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https://github.com/dolphin-emu/dolphin.git
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b210769ea0
The active codes normally get cleared when a game boots, because LoadPatches gets called, replacing the codes from the previous game. However, there were cases where LoadPatches doesn't get called, and then codes from the previous game would be used for the current game. This commit clears the codes on shutdown so that it doesn't matter whether the boot process loads LoadPatches.
233 lines
5.8 KiB
C++
233 lines
5.8 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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// PatchEngine
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// Supports simple memory patches, and has a partial Action Replay implementation
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// in ActionReplay.cpp/h.
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// TODO: Still even needed? Zelda WW now works with improved DSP code.
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// Zelda item hang fixes:
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// [Tue Aug 21 2007] [18:30:40] <Knuckles-> 0x802904b4 in US released
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// [Tue Aug 21 2007] [18:30:53] <Knuckles-> 0x80294d54 in EUR Demo version
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// [Tue Aug 21 2007] [18:31:10] <Knuckles-> we just patch a blr on it (0x4E800020)
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// [OnLoad]
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// 0x80020394=dword,0x4e800020
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#include <algorithm>
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#include <map>
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#include <set>
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#include <string>
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#include <vector>
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#include "Common/CommonPaths.h"
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Common/StringUtil.h"
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#include "Core/ActionReplay.h"
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#include "Core/ConfigManager.h"
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#include "Core/GeckoCode.h"
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#include "Core/GeckoCodeConfig.h"
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#include "Core/PatchEngine.h"
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#include "Core/PowerPC/PowerPC.h"
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using namespace Common;
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namespace PatchEngine
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{
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const char* PatchTypeStrings[] = {
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"byte", "word", "dword",
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};
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static std::vector<Patch> onFrame;
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static std::map<u32, int> speedHacks;
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void LoadPatchSection(const std::string& section, std::vector<Patch>& patches, IniFile& globalIni,
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IniFile& localIni)
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{
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// Load the name of all enabled patches
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std::string enabledSectionName = section + "_Enabled";
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std::vector<std::string> enabledLines;
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std::set<std::string> enabledNames;
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localIni.GetLines(enabledSectionName, &enabledLines);
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for (const std::string& line : enabledLines)
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{
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if (line.size() != 0 && line[0] == '$')
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{
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std::string name = line.substr(1, line.size() - 1);
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enabledNames.insert(name);
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}
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}
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const IniFile* inis[2] = {&globalIni, &localIni};
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for (const IniFile* ini : inis)
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{
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std::vector<std::string> lines;
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Patch currentPatch;
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ini->GetLines(section, &lines);
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for (std::string& line : lines)
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{
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if (line.size() == 0)
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continue;
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if (line[0] == '$')
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{
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// Take care of the previous code
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if (currentPatch.name.size())
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{
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patches.push_back(currentPatch);
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}
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currentPatch.entries.clear();
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// Set active and name
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currentPatch.name = line.substr(1, line.size() - 1);
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currentPatch.active = enabledNames.find(currentPatch.name) != enabledNames.end();
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currentPatch.user_defined = (ini == &localIni);
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}
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else
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{
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std::string::size_type loc = line.find('=');
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if (loc != std::string::npos)
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{
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line[loc] = ':';
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}
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std::vector<std::string> items;
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SplitString(line, ':', items);
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if (items.size() >= 3)
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{
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PatchEntry pE;
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bool success = true;
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success &= TryParse(items[0], &pE.address);
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success &= TryParse(items[2], &pE.value);
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pE.type = PatchType(std::find(PatchTypeStrings, PatchTypeStrings + 3, items[1]) -
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PatchTypeStrings);
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success &= (pE.type != (PatchType)3);
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if (success)
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{
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currentPatch.entries.push_back(pE);
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}
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}
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}
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}
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if (currentPatch.name.size() && currentPatch.entries.size())
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{
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patches.push_back(currentPatch);
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}
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}
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}
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static void LoadSpeedhacks(const std::string& section, IniFile& ini)
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{
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std::vector<std::string> keys;
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ini.GetKeys(section, &keys);
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for (const std::string& key : keys)
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{
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std::string value;
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ini.GetOrCreateSection(section)->Get(key, &value, "BOGUS");
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if (value != "BOGUS")
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{
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u32 address;
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u32 cycles;
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bool success = true;
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success &= TryParse(key, &address);
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success &= TryParse(value, &cycles);
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if (success)
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{
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speedHacks[address] = (int)cycles;
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}
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}
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}
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}
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int GetSpeedhackCycles(const u32 addr)
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{
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std::map<u32, int>::const_iterator iter = speedHacks.find(addr);
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if (iter == speedHacks.end())
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return 0;
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else
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return iter->second;
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}
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void LoadPatches()
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{
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IniFile merged = SConfig::GetInstance().LoadGameIni();
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IniFile globalIni = SConfig::GetInstance().LoadDefaultGameIni();
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IniFile localIni = SConfig::GetInstance().LoadLocalGameIni();
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LoadPatchSection("OnFrame", onFrame, globalIni, localIni);
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ActionReplay::LoadAndApplyCodes(globalIni, localIni);
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// lil silly
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std::vector<Gecko::GeckoCode> gcodes;
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Gecko::LoadCodes(globalIni, localIni, gcodes);
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Gecko::SetActiveCodes(gcodes);
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LoadSpeedhacks("Speedhacks", merged);
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}
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static void ApplyPatches(const std::vector<Patch>& patches)
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{
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for (const Patch& patch : patches)
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{
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if (patch.active)
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{
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for (const PatchEntry& entry : patch.entries)
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{
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u32 addr = entry.address;
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u32 value = entry.value;
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switch (entry.type)
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{
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case PATCH_8BIT:
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PowerPC::HostWrite_U8((u8)value, addr);
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break;
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case PATCH_16BIT:
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PowerPC::HostWrite_U16((u16)value, addr);
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break;
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case PATCH_32BIT:
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PowerPC::HostWrite_U32(value, addr);
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break;
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default:
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// unknown patchtype
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break;
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}
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}
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}
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}
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}
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void ApplyFramePatches()
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{
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// TODO: Messing with MSR this way is really, really, evil; we should
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// probably be using some sort of Gecko OS-style hooking mechanism
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// so the emulated CPU is in a predictable state when we process cheats.
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u32 oldMSR = MSR;
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UReg_MSR newMSR = oldMSR;
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newMSR.IR = 1;
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newMSR.DR = 1;
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MSR = newMSR.Hex;
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ApplyPatches(onFrame);
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// Run the Gecko code handler
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Gecko::RunCodeHandler();
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ActionReplay::RunAllActive();
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MSR = oldMSR;
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}
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void Shutdown()
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{
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onFrame.clear();
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speedHacks.clear();
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ActionReplay::ApplyCodes({});
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Gecko::SetActiveCodes({});
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}
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} // namespace
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