8233d4e226
The BPS format allows distributing patches that are smaller and that do not contain copyrighted content if data is relocated (unlike non-trivial IPS patches). This is essential for games such as Majora's Mask 3D that have three barely different code revisions. Supporting all three versions would demand an unreasonable amount of work; with BPS patches only one version has to be supported. The patcher is written in C++ in order to make it possible to share the implementation with Citra and because a C version would be a lot more ugly and tedious to write. The patcher is non-intrusive for the rest of the codebase and self-contained so hopefully that isn't an issue. This adds roughly ~0x500 bytes of code to the loader sysmodule. Code looks reasonably optimised (in IDA). Tested and works on an o3DS.
13 lines
169 B
C
13 lines
169 B
C
#pragma once
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
#include <3ds/types.h>
|
|
|
|
bool patcherApplyCodeBpsPatch(u64 progId, u8* code, u32 size);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|