This is a really weird one, because they didn't actually update the
code which updates these flags in asm, these still use ldrb/orr/strb.
But every access to these via c++ is now an atomic ldxrb/stxrb loop.
Maybe they just forgot to update the asm?
NOTE: This work is not yet fully complete; kernel is done, but
it was taking an exceedingly long time to get through libstratosphere.
Thus, I've temporarily added -Wno-error=unused-result for libstratosphere/stratosphere.
All warnings should be fixed to do the same thing Nintendo does as relevant, but this
is taking a phenomenally long time and is not actually the most important work to do,
so it can be put off for some time to prioritize other tasks for 21.0.0 support.
Apparently, at some point they started allowing maxlayers=3, which caused this code to not work.
Looking at latest FS, they always reference DataStorage instead of level+2 for the final level.
This fixes parsing update romfs for newer games, e.g. Super Mario Galaxy 2.
This is a really weird one, because they didn't actually update the
code which updates these flags in asm, these still use ldrb/orr/strb.
But every access to these via c++ is now an atomic ldxrb/stxrb loop.
Maybe they just forgot to update the asm?
NOTE: This work is not yet fully complete; kernel is done, but
it was taking an exceedingly long time to get through libstratosphere.
Thus, I've temporarily added -Wno-error=unused-result for libstratosphere/stratosphere.
All warnings should be fixed to do the same thing Nintendo does as relevant, but this
is taking a phenomenally long time and is not actually the most important work to do,
so it can be put off for some time to prioritize other tasks for 21.0.0 support.
Apparently, at some point they started allowing maxlayers=3, which caused this code to not work.
Looking at latest FS, they always reference DataStorage instead of level+2 for the final level.
This fixes parsing update romfs for newer games, e.g. Super Mario Galaxy 2.