- Apr 14, 2016
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wwylele authored
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- Apr 05, 2016
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MerryMage authored
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- Mar 05, 2016
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Yuri Kunde Schlesner authored
This is useful for all sorts of things, but mainly to identify save folders more easily.
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- Oct 11, 2015
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Gareth Poole authored
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Gareth Poole authored
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- Jul 13, 2015
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Yuri Kunde Schlesner authored
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condut authored
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- Jul 12, 2015
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Yuri Kunde Schlesner authored
The code now properly configures the process image to match the loaded binary segments (code, rodata, data) instead of just blindly allocating a large chunk of dummy memory.
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- Jul 07, 2015
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aroulin authored
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- Jun 27, 2015
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Emmanuel Gil Peyrot authored
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- May 15, 2015
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Subv authored
Implemented svcs GetResourceLimit, GetResourceLimitCurrentValues and GetResourceLimitLimitValues. Note that the resource limits do not currently keep track of used objects, since we have no way to distinguish between an object created by the application, and an object created by some HLE module once we're inside Kernel::T::Create.
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Yuri Kunde Schlesner authored
memory.cpp/h contains definitions related to acessing memory and configuring the address space mem_map.cpp/h contains higher-level definitions related to configuring the address space accoording to the kernel and allocating memory.
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- May 09, 2015
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
This has been obsoleted by the field in Process.
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Yuri Kunde Schlesner authored
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- May 07, 2015
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Yuri Kunde Schlesner authored
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- Apr 28, 2015
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purpasmart96 authored
along with more info being logged.
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- Jan 15, 2015
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
Loader: Keep a reference to the file and pass it to the correct AppLoader, instead of loading it multiple times.
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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- Dec 21, 2014
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purpasmart96 authored
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- Dec 18, 2014
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Subv authored
The savedata for each game is stored in /savedata/<ProgramID> for NCCH files. ELF files and 3DSX files use the folder 0 because they have no ID information Got rid of the code duplication in File and Directory Files that deal with the host machine's file system now live in DiskFile, similarly for directories and DiskDirectory and archives with DiskArchive. FS_U: Use the correct error code when a file wasn't found
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- Dec 13, 2014
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Yuri Kunde Schlesner authored
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- Nov 19, 2014
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Emmanuel Gil Peyrot authored
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- Nov 18, 2014
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Lioncash authored
These functions are not referred to by their linkage name outside of the translation unit, so they can be marked as static.
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- Sep 17, 2014
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Emmanuel Gil Peyrot authored
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- Sep 06, 2014
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Lioncash authored
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- Jul 05, 2014
- Jun 27, 2014
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bunnei authored
NCCH: Removed extra qualification ‘Loader::AppLoader_NCCH::’.
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- Jun 24, 2014
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bunnei authored
NCCH: Updated LoadExec to use Memory::WriteBlock function to load binary code.
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bunnei authored
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bunnei authored
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bunnei authored
Loader: Added ErrorNotUsed ReturnStatus type to specify when something is not used.
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bunnei authored
- Various cleanups/refactorings to Loader, ELF, and NCCH modules. - Added AppLoader interface to ELF and NCCH. - Updated Qt/GLFW frontends to check AppLoader ResultStatus. NCCH: Removed extra qualification typos. Loader: Removed unnecessary #include's. NCCH: Improved readability of memcmp statements. NCCH: Added missing space. Elf: Removed unnecessary usage of unique_ptr. Loader: Removed unnecessary usage of unique_ptr.
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