mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-27 04:11:57 +01:00
94 lines
2.4 KiB
C++
94 lines
2.4 KiB
C++
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#include <ogc/machine/processor.h>
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#include "DeviceHandler.hpp"
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#include "wdvd.h"
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#include "disc.h"
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#include "usbstorage.h"
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#include "mem2.hpp"
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#include "alt_ios.h"
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#include "sys.h"
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#include "wbfs.h"
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#include "gecko.h"
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extern "C" {extern u8 currentPartition;}
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extern int __Arena2Lo;
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#define HAVE_AHBPROT ((*(vu32*)0xcd800064 == 0xFFFFFFFF) ? 1 : 0)
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#define MEM_REG_BASE 0xd8b4000
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#define MEM_PROT (MEM_REG_BASE + 0x20a)
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static void disable_memory_protection()
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{
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gprintf("Disable memory protection...");
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int mem_prot = read32(MEM_PROT);
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gprintf("current value: %08X...", mem_prot);
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write32(MEM_PROT, mem_prot & 0x0000FFFF);
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gprintf("done\n");
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}
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static u32 apply_patch(const u8 *pattern, u32 pattern_size, const u8 *patch, u32 patch_size, u32 patch_offset)
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{
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//gprintf("Applying AHBPROT patch...");
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u8 *ptr_start = (u8*)*((u32*)0x80003134), *ptr_end = (u8*)0x94000000;
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u32 found = 0;
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u8 *location = NULL;
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while (ptr_start < (ptr_end - patch_size))
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{
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if (!memcmp(ptr_start, pattern, pattern_size))
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{
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found++;
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location = ptr_start + patch_offset;
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u8 *start = location;
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u32 i;
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for (i = 0; i < patch_size; i++)
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*location++ = patch[i];
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DCFlushRange((u8 *)(((u32)start) >> 5 << 5), (patch_size >> 5 << 5) + 64);
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ICInvalidateRange((u8 *)(((u32)start) >> 5 << 5), (patch_size >> 5 << 5) + 64);
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}
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ptr_start++;
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}
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//gprintf("done\n");
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return found;
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}
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const u8 es_set_ahbprot_pattern[] = { 0x68, 0x5B, 0x22, 0xEC, 0x00, 0x52, 0x18, 0x9B, 0x68, 0x1B, 0x46, 0x98, 0x07, 0xDB };
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const u8 es_set_ahbprot_patch[] = { 0x01 };
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u32 IOSPATCH_AHBPROT()
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{
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if (HAVE_AHBPROT)
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{
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disable_memory_protection();
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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);
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}
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return 0;
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}
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bool loadIOS(int ios, bool launch_game)
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{
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gprintf("Reloading into IOS %i from %i (AHBPROT: %u)...\n", ios, IOS_GetVersion(), HAVE_AHBPROT);
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Close_Inputs();
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DeviceHandler::Instance()->UnMountAll();
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WDVD_Close();
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USBStorage_Deinit();
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bool iosOK = IOS_ReloadIOS(ios) == 0;
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gprintf("%s, Current IOS: %i\n", iosOK ? "OK" : "FAILED!", IOS_GetVersion());
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if(launch_game)
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{
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DeviceHandler::Instance()->MountAll();
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DeviceHandler::Instance()->Open_WBFS(currentPartition);
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Disc_Init();
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}
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else
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Open_Inputs();
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return iosOK;
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}
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