Nfs shift lan multiplayer patch

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patch to play nfs shift multiplayer over lan, also with sfos devices. here are the sources  https://github.com/smatkovi/nfsshift-loader

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AttachmentSizeDate
File nfsshift-mp_0.1.0_armel.deb60.24 KB12/09/2026 - 22:04
File nfsshift-mp_0.1.1_armel.deb64.03 KB13/09/2026 - 20:18
Changelog: 

nfsshift-mp (0.1.1) unstable; urgency=medium

* Fix the crash when tapping the "ready" check mark in the lobby after
choosing a car. The game's screen element lookup (0x4a0a2fc4) compares
its index signed, so the -1 it is handed for elements the Wi-Fi lobby
layout does not have reached array[-1] on a screen without elements
(a read of 0xfffffffc). A one-word patch makes the compare unsigned; the
function already returns for -1 on that path.
* Fix the crash at the green light. Opponent samples were inserted into the
game's history vector straight from the s3eDeviceYield hook. When that
vector grew, the game's allocation went through the runtime's stack-switch
thunk and overwrote the hook's own live stack frames with the allocation
size (0xa4, 0x148). Samples are now queued and inserted when the game
itself calls one of the multiplayer stubs - the same call context in which
the game does its own allocations. A full race inserted all 2408 samples
without dropping one.
* Print a crash report on SIGSEGV, SIGBUS, SIGILL, SIGFPE and SIGABRT:
registers, pc and lr mapped to game addresses, and the call chain found on
the stack. The game still dies as before. Started from a shell,
NFSMP_LOG=/home/user/nfsmp.log /opt/nfsshift-mp/startup-mp.sh keeps it.
* Known issue: with the N9 as a guest (joining another device's session) the
game still crashes before the race has loaded. Hosting a race works, and
the Sailfish OS and Android ports join an N9 host without problems.