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Service/CFG: Clean up default block creation
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b3af7aad9e
commit
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@ -212,7 +212,7 @@ ResultCode GetConfigInfoBlock(u32 block_id, u32 size, u32 flag, u8* output) {
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return RESULT_SUCCESS;
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return RESULT_SUCCESS;
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}
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}
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ResultCode CreateConfigInfoBlk(u32 block_id, u16 size, u16 flags, const u8* data) {
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ResultCode CreateConfigInfoBlk(u32 block_id, u16 size, u16 flags, const void* data) {
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SaveFileConfig* config = reinterpret_cast<SaveFileConfig*>(cfg_config_file_buffer.data());
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SaveFileConfig* config = reinterpret_cast<SaveFileConfig*>(cfg_config_file_buffer.data());
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if (config->total_entries >= CONFIG_FILE_MAX_BLOCK_ENTRIES)
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if (config->total_entries >= CONFIG_FILE_MAX_BLOCK_ENTRIES)
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return ResultCode(-1); // TODO(Subv): Find the right error code
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return ResultCode(-1); // TODO(Subv): Find the right error code
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@ -277,33 +277,23 @@ ResultCode FormatConfig() {
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SaveFileConfig* config = reinterpret_cast<SaveFileConfig*>(cfg_config_file_buffer.data());
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SaveFileConfig* config = reinterpret_cast<SaveFileConfig*>(cfg_config_file_buffer.data());
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// This value is hardcoded, taken from 3dbrew, verified by hardware, it's always the same value
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// This value is hardcoded, taken from 3dbrew, verified by hardware, it's always the same value
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config->data_entries_offset = 0x455C;
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config->data_entries_offset = 0x455C;
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// Insert the default blocks
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// Insert the default blocks
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res = CreateConfigInfoBlk(0x00050005, sizeof(STEREO_CAMERA_SETTINGS), 0xE,
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res = CreateConfigInfoBlk(0x00050005, sizeof(STEREO_CAMERA_SETTINGS), 0xE, STEREO_CAMERA_SETTINGS.data());
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reinterpret_cast<const u8*>(STEREO_CAMERA_SETTINGS.data()));
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if (!res.IsSuccess()) return res;
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if (!res.IsSuccess())
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return res;
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res = CreateConfigInfoBlk(0x00090001, sizeof(CONSOLE_UNIQUE_ID), 0xE,
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reinterpret_cast<const u8*>(&CONSOLE_UNIQUE_ID));
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if (!res.IsSuccess())
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return res;
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res = CreateConfigInfoBlk(0x000F0004, sizeof(CONSOLE_MODEL), 0x8,
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reinterpret_cast<const u8*>(&CONSOLE_MODEL));
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if (!res.IsSuccess())
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return res;
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res = CreateConfigInfoBlk(0x000A0002, sizeof(CONSOLE_LANGUAGE), 0xA, &CONSOLE_LANGUAGE);
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if (!res.IsSuccess())
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return res;
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res = CreateConfigInfoBlk(0x00070001, sizeof(SOUND_OUTPUT_MODE), 0xE, &SOUND_OUTPUT_MODE);
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res = CreateConfigInfoBlk(0x00070001, sizeof(SOUND_OUTPUT_MODE), 0xE, &SOUND_OUTPUT_MODE);
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if (!res.IsSuccess())
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if (!res.IsSuccess()) return res;
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return res;
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res = CreateConfigInfoBlk(0x00090001, sizeof(CONSOLE_UNIQUE_ID), 0xE, &CONSOLE_UNIQUE_ID);
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res = CreateConfigInfoBlk(0x000B0000, sizeof(COUNTRY_INFO), 0xE,
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if (!res.IsSuccess()) return res;
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reinterpret_cast<const u8*>(&COUNTRY_INFO));
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res = CreateConfigInfoBlk(0x000A0000, sizeof(CONSOLE_USERNAME_BLOCK), 0xE, &CONSOLE_USERNAME_BLOCK);
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if (!res.IsSuccess())
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if (!res.IsSuccess()) return res;
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return res;
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res = CreateConfigInfoBlk(0x000A0002, sizeof(CONSOLE_LANGUAGE), 0xA, &CONSOLE_LANGUAGE);
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res = CreateConfigInfoBlk(0x000A0000, sizeof(CONSOLE_USERNAME_BLOCK), 0xE,
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if (!res.IsSuccess()) return res;
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reinterpret_cast<const u8*>(&CONSOLE_USERNAME_BLOCK));
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res = CreateConfigInfoBlk(0x000B0000, sizeof(COUNTRY_INFO), 0xE, &COUNTRY_INFO);
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if (!res.IsSuccess())
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if (!res.IsSuccess()) return res;
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return res;
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res = CreateConfigInfoBlk(0x000F0004, sizeof(CONSOLE_MODEL), 0x8, &CONSOLE_MODEL);
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if (!res.IsSuccess()) return res;
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// Save the buffer to the file
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// Save the buffer to the file
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res = UpdateConfigNANDSavegame();
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res = UpdateConfigNANDSavegame();
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if (!res.IsSuccess())
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if (!res.IsSuccess())
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@ -278,7 +278,7 @@ ResultCode GetConfigInfoBlock(u32 block_id, u32 size, u32 flag, u8* output);
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* @param data A pointer containing the data we will write to the new block
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* @param data A pointer containing the data we will write to the new block
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* @returns ResultCode indicating the result of the operation, 0 on success
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* @returns ResultCode indicating the result of the operation, 0 on success
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*/
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*/
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ResultCode CreateConfigInfoBlk(u32 block_id, u16 size, u16 flags, const u8* data);
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ResultCode CreateConfigInfoBlk(u32 block_id, u16 size, u16 flags, const void* data);
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/**
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/**
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* Deletes the config savegame file from the filesystem, the buffer in memory is not affected
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* Deletes the config savegame file from the filesystem, the buffer in memory is not affected
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