This adds code to update the PPC's UID and GID, which fixes a
regression with the system menu. Ideally, we would simply rely on IOS's
ES_Launch here and not duplicate the logic here, but we cannot do that
properly until the direct WAD launch hack is dropped, *and* until the
IOS changes that would enable internal calls are ready.
Since this fixes a semi-important regression with managing saves from
the SM, and the duplication is not too terrible, I believe it is a good
idea to get this fixed right now to avoid affecting users too much.
I do plan to fix this properly in the future.
This changes the main IOS code (roughly the equivalent of the kernel)
to a class instead of being a set of free functions + tons of static
variables.
The reason for this change is that keeping tons of static variables
like that prevents us from making an IOS instance and reusing IOS
code easily.
Converting the IOS code to a class also allows us to mostly decouple
IOS from the PPC emulation.
The more interesting changes are in Core/IOS/IOS. Everything else is
mostly just boring stuff required by this change...
* Because the devices themselves call back to the main IOS code
for various things (getting the current version, replying to a
request, and other syscall-like functions), just like processes in
IOS call kernel syscalls, we have to pass a reference to the kernel
to anything that uses IOS syscalls.
* Change DoState to save device names instead of device IDs to simplify
AddDevice() and get rid of an ugly static count.
* Change ES_Launch's ack to be sent at IOS boot, now that we can do
this properly.
This is only ever queried and not set outside of the Core.cpp, so this
should just be hidden internally and just have a function exposed that
allows querying it.
LoadPatches was apparently never being called when booting
Wii discs. Maybe this will fix the recent regression with
cheat codes not getting loaded? I don't know how this
managed to work to begin with, though...
(The call was also moved for WADs, just for consistency.)
This moves all the byte swapping utilities into a header named Swap.h.
A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.
Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
This removes wrappers for ES_DIVerify and ES::LoadWAD. They are not
really useful as we can simply call the ES function directly, and
it is actually somewhat confusing because both functions are static
and are not tied to a particular ES instance.
This allows Dolphin to stay up-to-date about what title is currently
running, which fixes savestates, screenshots, etc. after an ES_Launch.
Same limitation as with MIOS: currently, GameINIs are not reloaded,
because it's a pain with the current config system. It'll happen
when the new config system is done, and this commit makes it much
easier to do!
This changes ES to keep track of the active title properly,
just like IOS:
* It is NOT changed on resource manager open/close.
* It is reset on IOS reload.
* It is changed by ES_DIVerify and ES_Launch.
IOS stores the active title in a structure like this:
struct ESTitleContext
{
Ticket* ticket;
TMD* tmd;
u32 active;
};
With this commit, we also do keep the Ticket and TMD around. This
makes some of the DI ioctlvs (which return data about the current
active title) trivial to implement in the future.
This fixes the System Menu not being able to see update partitions
and also allows us to change Dolphin's active game info in the future.
This commit fixes ES_Launch to work mostly the same as the real IOS
(except temporary, internal files such as /sys/launch.sys and title
handling; the latter will be handled in a future PR).
First of all, this adds two IOS functions, which correspond to two
IOS syscalls: 0x41 (boot_ppc) and 0x42 (boot_ios).
boot_ios() writes the new version to 0x3140, loads the new kernel,
which then proceeds to reinit IPC and load modules as part of its
boot process. Note that this doesn't include writing to any of the
other constants in the 0x3100 region.
In Dolphin, this is implemented by changing the active IOS
version variable, writing to 0x3140 and resetting all devices. This
has exactly the same effect as the real syscall.
The other syscall, boot_ppc(), writes code to the EXI boot buffer,
pokes all constants to memory before bootstrapping the PPC with a
binary from the NAND.
We skip the low level stuff and just load the DOL to memory (and set
the PPC's PC to 0x3400), which is essentially what IOS does.
The other change is mostly related to how ES_Launch is handled.
With a real IOS, if the launched title type is 00000001 (system) and
the title is not 1-2 (System Menu), ES calls boot_ios().
Otherwise, ES handles the launch as a PPC title. It reads the TMD
to determine the required IOS version. If it is the same, boot_ppc()
is called directly. If not, ES saves the title to launch to the NAND
before launching the new IOS. After the new IOS has finished booting,
it will notice the flag and then launch the requested title.
What this commit does is really just implement this logic into IOS HLE.
The result is a fix for a regression introduced by SetupMemory,
where reloading an IOS would have overwritten some OS constants.
This fixes booting games from the disc channel.
We already have a TMDReader, so let's actually use it.
And move ESFormats to IOS::ES, since it's definitely part of IOS.
This adds a DiscIO dependency on Core which will be fixed in a
follow-up PR.
This implements MIOS's PPC bootstrapping functionality, which enables
users to start a GameCube game from the Wii System Menu.
Because we aren't doing Starlet LLE (and don't have a boot1), we can
just jump to MIOS when the emulated software does an ES_LAUNCH or uses
ioctlv 0x25 to launch BC.
Note that the process is more complex on a real Wii and goes through
several more steps before getting to MIOS:
* The System Menu detects a GameCube disc and launches BC (1-100)
instead of the game. [Dolphin does this too.]
* BC, which is reportedly very similar to boot1, lowers the Hollywood
clock speed to the Flipper's and then launches boot2.
* boot2 sees the lowered clock speed and launches MIOS (1-101) instead
of the System Menu.
MIOS runs instead of IOS in GC mode and has an embedded GC IPL (which
is the code actually responsible for loading the disc game) and a PPC
bootstrap code. To get things working properly, we simply need to load
both to memory, then jump to the bootstrap code at 0x3400.
Obviously, because of the way this works, a real MIOS is required.