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| meta: | |
| id: r_f_l_resource | |
| #id: c_f_l_resource | |
| title: Resource archive image format for RFL, NFL, CFL. | |
| endian: be # Set to BE for RFL. | |
| seq: | |
| - id: total_archive_count | |
| type: u2 | |
| doc: | |
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| // InflateTest.fu — DEFLATE/ZLIB/GZIP decompressor unit tests | |
| // | |
| // Test vectors generated by tools/gen_test_vectors.py. | |
| // Run: fut -l c -o inflate_test.c inflate.fu InflateTest.fu | |
| // cc inflate_test.c test_main.c -fsanitize=undefined -o inflate_test && ./inflate_test | |
| public static class InflateTest | |
| { | |
| // Raw DEFLATE stored block, input = b"Hi" | |
| const byte[7] Test1Input = { |
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| #pragma once | |
| #include <array> | |
| #include <cassert> | |
| #include <cstddef> | |
| #include <cstdio> | |
| #include <cstdlib> | |
| #include <cstring> | |
| #include "raylib.h" |
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| /** | |
| * @file NnidResolver.mjs | |
| * Obtained from: https://gist.github.com/ariankordi/0348465eaa2d4c5b95fddd0c00b36795 | |
| * Simple class for retrieving information about Nintendo | |
| * Network IDs/Pretendo Network IDs and their Mii data. | |
| * Uses fetch() API in Node, Bun, and web. | |
| * | |
| * In the browser, you will need to use a CORS proxy | |
| * or create your own reverse proxy to the actual API. | |
| * The following is an example of how to set up a basic proxy |
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| /// Array-only attribute conversion utilities. | |
| public static class AttributeConverter | |
| { | |
| // NOTE: Only C++, JS, and #else implementations were tested. | |
| /// Copy numComponents little-endian f32 values per record from src into dst. | |
| public static void Float32LECopy(byte[] src, uint srcOff, float[]! dst, uint dstOff, | |
| uint numComponents, uint srcStride, uint recordCount) | |
| { | |
| #if C || CPP |
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| #pragma endian little | |
| struct CharInfoEx { | |
| u8 createId[16]; | |
| char16 name[11]; | |
| u8 fontRegion; | |
| u8 gender; | |
| u8 height; | |
| u8 build; | |
| u8 regionMove; |
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| var __create = Object.create; | |
| var __defProp = Object.defineProperty; | |
| var __getOwnPropDesc = Object.getOwnPropertyDescriptor; | |
| var __getOwnPropNames = Object.getOwnPropertyNames; | |
| var __getProtoOf = Object.getPrototypeOf; | |
| var __hasOwnProp = Object.prototype.hasOwnProperty; | |
| var __commonJS = (cb, mod) => function __require() { | |
| return mod || (0, cb[__getOwnPropNames(cb)[0]])((mod = { exports: {} }).exports, mod), mod.exports; | |
| }; | |
| var __copyProps = (to, from, except, desc) => { |
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| /* | |
| Contents of test-response.bin in Base64: | |
| dmSHgPaISGMWL1ZOiB23IrfdNzdrSy0sADyppku9m/oOlcnctPY3EUcTYoWIhTOx9W5He5PK1zIsjrAR6EQouxY1dSE1U1mVrBkW2zr0BoqtkxYFypAjQSu3CUUKFLO8NgoUElKCCxVyujGjFQqSUAkmUKFoFAoBAD4laODMKB8kNaAsI8lhNLNBch1V1FQpxFW0N4EFgjPah6ut0IqKwQDdRQWxO4Q2UBjYgkqCcqIgAP4pqneIZBG1S9KjAACuABggAGMFvvX114NXSgk71FAAAB4APwK+gxpi1JItKUumKBLsqh16ilVo4gDBAQAwKgCCkQAWZrCImyzWXRUeox25LEBRIqCTLebCBNK4EWwAkgWTe9zbus1sso0AQ0RhchZNOhD2yQULBE+MEYhEdERN2DLmTankGxgmkaFWmxwZasKInd5LNlUoETmFa0SObRqNFmoDYRqNhQMHsMymVAMFFhGxoVE5sFOjPZwJACBjC2p8IADjck3VFojmgysbLVmxNbRLpLLZ8kDhQGQcRDFaGo7QRlgxEegRYAwGDFqBidLE1ADhUHZZ5lwrAhF0aRYRzLQnuegFK5Pmq1nrCBFEYUTOyV0rRy3m7FOyVkcJADA/K2NsvbW1AAAfACd7F5GJXrJ0t0JiADVqWZVLuXbpZjPxAAS5iECItlUAUNtyVkA4ClbN8yAGI01tWETorB6bUIhfYYi7swA8OQCFC7kvAMNKAFgxV9Fwh5gAFv8IM1g73idLOlkKWE6FzaxaowOXAAU8LQD4YuolC4gcVyADOlSDyFhSnPa3tdMQkIFhOLoNt3vkMlo+WOgrXDCDmQtKzNj22zr6wQvgpUAEZG0QWMBgwkR3FhvGLgBgiShY54FkFiK03JajS8LYB9QAAoD4AB70OBjvJmct3LQmxrLXMx2Tcy3R1ZysIgLRnKsd9fULEVc4IyxHyozXhaOIoyZDyZFwDpknhpm+sEQ |
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| Have you ever wanted to access the Nintendo- or, now Pretendo Network friends list server, but you don't want to use the same old NintendoClients/examples/wiiu/friends.py being used for years and is kinda stinky and yucky because it's Python? | |
| Well, Cemu has (I believe) the only NEX client that's not in Python, like NintendoClients. Because it's in C++, it should be much easier/painless to use and call from.. whatever else. | |
| NOTE that the library is async and multi-threaded, but the example above does not properly await yet. Ooooooooops! | |
| Compile command (Works on my macOS): | |
| - Change: Boost platform, Boost/fmt includes, potentially the output target, potentially remove test.cpp from being built if you do not need it | |
| clang++ -DBOOST_OS_MACOS=1 -Wno-macro-redefined -std=c++20 -I /opt/homebrew/Cellar/boost/1.89.0_1/include/ -I /opt/homebrew/Cellar/fmt/12.1.0/include/ -I ../../ -include ../../Common/precompiled.h ../../Common/unix/platform.cpp ./nex.cpp ./nexFriends.cpp ./nexThread.cpp ./prudp.cpp ../../util/cryp |
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| // (soon to be) A header for initializing OpenGL headlessly without a window. | |
| // TODO: | |
| // - Find a way to report errors other than TraceLog from raylib, to remove dependency. | |
| // - Provide a "Finalize" function to clean up the context - requires state keeping | |
| // - Potentially delete and refactor "borrowed" code to be all original and public domain. | |
| // | |
| #include "raylib.h" // TraceLog, LOG_ERROR | |
| #include <stddef.h> // NULL |
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