WiiFlow_Lite/source/loader/disc.h
fix94.1 d12e9e84d6 -horribly cleaned up and simplified the whole game list loading
code and process, should be faster now, also the list cache should
take less space now
-using "types" instead of magic word now for internal detection, 
faster and easier to handle
-prepared wiiflows code for custom coverflow which can have all
types together (nothing added yet)
2012-06-16 17:03:23 +00:00

118 lines
1.6 KiB
C

#ifndef _DISC_H_
#define _DISC_H_
#define WII_MAGIC 0x5D1C9EA3
#define GC_MAGIC 0xC2339F3D
/* Disc header structure */
struct discHdr
{
/* Game ID */
u8 id[6];
/* Game version */
u16 version;
/* Audio streaming */
u8 streaming;
u8 bufsize;
/* Padding */
u64 chantitle; // Used for channels
/* Sorting */
u16 index;
u8 esrb;
u8 controllers;
u8 players;
u8 wifi;
/* Wii Magic word */
u32 magic;
/* GC Magic word */
u32 gc_magic;
/* Game title */
char title[64];
/* Encryption/Hashing */
u8 encryption;
u8 h3_verify;
/* Padding */
u32 casecolor;
u8 unused3[26];
} ATTRIBUTE_PACKED;
struct gc_discHdr
{
/* Game ID */
u8 id[6];
/* Game version */
u16 version;
/* Audio streaming */
u8 streaming;
u8 bufsize;
/* Padding */
u8 unused1[18];
/* Magic word */
u32 magic;
/* Game title */
char title[64];
/* Padding */
u8 unused2[64];
} ATTRIBUTE_PACKED;
struct dir_discHdr
{
char id[7]; //6+1 for null character
char path[256];
wchar_t title[64];
u64 chantitle;
u32 plugin_magic;
u8 type;
u32 casecolor;
u16 index;
u8 esrb;
u8 controllers;
u8 players;
u8 wifi;
} ATTRIBUTE_PACKED;
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/* Prototypes */
s32 Disc_Init(void);
s32 Disc_Open(void);
s32 Disc_Wait(void);
s32 Disc_SetUSB(const u8 *);
s32 Disc_ReadHeader(void *);
s32 Disc_ReadGCHeader(void *);
s32 Disc_Type(bool);
s32 Disc_IsWii(void);
s32 Disc_IsGC(void);
s32 Disc_BootPartition();
s32 Disc_FindPartition(u64 *outbuf);
void RunApploader(u64 offset, u8 vidMode, bool vipatch, bool countryString, u8 patchVidMode, int aspectRatio);
#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif