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Grow the HeapDef for tex_heap_extra_mb at the game's own resolution too
heapdef_overlay returned at once when res_heap_extra_kib() was 0, which it is at 1920x1080 with the game's scene size and shadow map, so tex_heap_extra_mb did nothing there and a 1080p player with an HD pack still hit the Blood Moon loop. It now also builds the table when res_tex_heap_extra_bytes() is set. Found by itaskaev2 in review. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -829,12 +829,12 @@ static void restbl_overlay(void) {
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members, packs, (now_s() - t0) * 1000);
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}
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// The HeapDef table a bigger game resolution needs (resolution.c): its texture heap and that heap's parent grow. The
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// base is an overlay that replaces the table (a mod's heap sizes stay), else the RomFS original; the grown table is
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// written to <profile>/resolution/ and served in the base's place.
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// The HeapDef table a bigger game resolution or TOTK_TEX_HEAP_EXTRA_MB needs (resolution.c): its texture heaps and
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// their parents grow. The base is an overlay that replaces the table (a mod's heap sizes stay), else the RomFS
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// original; the grown table is written to <profile>/resolution/ and served in the base's place.
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#define HEAPDEF "System/HeapSize/Product.Nin_NX_NVN.HeapDef.byml.zs"
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static void heapdef_overlay(void) {
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if (!res_heap_extra_kib()) return;
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if (!res_heap_extra_kib() && !res_tex_heap_extra_bytes()) return;
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static const char keeps[] = "the game keeps its own resolution";
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Overlay *base;
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size_t n;
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