Simplified reading the system language by adding a wrapper. Print only once in the get_system_language example.
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@ -17,9 +17,11 @@ int main(int argc, char** argv)
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consoleInit(GFX_BOTTOM, NULL);
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// Read the language field from the config savegame.
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// See here for more block IDs:
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// http://3dbrew.org/wiki/Config_Savegame#Configuration_blocks
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res = CFGU_GetConfigInfoBlk2(1, 0xA0002, &language);
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res = CFGU_GetSystemLanguage(&language);
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// Print return value and language code
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printf(" Result: 0x%x\n", (int)res);
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printf("Language code: %d", (int)language);
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// Main loop
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@ -27,10 +29,6 @@ int main(int argc, char** argv)
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{
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hidScanInput();
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// Print return value and language code
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printf("\x1b[0;0Hresult: 0x%x", (int)res);
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printf("\x1b[1;0HLanguage code: %d", (int)language);
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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break; // break in order to return to hbmenu
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@ -9,3 +9,4 @@ Result CFGU_GetModelNintendo2DS(u8* value);
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Result CFGU_GetCountryCodeString(u16 code, u16* string);
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Result CFGU_GetCountryCodeID(u16 string, u16* code);
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Result CFGU_GetConfigInfoBlk2(u32 size, u32 blkID, u8* outData);
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Result CFGU_GetSystemLanguage(u8* language);
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@ -91,6 +91,8 @@ Result CFGU_GetCountryCodeID(u16 string, u16* code)
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return (Result)cmdbuf[1];
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}
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// See here for block IDs:
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// http://3dbrew.org/wiki/Config_Savegame#Configuration_blocks
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Result CFGU_GetConfigInfoBlk2(u32 size, u32 blkID, u8* outData)
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{
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Result ret = 0;
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@ -106,3 +108,8 @@ Result CFGU_GetConfigInfoBlk2(u32 size, u32 blkID, u8* outData)
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return (Result)cmdbuf[1];
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}
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Result CFGU_GetSystemLanguage(u8* language)
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{
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return CFGU_GetConfigInfoBlk2(1, 0xA0002, language);
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}
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