey: cap throws by shaking).
  • Cause: the host handed out six-axis handles but reported no sensor.
  • Fix: it now reports one per connected controller: two for handheld or dual Joy-Cons, one otherwise, with the style, npad id and device in the handle. At rest the sensor lies flat: acceleration (0, 0, −1) G, no rotation, identity direction. Samples are 5 ms apart on the guest clock and numbered by time, so a history read returns the samples at those times. DM_BTN_SHAKE (dm_input.h: the iPhone shaken, Space on the Mac, DM_KEYS Shake) plays a side-to-side shake in whole cycles.
  • Found on: Super Mario Odyssey: it reads all 16 history entries per sensor and ignores the count, like its npad history (History reads fill every requested entry).
  • Note: find a game's swing detector by probing the accelerometer value it reads (DM_PROBE=main:626248@x8+10 in Odyssey 1.4.1).

Live controller motion

  • Symptom: motion controls do nothing with a controller that has a gyroscope (Breath of the Wild: aiming with its Motion Controls option on); the six-axis sensor always lies flat.
  • Cause: the host's six-axis sensor had no source of motion: flat at rest, apart from the DM_BTN_SHAKE shake (Six-axis sensors).
  • Fix: a controller with a gyroscope drives its player's sensor on the Mac and iOS (GCMotion, motion_apple.h → dm_motion_set, hle_hid.c); on iOS the phone's own device motion drives player 1's while no controller supplies fresh motion (DmGamepad.m). The orientation is integrated from the gyro with tilt correction toward the measured gravity (motion_fusion.h), in SixAxisSensorState's units (G, revolutions/s, revolutions). After 300 ms without a sample the source expires; without another source the sensor lies flat again. A shake still adds on top. The switches are in development.md, How it works (Input).
  • Source routing (resolved, review of PR #351): sharing one integrator let phone and controller callbacks mix orientations, including with DM_PHONE_MOTION=1; checking only hasRotationRate also let zero-only controller reports suppress the phone. Each source now has its own orientation and timestamp: auto prefers fresh controller data, forced mode selects only the phone, and the Apple adapter waits for actual data before publishing. One-player games merge motion from the same controller slots as buttons. Motion settings initialize once with pthread_once; per-source locks also protect diagnostic timestamps. t_hid covers routing, expiry and concurrent startup under ThreadSanitizer; t_motion_apple covers activation, zero-only reports and detachment.
  • Upright initialization (resolved, review of PR #351): the heading reference was parallel to gravity when the phone started upright, so projection produced a zero vector and silently left the orientation flat. A nonparallel reference now primes the orientation on the first sample; t_motion covers all six axis-aligned starting poses.
  • Back from the background (iOS): iOS turns a manual-activation controller's sensors (DualSense, DualShock 4) off while the app is in the background and leaves them off, so the gyro stayed dead until the controller reconnected (reported by MacNativeGames on the iPad). Becoming active again sets sensorsActive once more for every attached controller (dm_motion_rearm, front_ios.m); not tested on a device here.
  • Found on: The Legend of Zelda: Breath of the Wild (1.9.0): motion aiming on a Mac with a DualSense. The iOS paths have not been tested on a device.
  • Note: history entries repeat the newest sample; yaw drifts as on the console, with no recenter. The console's own sensor still reports no states (SDK 20 six-axis sensor and amiibo (nfp) calls), so motion follows the controller in docked mode.
  • Open: PR #286 has iPad aiming measurements and calibration controls to compare on a device before choosing shared defaults. Related reports: #153, #389.

The phone's motion in the picture's frame

  • Symptom: on iPhone Duo's inner display the phone's gyro is turned a quarter turn: tilting up and down moves the pointer left and right, and the other way round (GitHub issue #569); the outer display is right.
  • Cause: Core Motion delivered the phone's samples in the hardware frame, and DmGamepad.m turned them into the Switch frame by the interface orientation (motion_phone_to_switch, motion_fusion.h). That holds only where the hardware frame is the screen's portrait frame, as on a phone with one display. The Duo's inner display is a quarter turn from it, and it ignores the app's supported orientations.
  • Fix: on iOS 27 and later the pad view, full screen over the picture, is the motion manager's deviceMotionBody: Core Motion then delivers rotation rate, gravity and user acceleration in that view's frame, for whichever display shows it and however it is turned, which is the Switch frame as it is (x to the right of the picture, y to its top, z toward the player), and the orientation map is skipped. iOS 26 keeps the map. No device model or fold state is checked.
  • Found on: Super Mario Galaxy: the gyro pointer on the inner display, reported by klave7. Not yet tested on a device: on the Duo's inner and outer displays and on a phone with one display running iOS 27, DM_MOTION_LOG=1 should read acc 0 0 -1 with the phone flat and still.
  • Open: while the scene is not full screen (Split View on the inner display) Core Motion falls back to the hardware frame without a flag that says so, and the samples are still taken as the view's frame.

Switch Pro Controller advertises motion but sends zeroes

  • Symptom: a Pro Controller's buttons work on the Mac, but its gyro pointer never moves; GCMotion callbacks arrive with acceleration and rotation all zero.
  • Cause: the macOS driver can expose empty motion through GameController while its underlying Nintendo HID 0x30 reports contain IMU data (PR #296). The OS driver lies outside this repository; the passive HID adapter is a workaround for that platform defect.
  • Fix: motion_pro_mac.h listens nonexclusively to vendor 057E, product 2009, without sending commands or changing the driver's configuration. motion_pro.h converts the three signed little-endian samples to G and rad/s in the Switch frame; their nominal 5 ms spacing reaches the shared integrator through dm_motion_set_hid. Each HID device owns its buffer and decoder. HID, GameController and phone orientations stay separate; usable GameController data wins, otherwise fresh HID data supplies that player's controller motion. Removal, focus loss or ambiguous routing clears only the HID source; 300 ms of silence expires it. DM_MOTION_HID=0 disables the reader; DM_MOTION=0 disables all motion.
  • Routing limit: GameController exposes no public per-controller HID identity. Raw motion is enabled only with one physical Pro and one GameController Pro, using that controller's existing player slot (including DM_KBD_PLAYER=own / DM_PAD_MERGE). Multiple Pros keep their GameController paths; raw data is never assigned to the first controller by guesswork. Synthetic GameController HID devices are excluded with Apple's GCSyntheticDevice property.
  • Open: passive reading cannot obtain factory calibration without issuing SPI commands alongside the OS driver. Nominal scales are 4096 counts/G and 70 mdps/count (protocol research); no automatic bias learning removes slow intentional turns. Sample order follows that research and Linux hid-nintendo; SDL reverses it. Confirm order, sensitivity, drift and reconnects on hardware before calling the reworked reader device-tested. t_motion_pro, t_motion_pro_mac and t_hid cover decoding, timestamps, ownership, removal, ambiguity and source fallback with synthetic inputs.
  • Found on: Super Mario Galaxy, docked pointer on a Pro Controller.

SDK 20 six-axis sensor and amiibo (nfp) calls

  • Symptom: SDK 20 calls that reach a service; nfp's AttachActivateEvent / AttachDeactivateEvent crashed in the SDK at sdk+0x3f2a78.
  • Fix: the console six-axis sensor (hid::*SevenSixAxisSensor*) reports zero states; more nfp calls are hooked: AttachActivateEvent / AttachDeactivateEvent, the two-argument Mount, Unmount, GetCommonInfo, GetRegisterInfo, GetState, Finalize. The host answers as a console with no amiibo.
  • Found on: The Legend of Zelda: Breath of the Wild (1.9.0, SDK 20.5.22). Super Mario Bros. Wonder 1.2.1 already initialized nn::nfp at boot (A game update imports SDK calls the base game did not).

Vibration values flushed by the SDK's vibration graph

  • Symptom: abort in nn::sm::Initialize under nn::hid::VibrationNode::Update.
  • Cause: the SDK's vibration graph flushes queued values with hid::detail::SendVibrationValues, which opens the hid service. The game sets handles on its VibrationTargets even when the host reports no vibration device.
  • Fix: the flush calls it through the PLT, so an HLE_FORCE on that symbol catches it and returns success (hle_hid.c).
  • Found on: Metroid Dread.

Whether a vibration device is mounted

  • Symptom: with rumble on, [RED] sf: the game connects to service hid itself, then CRASH sig=11 addr=0 in hid::detail::IsVibrationDeviceMounted (sdk+0x24254c in SDK 7), under hid::IsVibrationDeviceMounted. With rumble off in the host's settings the game never asks.
  • Cause: the SDK's own call opens the hid service, which sm refuses (0xe15), and reads the null service object. Games ask only for handles GetVibrationDeviceHandles returned, which it returns none of with rumble off.
  • Fix: hle_hid.c answers it. On Horizon a device is mounted when the npad's connected controller has the handle's style and an actuator on that side; the host reports it mounted when the channel has an output, as GetVibrationDeviceInfo reports the device.
  • Found on: Super Mario Odyssey 1.4.1, entering a Sand Kingdom pipe (main+0x5d3150 asks for each handle of a controller whether any is mounted; GitHub issue #715). No other local game imports it.

Vibration handles before a controller is reported

  • Symptom: DM_RUMBLE_LOG=1 shows the game's startup handle request answered with none, then every vibration value sent to handle 0 and reaching no output for the whole session, although a controller with haptics (a DualSense on the Mac) is connected. A game that rumbles would stay silent.
  • Cause: hid::GetVibrationDeviceHandles answered 0 handles until a controller's haptics were routed. Games ask once at startup, before GameController reports the pad, and keep the answer. On Horizon the handles are computed from the npad id and style alone (libnx _hidGetVibrationDeviceHandles).
  • Fix (resolved): the handles no longer wait for a routed output: with rumble on and an output sink installed (dm_haptics_enabled), a connected npad style gets its two handles; vib_send checks for an output at each send (hle_hid.c). No sink, rumble off or a disconnected npad still get none, and IsVibrationPermitted still follows the routed outputs. DM_RUMBLE_LOG=1 logs the handle requests and, once a second, the values sent, those with no routed output and the peak amplitude. Each input value is counted separately, including mixed batches; a mutex protects the diagnostic totals across game threads. t_hid covers cached startup handles delivering a nonzero value after routing, mixed-batch diagnostics and concurrent sends; t_hid_tsan checks those sends for data races.
  • Found on: Unicorn Overlord (the Asian release, 010054B01AD92000), in the log only: the game has no rumble of its own (it sends amplitude 0 throughout), so nothing could be felt before or after. Not yet checked on a game that rumbles.

Controller haptic engines without advanced players

  • Symptom: a controller (an Xbox Wireless Controller, a GameSir Super Nova, a GameSir Cyclone) never vibrates in a game on the Mac or the iPhone, though iOS Settings' Identify buzzes it; the log repeats [RED] haptics: controller left handle create player: Couldn’t communicate with a helper application. (NSCocoaErrorDomain 4097). The engine itself starts.
  • Cause: the engines that GCDeviceHaptics makes are served by gamecontrollerd, which tells CoreHaptics whether it offers advanced pattern players (HapticServerConfig.supportsAdvancedPatternPlayers; its log: Server returned: supports audio: 0 adv players: 0). -[CHHapticEngine createAdvancedPlayerWithPattern:error:] does not check that; the request reaches the server, which refuses it, and the XPC reply comes back as NSCocoaErrorDomain 4097, on every locality (All, Default, Handles, Left Handle, Right Handle). The output made only advanced players (a looping 30 s event driven by dynamic parameters), and a player failure is retried on the same handle, so the fallback to the default locality could not help either. On the Mac the refusal also leaves that engine unusable: a plain player or a restart on it fails with -4810. A plain CHHapticPatternPlayer on a new engine plays and takes dynamic intensity and sharpness controls.
  • Fix (resolved): when the advanced player cannot be made, the channel drops that engine, makes a new one and keeps using plain players (haptics_apple.m, log line has no advanced players … plain players). A plain player cannot loop, and one stopped in the middle of an event left the Xbox controller's motors running at its level after the engine and the process were gone, until the controller was switched off. So plain players play pulses of 0.5 s that end on their own: the next one is scheduled where the last ends while the effect lasts, each starts at the current level (its pattern's initial control) and takes later levels as controls, and a stop sends level 0 to the playing pulses and stops the engine only after the last one has ended. Checked on an Xbox controller through the host's own haptics_apple.m: low and high levels are told apart, full level feels like a plain pattern at intensity 1, and the motors stop after the effect. t_haptics_apple covers a server without advanced players: the new engine, the pulses following each other, no pulse cut by a stop.
  • Left and right handle engines override each other (current). Without advanced players, the engines of LeftHandle and RightHandle playing at once were not felt on the Xbox controller, while one engine on Handles (or on All) at the same intensity was; a trigger engine playing beside them likewise drowned them out. So a split route whose first advanced player is refused becomes one engine on Handles (Default when the controller does not list it) that plays both motors mixed (merge, log line plays both motors on one engine): the rumble is the same on both sides. t_haptics_apple covers the merge.
  • Low levels on rotating motors (open). Controller motors and the Switch's resonant actuators disagree at low amplitudes, in two directions. The Xbox controller's motors showed nothing at intensity 0.05, a faint buzz from about 0.1 and a soft one at 0.3, so Breath of the Wild's charged attack (0.07 for about 3 s, DM_RUMBLE_LOG=1) was not felt even at DM_RUMBLE_GAIN=2.5. Mario Kart 8 Deluxe holds its low band at 0.1–0.4 all race long (about 30 changes a second, 0.84 peaks every few seconds): a texture on a Joy-Con, rumble that never lets up on a DualShock 4's motors. A floor with a square-root rise (0.15 + 0.85·√x) fixed the first and would make the second much worse, so the mapping stays linear. DM_RUMBLE_MIN=0..0.9 (default 0) silences controller levels below it and stretches the rest over the full range, on every controller route; 0.45 leaves Mario Kart 8 Deluxe's crashes and drifts, as an emulator gives them on that controller. t_haptics_apple covers the cutoff.
  • Found on: The Legend of Zelda: Breath of the Wild (1.9.0), on macOS 27.0.1 with an Xbox Wireless Controller over Bluetooth and an Xbox 360 USB receiver; NieR:Automata The End of YoRHa Edition (the Asian release, 0100B8E016F76000) on an iPhone with a GameSir Super Nova in DualShock 4 mode, which plain players fixed; Mario Kart 8 Deluxe (4.0.1) on macOS 27.0.1 with a GameSir Cyclone; the same error in issue #219 (Sifu, provisional profile), controller unnamed.

DualShock 4 rumble through its effects report

  • Symptom: on the Mac, a DualShock 4 or a controller that presents itself as one (a GameSir Cyclone over Bluetooth: HID vendor 054C, product 05C4, productCategory "DualShock 4") does not rumble; Core Haptics failed on every locality with NSCocoaErrorDomain 4097 (issue #363, also in a minimal Swift app), while the same controller rumbles in an SDL-based emulator.
  • Cause: the Core Haptics route was the only one. SDL's hidapi driver does not use it for a DualShock 4: it writes the controller's effects report, which needs no haptics server and keeps the strong and weak motors apart, where a server without advanced players merges them (above).
  • Fix (resolved): on the Mac, a controller GameController calls a DualShock 4 is driven through that report when an IOHIDManager match on vendor 054C, product 05C4 / 09CC / 0BA0 is there (ds4_route, log line rumble through the DualShock 4 effects report): report 0x11 over Bluetooth (78 bytes, flags 0xC4, rumble-only flag 0x01 so the light bar is left alone, CRC32 over 0xA2 and the first 74 bytes), 0x05 over USB (32 bytes), sent only when a motor byte changes. As the emulators feed SDL, the strong motor follows the low band and the weak one the high band (0.85 / 0.15 left / right), linearly, with DM_RUMBLE_GAIN and DM_RUMBLE_MIN. Without the HID device the controller keeps the Core Haptics route. GameController does not name a controller's HID device, so two DualShock 4s each get one, possibly swapped. t_haptics_apple covers the CRC and the fallback without the device; no test drives the report itself. iOS is unchanged.
  • Found on: Mario Kart 8 Deluxe (4.0.1) and The Legend of Zelda: Breath of the Wild (1.9.0) with a GameSir Cyclone over Bluetooth on an M5 Pro, macOS 27.0.1: rumble on crashes and drifts (with DM_RUMBLE_MIN=0.45), on hits and chopping, stopping after each. Not checked: a genuine Sony DualShock 4, the USB report.

Scripted presses on a path of their own

  • Symptom: with a controller connected (a DualShock 4 here), DM_KEYS and DM_CTL presses are logged (DM_KEYS: … press …) but the game does not react to them, or only now and then; without the controller the same script works.
  • Cause: scripted presses went through player 1's controller path (dm_pad_set). A connected controller publishes its whole state there on every change, replacing scripted holds and sticks; the press latch preserves only the first read. Script release also cleared the physical controller's state.
  • Fix (resolved): DM_KEYS and DM_CTL set buttons, a press latch and sticks of their own (script_set in hle_hid.c), ORed with the keyboard / touch path and player 1's controller when the game reads player 1; for the sticks, the one deflected more wins. Shake includes the scripted path too.
  • Check: dm/host/tests/t_hid.c (t_script) runs the scripted publisher with a controller update during the hold: buttons survive repeated reads after the latch is consumed, the scripted stick wins over drift, shake continues, and release preserves physical input. Short presses are latched once, all four axes reach the handheld npad, and player 2 stays separate.
  • Found on: Batman: Arkham Knight (0100ACD0163D0000), reported in PR #326 while driving the opening route with DM_KEYS and a DualShock 4. Reproduced independently in the host HID test without game files; its game profile is not in this checkout.

Touch gestures recognized from the touch points

  • Symptom: taps in handheld mode do nothing, though the game reads the touch screen (the title's PRESS ANY BUTTON, the menus' cards).
  • Cause: the game's touch handler (main+0x42f1ac) uses GetTouchScreenState only to track the finger and takes its taps, pans and swipes from hid::GetGestureStates (it acts on types 5–9), which the host answered with no entries.
  • Fix: the host now recognizes gestures from the same touch points, by yuzu's rules plus an 8 px slop before a touch counts as moving (hle_touch.c gesture_sample, unit test t_gesture; only in handheld mode, as touches): Touch, Press after 0.5 s, Pan, Pinch / Rotate with two fingers, Cancel on a change in the finger count, then Tap (IsDoubleTap within 0.35 s), Swipe above 400 px/s or Complete, and Idle. For every game.
  • Check: every menu, the cards, the map's drag and flick worked by touch with it. DM_TOUCH_LOG=1 logs each gesture entry, and a DM_CTL line drag <x0> <y0> <x1> <y1> [seconds] moves a finger for testing pans and swipes on the Mac.
  • Found on: Taiko Risshiden V DX (SDK 12.3.3, Koei Tecmo's KTGL).

