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@ -342,17 +342,27 @@ public:
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return;
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return;
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}
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}
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ASSERT(
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// Mark text and read-only region as ModuleCode
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vm_manager
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ASSERT(vm_manager
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.MirrorMemory(*map_address, nro_address, nro_size, Kernel::MemoryState::ModuleCode)
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.MirrorMemory(*map_address, nro_address, header.text_size + header.ro_size,
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Kernel::MemoryState::ModuleCode)
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.IsSuccess());
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.IsSuccess());
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// Mark read/write region as ModuleCodeData, which is necessary if this region is used for
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// TransferMemory (e.g. Final Fantasy VIII Remastered does this)
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ASSERT(vm_manager
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.MirrorMemory(*map_address + header.rw_offset, nro_address + header.rw_offset,
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header.rw_size, Kernel::MemoryState::ModuleCodeData)
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.IsSuccess());
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// Revoke permissions from the old memory region
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ASSERT(vm_manager.ReprotectRange(nro_address, nro_size, Kernel::VMAPermission::None)
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ASSERT(vm_manager.ReprotectRange(nro_address, nro_size, Kernel::VMAPermission::None)
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.IsSuccess());
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.IsSuccess());
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if (bss_size > 0) {
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if (bss_size > 0) {
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// Mark BSS region as ModuleCodeData, which is necessary if this region is used for
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// TransferMemory (e.g. Final Fantasy VIII Remastered does this)
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ASSERT(vm_manager
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ASSERT(vm_manager
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.MirrorMemory(*map_address + nro_size, bss_address, bss_size,
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.MirrorMemory(*map_address + nro_size, bss_address, bss_size,
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Kernel::MemoryState::ModuleCode)
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Kernel::MemoryState::ModuleCodeData)
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.IsSuccess());
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.IsSuccess());
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ASSERT(vm_manager.ReprotectRange(bss_address, bss_size, Kernel::VMAPermission::None)
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ASSERT(vm_manager.ReprotectRange(bss_address, bss_size, Kernel::VMAPermission::None)
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.IsSuccess());
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.IsSuccess());
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