118 Commits

Author SHA1 Message Date
JosJuice
2953cf201d Remove Hybrid Wii Remote
It simply doesn't seem to work for anything useful, and nobody seems
to care about maintaining it.
2018-04-17 22:40:21 +02:00
JosJuice
9dd88d76dd Redesign the ability to load state at boot
BootParameters can now contain the path of a savestate to load at boot.
Movie has been made to use this instead of poking at Core.cpp's state.
2017-12-26 20:39:03 +01:00
Michael M
ebc547030d BootManager: RestoreSYSCONF without resetting all other config
This was causing an issue where DolphinQt couldn't save graphics options
(DolphinWX doesn't hit this code path), because this function was being
called before the in-memory config was flushed to disk.

With this PR, the in-memory config isn't reset, and only SYSCONF-related
variables may get changed.
2017-11-19 17:17:59 -08:00
MerryMage
c8f970e2b0 Config: Remove recursive layer 2017-11-15 18:04:40 +00:00
Léo Lam
940cc843ed Config: Fix Movie config loading/saving
* Add missing Language setting loading/saving. This was added after the
  original OnionConfig PR, which is why support for it was missing.

* Change MovieConfigLoader to reuse ConfigInfos. Less duplication.

* Extract MovieConfigLoader::Save into SaveToDTM. The DTM should use
  the current config and not just the movie layer. This makes more
  sense than just saving the movie layer, which may not always exist,
  and also fixes a crash that would happen when creating a new
  recording because the movie layer wouldn't exist in that case.

  (Plus, having to get the loader from the layer and call ChangeDTM
  on it manually is not very pretty.)
2017-08-11 15:36:32 +08:00
Léo Lam
b2c41cec0a Config: Include SYSCONF in base layer
Settings that come from the SYSCONF are now included in Dolphin's
config system as part of the base layer. They are handled in a
special way compared to other settings to make sure they are only
loaded from and saved to the SYSCONF (to avoid different, possibly
contradicting sources of truth).
2017-08-11 15:36:31 +08:00
Léo Lam
4129aa2438 Config: Reload game INI on title change
Enables any code that uses OnionConfig to use the correct config for
the current title, not just the first title that was booted.
2017-07-31 22:44:32 +08:00
Léo Lam
f5fd183571 Config: Fix the loader Load() being called twice
The Config::AddLoadLayer functions call Load on the layer
explicitly, but Load is already called in the constructor,
so they'd cause the loader's Load function to be called twice,
which is potentially expensive considering we have to read an INI
from the host filesystem.

This commit removes the Config::AddLoadLayer functions because
they don't appear to be necessary.
2017-07-31 22:32:05 +08:00
Michael Maltese
8b54ac225b Merge Core/Config/Config.h into Common/Config/Config.h
Allows code in Common to take advantage of the layered config logic.
2017-07-09 16:28:54 -07:00
Léo Lam
22992ae41e Boot: Clean up the boot code
* Move out boot parameters to a separate struct, which is not part
  of SConfig/ConfigManager because there is no reason for it to
  be there.

* Move out file name parsing and constructing the appropriate params
  from paths to a separate function that does that, and only that.

* For every different boot type we support, add a proper struct with
  only the required parameters, with descriptive names and use
  std::variant to only store what we need.

* Clean up the bHLE_BS2 stuff which made no sense sometimes. Now
  instead of using bHLE_BS2 for two different things, both for storing
  the user config setting and as a runtime boot parameter,
  we simply replace the Disc boot params with BootParameters::IPL.

* Const correctness so it's clear what can or cannot update the config.

* Drop unused parameters and unneeded checks.

* Make a few checks a lot more concise. (Looking at you, extension
  checks for disc images.)

* Remove a mildly terrible workaround where we needed to pass an empty
  string in order to boot the GC IPL without any game inserted.
  (Not required anymore thanks to std::variant and std::optional.)

The motivation for this are multiple: cleaning up and being able to add
support for booting an installed NAND title. Without this change, it'd
be pretty much impossible to implement that.

Also, using std::visit with std::variant makes the compiler do
additional type checks: now we're guaranteed that the boot code will
handle all boot types and no invalid boot type will be possible.
2017-06-06 16:27:52 +02:00
shuffle2
c8166951a0 Merge pull request #5418 from MerryMage/config-again-and-again
VideoConfig: Port to layered configuration system
2017-06-05 21:11:04 -07:00
MerryMage
1e766ab490 Config: Add layers CommandLine and CurrentRun 2017-06-03 18:11:57 +01:00
MerryMage
41afe78a44 Config: Integrate 2017-06-03 18:11:57 +01:00
Léo Lam
6e02af1b34 Core: Remove unneeded config save
We don't touch the user config during booting, so there is nothing to
manually save.
2017-06-03 18:08:50 +02:00
Léo Lam
677640ac52 Drop m_LastFilename
This makes it hard to support different boot params for different boot
types. We should not be making the assumption that Dolphin will
always be booting directly from a file (and in particular, only
using a string).

