mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-18 16:01:57 +01:00
45b39c2be0
-Readded the code to paths to be able to change the path where Wii and GC games are kept. But they really should just be kept in dev:/wbfs and dev:/games. -wiiflow_lite.ini changes under [GAMECUBE] are: removed video_setting= - was used to tell wiiflow when using DML or Nintendont to set cfg args for video mode. not needed anymore. dir_usb_games= - is now - gc_games_dir= with default of %s:/games similar to wii_games_dir dm_widescreen= - is now - widescreen= screenshot= is removed. was used for DML wiiu_widescreen= is added. but only used if on a Wii U -gameconfig2.ini changes as well. -NMM and DML is still used in theme ini files. may change in a commit soon but that means all themes have to be modified, a big pain in the butt. -language and help files will need to be updated to remove all DML and NMM crap. -and default names of images for some icons and btns need to be changed but for now left them as they are. -other minor changes. Most of it untested so I hope it all works, if not then repair commits will follow.
232 lines
4.3 KiB
C
232 lines
4.3 KiB
C
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#include <ogc/machine/processor.h>
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#include <ogc/lwp_threads.h>
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#include <ogc/lwp_watchdog.h>
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#include <stdio.h>
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#include <ogcsys.h>
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#include <stdlib.h>
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#include <string.h>
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#include "fs.h"
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#include "mload.h"
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#include "sys.h"
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#include "channel/channel_launcher.h"
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#include "loader/nk.h"
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#include "gecko/gecko.hpp"
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#include "memory/mem2.hpp"
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#include "memory/memory.h"
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#include "wiiuse/wpad.h"
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#include "wupc/wupc.h"
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#include "sicksaxis-wrapper/sicksaxis-wrapper.h"
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/* Variables */
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bool reset = false;
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bool shutdown = false;
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volatile u8 ExitOption = 0;
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const char *NeekPath = NULL;
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char wii_games_dir[64];
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char gc_games_dir[64];
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void __Wpad_PowerCallback()
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{
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shutdown = 1;
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}
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void Open_Inputs(void)
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{
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/* Initialize Wiimote subsystem */
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PAD_Init();
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WUPC_Init();
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WPAD_Init();
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DS3_Init();
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/* Set POWER button callback */
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WPAD_SetPowerButtonCallback(__Wpad_PowerCallback);
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WPAD_SetDataFormat(WPAD_CHAN_ALL, WPAD_FMT_BTNS_ACC_IR);
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WPAD_SetIdleTimeout(60 * 2); // idle after 2 minutes
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}
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void Close_Inputs(void)
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{
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WUPC_Shutdown();
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u32 cnt;
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/* Disconnect Wiimotes */
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for(cnt = 0; cnt < 4; cnt++)
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WPAD_Disconnect(cnt);
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/* Shutdown Wiimote subsystem */
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WPAD_Shutdown();
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DS3_Cleanup();
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}
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bool Sys_Exiting(void)
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{
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DCFlushRange(&reset, 32);
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DCFlushRange(&shutdown, 32);
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return reset || shutdown;
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}
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int Sys_GetExitTo(void)
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{
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return ExitOption;
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}
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void Sys_ExitTo(int option)
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{
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ExitOption = option;
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//magic word to force wii menu in priiloader.
