Specifying PSEXE format, and PSX.EXE detail.
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@ -3400,10 +3400,10 @@ PSX executables are having an 800h-byte header, followed by the code/data.<br/>
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014h Initial GP/R28 (usually 0)
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018h Destination Address in RAM (usually 80010000h, or higher)
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01Ch Filesize (must be N*800h) (excluding 800h-byte header)
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020h Unknown/Unused (usually 0)
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024h Unknown/Unused (usually 0)
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028h Memfill Start Address (usually 0) (when below Size=None)
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02Ch Memfill Size in bytes (usually 0) (0=None)
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020h Data section Start Address (usually 0)
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024h Data Section Size in bytes (usually 0)
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028h BSS section Start Address (usually 0) (when below Size=None)
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02Ch BSS section Size in bytes (usually 0) (0=None)
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030h Initial SP/R29 & FP/R30 Base (usually 801FFFF0h) (or 0=None)
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034h Initial SP/R29 & FP/R30 Offs (usually 0, added to above Base)
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038h-04Bh Reserved for A(43h) Function (should be zerofilled in exefile)
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@ -3443,10 +3443,8 @@ you can put an original PSX CDROM into a DOS/Windows computer, and view the
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content of the files in text or hex editors without problems).<br/>
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#### PSX.EXE
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Aside from SYSTEM.CNF, the Kernel seems to be also checking for a file named
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PSX.EXE, purpose is unknown, maybe this is the default executable name when
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SYSTEM.CNF is not found?<br/>
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Some games do not have a SYSTEM.CNF file, in which case the kernel will
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fallback on loading a file named PSX.EXE.
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## CDROM Protection - SCEx Strings
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