It's incompatible with future changes that will allow Dolphin to boot
a NAND title properly from well, the NAND, as opposed to booting from
WADs. (And no, treating the title TMD as a "bootable" path doesn't
count. Especially when that approach won't work with NAND images
or IOS LLE.)

And it's confusing to expose this functionality from the UI. It's
pretty bad for UX to change the play button's behaviour depending on
whether the user has launched something before, configured a default
file to boot, added a directory to their game paths.
2017-06-03 18:01:25 +02:00
Sepalani
95ea721f06 Tools: Load GameCube BIOS added 2017-05-22 22:44:21 +01:00
Lioncash
7baabe99d1 Host: Get rid of Host_SetStartupDebuggingParameters()
This is something that should be the responsibility of the frontend
booting the game. Making this part of the host 'interface' inherently
requires frontends to leak internal details (much like the other
UI-related functions in the interface).

This also decouples more behavior from the debugger and the
initialization process in the wx frontend. This also eliminates several
usages of the parent menubar in the debugger code window.
2017-05-14 19:12:59 -04:00
Scott Mansell
e6476b805e Merge pull request #5008 from ligfx/aspectheuristic
VideoCommon: rework anamorphic widescreen heuristic
2017-04-10 11:30:34 +12:00
Michael Maltese
d10d09ccc1 VideoCommon: rework anamorphic widescreen heuristic
Some widescreen hacks (see below) properly force anamorphic output, but
don't make the last projection in a frame 16:9, so Dolphin doesn't
display it correctly.

This changes the heuristic code to assume a frame is anamorphic based on
the total number of vertex flushes in 4:3 and 16:9 projections that
frame. It also adds a bit of "aspect ratio inertia" by making it harder
to switch aspect ratios, which takes care of aspect ratio flickering
that some games / widescreen hacks would be susceptible with the new
logic.

I've tested this on SSX Tricky's native anamorphic support, Tom Clancy's
Splinter Cell (it stayed in 4:3 the whole time), and on the following
widescreen hacks for which the heuristic doesn't currently work:

Paper Mario: The Thousand-Year Door (Gecko widescreen code from Nintendont)
C202F310 00000003
3DC08042 3DE03FD8
91EEF6D8 4E800020
60000000 00000000
04199598 4E800020
C200F500 00000004
3DE08082 3DC0402B
61CE12A2 91CFA1BC
60000000 387D015C
60000000 00000000
C200F508 00000004
3DE08082 3DC04063
61CEE8D3 91CFA1BC
60000000 7FC3F378
60000000 00000000

The Simpsons: Hit & Run (AR widescreen code from the wiki)
04004600 C002A604
04004604 C09F0014
04004608 FC002040
0400460C 4082000C
04004610 C002A608
04004614 EC630032
04004618 48220508
04041A5C 38600001
04224344 C002A60C
04224B1C 4BDDFAE4
044786B0 3FAAAAAB
04479F28 3FA33333
2017-04-05 17:23:16 -07:00
Lioncash
44fb429e7e EXI: Namespace device classes 2017-03-18 21:13:12 -04:00
Lioncash
f0eeb3c63a SI: Namespace device classes
Places all of the SI code under the SerialInterface namespace instead of
only the main source file. This keeps all SI code under a common name,
as well as out of the global namespace
2017-03-16 04:41:39 -04:00
Lioncash
9c3b35fccb EXI: Move enum constants into the ExpansionInterface namespace
Given these are related to EXI itself, these should be within the
namespace itself.
2017-03-16 02:06:29 -04:00
Lioncash
a728d858b3 SI: Move MAX_SI_CHANNELS into the SerialInterface namespace
Given this constant is related to the serial interface, it shouldn't be
outside of the namespace.
2017-03-16 01:57:57 -04:00
JosJuice
ced1614cac Unify the way of setting game ID, title ID, revision
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +01:00
Chris Burgener
5193813b50 GCI Folder support for TAS Recording/Playback 2017-03-05 19:12:09 -05:00
Lioncash
beec40f178 IniFile: Handle s64/u64 values 2017-02-25 00:03:20 -05:00
Chris Burgener
5224771dac Copy Wii save for current game for Netplay and TAS 2017-02-05 13:17:05 -05:00
Mat M
1f1a232546 Merge pull request #4629 from JosJuice/es-movie-title-id
Don't call Movie::SetTitleId from ES
2017-02-05 09:26:08 -05:00
Kurausukun
2479fe6e53 Support Setting CPU Overclock via GameINIs 2017-02-05 06:16:32 -05:00
JosJuice
edcf6819e2 Don't load game INIs in Core::Init
The game INIs are already loaded in BootManager::BootCore,
which is executed right before. Let's put the g_aspect_wide
code there instead.
2017-02-03 21:56:45 +01:00
JosJuice
c847a5258f BootManager: Use local SConfig reference when possible 2017-02-03 21:55:02 +01:00
JosJuice
88e0a5e418 Don't call Movie::SetTitleId from ES
Movie basically just wants to get the title ID of
the initally booted game, so let's set the title ID in
ConfigManager at boot like we do with the regular game ID.