Mouse, keyboard and key code maps

  • Symptom: the first boot aborted in hid::GetMouseState (the SDK's mouse resource was never initialized).
  • Fix: hooked: hid::GetMouseState, hid::GetKeyboardStates, and kpr::GetKeyCodeMap, which asks the settings service (settings::detail::GetKeyCodeMap) for the keyboard layout's map; the host leaves the map zero.
  • Found on: 13 Sentinels: Aegis Rim (SDK 11, GetMouseState); Monster Hunter Rise (SDK 11, GetKeyboardStates); DRAGON QUEST VII Reimagined (kpr::GetKeyCodeMap: the game zeroes a 0x1000-byte map and fetches it only once a keyboard reports keys, main+0x1f0eb4).

Poké Ball Plus (Palma)

  • Symptom: the first boot crashed in hid::detail::SetPalmaBoostMode, a null read at sdk+0x238eb0 (the hid service never opened).
  • Fix: the Poké Ball Plus calls (hid::*Palma*, 26 functions) answer that none is connected: no npad has the Palma style, so the game never gets a connection handle, and every call on a handle fails (hle_hid.c).
  • Found on: Pokémon Sword (SDK 7).

IR camera reported unconnected

Software keyboard and applets

System applets opened by Show… calls

  • Symptom: null read in sdk under nn::applet::CreateLibraryApplet (Engage: title menu → DLC → nn::ec::ShowShopAddOnContentList); Show… overloads found in the imports before they were met.
  • Cause: every Show… call that opens a system applet (eShop, friend lists, web pages, error screens) goes through the applet proxy that oe::Initialize would have set up, and the host has none.
  • Fix: hook each Show… overload the game imports: list main's undefined symbols containing Show / Applet and grep the host sources for each mangled name; one overload missing is enough to crash. The shop calls return void and act as if the player closed the shop (hle_misc.c); the friends and web ones return failure (hle_friends.c, hle_offline.c). web::ShowOfflineHtmlPage is cut, as ShowWebPage. err::ShowNetworkServiceError and err::ShowApplicationError are logged. Also hooked, found in the imports before they were met: the ShowShopAddOnContentList(UserHandle) overload, and the ec::ShowShop… overloads without an ApplicationId (they show the calling application's own pages). ec::ShowShopSubscriptionDetails is under Shop service accessors.
  • Found on: Fire Emblem Engage (the shop calls); Octopath Traveler 0 (web::ShowOfflineHtmlPage); Pokémon Sword (SDK 7, err::ShowNetworkServiceError); Pokémon Legends: Z-A (19.3.11: ShowShopAddOnContentList(UserHandle), err::ShowApplicationError); The Great Ace Attorney Chronicles (SDK 10.4.1: the overloads without an ApplicationId).

Library applets take the application's focus

  • Symptom: entering 2P stops the game on its 2P screen: the same frame repeats, the music plays, no controller does anything, until the window loses and regains focus (Mario Kart 8 Deluxe, every launch). With one controller, once that was fixed: the 2P character select ignores input while the log shows the controller applet opened again every few frames.
  • Cause: on Horizon a library applet takes the application's focus. am sends message 15 with OutOfFocus when it opens and 15 with InFocus when it closes, and the Show… call returns once it has closed. The host's stand-ins answered at once with no focus change. Mario Kart applies the controller applet's answer only after that InFocus notification: its notification thread (main+0x8ea560, blocking PopNotificationMessage) sets a flag on 15 with state 1, and the per-frame main+0x87b5d0 takes the flag before it applies the answer (main+0x87b300). Second: with fewer controllers than the game's minimum, the host answered success with the connected count. A Switch never gives that answer (its applet waits for controllers until the player closes it), and the game, which asks for two in 2P, opened the applet again.
  • Fix: hle_oe.c counts open applets apart from the front end's focus. The game sees the front end's state, or 2 while an applet is open over a game in focus; each change of what it sees is one 15 (under focus modes 1 and 2, Focus handling mode decides whether focus changes are notified). DM_APPLET("name"); (hle.h) at the top of a stand-in holds the game out of focus until the stand-in returns: the controller applet (both overloads), strap guide and firmware update, swkbd::ShowKeyboard, the Mii editor, the user selector and creator, the error applets and the shop pages. Stand-ins that report the applet could not start (friends, web, the license notice, the album, amiibo) open none. The inline keyboard is left as it was: its applet draws into the game's own picture and is not believed to take focus (not checked). An instant open and close merges into one pending 15 that reads 1, which is all Mario Kart needs; a game that must see the 2 would need more. ShowControllerSupport with fewer players than the minimum (ControllerSupportArg +0) returns ResultControllerSupportCanceled (2202-3101), what the SDK's ShowControllerSupportCore (SDK 4.4.0 sdk+0x24eeb0) returns when the player closes the applet; Mario Kart goes back to its engine class menu, as on a Switch. DM_OE_SCRIPT now also starts for a game that only uses the blocking PopNotificationMessage.
  • Found on: Mario Kart 8 Deluxe (4.0.0 and 4.0.1; GitHub issue #550).
  • Check: t_oe and t_hid (dm/host/tests). On the Mac, from a save past the Mii pick: L+R at the title, Down, A (2P), A (Grand Prix), A (50cc). The log shows oe library applet: controller support, then oe focus state → 2 (library applet open) and → 1 (library applet closed), and the character select takes input. With one controller the applet logs too few, closed as the player would (canceled) once and the engine class menu comes back.

The software keyboard blocks only its caller

  • Symptom: the sound stutters and the input box lags while the player types a name (Octopath Traveler 0 on an iPhone: one 4.7 s frame, 5,035 wakeups a second instead of about 1,800, and no audio underruns).
  • Cause: the host froze the guest clock while swkbd::ShowKeyboard was up (d2r-mobile's choice, so that monsters did not attack while the player typed). Unreal calls it off its game thread, so the game kept running, and every thread that waits on the clock spun while its audio mixing starved. On the Switch the applet blocks only the caller while the clock runs.
  • Fix: the host now does the same (hle_swkbd.c). The iOS input box froze the clock a second time around its own wait (front_ios.m), so the first fix changed nothing on the phone (4,977 ms and 2,577 ms frames, 5,181 wakeups a second): look for every caller of guest_clock_freeze_for, the front ends included. The inline keyboard keeps the freeze: its game (Monster Hunter Rise) does not block on hardware at all, and the host's input box blocks it.
  • Found on: Octopath Traveler 0.
  • Check: on the Mac DM_KBD=<text> DM_TEST_SWKBD_HOLD_MS=8000 holds the keyboard up: frozen, 8.8 fps and 7,936 wakeups a second in that window; running, 30 fps and 1,788.

The inline keyboard as a resident library applet

  • Symptom: null read in applet::CreateLibraryApplet under swkbd::InlineKeyboard::Initialize (3D World, entering the save select after the character select).
  • Cause: the inline keyboard is a resident library applet whose results arrive through Calc.
  • Fix: hle_swkbd.c takes over every entry that touches the applet: Appear arms a request, and the next Calc asks for the text the way ShowKeyboard does (DM_KBD, else the front end's input box) and hands it to the game's changed-string and enter callbacks, or calls its cancel callback; GetImage reports no picture. GetImageMemoryRequirement is not a pure computation: it asks vi, hence the vi::GetIndirectImageMemoryRequirement hook (vi layer and display calls without vi service objects).
  • Found on: Super Mario 3D World + Bowser's Fury.

Inline keyboard window size, setters and callbacks

  • Symptom: texture creation returns null right after the inline keyboard's Initialize, then a null read at main+0x7713044.
  • Cause: the game makes three textures of swkbd::InlineKeyboard::GetWindowSize, and the host answered 0 × 0 (its creation function returns null for a size of 0, main+0x77112b8).
  • Fix: it is 1280 × 720 as on hardware now. SDK 11 adds keyboard setters (window mode, key top alpha / scale / position, touch, hardware keyboard, user words, dictionaries; ignored) and two callbacks the applet makes from Calc: finished-initialize after Initialize and released-user-words after UnsetUserWordInfo. The host makes them on the next Calc.
  • Found on: Monster Hunter Rise.

