Added Rosalina, see details
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sysmodules/rosalina/include/3dsx.h
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sysmodules/rosalina/include/3dsx.h
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/*
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* This file is part of Luma3DS
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* Copyright (C) 2016-2017 Aurora Wright, TuxSH
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
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* * Requiring preservation of specified reasonable legal notices or
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* author attributions in that material or in the Appropriate Legal
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* Notices displayed by works containing it.
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* * Prohibiting misrepresentation of the origin of that material,
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* or requiring that modified versions of such material be marked in
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* reasonable ways as different from the original version.
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*/
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/* File entirely written by fincs */
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#pragma once
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#include <3ds/types.h>
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#include "ifile.h"
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// File layout:
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// - File header
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// - Code, rodata and data relocation table headers
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// - Code segment
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// - Rodata segment
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// - Loadable (non-BSS) part of the data segment
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// - Code relocation table
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// - Rodata relocation table
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// - Data relocation table
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// Memory layout before relocations are applied:
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// [0..codeSegSize) -> code segment
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// [codeSegSize..rodataSegSize) -> rodata segment
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// [rodataSegSize..dataSegSize) -> data segment
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// Memory layout after relocations are applied: well, however the loader sets it up :)
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// The entrypoint is always the start of the code segment.
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// The BSS section must be cleared manually by the application.
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// File header
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#define _3DSX_MAGIC 0x58534433 // '3DSX'
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typedef struct
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{
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u32 magic;
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u16 headerSize, relocHdrSize;
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u32 formatVer;
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u32 flags;
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// Sizes of the code, rodata and data segments +
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// size of the BSS section (uninitialized latter half of the data segment)
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u32 codeSegSize, rodataSegSize, dataSegSize, bssSize;
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} _3DSX_Header;
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// Relocation header: all fields (even extra unknown fields) are guaranteed to be relocation counts.
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typedef struct
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{
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u32 cAbsolute; // # of absolute relocations (that is, fix address to post-relocation memory layout)
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u32 cRelative; // # of cross-segment relative relocations (that is, 32bit signed offsets that need to be patched)
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// more?
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// Relocations are written in this order:
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// - Absolute relocs
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// - Relative relocs
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} _3DSX_RelocHdr;
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// Relocation entry: from the current pointer, skip X words and patch Y words
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typedef struct
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{
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u16 skip, patch;
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} _3DSX_Reloc;
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// _prm structure
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#define _PRM_MAGIC 0x6D72705F // '_prm'
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typedef struct
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{
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u32 magic;
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u32 pSrvOverride;
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u32 aptAppId;
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u32 heapSize, linearHeapSize;
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u32 pArgList;
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u32 runFlags;
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} PrmStruct;
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// Service override structure
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typedef struct
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{
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u32 count;
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struct
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{
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char name[8];
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Handle handle;
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} services[];
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} SrvOverride;
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#define ARGVBUF_SIZE 0x400
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extern u32 ldrArgvBuf[ARGVBUF_SIZE/4];
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bool Ldr_Get3dsxSize(u32* pSize, IFile *file);
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Handle Ldr_CodesetFrom3dsx(const char* name, u32* codePages, u32 baseAddr, IFile *file, u64 tid);
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