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Luma3DS-3GX/sysmodules/rosalina/include/3dsx.h
2018-06-14 18:13:57 +02:00

112 lines
3.4 KiB
C

/*
* This file is part of Luma3DS
* Copyright (C) 2016-2018 Aurora Wright, TuxSH
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
* * Requiring preservation of specified reasonable legal notices or
* author attributions in that material or in the Appropriate Legal
* Notices displayed by works containing it.
* * Prohibiting misrepresentation of the origin of that material,
* or requiring that modified versions of such material be marked in
* reasonable ways as different from the original version.
*/
/* File entirely written by fincs */
#pragma once
#include <3ds/types.h>
#include "ifile.h"
// File layout:
// - File header
// - Code, rodata and data relocation table headers
// - Code segment
// - Rodata segment
// - Loadable (non-BSS) part of the data segment
// - Code relocation table
// - Rodata relocation table
// - Data relocation table
// Memory layout before relocations are applied:
// [0..codeSegSize) -> code segment
// [codeSegSize..rodataSegSize) -> rodata segment
// [rodataSegSize..dataSegSize) -> data segment
// Memory layout after relocations are applied: well, however the loader sets it up :)
// The entrypoint is always the start of the code segment.
// The BSS section must be cleared manually by the application.
// File header
#define _3DSX_MAGIC 0x58534433 // '3DSX'
typedef struct
{
u32 magic;
u16 headerSize, relocHdrSize;
u32 formatVer;
u32 flags;
// Sizes of the code, rodata and data segments +
// size of the BSS section (uninitialized latter half of the data segment)
u32 codeSegSize, rodataSegSize, dataSegSize, bssSize;
} _3DSX_Header;
// Relocation header: all fields (even extra unknown fields) are guaranteed to be relocation counts.
typedef struct
{
u32 cAbsolute; // # of absolute relocations (that is, fix address to post-relocation memory layout)
u32 cRelative; // # of cross-segment relative relocations (that is, 32bit signed offsets that need to be patched)
// more?
// Relocations are written in this order:
// - Absolute relocs
// - Relative relocs
} _3DSX_RelocHdr;
// Relocation entry: from the current pointer, skip X words and patch Y words
typedef struct
{
u16 skip, patch;
} _3DSX_Reloc;
// _prm structure
#define _PRM_MAGIC 0x6D72705F // '_prm'
typedef struct
{
u32 magic;
u32 pSrvOverride;
u32 aptAppId;
u32 heapSize, linearHeapSize;
u32 pArgList;
u32 runFlags;
} PrmStruct;
// Service override structure
typedef struct
{
u32 count;
struct
{
char name[8];
Handle handle;
} services[];
} SrvOverride;
#define ARGVBUF_SIZE 0x400
extern u32 ldrArgvBuf[ARGVBUF_SIZE/4];
bool Ldr_Get3dsxSize(u32* pSize, IFile *file);
Handle Ldr_CodesetFrom3dsx(const char* name, u32* codePages, u32 baseAddr, IFile *file, u64 tid);