mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-01 00:55:06 +01:00
- fixed a minor issue with wiiware/vc banners and gamesound.
- minor change to path manager.
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a05d0b3e25
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out/boot.dol
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out/boot.dol
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Before Width: | Height: | Size: 4.4 MiB After Width: | Height: | Size: 4.4 MiB |
@ -81,10 +81,16 @@ void Banner::SetBanner(u8 *bnr, u32 bnr_size, bool custom, bool alloc)
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if(memcmp(imetmd5, md5, 16) == 0 || custom)
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this->imet = imet;
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else
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{
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imet = NULL;
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gprintf("Invalid md5, banner not valid\n");
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}
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}
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else
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else
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{
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imet = NULL;
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gprintf("Invalid signature found, banner not valid\n");
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}
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}
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void Banner::ClearBanner()
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@ -1145,14 +1145,9 @@ void * CMenu::_gameSoundThread(void *obj)
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if(cached_bnr_file == NULL && custom_bnr_file == NULL)
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fsop_WriteFile(cached_banner, CurrentBanner.GetBannerFile(), CurrentBanner.GetBannerFileSize());
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//load and init banner
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m_banner.LoadBanner(m->m_wbf1_font, m->m_wbf2_font);
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//get sound from wii, channel, or custom banner and load it to play with the banner
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u32 sndSize = 0;
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u8 *soundBin = CurrentBanner.GetFile("sound.bin", &sndSize);
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CurrentBanner.ClearBanner();// got sound.bin and banner for displaying is loaded so no longer need current banner.
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if(soundBin != NULL && (GameHdr->type != TYPE_GC_GAME || m->m_gc_play_banner_sound))
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{
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if(memcmp(&((IMD5Header *)soundBin)->fcc, "IMD5", 4) == 0)
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@ -1160,13 +1155,10 @@ void * CMenu::_gameSoundThread(void *obj)
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u32 newSize = 0;
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u8 *newSound = DecompressCopy(soundBin, sndSize, &newSize);
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free(soundBin);// no longer needed, now using decompressed newSound
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if(newSound == NULL || newSize == 0 || !m->m_gameSound.Load(newSound, newSize))
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{
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if(newSound != NULL && newSize != 0)
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m->m_gameSound.Load(newSound, newSize);
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else
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m->m_gameSound.FreeMemory();// frees newSound
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m_banner.DeleteBanner();// the same as UnloadBanner
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m->m_soundThrdBusy = false;
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return NULL;
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}
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}
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else
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m->m_gameSound.Load(soundBin, sndSize);
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@ -1174,19 +1166,18 @@ void * CMenu::_gameSoundThread(void *obj)
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if(m->m_gameSound.IsLoaded())
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m->m_gamesound_changed = true;
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else
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{
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m->m_gameSound.FreeMemory();// frees soundBin
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m_banner.DeleteBanner();
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}
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}
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else
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else // no sound.bin or gc banner sound disabled
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{
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if(soundBin != NULL)
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free(soundBin);
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//gprintf("WARNING: No sound found in banner!\n");
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m->m_gamesound_changed = true;
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m->m_gameSound.FreeMemory();// frees previous game sound
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}
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//load and init banner here after getting game sound so that DecompressCopy() doesn't conflict with the DecompressCopy() in AnimatedBanner.cpp
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m_banner.LoadBanner(m->m_wbf1_font, m->m_wbf2_font);
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CurrentBanner.ClearBanner();
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m->m_soundThrdBusy = false;
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return NULL;
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}
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@ -175,9 +175,8 @@ void CMenu::_Paths(void)
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{
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_hidePaths();
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currentPartition = m_cfg.getInt(WII_DOMAIN, "partition", USB1);
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string gameDir(fmt(wii_games_dir, DeviceName[currentPartition]));
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path = _FolderExplorer(gameDir.c_str());
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if(strlen(path) > 0)
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path = _FolderExplorer(fmt(wii_games_dir, DeviceName[currentPartition]));
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if(strlen(path) > 6)// "usb1:/"
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{
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if(strncmp(path, "sd:/", 4) == 0)
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m_cfg.setInt(WII_DOMAIN, "partition", 0);
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@ -186,12 +185,9 @@ void CMenu::_Paths(void)
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const char *partval = &path[3];
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m_cfg.setInt(WII_DOMAIN, "partition", atoi(partval));
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}
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char tmpPath[64];
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strcpy(tmpPath, "%s");
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strcat(tmpPath, strchr(path, ':'));
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tmpPath[63] = '\0';
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string tmpPath = "%s" + string(strchr(path, ':'));
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m_cfg.setString(WII_DOMAIN, "wii_games_dir", tmpPath);
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strcpy(wii_games_dir, tmpPath);
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strcpy(wii_games_dir, tmpPath.c_str());
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m_cfg.setBool(WII_DOMAIN, "update_cache", true);
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if(m_current_view & COVERFLOW_WII)
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m_refreshGameList = true;
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@ -202,9 +198,8 @@ void CMenu::_Paths(void)
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{
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_hidePaths();
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currentPartition = m_cfg.getInt(GC_DOMAIN, "partition", USB1);
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string gameDir(fmt(gc_games_dir, DeviceName[currentPartition]));
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path = _FolderExplorer(gameDir.c_str());
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if(strlen(path) > 0)
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path = _FolderExplorer(fmt(gc_games_dir, DeviceName[currentPartition]));
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if(strlen(path) > 6)// "usb1:/"
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{
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if(strncmp(path, "sd:/", 4) == 0)
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m_cfg.setInt(GC_DOMAIN, "partition", 0);
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@ -214,12 +209,9 @@ void CMenu::_Paths(void)
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const char *partval = &path[3];
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m_cfg.setInt(GC_DOMAIN, "partition", atoi(partval));
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}
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char tmpPath[64];
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strcpy(tmpPath, "%s");
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strcat(tmpPath, strchr(path, ':'));
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tmpPath[63] = '\0';
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string tmpPath = "%s" + string(strchr(path, ':'));
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m_cfg.setString(GC_DOMAIN, "gc_games_dir", tmpPath);
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strcpy(gc_games_dir, tmpPath);
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strcpy(gc_games_dir, tmpPath.c_str());
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m_cfg.setBool(GC_DOMAIN, "update_cache", true);
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if(m_current_view & COVERFLOW_GAMECUBE)
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m_refreshGameList = true;
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