Delete loader.c
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loader.c
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loader.c
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/*Credits to riidefi for hook code, cache asm, and teaching me C*/
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#define dcbst(_val) asm volatile("dcbst 0, %0" \
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: \
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: "r"(_val))
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#define dcbf(_val) asm volatile("dcbf 0, %0" \
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: \
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: "r"(_val))
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#define icbi(_val) asm volatile("icbi 0, %0" \
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: \
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: "r"(_val))
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#define callFunction(addr) ((void (*)())addr)()
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#define FALSE 0
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#define TRUE 1
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#define NULL 0
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typedef unsigned int u32;
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typedef unsigned short u16;
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typedef unsigned char u8;
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typedef int s32;
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typedef short s16;
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typedef char s8;
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typedef u32 BOOL;
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typedef u32 unk32;
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__attribute__((noreturn)) int main();
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enum {
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MEM1_START = 0x80000000,
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MEM1_END = 0x81800000,
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CODEHANDLER_ENTRY = 0x800018A8,
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GAME_ENTRY = 0xDEADBEEF,
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GCT_MAGIC = 0x00D0C0DE
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};
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struct Info {
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const u32 allocsize;
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const u32 _loaderSize;
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const u32 _loaderFullSize;
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struct CodeList* _codelistPointer;
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const u32 _wiiVIHook[4];
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const u32 _gcnVIHook[8];
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const u32 otherModPointer[4];
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};
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struct CodeList {
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u16 mBaseASM;
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u16 mUpperBase;
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u16 mOffsetASM;
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u16 mLowerOffset;
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};
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struct DiscInfo {
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const u8 mDiscID;
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const u16 mGameCode;
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const u8 mRegionCode;
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const u16 mMakerCode;
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const u8 mDiscNumber;
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const u8 mDiscVersion;
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const u8 mAudioStreaming;
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const u8 mStreamBufferSize;
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const u8 mUnknown[12];
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const u32 mWiiMagic;
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const u32 mGCNMagic;
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const u32 mUnknown2[2];
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u32 mRAMSize;
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const u32 mUnknown3[2];
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u32* mHeapPointer;
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u32 mHeapMirror;
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u32 mFstSize;
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u32 mData[(0x3110 - 0x40) / 4];
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u32 mWiiHeap;
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};
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struct Info gInfo = {
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.allocsize = 0, /*This is the code allocation*/
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._loaderSize = 0, /*This is the size of the GeckoLoader*/
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._loaderFullSize = 0, /*This is the size of the GeckoLoader + the codelist*/
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._codelistPointer = (struct CodeList*)0x800018F8, /*This points to where the codelist address is set in the codehandler*/
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._wiiVIHook = { 0x7CE33B78, 0x38870034, 0x38A70038, 0x38C7004C },
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._gcnVIHook = { 0x7C030034, 0x38830020, 0x5485083C, 0x7C7F2A14, 0xA0030000, 0x7C7D2A14, 0x20A4003F, 0xB0030000 },
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};
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//struct Info* infoPointer = &gInfo;
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static inline void flushAddr(void* addr)
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{
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dcbf(addr);
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icbi(addr);
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}
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static inline void directWrite(u32* addr, u32 value)
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{
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*addr = value;
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flushAddr(addr);
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}
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/*This constructs a branch instruction. &TO = ((TO - FROM) & MAX_OFFSET) | BRANCH_TYPE | !!isLink*/
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static inline void directBranchEx(void* addr, void* ptr, BOOL lk)
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{
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directWrite((u32*)(addr), ((((u32)(ptr) - (u32)(addr)) & 0x3ffffff) | 0x48000000 | !!lk));
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}
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static inline u32* findArrayInstance(u32* start, const u32 end, const u32 arrayLength, const u32* hookData)
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{
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u32 index = 0;
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/*Loop through the games RAM, make sure we don't find our own hook data by accident*/
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for (u32 i = 0; (u32)&start[i] < end; ++i) {
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/*If the data matches, increase the index counter and continue search,
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else set index to 0 and continue searching*/