Inline keyboard text callbacks and Calc states

  • Symptom: the hunter's name box stays empty, then stays open with the name in it (Monster Hunter Rise, character creation).
  • Cause: the inline keyboard used to count every Appear as a cancel. The game also finishes the entry only when Calc returns 1 (ready / hidden) after a non-zero value (main+0x6fb3e6c); the hook returned nothing.
  • Fix: the text arrives through the enter callback, whose argument is the text inline (char16_t[502], the length at +0x3EC; the changed-string argument adds three cursor positions at +0x3F0..+0x3F8: ikb_str_arg, read off the game's callbacks at main+0x6fb3910 / main+0x6fb3afc). Calc now returns 0 until initialization finishes, 3 while shown and 1 otherwise. SetFinishedKeyboardCallback is called on the Calc after Disappear. AppearArg's textMaxLength (+0x20) limits the text.
  • Found on: Monster Hunter Rise.

nn::ngc::ProfanityFilter vtable and by-name overloads

  • Symptom: CRASH sig=10 at a heap address, called from main+0x6bca160 right after the name was entered (Monster Hunter Rise); crash in lmem::AllocateFromExpHeap under ngc::ProfanityFilter::MaskProfanityWordsInText right after the character name is entered (DARK SOULS: REMASTERED); filter methods among the undefined imports with no hook, found from the import list before they were met (The Great Ace Attorney Chronicles).
  • Cause: nn::ngc::ProfanityFilter is polymorphic and Monster Hunter Rise masks the name through its vtable (slot 8, MaskProfanityWordsInText(int *, char16_t *, uint32_t)). The constructor hook did nothing, so the object kept what the heap held. Other games call the methods by name: DARK SOULS: REMASTERED calls the UTF-16 overload (EPiPtj) by name, and the host had taken it over only in the filter's vtable, so the SDK's version ran on a filter whose word list the host never loaded; The Great Ace Attorney Chronicles calls ngc::ProfanityFilter::MaskProfanityWordsInText(int *, char *, uint32_t), SetMaskMode and Finalize by name rather than through the vtable.
  • Fix: the filter now gets a host vtable (ngc_vtable in hle_misc.c): each slot of the SDK's _ZTVN2nn3ngc15ProfanityFilterE is matched by address with the class's methods, and slots the loader already bound to forced take-overs keep them. The unsigned short and char16_t overloads are taken over by name too, as are the char overload, SetMaskMode and Finalize (hle_misc.c). Nothing is masked or reported.
  • Found on: Monster Hunter Rise (the vtable); DARK SOULS: REMASTERED (SDK 4.5.0; one boot: the UTF-16 overload by name); The Great Ace Attorney Chronicles (SDK 10.4.1: the char overload, SetMaskMode, Finalize).

Display, window and operation mode

vi::CreateLayer with the layer's size

  • Symptom: SIGSEGV in vi::CreateLayer(Layer**, Display*, int, int) (sdk+0x3f9bc4, from SDL3's Switch video driver at main+0x239304).
  • Cause: the overload with the layer's size; the host had only the two-argument one.
  • Fix: it returns the static layer (hle_vi.c).
  • Found on: Absolum (SDK 18.3.2, FNA on .NET NativeAOT with SDL3; one boot each).

vi::CreateLayer with LayerCreationSettings (SDK 22)

  • Symptom: SIGSEGV at sdk+0x44ea94 reading address 0, in vi::CreateLayer, right after am::GetSelfController(); the caller is the game's window setup (main+0x978cb6c).
  • Cause: SDK 22 adds CreateLayer(Layer**, Display*, const LayerCreationSettings*); the game builds the settings with the SDK's LayerCreationSettings(int w, int h) ({w, h, 2}, sdk+0x4526a0), and the SDK's CreateLayer asks the applet's self controller, which the host never made.
  • Fix: the host takes it over like the sized overload (hle_vi.c): the static layer, and the size recorded for an EGL surface.
  • Found on: EA SPORTS FC 27 (SDK 22.2.0): 1920x1080.

vi layer and display calls without vi service objects

Layer frame numbers

  • Symptom: SIGSEGV in android::Surface::getQueuedFrameNumber under nn::vi::GetLatestFrameNumber.
  • Cause: Unreal paces frames by the layer's frame number (main+0x10140e8); the SDK reads the vi service's surface, which the host never made.
  • Fix: hle_vi.c answers with the frames presented so far; ListFrameHistory returns no entries.
  • Found on: Octopath Traveler 0.

Default display panel identifier

  • Symptom: SIGSEGV in vi::GetDefaultDisplayPanelIdentifier (main+0xa9a4, before the window).
  • Cause: the SDK's version calls through the vi service object the host never made. The game reads a u32 kind and, from kind 2, 0x14 more bytes; anything else makes it use zeros.
  • Fix: the host answers an all-zero identifier (hle_vi.c).
  • Note: a passed TV latency calibration in this game is saved per TV panel identity, the host's all-zero one included (TV latency calibration's late, beat-timed listening window).
  • Found on: Rhythm Heaven Groove (SDK 21.4.0, one boot).

oe calls answered without an applet proxy

  • Symptom: the first boot crashed in oe::DisableAlbumImageTakenNotification: a null read at sdk+0x338070, the first call in nnMain (main+0x6b188c); enabling those notifications also gives a null read at sdk+0x33b0f0 (Xenoblade Chronicles 3); other oe calls that reach am, found in the imports before they were met.
  • Symptom: a null read at sdk+0x36ec60 in oe::EnableAlbumImageTakenNotification, called from nnMain (main+0x286268).
  • Fix: EnableAlbumImageTakenNotification uses the same host implementation as the disable call: no system-album notifications are produced. Found on Mario + Rabbids Sparks of Hope (SDK 13.3.5); the next boot reaches the NVN frame loop.
  • Cause: the SDK asks am through the applet proxy the host never made.
  • Album notification enable: oe::EnableAlbumImageTakenNotification follows the existing disable takeover. The host produces no Horizon album captures, so enabling notifications produces no messages. Found on Xenoblade Chronicles 3 (SDK 12.3.9, main+0x127fac4).
  • Inactivity extension: oe::GetUserInactivityDetectionTimeExtensionMode also reads the absent SelfController (sdk+0x3391f0, after Xenoblade Chronicles 3's opening movie). The host retains the requested mode: 0 initially or when either setter receives false, 1 for SetUserInactivityDetectionTimeExtended(true), 2 for its Unsafe form. The boolean query is mode != 0, matching SDK 12.3.9's implementation. This state does not make the host turn the screen off. t_oe checks both setters and both queries.
  • Fix: hooked (hle_oe.c): oe::DisableAlbumImageTakenNotification; oe::IsInStoreDemoModeEnabled (no); oe::GetDefaultDisplayResolution and its change event; oe::SendServerMaintenanceOverlayNotification; oe::SetUserInactivityDetectionTimeExtendedUnsafe; oe::GetPerformanceConfiguration; oe::SetAlbumImageOrientation; oe::Begin / EndAutoSleepDisabledSection and IsAutoSleepDisabled (counted); oe::ExecuteProgram (logged red: the host runs one program). The ones with a symptom of their own follow: The startup logo, Copyright frame buffer overlay, Applet resource user ID, launch parameters and VR mode, CPU overclock calls without an apm session, Focus handling mode decides whether focus changes are notified.
  • Found on: Monster Hunter Rise (SDK 11: GetDefaultDisplayResolution, SendServerMaintenanceOverlayNotification); 13 Sentinels: Aegis Rim (SDK 11: SetUserInactivityDetectionTimeExtendedUnsafe); Super Mario 3D World + Bowser's Fury (SDK 10: GetPerformanceConfiguration, SetAlbumImageOrientation); DRAGON QUEST XI S (SDK 7.3.2: the auto-sleep calls); Octopath Traveler 0 (oe::ExecuteProgram); The Great Ace Attorney Chronicles (SDK 10.4.1, Capcom's MT Framework: DisableAlbumImageTakenNotification, then IsInStoreDemoModeEnabled from the import list); Donkey Kong Country: Tropical Freeze (SDK 4.4.0: GetUserInactivityDetectionTimeExtensionMode, a null read at sdk+0x15b73c when the first level's cinematic camera starts, CScreenDimmingUtil::DisableScreenDimming). After all of its fixes The Great Ace Attorney Chronicles runs its frame loop at 30 fps; the black screen it showed was its textures, never uploaded (CPU-written textures, the profile's tex_flush_upload and tex_dirty_upload: Mapped-range flushes taken as uploads (tex_flush_upload), CPU writes with no flush, caught by page protection (tex_dirty_upload)).
  • Symptom: abort in nn::sm::Initialize under nn::oe::FinishStartupLogo, right after the first frames.
  • Cause: it reaches the applet proxy through am::GetApplicationFunctions.
  • Fix: the host has no startup logo: a no-op hook (hle_oe.c).
  • Found on: Metroid Dread.
  • Symptom: null read in oe::InitializeCopyrightFrameBuffer, right after the window setup.
  • Cause: the copyright frame buffer is an overlay the system draws only into screenshots and recordings; the SDK hands it to am as transfer memory.
  • Fix: InitializeCopyrightFrameBuffer, SetCopyrightImage and SetCopyrightVisibility are host no-ops (hle_oe.c).
  • Found on: Hyrule Warriors: Age of Calamity (SDK 9.6).

Applet resource user ID, launch parameters and VR mode

CPU overclock calls without an apm session

  • Symptom: a null read in sdk+0x35258 (apm's session) in oe::IsCpuOverclockEnabled, the first call in nnMain; null read at sdk+0x362b8 (apm::SetCpuOverclockEnabled) in the first calls of nnMain (main+0x2e1e4c).
  • Cause: oe::IsCpuOverclockEnabled and oe::SetCpuOverclockEnabled(bool) go through the apm session the host never opened.
  • Fix: oe::IsCpuOverclockEnabled is hooked; for SetCpuOverclockEnabled the host keeps the flag and the query reports it (hle_oe.c); it does not scale clocks.
  • Found on: Monster Hunter Rise (SDK 11: IsCpuOverclockEnabled); Taiko Risshiden V DX (SDK 12.3.3: SetCpuOverclockEnabled).