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if(ExitOption == EXIT_TO_MENU)
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{
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*Priiloader_CFG1 = 0x50756E65;
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*Priiloader_CFG2 = 0x50756E65;
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}
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else if(ExitOption == EXIT_TO_PRIILOADER)
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{
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*Priiloader_CFG1 = 0x4461636F;
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*Priiloader_CFG2 = 0x4461636F;
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}
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else
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{
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*Priiloader_CFG1 = 0xFFFFFFFF;
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*Priiloader_CFG2 = 0xFFFFFFFF;
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}
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DCFlushRange((void*)Priiloader_CFG1, 4);
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DCFlushRange((void*)Priiloader_CFG2, 4);
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}
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void Sys_Exit(void)
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{
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if(ExitOption == EXIT_TO_DISABLE)
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return;
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/* Shutdown Inputs */
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Close_Inputs();
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/* Just shutdown console*/
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if(ExitOption == BUTTON_CALLBACK)
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SYS_ResetSystem(SYS_POWEROFF_STANDBY, 0, 0);
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/* We wanna to boot sth */
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WII_Initialize();
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if(ExitOption == EXIT_TO_WFNK2O)
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Launch_nk(0x1000144574641LL, NeekPath, 0);
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else if(ExitOption == EXIT_TO_SMNK2O)
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Launch_nk(0, NeekPath, 0);
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else if(ExitOption == EXIT_TO_BOOTMII)
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IOS_ReloadIOS(0xfe);
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else if(ExitOption == EXIT_TO_HBC)
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{
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WII_LaunchTitle(HBC_LULZ);
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WII_LaunchTitle(HBC_108);
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WII_LaunchTitle(HBC_JODI);
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WII_LaunchTitle(HBC_HAXX);
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}
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/* else Return to Menu */
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SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
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exit(1);
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}
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void __Sys_ResetCallback(void)
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{
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reset = true;
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}
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void __Sys_PowerCallback(void)
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{
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shutdown = true;
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}
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void Sys_Init(void)
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{
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/* Set RESET/POWER button callback */
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SYS_SetResetCallback(__Sys_ResetCallback);
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SYS_SetPowerCallback(__Sys_PowerCallback);
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}
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bool AHBRPOT_Patched(void)
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{
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return (*HW_AHBPROT == 0xFFFFFFFF);
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}
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/* WiiU Check by crediar, thanks */
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bool IsOnWiiU(void)
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{
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if((*HW_PROCESSOR >> 16) == 0xCAFE)
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{
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gprintf("vWii Mode\n");
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return true;
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}
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return false;
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}
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void Sys_SetNeekPath(const char *Path)
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{
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NeekPath = Path;
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}
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bool ModeChecked = false;
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bool DolphinMode = false;
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bool Sys_DolphinMode(void)
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{
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if(ModeChecked)
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return DolphinMode;
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/* Thanks to skidau for that code! */
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u32 ifpr11 = 0x12345678;
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u32 ifpr12 = 0x9abcdef0;
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u32 ofpr1 = 0x00000000;
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u32 ofpr2 = 0x00000000;
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asm volatile (
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"lwz 3,%[ifpr11]\n\t"
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"stw 3,8(1)\n\t"
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"lwz 3,%[ifpr12]\n\t"
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"stw 3,12(1)\n\t"
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"lfd 1,8(1)\n\t"
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"frsqrte 1, 1\n\t"
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"stfd 1,8(1)\n\t"
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"lwz 3,8(1)\n\t"
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"stw 3, %[ofpr1]\n\t"
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"lwz 3,12(1)\n\t"
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"stw 3, %[ofpr2]\n\t"
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:
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[ofpr1]"=m" (ofpr1)
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,[ofpr2]"=m" (ofpr2)
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:
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[ifpr11]"m" (ifpr11)
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,[ifpr12]"m" (ifpr12)
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);
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if(ofpr1 != 0x56cc62b2)
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{
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gprintf("Dolphin-Emu\n");
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DolphinMode = true;
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}
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else
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{
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gprintf("Real Wii\n");
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DolphinMode = false;
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}
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ModeChecked = true;
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return DolphinMode;
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}
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bool hw_check = false;
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bool on_hw = false;
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bool Sys_HW_Access(void)
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{
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if(hw_check == true)
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return on_hw;
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check_neek2o();
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on_hw = AHBRPOT_Patched() && (!Sys_DolphinMode() && !neek2o());
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hw_check = true;
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return on_hw;
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}
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/* KILL IT */
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s32 __IOS_LoadStartupIOS() { return 0; }
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