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games/0100DE501433A000: Tetris Effect: Connected 2.0.2.2 plays on the Mac and the iPhone - #2595
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… Mac and the iPhone The profile moved from the provisional one the NSP script wrote, with the Unreal 4.27 memory layout of Mario & Luigi and OCTOPATH TRAVELER II (the provisional 64 GB alias region failed on the iPhone), depth_mode zero, and shader_groups / shader_note kept as written. 1.0.0 has a build row for its cuts. The host refuses the EOS SDK NRO, so the Redpoint EOS plugin never makes its online subsystem, and the game's own online layer reads the vtable of the null subsystem it gets back (crash about 3.5 s after boot). Rewriter cuts point those lookups at Unreal's NULL subsystem: 32 sites in 1.0.0's main, 34 in 2.0.2's. 2.0.2's MULTIPLAYER then waited forever on a game-layer "logged in to EOS" check that nothing satisfies through NULL; one more cut answers true. Both are workarounds in the game's code, noted as such. The shader tables are the split of 2.0.2.2 (11,923 shaders, inline in the IoStore export bundles beside an encrypted pak); pso_manifest.tsv merges Mac and iPhone play recordings. The note, the games table row, the patch index and a line in the online SDK reference entry come with it. Checked on main f63ecbd, M5 Pro: the NSP script --platform mac splits tables matching the profile's data rows and builds all 11,923 Mac shaders; a headless fresh-save boot reaches the title and the EULA at about 60 fps, no red line. Earlier builds through a front end played Journey and opened MULTIPLAYER on the Mac, and ran at 60 fps on an iPhone (iOS 27.2). Tool tests: all dm/tools, dm/ios and dm/gfx test files pass. Not run: regress.py (profile-only change), an IPA from main. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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…no pipeline hitch on a second run An IPA built by the NSP script from main played Journey from Area 1 on an iPhone twice. The first run had one pipeline wait (56 ms); pso_user.tsv took the 6 pipelines the list did not cover, and the second run had none. The note's frame-rate section now says this, and keeps the front end's earlier 2-a-minute hitches as a measurement of an engine without pso_user.tsv. The note also records that an app signed without the increased memory limit entitlement is ended by iOS at 3.26 GB about 50 s into Journey, and lists the two texture type mismatch red lines both runs printed as open. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Tested on iOS, there are crush from time to time like if connected to controller; advanced to next level or pretty random. Built on before commit: 8323300 Will try again as I see 2 new commits. Hopefully that would fix. |
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still will crash for the 2nd build on commit d605826; particularly launch with connected controller. trying to merge main into this branch to build again to see. |
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What and why
Adds the profile for Tetris Effect: Connected (
0100DE501433A000, 2.0.2.2, SDK 13.3.2, Unreal Engine 4.27, NVN), with its note and its games table row.The host refuses the EOS SDK NRO, so the Redpoint EOS plugin never creates its online subsystem. The game's own online layer then reads the vtable of the null subsystem it gets back and crashes about 3.5 s after boot. The rewriter cuts in
patches.pypoint those lookups at Unreal'sNULLsubsystem (32 sites in 1.0.0, 34 in 2.0.2). On 2.0.2, MULTIPLAYER then stayed black, waiting on a game-layer "logged in to EOS" check that nothing satisfies throughNULL; one more cut answers true. Both are workarounds in the game's code, and the note says so.The memory layout is the other Unreal 4.27 games' (the provisional 64 GB alias region failed on the iPhone). The shader tables are 2.0.2.2's split.
mainreads them since the IoStore reader change, so #1619 was closed.Note: dm/games/0100DE501433A000/README.md. Also a line in Online SDKs in NROs are never loaded: this is a game that does not take the refusal. That may matter for the open question there.
Checked
dm/tools/tests,dm/ios/testsanddm/gfx/teststest files pass (Python 3.14, the pinned tool requirements).0100DE501433A000). Onmainf63ecbd4, the NSP script (--platform mac) split 11,923 shaders whose data rows match the profile's tables, built all 11,923 Mac shaders, and a headless fresh-save boot reached the title and the EULA at about 60 fps, with no red line. Onmain8323300e, an IPA from the NSP script (--platform ios) played Journey from Area 1 twice on an iPhone at 60 fps: one 56 ms pipeline wait on the first run, none on the second, afterpso_user.tsvtook the 6 pipelines the list did not cover. Earlier builds through NX2Apple, on an older nxnative, opened MULTIPLAYER on the Mac.regress.py, since this changes only one profile and the docs.Docs
docs_patches.pyanddocs_symptoms.pywere run🤖 Generated with Claude Code