Focus handling mode decides whether focus changes are notified

  • Symptom: the game freezes after switching apps and back, picture still, sound on; the main loop waits in its pause handshake (main+0x5d10d4 / main+0x5cea68). Mac repro DM_OE_SCRIPT=bg=1@20,bg=0@25.
  • Cause: the game's own pause deadlocks. The game set focus handling mode 3. The SDK (oe::SetFocusHandlingMode, SDK 18 sdk+0x3c5770) turns modes 0 and 3 into "no focus notifications, the system suspends the game out of focus"; only 1 and 2 notify. The host sent message 15 anyway, and Galaxy 2's Wii layer ran a pause the console never triggers.
  • Fix: hle_oe.c now queues 15 only under modes 1 and 2 (or when no mode was set).
  • Found on: Super Mario Galaxy 2 (one of two causes of the freeze; the other is Guest clock reads wait while the app is in the background).
  • Note: modes seen: 1 Monster Hunter Rise; 2 Wonder, Breath of the Wild, Tears of the Kingdom, Link's Awakening, Cuphead; 3 Galaxy, Galaxy 2, 3D World, Odyssey.

Album calls fail with no album

  • Symptom: abort in sm::Initialize under capsrv::InitializeForApplication (album::Initialize); calls that reach the album service, found in the imports before they were met.
  • Fix: with no album they fail: album::Initialize (saving to the album now fails, hle_offline.c); SDK 7's album::SaveScreenshot without an orientation (fails); SDK 20's SaveAndShareScreenshot with a share ID and GetSharePostedLastUrl; album::SaveCurrentScreenshot.
  • Found on: Monster Hunter Rise (SDK 11: album::Initialize); DRAGON QUEST XI S (SDK 7.3.2: album::SaveScreenshot); Animal Crossing: New Horizons (SDK 20.5.4: the sharing calls); Pokémon Legends: Z-A (19.3.11: SaveCurrentScreenshot).

Accounts, network, shop and parental controls

Account, friends, play data and Nintendo Account calls

Mii database answered by the host

  • Symptom: [RED] sf: the game connects to service mii:e … mii:u itself, then an abort.
  • Cause: nn::mii::Database keeps an IDatabaseService of the mii service at +0 (Database::Initialize, sdk+0x1c5664), and AppendMii / ShowMiiEdit start the MiiEdit applet.
  • Fix: hle_mii.c takes over the public methods: a console with no Mii of its own (an empty database: no index, nothing to update) that still has the six default Miis every console has. A CharInfo the host builds is the default Mii's parameters with Switch common colours, a create ID with version 4 and variant bits (fixed per default Mii, so a saved choice finds the same Mii; fresh for BuildRandom, which the title's demo race calls for 12 racers) and the nickname "no name"; every field is within CharInfoRaw::Verify's ranges (sdk+0x1b68c8). The Mii editor is cancelled (0xE7E, which ShowMiiEdit itself treats as success).
  • Found on: Mario Kart 8 Deluxe (4.0.0, SDK 4.4.0; one boot). The game asks for the default Miis with Get(…, 6, SourceFlag 2) and never reads the count (main+0x81e954): its boot-time list of Mii icons (main+0x419dc8) builds a head model for each of the six, and zeroed entries failed the model's CharInfoAccessor::IsValid (CharModel::Initialize returned 0xd67e, main+0x8f15b0) and crashed at main+0x8f152c.
  • Note: the heads' model data is a stand-in with every part empty (System data stand-in for the MiiModel archive).

Shop service accessors

  • Symptom: the abort with no message (SVC 0x15 / 0x1f / 0x21 placeholders, then Break with sm::Finalize under ShopServiceAccessServer::Proxy::Initialize) from ec::InitializeForShopServiceAccessors, called from Unreal's FOnlineSubsystemSwitch::Init at the start of nnMain.
  • Cause: the shop service accessor library reaches the shop service.
  • Fix: the library init succeeds with nothing to set up, an accessor never initializes, and its async response is complete at once with no data (hle_misc.c); the accessor and response are stubbed whole because the SDK's destructor aborts unless Finalize succeeds. Also hooked: ec::FinalizeForShopServiceAccessors, the shop response's Cancel and GetErrorCode, and ec::ShowShopSubscriptionDetails.
  • Found on: DRAGON QUEST XI S (SDK 7.3.2: the game then runs its opening movie at 30 fps); DRAGON QUEST VII Reimagined (SDK 19.3.1: FinalizeForShopServiceAccessors, Cancel, GetErrorCode, ShowShopSubscriptionDetails, found by the import list).
  • Note: the shop's Show… pages are under System applets opened by Show… calls.

Parental controls and free communication

  • Symptom: abort in nn::sm::Initialize under nn::pctl::IsFreeCommunicationAvailable (Engage, entering its first battle map).
  • Cause: the SDK connects to the parental-control service through sm.
  • Fix: the host answers it like the other free-communication calls: not available (hle_misc.c). pctl::CheckFreeCommunicationPermission: never.
  • Found on: Fire Emblem Engage; DRAGON QUEST XI S (CheckFreeCommunicationPermission).
  • Note: pctl::CheckStereoVisionPermission is under Applet resource user ID, launch parameters and VR mode.

Network interface, LDN, socket and play report calls

  • Symptom: play report calls met entering the save select (3D World); undefined nn::ldn:: / nn::socket:: imports with no hook, found from the import list before they were met (Big Brain Academy).
  • Fix: hooked (hle_net.c, hle_offline.c): the nifm IP queries with SDK 10's socket::InAddr / in_addr mangling; prepo::AddSessionId / AddInternetConnectionStatus; ldn::GetNetworkConfig; SDK 11's socket overloads with plain sockaddr / int arguments (Connect, Accept, GetSockName, Get / SetSockOpt, Fcntl, Recv, Send).
  • Found on: Super Mario 3D World + Bowser's Fury (SDK 10: nifm, prepo); Big Brain Academy: Brain vs. Brain (SDK 11.4.3: LDN, sockets).

Network requests stay on hold before they settle

  • Symptom: the boot sits at a black loading screen for good, CPU nearly idle, every thread waiting, about 1 boot in 6 (3 in 4 with four Mac hosts at once); the title movie is never opened, and the save files are never probed.
  • Cause: a race the host's instant offline answers lost. The game's boot state machine (main+0x1f2f0e0, state at this+0xd4, found by probing the save probe's call stack and dumping the state each tick) stayed in state 7, which polls the status word (+0x14) of the game's BCAT news runnable ("OlimarMemo") for 0, 4, 5, 6 or 7; it read 1. The runnable's constructor (main+0x203f3b0) clears the status, starts FBCATThread and only then stores 1; the thread's Run (main+0x203f510) stores 2, calls nn::nifm::SubmitNetworkRequest, sleeps while IsNetworkRequestOnHold, and stores 6 when IsNetworkAvailable is false. On a Switch the request stays on hold while the nifm service evaluates it, so the constructor's 1 always comes first; the host answered "not on hold" at once, and a thread that ran before the constructor's store finished at 6, which the 1 then overwrote.
  • Fix: a submitted request is on hold for the first IsNetworkRequestOnHold after the submission and settled as unavailable at the next (hle_net.c). On Horizon each query is an IPC to the nifm service, which evaluates the request as it serves them, offline a rejection; Pikmin 4 sleeps 10 ms between its queries, so the constructor's store always comes first.
  • Note: the first fix held the request for 50 ms of host time. A game that bounds its wait by the number of queries never saw that end: Hades' NetworkPollThread (main+0x27aaa0) yields between queries and cancels after 2,000 (2,000 IPCs on a Switch, 0.1 ms here), then submits again at once, which kept a host core busy (1.17 billion queries a minute; with A wait at two yields is not progress, 216,000 yields and half the CPU). Its stamp, now_ns() | 1, also read as settled whenever the next query came within the same 42 ns tick of the Mac's clock: 30% of Hades' submissions, and 42% back to back.
  • Found on: Pikmin 4 (Unreal Engine 4.26.2); Hades (the 50 ms hold).
  • Check: 12 of 12 boots with four hosts at once reached the title, with both fixes; a host that answers at once hung 1 of 4 in the same test.
  • Note: how it was found: the hung boots' logs diverged from good ones at the save probe (DM_FS=1), the thread dumps showed nothing but idle waits, and DM_PROBE on the state machine, then peek lines in a hung run's DM_CTL file, followed the pointers to the status word (a probe on the hot path slowed the boot enough to hide the race: 8 of 8 good).

Socket Poll and Select with nothing to wait on

  • Symptom: one thread at 100% CPU from boot, with one SVC in 99 s (NexusRevolution Socket, main+0x92c7c4, the game's network thread).
  • Cause: it calls nn::socket::Poll(fds, 0, 33): no descriptors and a 33 ms timeout, which on hardware is a 33 ms sleep. The host failed every socket call at once, so the thread spun 11,000 times a second (88,000 hits of a probe in 8 s).
  • Fix: Poll and Select with nothing to wait on (no descriptors, or only negative ones, which POSIX ignores) now wait out their timeout and return 0, in every mangling the host takes over, including SDK 4's Select(int, fd_set*, …, timeval*); an endless timeout returns 0 after 100 ms, since a thread inside a host hook pauses for IL2CPP's collector only once the hook returns (hle_net.c, dm_guest_sleep_ns in hle_thread.c).
  • Found on: DARK SOULS: REMASTERED (SDK 4.5.0; one boot). Guest CPU fell from 1,030 to 60 ms per second.

Settings, languages and fonts

Language codes

  • Symptom: the first comparison in nnMain aborted in sm.
  • Fix: hooked: settings::LanguageCode::Make and the reversed operator==(LanguageCode, Language).
  • Found on: Super Mario 3D World + Bowser's Fury (SDK 10).

