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We are abusing fact that emulator isn't compiled by usual "GameOS" PS3SDK, and pointers are 8 bytes. Also fact that compiler to keep everything aligned is forced to add 4 zeroed bytes after config count.  
We are abusing fact that emulator isn't compiled by usual "GameOS" PS3SDK, and pointers are 8 bytes. Also fact that compiler to keep everything aligned is forced to add 4 zeroed bytes after config count.  


8 bytes for hash, 8 bytes for pointer, 4 bytes for count, and 4 bytes of align to make data 0x18 sized. Without that PPC64 will throw exception because that data is read in a loop, so next read will be 8 bytes hash from xxxxx4 address.
8 bytes for hash, 8 bytes for pointer, 4 bytes for count, and 4 bytes of align to make data 0x18 sized. Without that PPC will throw exception because that data is read in a loop, so next read will be 8 bytes hash from xxxxx4 address.
Sony (LV2/emus/guestOS) compiler isn't aware that emulator need really only 4 bytes for pointer, we have unused 4 bytes. Plus 4 bytes at the end used as alignment.
Sony (LV2/emus/guestOS) compiler isn't aware that emulator need really only 4 bytes for pointer, we have unused 4 bytes. Plus 4 bytes at the end used as alignment.


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