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Kernel uses id11 to determine behavior of svcBreak positive arguments. It will break instead of just force-exiting the process which is what happens on retail.
Kernel uses id11 to determine behavior of svcBreak positive arguments. It will break instead of just force-exiting the process which is what happens on retail.
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Kernel uses id12 when setting up the available RAM size. If bit0 is set, it will memset various allocated memory-regions with 0x58, 0x59, 0x5A ('X', 'Y', 'Z') instead of zero. This allows Nintendo devs to find uninitialized memory bugs.
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Kernel reads id12 when setting up memory-related code. If bit0 is set, it will memset various allocated memory-regions with 0x58, 0x59, 0x5A ('X', 'Y', 'Z') instead of zero. This allows Nintendo devs to find uninitialized memory bugs. If bit17-16 is 0b01, the kernel assumes 6GB of DRAM instead of 4GB.
== GenerateAesKek ==
== GenerateAesKek ==