Chinese language aliases in settings comparisons

  • Symptom: DM_LANG=zh-Hans or zh-Hant reaches the game unchanged, but its startup menu falls back to Japanese; the older zh-CN or zh-TW spelling selects Chinese.
  • Cause: Odyssey 1.4.1's language selectors (main+0x977b30, main+0x977d30) compare the desired code through settings::operator==(LanguageCode, Language) with only the deprecated Language::Chinese (6) and Taiwanese (11) entries, never SimplifiedChinese (15) or TraditionalChinese (16); its control data lists Simplified and Traditional Chinese, which the NSP script spells zh-Hans and zh-Hant (it turns zh-CN and zh-TW into those too). The real operator compares bytes with MakeLanguageCode, so on the console the system must hand this game zh-CN / zh-TW; the host compared bytes the same way with DM_LANG's spelling, so zh-Hans did not match zh-CN and zh-Hant did not match zh-TW.
  • Fix: both settings equality hooks share an alias-aware comparison (hle_sdk16.c): Simplified Chinese's two spellings match each other, as do Traditional Chinese's. The scripts stay distinct; GetDesiredLanguage, LanguageCode::Make and the available language list keep their original codes and indices. No title-specific override. This stands in for the system's choice of spelling, whose rule per title is not known (open): a game that compares the code with its own strings, or looks up zh-CN's index in the available list, still needs the exact spelling. A synthetic full matrix tests both operand orders, malformed codes and the unchanged list.
  • Found on: Super Mario Odyssey (1.4.1, SDK 7.3.2; fresh-save Mac startup menus in Simplified and Traditional Chinese after the comparison fix).

Available language codes and their count

  • Symptom: abort in sm::Initialize under nn::settings::GetAvailableLanguageCodes (early in nnMain, main+0x327888); abort in sm::Initialize under nn::settings::GetAvailableLanguageCodeCount() (main+0x117590).
  • Cause: Paper Mario asks for up to 32 codes and takes the index of oe::GetDesiredLanguage's code in the list as its language. Catherine compares LanguageCode::Make(0 … count − 1) with GetDesiredLanguage's code.
  • Fix: the host lists the system's codes in nn::settings::Language order, the table LanguageCode::Make uses, and reports the count of that table (hle_sdk16.c).
  • Found on: Paper Mario: The Thousand-Year Door (SDK 15.3.2, the codes), Catherine: Full Body (SDK 8.2.1, the count; one boot).

Region code from the language

  • Fix: oe::GetRegionCode answers from the language: Japan, the Americas, Europe or Hong Kong / Taiwan / Korea.
  • Found on: Animal Crossing: New Horizons (SDK 20.5.4; found in main's imports before the first boot).

Shared font address: BFTTF header or bare TTF

  • Symptom: the font engine runs on garbage; crash after the shared fonts load, looking up the "?" glyph (main+0x6c73c0, a font cache lookup returning null), with SDK 10's ScalableFontEngine::LoadFont failing with error 403 and SetFont with 301 on both stand-in fonts; or Japanese, Korean or Chinese text draws nothing in a Unity game while Latin text is fine (Patrick's Parabox's language menu showed three blank lines).
  • Cause: consumers read the shared font differently.
    • The SDK's font engine calls ScalableFontEngineHelper::Decode(ptr, size), which XOR-decodes in place unless the first word is the "already decoded" marker (LE 0x18029a7f). So for a game that decodes it the system shared font must look like BFTTF: serve marker + bswap(size ^ 0x49621806) + TTF (hle_sdk16.c). Mario decodes the pointer and needs the 8-byte BFTTF header in front.
    • 3D World records shared fonts as type 0 (main+0x975658), calls no ScalableFontEngineHelper::Decode and hands the GetSharedFontAddress pointer straight to LoadFont, so the pointer must be the plain TTF. SDK 10 and older games all take the plain TTF.
    • Unity's Switch player hands the shared fonts straight to FreeType. In Patrick's Parabox (SDK 13) the game's one font (Jost, a Unity dynamic font) falls back to the OS fonts for those glyphs, and the 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), as libnx homebrew does with the same pl offsets. The host gave every SDK 11+ game the 8-byte BFTTF header in front, so every face failed to open.
    • The SDK's GetSharedFontAddress is the shared memory base plus the pl service's offset, with no adjustment, and that offset points past the header (yuzu's pl service: "font offset and size do not account for the header"); Captain Toad (SDK 8) records its shared fonts as plain TTFs and calls Decode only for its BFTTF formats.
    • A game on a newer SDK can import Decode (and so get the header) yet hand the address straight to LoadFont the same way (The Legend of Zelda: Echoes of Wisdom 1.1.0, SDK 20.5.1: main+0x8b37c crashed at address 0x38).
  • Fix: the host first decided by the SDK version alone (SDK 10 and older the TTF, SDK 11+ the header). Now the address is the header (marker form above) only for a game on SDK 11 or later whose main imports nn::fontll::ScalableFontEngineHelper::Decode (Wonder, Breath of the Wild, Tears of the Kingdom, Pokémon Legends: Z-A); every other game gets the TTF itself (font_skip in hle_sdk16.c, dm_main_imports in loader.c; the profile key shared_font overrides). The host's LoadFont takeover passes the TTF past the header whenever it is given the host's own BFTTF base, so the address form font_skip picks only matters to Decode and other readers (hle_sdk16.c h_font_LoadFont).
  • Check: 3D World's case was found by probing the engine's error code after each call (DM_PROBE on the instruction after GetError).
  • Note: of the games on hand, the ones that call GetSharedFontAddress without importing Decode are all Unity players (Engage, Ace Attorney Investigations Collection, Brain Memory Training Academy, Patrick's Parabox). To see which fonts a Unity game asks for, probe its name mapper's entry (DM_PROBE=main:2390b0 on Patrick's Parabox 1.0.1; the function is the one main caller of GetSharedFontLoadState).
  • Found on: Super Mario 3D World + Bowser's Fury (SDK 10, the plain TTF); Super Mario Bros. Wonder, The Legend of Zelda: Breath of the Wild, The Legend of Zelda: Tears of the Kingdom, Pokémon Legends: Z-A (the Decode importers); Patrick's Parabox (the blank CJK text, 1.0.1); Captain Toad: Treasure Tracker (SDK 8, plain TTFs); Fire Emblem Engage, Ace Attorney Investigations Collection, Brain Memory Training Academy (the other Unity players); The Legend of Zelda: Echoes of Wisdom 1.1.0 (no profile).

Shared fonts requested all at once

  • Symptom: abort in nn::sm::Initialize under nn::pl::sharedresource::GetPlatformSharedResourceManager (first thing in nnMain).
  • Cause: the game asks for every shared font at once with pl::GetSharedFont(int *, SharedFontData *, int, LanguageCode) (sdk+0x40f270), not by type. SharedFontData is 0x18 bytes {u32 type, address, size}; the SDK adds the pl service's offsets, which point past each font's 8-byte BFTTF header, to the shared memory base, and the game hands each address straight to ScalableFontEngine::LoadFont (main+0x501ff0).
  • Fix: the hook returns the six types in order with the stand-in TTFs past the header, whatever the profile's shared_font (hle_sdk16.c).
  • Found on: Rhythm Heaven Groove (SDK 21.4.0, one boot).

Shared font load request

Nintendo-extension glyphs for button icons

  • Symptom: controller-button icons in text show as ?.
  • Cause: those glyphs come from the system shared font's Nintendo-extension set (private-use code points; Mario's GameMsg/Key.msbt uses U+E0E0–E0F0 for A/B/X/Y/L/R/ZL/ZR/SL/SR/D-pad/+/−, U+E0AB–E0AE for D-pad directions, U+E090–E097 for stick arrows, U+E100/E101 for sticks).
  • Fix: dm/tools/make_ext_font.py generates a stand-in nintendo_ext.ttf with those icons; the host serves it for shared-font type 5 (DM_FONT_DIR or DM_SHARED_FONT_EXT) and a desktop font for the other types.
  • Note: to find which code points a title uses, scan the TXT2 sections of its MSBT files for U+E000–F8FF.
  • Found on: Super Mario Bros. Wonder.

Shared fonts on iOS

  • Symptom: on a phone, GetSharedFontLoadState would report "not loaded".
  • Cause: the macOS stand-in path (/System/Library/Fonts/Supplemental/Arial Unicode.ttf) does not exist on a phone.
  • Fix: the iOS app ships dm/font/standard.ttf and dm/font/nintendo_ext.ttf (copied / generated by build_ipa.sh) and sets DM_FONT_DIR.
  • Found on: every game on iOS (general).

C library, time and random numbers

Time zone rules, calendar conversion and the network clock

  • Fix: hooked: time::ToPosixTime (host mktime), and time::ToPosixTime with an explicit rule (the host's zone, as for ToCalendarTime); time::LoadTimeZoneRule and the ToCalendarTime overload with a rule (the host's zone is used); time::StandardNetworkSystemClock::IsAccuracySufficient (offline: no). time::GetDayOfWeek is a pure computation and needs nothing.
  • Found on: 13 Sentinels: Aegis Rim (SDK 11, ToPosixTime); Monster Hunter Rise (SDK 11, the rest); Octopath Traveler 0 (GetDayOfWeek); Pokémon Legends: Z-A (19.3.11, ToPosixTime with an explicit rule, found in the imports before it was met).

