JosJuice af5d9f693a Set 0x0000002C to NDEV 2.1 when running a debug-signed Wii disc
This fixes the The Last Story prototype that GerbilSoft was testing,
because the apploader is a bit more lenient with the max size of DOL
sections when it detects that you're using a devkit console.
2018-06-07 10:14:32 +02:00

161 lines
4.2 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstdlib>
#include <functional>
#include <memory>
#include <optional>
#include <string>
#include <variant>
#include <vector>
#include "Common/CommonTypes.h"
#include "Core/IOS/IOSC.h"
#include "DiscIO/Blob.h"
#include "DiscIO/Enums.h"
#include "DiscIO/Volume.h"
#include "DiscIO/WiiWad.h"
namespace File
{
class IOFile;
}
struct RegionSetting
{
const std::string area;
const std::string video;
const std::string game;
const std::string code;
};
class BootExecutableReader;
struct BootParameters
{
struct Disc
{
std::string path;
std::unique_ptr<DiscIO::Volume> volume;
};
struct Executable
{
std::string path;
std::unique_ptr<BootExecutableReader> reader;
};
struct NANDTitle
{
u64 id;
};
struct IPL
{
explicit IPL(DiscIO::Region region_);
IPL(DiscIO::Region region_, Disc&& disc_);
std::string path;
DiscIO::Region region;
// It is possible to boot the IPL with a disc inserted (with "skip IPL" disabled).
std::optional<Disc> disc;
};
struct DFF
{
std::string dff_path;
};
static std::unique_ptr<BootParameters>
GenerateFromFile(const std::string& boot_path,
const std::optional<std::string>& savestate_path = {});
using Parameters = std::variant<Disc, Executable, DiscIO::WiiWAD, NANDTitle, IPL, DFF>;
BootParameters(Parameters&& parameters_, const std::optional<std::string>& savestate_path_ = {});
Parameters parameters;
std::optional<std::string> savestate_path;
bool delete_savestate = false;
};
class CBoot
{
public:
static bool BootUp(std::unique_ptr<BootParameters> boot);
// Tries to find a map file for the current game by looking first in the
// local user directory, then in the shared user directory.
//
// If existing_map_file is not nullptr and a map file exists, it is set to the
// path to the existing map file.
//
// If writable_map_file is not nullptr, it is set to the path to where a map
// file should be saved.
//
// Returns true if a map file exists, false if none could be found.
static bool FindMapFile(std::string* existing_map_file, std::string* writable_map_file);
static bool LoadMapFromFilename();
private:
static bool DVDRead(const DiscIO::Volume& volume, u64 dvd_offset, u32 output_address, u32 length,
const DiscIO::Partition& partition);
static void RunFunction(u32 address);
static void UpdateDebugger_MapLoaded();
static bool Boot_WiiWAD(const DiscIO::WiiWAD& wad);
static bool BootNANDTitle(u64 title_id);
static void SetupMSR();
static void SetupBAT(bool is_wii);
static bool RunApploader(bool is_wii, const DiscIO::Volume& volume);
static bool EmulatedBS2_GC(const DiscIO::Volume& volume);
static bool EmulatedBS2_Wii(const DiscIO::Volume& volume);
static bool EmulatedBS2(bool is_wii, const DiscIO::Volume& volume);
static bool Load_BS2(const std::string& boot_rom_filename);
static void SetupGCMemory();
static bool SetupWiiMemory(IOS::HLE::IOSC::ConsoleType console_type);
};
class BootExecutableReader
{
public:
explicit BootExecutableReader(const std::string& file_name);
explicit BootExecutableReader(File::IOFile file);
explicit BootExecutableReader(std::vector<u8> buffer);
virtual ~BootExecutableReader();
virtual u32 GetEntryPoint() const = 0;
virtual bool IsValid() const = 0;
virtual bool IsWii() const = 0;
virtual bool LoadIntoMemory(bool only_in_mem1 = false) const = 0;
virtual bool LoadSymbols() const = 0;
protected:
std::vector<u8> m_bytes;
};
struct StateFlags
{
void UpdateChecksum();
u32 checksum;
u8 flags;
u8 type;
u8 discstate;
u8 returnto;
u32 unknown[6];
};
// Reads the state file from the NAND, then calls the passed update function to update the struct,
// and finally writes the updated state file to the NAND.
void UpdateStateFlags(std::function<void(StateFlags*)> update_function);
/// Create title directories for the system menu (if needed).
///
/// Normally, this is automatically done by ES when the System Menu is installed,
/// but we cannot rely on this because we don't require any system titles to be installed.
void CreateSystemMenuTitleDirs();