Zelda64Recomp/patches/memory_patches.c

13 lines
366 B
C

#include "patches.h"
// @recomp Leave the entire KSEG0 range unmodified when translating to a virtual address. This will allow
// using the entirety of the extended RAM address space for custom assets.
RECOMP_PATCH void* Lib_SegmentedToVirtual(void* ptr) {
if (IS_KSEG0(ptr)) {
return ptr;
}
else {
return SEGMENTED_TO_K0(ptr);
}
}