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NX Native

Patrick's Parabox

Unity0100E44016C22000

Plays on the iPhone.

Patrick's Parabox feature illustration: original artwork for the nxnative notes
Title ID
0100E44016C22000
Tested build
1.0.1
Nintendo SDK
13.3.7
Engine
Unity 2020.3.30f1 IL2CPP
Graphics API
NVN

Build this game

Keep [0100E44016C22000] in your file names, put the base game, update and DLC in one folder and run the script. Follow the build guide, then the sideloading guide. Needs an iPhone 15 Pro or newer, or an M1 iPad or later.

Technical notes

The project's own record of bringing this game up: what its profile needs and why, what was found and what is still open.

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

What it needs

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

Memory

  • The NPDM declares 16 MB of system resource, so IsVirtualAddressMemoryEnabled is true: nninitStartup (main+0x1cd010) hands application pool − used memory to StandardAllocator as virtual address memory and never calls SetMemoryHeapSize, as in Ace Attorney Investigations Collection and Brain Memory Training Academy.
  • Resolved: StandardAllocator::Initialize aborted at sdk+0x324dec, called from nninitStartup at main+0x1cd080: the same nninitStartup and the same cut as theirs, on this build's constructor. With the 1 GB pool and the 5 GB block it boots to its title with no red line, and the alias region is mapped up to +1.5 GB with 0.27 GB in use.
  • To find the constructor on a new sdk build, search its text for the two mov w8 / w9, #0x3fe00000 words (08fca752, 09fca752); sdis.py --fn names the function AddressRegionManagerC2Emm from its dynamic symbols.

Fonts

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

Input

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

Files and shaders

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

Mac routes

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

Found on this game

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

Open

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

These notes are republished from the nxnative repository under its MIT license (license and attribution). The original, which may be newer, is the game's notes on GitHub. This site hosts no game files.

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