Auto LBA docu
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@ -26,9 +26,43 @@ enum LBA {
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```
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### __Overlay__
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More Text
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For use with Overlays you need to include the related header file. You must place this include into the Namespace of your overlay to avoid name clash. Now the `lba` array is accessible.
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```c++
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namespace Overlay {
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#include <PSX/Overlay/overlay_declaration.hpp>
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// ...
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printf("LBA: %i, Words: %i\n", lba[LBA::SYSTEM_CNF].lba, lba[LBA::SYSTEM_CNF].size_words);
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// ...
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__declare_overlay_header(execute, LBA);
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}
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```
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### __Main file__
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Text
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For use with the main file you need to include the header file and use the `__declare_lba_header` macro with the name of your enum to create the LBA area in any file. The header allows to access the `lba` array with your enum as the index.
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## For CD generation
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```c++
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#include <PSX/AutoLBA/auto_lba_declaration.hpp>
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// ...
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printf("LBA: %i, Words: %i\n", lba[LBA::SYSTEM_CNF].lba, lba[LBA::SYSTEM_CNF].size_words);
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// ...
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__declare_lba_header(LBA);
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```
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## For CD generation
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To automatically fill the LBA values `psxcdgen_ex` needs to be used.
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For the main file the special XML type `Main` needs to be used while specifing the LBA file being used.
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For Overlays the instruction will follow...
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```xml
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<Track>
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<File name="SYSTEM.CNF">System.cnf</File>
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<Main name="SCES_XXX.XX" lba_source="main.cpp">Application.psexe</Main>
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</Track>
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```
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