Aside from being cleaner, this should make the approach to
title IDs compatible with booting non-disc software (WADs).
2017-02-03 19:52:25 +01:00
booto
2fbdf2a3ce Hack to stop dcbz/dcbi over low MEM1 trashing memory. 2017-01-28 18:04:44 -05:00
iwubcode
a7a8e35823 Add support for specifying the GC/Wii system language per-game 2017-01-22 12:00:45 -06:00
Lioncash
794d0a9d7c Core: Move SI source files to their own directory 2017-01-20 19:33:24 -05:00
Lioncash
8078c18a80 Core: Move EXI source files to their own directory
Keeps related source files together and cleans up the root directory of HW
a little bit.
2017-01-20 16:06:35 -05:00
JosJuice
f85266df20 SConfig: Replace bNTSC with m_region
This lets us get rid of VideoInterface::SetRegionReg,
a huge hack in CEXIMemoryCard, and some minor things.
2017-01-02 20:57:48 +01:00
JosJuice
1081497cad DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
shuffle2
c8cb1fa7d7 Merge pull request #4319 from leoetlino/sysconf
Don't read/store settings directly from/to SYSCONF (and fix config restore)
2016-10-09 02:34:52 -07:00
anthony
b427ead0cc Remove Frameskip 2016-10-08 11:49:51 -05:00
Léo Lam
afd2f58e29 Don't read/store settings directly from/to SYSCONF
Instead of directly reading/storing settings from/to the SYSCONF, we
now store Wii settings to Dolphin's own configuration, and apply them
on boot. This prevents issues with settings not being saved, being
overridden and lost (if the user opens a dialog that writes to the
SYSCONF while a game is running).

This also fixes restoring settings from the config cache after a
graceful shutdown; for some reason, settings were only restored
after a normal shutdown.

Fixes issue 9825 and 9826
2016-10-08 14:37:55 +02:00
degasus
0c67297ea0 ConfigManager: Drop SkipIdle option.
This option is safe + deterministic, so let's always enable it.
2016-10-04 08:31:43 +02:00
Léo Lam
8912bb3ff4 Back up part of SYSCONF when switching to emulated BT
This fixes an issue where the Bluetooth info section could be fully
filled up by syncing 5 Wiimotes in passthrough mode then switching to
emulated Bluetooth; emulated Wiimotes were then unable to be used.

The "real" SYSCONF section is now backed up before being replaced with
a blank section that the emulated BT adapter can always fill with 5
Wiimotes without issues.

This backup is restored by the passthrough code, instead of during
the Bluetooth mode switch because this should be done regardless of the
user interface, and even without UI (if the config file is edited
manually).
2016-10-03 23:13:09 +02:00
Shawn Hoffman
b7dbc58c27 quick fix to prevent heap corruption by overwriting 4bytes of 1byte sysconf element 2016-10-03 03:43:01 -07:00
Léo Lam
5d8d696185 Force disable WC24 standby mode
When standby mode is enabled, this causes games to ES_Launch the system
menu instead of directly asking IOS (the STM more precisely) to shut
down, which prevents graceful shutdown from working
(it'll appear to hang).

Dolphin never supported WC24 standby mode anyway, so this shouldn't
cause any issues. (This should be reverted if and when WC24 standby is
implemented…)
2016-10-01 13:06:04 +02:00
Mat M
8552ff5789 Merge pull request #4106 from RisingFog/dtm_gc_language
Add Gamecube Language to DTM Header
2016-08-10 12:16:20 -04:00
Chris Burgener
84731456fa Add Gamecube Language to DTM Header 2016-08-09 23:02:31 -04:00
Calvin Cochran
ba45a5999f clean up bounds checking for SIDEVICE_ENUM 2016-08-08 12:33:08 -05:00
JDV
d6a2fcd26c Formatting and setting is now only temporarily changed (#1)
Add the cheat setting to the bootmanager config cache, and reformat
2016-07-05 02:23:19 +02:00
mathieui
8a2e7fddd1 Sync the "enable cheat" setting over netplay 2016-07-05 02:23:10 +02:00