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Halve the kernel memory so that the "volatile" 4MB fits without overlapping
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@ -53,7 +53,9 @@ typedef void (*readFn64)(u64&, const u32);
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inline u32 PSP_GetKernelMemoryBase() { return 0x08000000;}
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inline u32 PSP_GetKernelMemoryEnd() { return 0x08800000;}
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inline u32 PSP_GetKernelMemoryEnd() { return 0x08400000;}
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// "Volatile" RAM is between 0x08400000 and 0x08800000, can be requested by the
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// game through sceKernelVolatileMemTryLock.
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inline u32 PSP_GetUserMemoryBase() { return 0x08800000;}
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inline u32 PSP_GetUserMemoryEnd() { return 0x0A000000;}
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