* fs.mitm: skeleton the use of special allocation in romfs build
* pm: add api for ams.mitm to steal application memory
* pm/mitm: okay, that api won't work, try a different one
* romfs: revert memory usage increases; we'll handle torture games case-by-case.
* pm/romfs: first (broken?) pass at dynamic heap.
I cannot wait to figure out all the ways this is wrong.
* Release the dynamic heap a little more eagerly
* romfs: animal crossing is also not a nice game
* romfs: fix issues in close-during-build
* romfs: zelda is a blight upon this earth
This is needed for Animal Crossing 2.0.0, which has >99000 fucking files.
We now do several passes over dir/file tables instead of one pass,
doing entire hash tables before we touch dir/file tables. Thus we
no longer need to simultaneously allocate hash table and dir/file table space.
In addition, we now do repeated passes building a segment of hash tables
at a time, when insufficient memory is available. Similar is also now the
case for file/dir tables, we try 0x40000 work buffer and divide by 2
until we successfully alloc. We don't allow a work buffer <0x4000, for
write/perf reasons. If a game triggers that, let me know I guess.
Hard to imagine a worse torture-test for this code than animal crossing.
* ams: update to build with gcc10/c++20
* remove mno-outline-atomics
* ams: take care of most TODO C++20s
* fusee/sept: update for gcc10
* whoosh, your code now uses pre-compiled headers
* make: dependency fixes