CFGU: Added block 0x000A0002 to the default savegame file
That's the language id block, we're using LANGUAGE_EN for now. This block allows some games to boot further
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@ -21,10 +21,25 @@ enum SystemModel {
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NEW_NINTENDO_3DS_XL
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NEW_NINTENDO_3DS_XL
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};
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};
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enum SystemLanguage {
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LANGUAGE_JP,
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LANGUAGE_EN,
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LANGUAGE_FR,
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LANGUAGE_DE,
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LANGUAGE_IT,
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LANGUAGE_ES,
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LANGUAGE_ZH,
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LANGUAGE_KO,
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LANGUAGE_NL,
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LANGUAGE_PT,
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LANGUAGE_RU
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};
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static std::unique_ptr<FileSys::Archive_SystemSaveData> cfg_system_save_data;
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static std::unique_ptr<FileSys::Archive_SystemSaveData> cfg_system_save_data;
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static const u64 CFG_SAVE_ID = 0x00010017;
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static const u64 CFG_SAVE_ID = 0x00010017;
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static const u64 CONSOLE_UNIQUE_ID = 0xDEADC0DE;
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static const u64 CONSOLE_UNIQUE_ID = 0xDEADC0DE;
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static const u32 CONSOLE_MODEL = NINTENDO_3DS_XL;
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static const u32 CONSOLE_MODEL = NINTENDO_3DS_XL;
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static const u8 CONSOLE_LANGUAGE = LANGUAGE_EN;
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static const u32 CONFIG_SAVEFILE_SIZE = 0x8000;
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static const u32 CONFIG_SAVEFILE_SIZE = 0x8000;
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static std::array<u8, CONFIG_SAVEFILE_SIZE> cfg_config_file_buffer = { };
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static std::array<u8, CONFIG_SAVEFILE_SIZE> cfg_config_file_buffer = { };
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@ -268,6 +283,9 @@ ResultCode FormatConfig() {
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if (!res.IsSuccess())
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if (!res.IsSuccess())
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return res;
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return res;
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res = CreateConfigInfoBlk(0x000F0004, 0x4, 0x8, reinterpret_cast<u8 const*>(&CONSOLE_MODEL));
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res = CreateConfigInfoBlk(0x000F0004, 0x4, 0x8, reinterpret_cast<u8 const*>(&CONSOLE_MODEL));
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if (!res.IsSuccess())
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return res;
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res = CreateConfigInfoBlk(0x000A0002, 0x1, 0xA, &CONSOLE_LANGUAGE);
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if (!res.IsSuccess())
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if (!res.IsSuccess())
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return res;
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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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