#include #include "DeviceHandler.hpp" #include "wdvd.h" #include "disc.h" #include "usbstorage.h" #include "mem2.hpp" #include "alt_ios.h" #include "sys.h" #include "wbfs.h" #include "gecko.h" extern "C" {extern u8 currentPartition;} extern int __Arena2Lo; #define HAVE_AHBPROT ((*(vu32*)0xcd800064 == 0xFFFFFFFF) ? 1 : 0) #define MEM_REG_BASE 0xd8b4000 #define MEM_PROT (MEM_REG_BASE + 0x20a) static void disable_memory_protection() { gprintf("Disable memory protection..."); int mem_prot = read32(MEM_PROT); gprintf("current value: %08X...", mem_prot); write32(MEM_PROT, mem_prot & 0x0000FFFF); gprintf("done\n"); } static u32 apply_patch(const u8 *pattern, u32 pattern_size, const u8 *patch, u32 patch_size, u32 patch_offset) { //gprintf("Applying AHBPROT patch..."); u8 *ptr_start = (u8*)*((u32*)0x80003134), *ptr_end = (u8*)0x94000000; u32 found = 0; u8 *location = NULL; while (ptr_start < (ptr_end - patch_size)) { if (!memcmp(ptr_start, pattern, pattern_size)) { found++; location = ptr_start + patch_offset; u8 *start = location; u32 i; for (i = 0; i < patch_size; i++) *location++ = patch[i]; DCFlushRange((u8 *)(((u32)start) >> 5 << 5), (patch_size >> 5 << 5) + 64); ICInvalidateRange((u8 *)(((u32)start) >> 5 << 5), (patch_size >> 5 << 5) + 64); } ptr_start++; } //gprintf("done\n"); return found; } const u8 es_set_ahbprot_pattern[] = { 0x68, 0x5B, 0x22, 0xEC, 0x00, 0x52, 0x18, 0x9B, 0x68, 0x1B, 0x46, 0x98, 0x07, 0xDB }; const u8 es_set_ahbprot_patch[] = { 0x01 }; u32 IOSPATCH_AHBPROT() { if (HAVE_AHBPROT) { disable_memory_protection(); return apply_patch((const u8 *) es_set_ahbprot_pattern, sizeof(es_set_ahbprot_pattern), (const u8 *) es_set_ahbprot_patch, sizeof(es_set_ahbprot_patch), 25); } return 0; } bool loadIOS(int ios, bool launch_game) { gprintf("Reloading into IOS %i from %i (AHBPROT: %u)...\n", ios, IOS_GetVersion(), HAVE_AHBPROT); Close_Inputs(); DeviceHandler::Instance()->UnMountAll(); WDVD_Close(); USBStorage_Deinit(); bool iosOK = IOS_ReloadIOS(ios) == 0; gprintf("%s, Current IOS: %i\n", iosOK ? "OK" : "FAILED!", IOS_GetVersion()); if(launch_game) { DeviceHandler::Instance()->MountAll(); DeviceHandler::Instance()->Open_WBFS(currentPartition); Disc_Init(); } else Open_Inputs(); return iosOK; }