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#include "types.h" | |
#include "loadcore.h" | |
#include "stdio.h" | |
#include "sifrpc.h" | |
#include "sysclib.h" | |
#include "usbd.h" | |
#include "usbd_macro.h" | |
#include "thbase.h" | |
#include "thsemap.h" | |
#include "ds34usb.h" |
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/* | |
# Do what the fuck you want to public license | |
Version 2, December 2004 | |
Copyright (C) `2021` `Johnny on Flame` | |
Everyone is permitted to copy and distribute verbatim or modified | |
copies of this license document, and changing it is allowed as long | |
as the name is changed. |
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#!/bin/bash | |
gcc -c empty.c -o empty.o -m32 | |
gcc -fPIC -shared -Wl,-soname,libcurl-gnutls.so.4 empty.o -o libcurl-gnutls.so.4 -m32 |
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// Texture Repacker by JohnnyonFlame | |
// Licensed under GPLv3 for UndertaleModTool | |
// This script is meant to be edited by the user - search for "User Configurable". | |
// By allowing you to layout assets into different page sizes, this script can fix | |
// or significantly lower stuttering on low end hardware due to high VRAM and | |
// Texture Streaming pressure. | |
// Special thanks to: | |
// Jukka Jylänki (2010), for "A Thousand Ways to Pack the Bin - A Practical Approach to Two-Dimensional Rectangle Bin Packing" |
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// Texture Repacker by JohnnyonFlame | |
// Licensed under GPLv3 for UndertaleModTool | |
// This script is meant to be edited by the user - search for "User Configurable". | |
// By allowing you to layout assets into different page sizes, this script can fix | |
// or significantly lower stuttering on low end hardware due to high VRAM and | |
// Texture Streaming pressure. | |
// Special thanks to: | |
// Jukka Jylänki (2010), for "A Thousand Ways to Pack the Bin - A Practical Approach to Two-Dimensional Rectangle Bin Packing" |
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using System; | |
using System.Linq; | |
using System.Collections.Generic; | |
using System.Collections; | |
public class Program | |
{ | |
public class Rect | |
{ |
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//Iterates each symbol that is either in .rel.dyn or .rel.plt sections | |
#define FOREACH_REL(func) \ | |
for (int i = 0; i < elf_hdr->e_shnum; i++) { \ | |
char *sh_name = shstrtab + sec_hdr[i].sh_name; \ | |
if (strcmp(sh_name, ".rel.dyn") == 0 || strcmp(sh_name, ".rel.plt") == 0) { \ | |
Elf32_Rel *rels = (Elf32_Rel *)((uintptr_t)text_base + sec_hdr[i].sh_addr); \ | |
for (size_t j = 0; j < sec_hdr[i].sh_size / sizeof(Elf32_Rel); j++) { \ | |
uintptr_t *ptr = (uintptr_t *)(text_base + rels[j].r_offset); \ | |
Elf32_Sym *sym = &syms[ELF32_R_SYM(rels[j].r_info)]; \ | |
int type = ELF32_R_TYPE(rels[j].r_info); \ |
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from itertools import product | |
def F(x): | |
# <zear> 0000.0xxx - Z && E | |
# <zear> 0000.1xxx - Z | |
# <pcercuei> 1111.0xxx - | |
# <pcercuei> 1111.1xxx - E | |
return ['ZE', 'Z ', ' ', ' E'][x] | |
bits = [0b00, 0b01, 0b10, 0b11] | |
for (Rs, Rt) in product(bits, repeat=2): |
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#ifndef __GLES2_BRIDGE_H__ | |
#define __GLES2_BRIDGE_H__ | |
// GL_APICALL ([\w\s]+) (\*?)GL_APIENTRY (\w+) \(([^)]+)\); | |
// GL_FWD($3, $1$2, (), ($4)) | |
#define GLES2_BRIDGE \ | |
GB_DECL_FWD(glActiveTexture, void, (texture), (GLenum texture)) \ | |
GB_DECL_FWD(glAttachShader, void, (program, shader), (GLuint program, GLuint shader)) \ | |
GB_DECL_FWD(glBindAttribLocation, void, (program, index, name), (GLuint program, GLuint index, const GLchar *name)) \ | |
GB_DECL_FWD(glBindBuffer, void, (target, buffer), (GLenum target, GLuint buffer)) \ |
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/* | |
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a | |
* copy of this software and associated documentation files (the "Software"), | |
* to deal in the Software without restriction, including without limitation | |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
* and/or sell copies of the Software, and to permit persons to whom the | |
* Software is furnished to do so, subject to the following conditions: | |
* |