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Note that in older versions of sead, characters were not explicitly casted to <code>s8</code> so the end result would depend on the signedness of <code>char</code> (which is implementation-defined). For GHS compiled code on the Wii U, <code>char</code> is unsigned whereas it's signed with Clang (AArch64 target). PC tools most likely use a signed <code>char</code> as that is the default signedness for x86 targets.
Note that in older versions of sead, characters were not explicitly casted to <code>s8</code> so the end result would depend on the signedness of <code>char</code> (which is implementation-defined). For GHS compiled code on the Wii U, <code>char</code> is unsigned whereas it's signed with Clang (AArch64 target). PC tools most likely use a signed <code>char</code> as that is the default signedness for x86 targets.


In newer versions of sead, an explicit cast to <code>signed char</code>, aka <code>std::int8_t</code>, aka <code>s8</code>, to ensure hashes are the same regardless of the target platform. Without the cast, non-ASCII characters (e.g. Japanese UTF-8 bytes) would result in hashes being different across platforms.
In newer versions of sead, an explicit cast to <code>signed char</code>, aka <code>std::int8_t</code>, aka <code>s8</code>, was added to ensure hashes are the same regardless of the target platform. Without the cast, non-ASCII characters (e.g. Japanese UTF-8 bytes) would result in hashes being different across platforms.


== Usage in ''Breath of the Wild'' ==
== Usage in ''Breath of the Wild'' ==

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