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	loader/ncch: less verbose log for loading game list. only log program ID when booting
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				@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cinttypes>
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#include <cstring>
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#include <memory>
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#include "common/logging/log.h"
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@ -253,7 +254,7 @@ ResultStatus AppLoader_NCCH::LoadExeFS() {
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    // Skip NCSD header and load first NCCH (NCSD is just a container of NCCH files)...
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    if (MakeMagic('N', 'C', 'S', 'D') == ncch_header.magic) {
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        LOG_WARNING(Loader, "Only loading the first (bootable) NCCH within the NCSD file!");
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        LOG_DEBUG(Loader, "Only loading the first (bootable) NCCH within the NCSD file!");
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        ncch_offset = 0x4000;
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        file.Seek(ncch_offset, SEEK_SET);
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        file.ReadBytes(&ncch_header, sizeof(NCCH_Header));
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@ -277,8 +278,8 @@ ResultStatus AppLoader_NCCH::LoadExeFS() {
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    priority = exheader_header.arm11_system_local_caps.priority;
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    resource_limit_category = exheader_header.arm11_system_local_caps.resource_limit_category;
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    LOG_INFO(Loader, "Name:                        %s", exheader_header.codeset_info.name);
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    LOG_INFO(Loader, "Program ID:                  %016llX", ncch_header.program_id);
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    LOG_DEBUG(Loader, "Name:                        %s", exheader_header.codeset_info.name);
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    LOG_DEBUG(Loader, "Program ID:                  %016" PRIX64, ncch_header.program_id);
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    LOG_DEBUG(Loader, "Code compressed:             %s", is_compressed ? "yes" : "no");
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    LOG_DEBUG(Loader, "Entry point:                 0x%08X", entry_point);
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    LOG_DEBUG(Loader, "Code size:                   0x%08X", code_size);
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@ -336,6 +337,8 @@ ResultStatus AppLoader_NCCH::Load() {
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    if (result != ResultStatus::Success)
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        return result;
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    LOG_INFO(Loader, "Program ID: %016" PRIX64, ncch_header.program_id);
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    is_loaded = true; // Set state to loaded
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    result = LoadExec(); // Load the executable into memory for booting
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