Steady clock, clock snapshots and user clocks

  • Symptom: SDK calls that reach the time service, each aborting in sm::Initialize (or found in the imports before they were met).
  • Fix:
    • time::StandardSteadyClock::GetCurrentTimePoint: host monotonic seconds, fixed source ID; GetSpanBetween runs in sdk (The Legend of Zelda: Breath of the Wild 1.9.0, SDK 20.5.22).
    • time::ClockSnapshot::CreateWithStandardSystemClock and CreateWithAdjustableSystemClock: 0xD0 bytes, filled on the host from the steady clock, the user clock and the calendar; the network fields stay 0. The type byte at +0xcd is 1 for standard and 2 for adjustable snapshots (0 means uninitialized), as verified in Tears of the Kingdom's SDK. The adjustable entry also dereferences the absent time-service session without a host take-over. t_time checks both registrations, guarded buffers, the adjustable calendar and location, and snapshot arithmetic. The adjustable crash and boot fix were reported for Tomodachi Life: Living the Dream in PR #385; that gameplay report has not been repeated here.
    • The adjustable user clock (time::AdjustableUserSystemClock::GetCurrentTime, which the game's days follow) reads the time service's shared memory in the SDK (MonotonicSystemClock::GetCurrentTime, sdk+0x4421cc), which the host never maps, so it is the host's clock, as the user clock; time::GetStandardSteadyClockCurrentTimePoint, the free-function form of the steady clock (Animal Crossing: New Horizons SDK 20.5.4, found in main's imports before the first boot).
  • Found on: The Legend of Zelda: Breath of the Wild, The Legend of Zelda: Tears of the Kingdom, Animal Crossing: New Horizons.

Hooks whose return type did not match the SDK

  • Symptom: a call the host answers reads as failed when it succeeded, or reads leftover register bits. Super Smash Bros. Ultimate refills the Spirit Board at every visit, since the elapsed time between two snapshots never reads as known.
  • Cause: four take-overs declared another return type than the SDK's own function: time::CalculateSpanBetween returns bool (true when the span is stored), and the host returned a Result 0; nifm::HandleNetworkRequestErrorResult returns bool, and the host returned a Result whose low bit happened to be 0; audio::AcquireAudioDeviceNotificationForOutput and pl::BeginVrMode return a Result, and the host's were void. Checked in the sdk of SDK 12 to 20 (Metroid Dread sdk+0x3ab540, +0x336210, +0x534a0; Breath of the Wild sdk+0x412970).
  • Fix: each returns what the SDK does: the span call 1 or 0; the network call 0 (not resolved, offline); the notification 0 the first time and 0x499 (already acquired) after; BeginVrMode 0xd08e, the SDK's own answer when pctl::CheckStereoVisionPermission refuses, which the host now does too, having no VR display (Breath of the Wild's options then stay 2D, as MacNativeGames found). t_time checks the span call's values.
  • Found on: reported by MacNativeGames on Super Smash Bros. Ultimate (the Spirit Board) and Breath of the Wild 1.6.0 / 1.9.0 (the VR option); the Spirit Board was not replayed here.

clock_gettime(CLOCK_REALTIME) through the time source pointer

  • Symptom: std::terminate (Break from sdk+0x5bfa48) at the first real-time read (right after the first-boot dialog, main+0x3f3f68 → system_clock::now()).
  • Cause: clock_gettime(CLOCK_REALTIME) calls through a source pointer (sdk+0xb05010) that nntimeStartup sets once time::Initialize succeeds: 1 = nn::time::GetStandardUserSystemClockCurrentTimespec, 2 = the adjustable clock's (sdk+0x8e414). Both asked the time service.
  • Fix: they are host take-overs now (hle_time.c), and system_clock::now() works on any build.
  • Found on: Ace Attorney Investigations Collection (1.0.0.2, SDK 17.5.3).

Guest clock reads wait while the app is in the background

  • Symptom: after switching apps and back, one guest thread at 100% in a tight loop (main+0x9abd0, x10 = 0); the game freezes, picture still, sound on. Mac repro DM_OE_SCRIPT=bg=1@20,bg=0@25.
  • Cause: the frame pacing measured a frame period of 0 (main+0x5926a8: the clock difference between two frames). The host freezes the guest clock in the background but its threads went on, so two frames read the same time.
  • Fix: guest reads of the system counter (the cntpct gate, svc GetSystemTick) now wait while the app is in the background (hle_os.c guest_clock_read_wait); host work and the keyboard freeze (The software keyboard blocks only its caller) keep the frozen clock.
  • Found on: Super Mario Galaxy 2 (one of two causes; the other is Focus handling mode decides whether focus changes are notified).

Cryptographically random bytes

  • Symptom: abort in sm::Initialize under nn::crypto::GenerateCryptographicallyRandomBytes (Unicorn Overlord: std::random_device → the sdk's own getentropy → InitializeCsrng; Z-A: the first call in nnMain, main+0x1734b4).
  • Cause: the bytes come from the csrng service. The sdk defines getentropy, so the host's getentropy hook never sees the call, but the call into nn::crypto goes through the sdk's PLT.
  • Fix: an HLE_FORCE on it fills from the host's entropy stream, the same stream as getentropy (hle_os.c).
  • Found on: Unicorn Overlord (SDK 16.2.4; one boot), Pokémon Legends: Z-A (19.3.11; one boot).

clock_gettime is nn::time's steady clock (SDK 22)

  • Symptom: libc++abi: terminating due to uncaught exception of type std::__1::system_error (the arguments came out as rubbish, the format named the failure) once the game's own code ran, with sdk+0x5f2e60 (std::terminate) and sdk+0x66ad2c/sdk+0x66acc8 (get_terminate/terminate) in the backtrace.
  • Cause: SDK 22's exported clock_gettime (sdk+0xa1430) accepts CLOCK_REALTIME and CLOCK_MONOTONIC and returns ENOTSUP for ids 2–11; both accepted ids jump through musl ifunc slots in the SDK's data (sdk+0xba5018, sdk+0xba5020) whose R_AARCH64_GLOB_DAT relocations bind nn::time::GetAdjustableUserSystemClockCurrentTimespec, _ZN2nn4time41GetStandardUserSystemClockCurrentTimespecEP8timespec and _ZN2nn4time37GetStandardSteadyClockCurrentTimespecEP8timespec (sdk+0xb92298). The first two were answered from the CLOCK_REALTIME entry; the steady one was not, so the SDK's shared-memory client ran, could not read the time service's page, and returned an error, which std::chrono::steady_clock::now() (sdk+0x5f2e10: mov w0,#1; bl clock_gettime; cbnz w0 → std::__1::__throw_system_error) turned into the exception.
  • Fix: hle_time.c answers GetStandardSteadyClockCurrentTimespec with the host's monotonic clock (struct timespec from clock_gettime(CLOCK_MONOTONIC)). The network-clock variants (_ZN2nn4time44GetStandardNetworkSystemClockCurrentTimespecEP8timespec, _ZN2nn4time46GetAdjustableNetworkSystemClockCurrentTimespecEP8timespec) are left unbound: none of the games seen reaches them, and the network clock is not accurate from the host anyway. To name such a failure, hle_sdk16.c takes nn::diag::detail::VAbortImpl (an assert, an uncaught C++ exception or an SDK check with a message): it logs [diag] abort at <function>: <expression> (<file>:<line>) message format <format> and then aborts as AbortImpl does. Only the format is printed: the host cannot expand a va_list the guest built.
  • Check: with DM_AUDIO=1, a run to the first room has no [diag] line and the frame counter keeps advancing.
  • Found on: Well Dweller (SDK 22.2.0), in std::chrono::steady_clock::now() called from GameMaker's frame-timing helper.

Modules and symbols

Host symbol indexes avoid repeated name scans

  • Symptom: relocation repeatedly scans all HLE and forced-takeover entries, and named-stub reuse becomes quadratic as more imports are missing.
  • Cause: module exports already had a name index, but resolve_import, hle_implements, force_lookup and stub reuse still searched their tables linearly.
  • Fix: open-addressed name indexes store entry numbers. HLE duplicates retain the first entry; forced-takeover duplicates still abort. Stub insertion grows its index above half capacity and retains existing stub numbers. Resolution is serialized at startup and by the module write lock during runtime NRO loading; module string tables stay mapped across unload.
  • Found on: The Legend of Zelda: Breath of the Wild, reported in PR #261.
  • Check: make -C dm/host/tests GAME=010015100B514000 symbols nro covers collisions that wrap around the table, duplicate precedence/rejection, absent sections and names, counting-wrapper selection, all 4,096 stubs through growth and reuse at capacity, and NRO relocation/lifecycle. The symbol test also passes AddressSanitizer and UBSan. A local arm64 Mac synthetic 270-entry HLE table with 25% misses, Apple clang 21 at -O1, took 375–442 ns per linear lookup versus 15 ns indexed (25–29x; three runs of 360,000 lookups). This measures lookup cost, not overall game loading time; no new gameplay run here.

Global symbol resolution in load order

  • Symptom: a library's free rejects a pointer (CentralHeap::Free → NotNMallocPtrError).
  • Cause: the game's main defines its own operator new / delete (Unity's memory manager) and sdk has a copy forwarding to malloc / free.
  • Fix: symbols are resolved globally in load order (the first module's definition wins, also for a module's references to its own exports); only local / non-default-visibility symbols bind to the module itself (loader.c). The loader logs how many references bind to an earlier module.