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if (start[i] == hookData[index])
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++index;
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else
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index = 0;
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/*If the data has matched the whole array, return the address of the match*/
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if (index >= (arrayLength) && ((u32)&start[i] < (u32)&gInfo || (u32)&start[i] > (u32)&gInfo + sizeof(gInfo))) {
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return &start[i];
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}
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}
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return NULL;
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}
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static inline u32* findU32Instance(u32* start, u32 end, u32 hookData)
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{
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for (u32 i = 0; (u32)&start[i] < end; ++i) {
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if (start[i] == hookData) {
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return &start[i];
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}
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}
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return NULL;
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}
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/*Find VI hook for Game*/
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static inline u32* findVIHook(struct DiscInfo* discResources, struct Info* infoPointer, u32* start, const u32 end)
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{
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volatile const u32* hookData;
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volatile u32 arrayLength;
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/*If the game is built for the Wii, set the hookdata to be the Wii variant*/
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if (discResources->mWiiMagic) {
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hookData = (const u32*)infoPointer->_wiiVIHook;
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arrayLength = sizeof(infoPointer->_wiiVIHook) / sizeof(u32);
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} else /*The game is built for the GCN, set the hookdata to be the GCN variant*/
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{
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hookData = (const u32*)infoPointer->_gcnVIHook;
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arrayLength = sizeof(infoPointer->_gcnVIHook) / sizeof(u32);
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}
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return findArrayInstance(start, end, (const u32)arrayLength, hookData);
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}
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/*Call this after findFunction, finds the address of the first instance
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of value hookInstruction, and hooks it to the pointer hookTo*/
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static inline void hookFunction(volatile u32* start, u32 hookInstruction, u32 hookTo, BOOL isLink)
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{
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int i = 0;
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while (start[i] != hookInstruction) {
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++i;
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}
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directBranchEx((u32*)(&start[i]), (void*)(hookTo), isLink);
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}
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/*Reallocate the games internal memory heap based on the console
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the game is for, to make space for our codes*/
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static inline void setHeap(struct DiscInfo* discResources, u32 alloc)
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{
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if (discResources->mWiiMagic) {
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discResources->mHeapPointer = (u32*)((u32)discResources->mWiiHeap - alloc);
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discResources->mWiiHeap = (u32)discResources->mHeapPointer;
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} else {
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discResources->mHeapPointer = (u32*)((u32)discResources->mHeapPointer - alloc);
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}
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}
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static inline void memCopy(u32* to, u32* from, s32 size)
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{
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for (s32 i = 0; i < size; ++i) {
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to[i] = from[i];
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}
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}
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static inline BOOL initMods(struct DiscInfo* discResources)
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{
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setHeap(discResources, gInfo.allocsize); /*Reallocate the internal heap*/
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s32 sizeDiff = (gInfo._loaderFullSize - gInfo._loaderSize) / 4; /*Calculate size of codelist*/
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/*Copy codelist to the new allocation*/
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memCopy(discResources->mHeapPointer, findU32Instance((u32*)&gInfo, MEM1_END, GCT_MAGIC), sizeDiff);
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/*Change codelist pointer to the new address in the allocation*/
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gInfo._codelistPointer->mUpperBase = ((u32)discResources->mHeapPointer >> 16) & 0xFFFF;
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gInfo._codelistPointer->mLowerOffset = (u32)(discResources->mHeapPointer) & 0xFFFF;
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/*Update the cache, so that the instructions fully update*/
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flushAddr(&gInfo._codelistPointer->mBaseASM);
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u32* functionAddr = findVIHook(discResources, &gInfo, (u32*)MEM1_START, MEM1_END);
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if (functionAddr == NULL) return FALSE;
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hookFunction(functionAddr, 0x4E800020, CODEHANDLER_ENTRY, FALSE);
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return TRUE;
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}
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int main()
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{
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struct DiscInfo* discResources = (struct DiscInfo*)MEM1_START;
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if (discResources->mWiiMagic || discResources->mGCNMagic) {
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if (initMods(discResources) == TRUE) {
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callFunction(CODEHANDLER_ENTRY); /*Call the codehandler if successful*/
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}
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}
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callFunction(GAME_ENTRY); /*Call the game start*/
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}
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