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dmnt: move stuff around slightly, add client bindings
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9 changed files with 95 additions and 51 deletions
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+ A reimplementation was added for the `jpegdec` system module (thanks @HookedBehemoth)!
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+ This allows two sessions instead of 1, so homebrew can now use it for software jpeg decoding in addition to the OS itself.
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+ As usual the implementation has a very slightly smaller memory footprint than Nintendo's.
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+ `dmnt`'s Cheat VM was extended to add three new opcodes.
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+ The first new opcode, "ReadWriteStaticRegister", allows for cheats to read from a bank of 128 read-only static registers, and write to a bank of 128 write-only static registers.
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+ This can be used in concert with new IPC commands that allow a cheat manager to read or write the value of these static registers to have "dynamic" cheats.
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+ As an example, a cheat manager could write a value to a static register that a cheat to control how many of an item to give in a game.
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+ As another example, a cheat manager could read a static register that a cheat writes to to learn how many items a player has.
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+ The second and third opcodes are a pair, "PauseProcess" and "ResumeProcess".
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+ Executing pause process in a cheat will pause the game (it will be frozen) until a resume process opcode is used.
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+ These are also available over IPC, for cheat managers or system modules that want to pause or resume the attached cheat process.
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+ This allows a cheat to know that the game won't modify or access data the cheat is accessing.
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+ For example, this can be used to prevent Pokemon from seeing a pokemon a cheat is in the middle of injecting and turning it into a bad egg.
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+ A bug was fixed that would cause the console to crash when connected to Wi-Fi on versions between 3.0.0 and 4.1.0 inclusive.
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+ A bug was fixed that could cause boot to fail sporadically due to cache/tlb mismanagement when doing physical ASLR of the kernel.
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+ A number of other minor issues were addressed (and more of Atmosphere was updated to reflect other changes in 10.0.x).
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