Undefined weak imports bind to 0

  • Symptom: a weakly imported function the game calls although nothing defines it: an UNIMPL line, then an abort.
  • Cause: the loader bound every undefined import to a named stub, so the address test the compiler emits for a weak symbol saw a function.
  • Fix: an undefined weak symbol that no module defines and the host does not implement is now 0, as Horizon's rtld binds it (loader.c, logged as undefined weak … bound to 0).
  • Found on: Octopath Traveler 0 (the thread_local init function _ZTHN13LowLevelTasks5FTask10ActiveTaskE).

nn::ro and its port

  • Symptom: crash in nn::ro::InitializeWithPortName.
  • Cause: nn::ro connects to ldr:ro.
  • Fix: take over Initialize and answer LookupSymbol from the loaded modules (hle_ro.c). Check the mangled names against the new title's imports: SDK 19's LoadModule takes one more bool (_ZN2nn2ro10LoadModuleEPNS0_6ModuleEPKvPvmib), so the hook for the older form did not catch it and the SDK's own code would have run.
  • Found on: Hades II (SDK 19's LoadModule).

ro::ProtectRelro runs natively

  • nn::ro::ProtectRelro (called from main's DSO init), a new import of SDK 20, needs nothing: it runs natively on the host's no-op SetMemoryPermission / SetMemoryAttribute. Found on The Legend of Zelda: Breath of the Wild (1.9.0, SDK 20.5.22).

Loading NROs with ro::LoadModule

  • Symptom: the frame loop runs, but the game waits for code it loads itself (ro::RegisterModuleInfo / ro::GetBufferSize red lines; main imports 1,045 lua2cpp::create_agent_* functions, global, that no ExeFS module defines, bound to stubs at start).
  • Cause: the fighters' code is 98 NROs inside data.arc, registered by .nrr/cross2_*.nrr. The SDK's own LoadModule (SDK 8.2.1 LoadModuleInternal, sdk+0x347460) uses the service only to map the image, then zeroes bss, relocates through rtld's module lists, calls the module's init and binds the variables of the modules loaded before; the host replaces rtld, so it takes over the whole call.
  • Fix: the NROs are collected at pack time by the SHA-256s the NRRs list (dm/tools/nro_collect.py: loose files, the current files of an indexed archive, or a scan for stored and zstd-framed NROs; Smash's NRRs of older releases also register 666 superseded copies, which data.arc still holds and which are left out), rewritten like any module (patch_nso.py reads NROs: the flat image, segments at +0x20, build ID at +0x40) and listed in <patched dir>/nro.tsv. The host maps them all at start and keeps them out of symbol lookups; LoadModule finds one by the image's SHA-256, restores its data and bss (after the first load), relocates it against the modules loaded then in load order, binds the earlier modules' symbol relocations it defines (main's lua2cpp stubs), fills nn::ro::Module as the SDK does (+0 module, +8 state 1, +0x10 image, +0x18 buffer) and calls its DT_INIT; UnloadModule calls DT_FINI and binds every relocation that pointed into it again (loader.c "NRO modules", hle_ro.c). GetBufferSize returns the bss size from header +0x38 as the SDK does. The startup init pass must skip NROs (their init ran unrelocated and crashed). Only data is written at a load, so it works with code embedded in the iOS executable: gen_embed.py packs the NROs into three sections (__dm_nro_x0, __DM_NRO_W, __dm_nro_x1) and a table of their pieces (__dm_nro_tab), since a Mach-O file has at most 255 sections and three per NRO would pass it, and map_image maps an NRO from there (loader.c nro_pieces).
  • Found on: Super Smash Bros. Ultimate (13.0.5): it loads six NROs in its first 30 s and calls none of the stubs. Played on an iPhone.

NRO tables sized from the manifest and snapshots taken on demand

  • Symptom: FATAL .../nro.tsv: more NROs than module slots (MAX_MOD 128) before nnMain (GitHub issue #372); after increasing the capacity, startup eagerly copies several GB of inactive NRO data and bss.
  • Cause: the host used fixed 128-entry module and activation tables. It also allocated and copied every NRO's full writable image at startup so reload could restore it, including initially zero bss.
  • Fix: count the manifest once before loading and allocate both tables at their final size, preserving every module_t address. Keep each NRO's initialized data only when it is first loaded, before relocation and initialization. Reload restores that data and zeroes bss; unused NROs need no snapshot. The original NRO header supplies the initialized data size.
  • Found on: FINAL FANTASY X/X-2 HD Remaster, 1,432 NROs plus three initial modules; 5,836 MB of writable data and bss versus 767 MB of initialized data across all NROs. Most effect modules stay inactive on a short route.
  • Check: make -C dm/host/tests GAME=01007BB017812000 nro exercises manifest sizing, the last slot of a 1,435-slot table, load order, initialized-data restoration and zeroed bss after reload.

Online SDKs in NROs are never loaded

  • Symptom: [EOS] Failed to create platform (the game plays offline); refused …: an online SDK (Epic Online Services), not loaded; refused an NRR that registers only online SDKs (1 hashes).
  • Cause: Epic Online Services in an NRO (rom:/nro/EOSSDK-Switch-Shipping.nro, loaded with ro::LoadModule; main imports the EOS_* functions). Before the host loaded NROs, the imports stayed UNIMPL stubs and EOS_Platform_Create handed back a garbage handle; the game checks it and plays offline.
  • Fix: the host now loads NROs (Loading NROs with ro::LoadModule), but never an online SDK, whatever the game: an NRO that exports EOS_Platform_Create is left out of the pack (dm/tools/nro_collect.py ONLINE_SDKS, a refused row in nro.tsv) and ro::LoadModule refuses it with one log line (refused …: an online SDK (Epic Online Services), not loaded), also by the export when an older nro.tsv has it. An NRR that registers only such modules fails RegisterModuleInfo, as every registration did before the host loaded NROs, so the game takes the path it took then. So both games behave as before: offline, local saves.
  • Found on: Absolum (SDK 18.3.2, one boot each); Hades: it never asks for the module (checked on 1.0.38233: refused an NRR that registers only online SDKs (1 hashes), no LoadModule, its frames as before). Hades' main imports only EOS Auth, Connect and PlayerDataStorage, Epic-account cross-save the host cannot serve; the real SDK would at best fail its login and at worst wait on time-outs or contact Epic's servers, with an unknown risk to the player's account.
  • Note: open question for the maintainer: always load, refuse online SDKs (as now), or decide per profile.

GPU driver modules that are never loaded

  • Symptom: main imports EGL (SDL3's GL support) and vkGetInstanceProcAddr (its Vulkan support), but the game renders with NVN (FNA3D_Driver_NVN.cpp).
  • Cause: NVIDIA's OpenGL and Vulkan drivers (subsdk1, subsdk0) program the GPU through NvRm, which the host does not have.
  • Fix: they are never loaded (profile_guess.py GPU_DRIVERS); the EGL imports stay unbound stubs that nothing calls.
  • Found on: Absolum (FNA3D).

Modules only the NROs import from

  • Symptom: UNIMPL _ZN5movie12SetAllocatorEPFPvmmS0_EPFvS0_S0_EPFS0_S0_mS0_ES0_, UNIMPL glslcInitialize, then UNIMPL _ZN5movie9ExtractorC1ENS_13ContainerTypeE and a crash reading address 0x18 in an NRO (pc=nro18+0x97f4) as the first movie starts.
  • Cause: the provisional profile loads a subsdk only when main imports something from it that the host does not supply. The survey extracts only the code modules, so the NROs in the RomFS were not looked at. Portal's main is a launcher with SDL; its Source engine NROs play the movies through NintendoSDK_movie (subsdk2, imported by video_nx.nro) and initialize and call GLSLC (subsdk0, imported by materialsystem.nro and video_nx.nro). Left out, their imports were bound to stubs, and the stub constructor of movie::Extractor left the object empty.
  • Fix: once the rewrite stage has collected the NROs, the NSP script adds to a provisional profile every subsdk whose exports an NRO imports and that no loaded module, other NRO or host hook supplies (profile_guess.py nro_modules, written under a section After the NRO collection). NVIDIA's GPU drivers stay out, as above.
  • Found on: Portal (modules main subsdk0 subsdk2 sdk; subsdk1, NVIDIA's OpenGL driver, stays out).

ro::LookupModuleSymbol for a name the module does not define

  • Symptom: [RED] ro::LookupModuleSymbol BuiltDebug: not defined in that module once at boot; nothing goes wrong after it.
  • Cause: the Source engine asks each module it loads for BuiltDebug, which only its debug builds define. ldr:ro fails such a lookup on Horizon too, and the game takes the failure as "release build".
  • Fix: the host's answer was already Horizon's (a failure result). The line is no longer red when the module is a loaded one; a lookup in a module the host does not know stays red (hle_ro.c).
  • Found on: Portal.

IL2CPP common string table intact

  • Not needed in the end: the tolerant common string table of pull request #15. Ace Attorney Investigations Collection 1.0.0.2's main has the table intact at main+0x46169ac, 109 entries ending at Hash128.

Code inherited from another title at fixed addresses

  • Symptom: harmless on the build it was written for, silent memory corruption on any other.
  • Cause: code that calls fixed module addresses. d2r-mobile's 3D render scale read a renderer pointer at main+0x31e0848 and called main+0x8582f0; in Mario v0 that is the middle of a static initializer and only did nothing because the pointer happened to read 0.
  • Fix: such code checks module_t.build_id now (written into fixups.tsv by the rewriter) and stays off on other builds.
  • Found on: Super Mario Bros. Wonder (v0, code inherited from d2r-mobile).

Republished from the nxnative repository under its MIT license (license and attribution). Original: docs/reference/services.md on GitHub.