Improve address management#808
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HylianFreddy merged 9 commits intogamestabled:mainfrom Apr 8, 2026
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gymnast86
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Apr 7, 2026
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| EnChanger_LoserGetItemIds[1] = 0x7C; | ||
| EnChanger_LoserGetItemIds[2] = 0x7C; | ||
| EnChanger_LoserGetItemIds[3] = 0x7C; | ||
| EnChanger_LoserGetItemIds[4] = 0x7C; | ||
| EnChanger_LoserGetItemIds[5] = 0x7C; |
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I know you just renamed the variable, but wouldn't this be better done in a loop?
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Yes, but I'd rather not change code logic in this PR to keep it focused on just the symbol declarations.
VictorRemmerswaalAuxilium
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Apr 8, 2026
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It kinda goes over my head. Especially the Python and linker bit, but the code looks way cleaner this way. Also I built and ran the app and it generates a proper usable seed.
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This PR aims to improve the build time by removing the need to recompile files.
Patch side changes:
asm.ld_addr.pycan be used to add new symbols or patches to the linker script.patch.pyscript has been split, moving all app side stuff out of it.NEWCODE_SIZEvalue (used to repermission memory to be executable) will now be calculated by the linker instead of being hardcoded to a high value.App side changes:
PatchSymbolsstruct is now defined in a file generated by the scriptgenerate_patch_symbols.py, so if its values change only a single small translation unit will need to be recompiled. There is also only one struct for both regions now, as the base address for custom code is the same in both, so all the symbols are always the same too.