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https://github.com/dolphin-emu/dolphin.git
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92 lines
2.8 KiB
C++
92 lines
2.8 KiB
C++
// Copyright 2017 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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#include "Core/IOS/MIOS.h"
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#include <cstring>
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#include <utility>
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/Swap.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/DSPEmulator.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/DVD/DVDInterface.h"
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#include "Core/HW/Memmap.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/HW/Wiimote.h"
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#include "Core/Host.h"
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#include "Core/PowerPC/PPCSymbolDB.h"
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#include "Core/PowerPC/PowerPC.h"
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namespace IOS::HLE::MIOS
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{
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static void ReinitHardware()
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{
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SConfig::GetInstance().bWii = false;
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// IOS clears mem2 and overwrites it with pseudo-random data (for security).
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std::memset(Memory::m_pEXRAM, 0, Memory::GetExRamSizeReal());
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// MIOS appears to only reset the DI and the PPC.
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// HACK However, resetting DI will reset the DTK config, which is set by the system menu
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// (and not by MIOS), causing games that use DTK to break. Perhaps MIOS doesn't actually
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// reset DI fully, in such a way that the DTK config isn't cleared?
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// DVDInterface::ResetDrive(true);
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PowerPC::Reset();
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Wiimote::ResetAllWiimotes();
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// Note: this is specific to Dolphin and is required because we initialised it in Wii mode.
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DSP::Reinit(SConfig::GetInstance().bDSPHLE);
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DSP::GetDSPEmulator()->Initialize(SConfig::GetInstance().bWii, SConfig::GetInstance().bDSPThread);
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SystemTimers::ChangePPCClock(SystemTimers::Mode::GC);
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}
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constexpr u32 ADDRESS_INIT_SEMAPHORE = 0x30f8;
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bool Load()
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{
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Memory::Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
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Memory::Write_U32(0x09142001, 0x3180);
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ReinitHardware();
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NOTICE_LOG_FMT(IOS, "Reinitialised hardware.");
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// Load symbols for the IPL if they exist.
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if (!g_symbolDB.IsEmpty())
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{
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g_symbolDB.Clear();
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Host_NotifyMapLoaded();
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}
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if (g_symbolDB.LoadMap(File::GetUserPath(D_MAPS_IDX) + "mios-ipl.map"))
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{
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::HLE::Clear();
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::HLE::PatchFunctions();
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Host_NotifyMapLoaded();
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}
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const PowerPC::CoreMode core_mode = PowerPC::GetMode();
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PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
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MSR.Hex = 0;
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PC = 0x3400;
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NOTICE_LOG_FMT(IOS, "Loaded MIOS and bootstrapped PPC.");
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// IOS writes 0 to 0x30f8 before bootstrapping the PPC. Once started, the IPL eventually writes
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// 0xdeadbeef there, then waits for it to be cleared by IOS before continuing.
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while (Memory::Read_U32(ADDRESS_INIT_SEMAPHORE) != 0xdeadbeef)
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PowerPC::SingleStep();
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PowerPC::SetMode(core_mode);
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Memory::Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
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NOTICE_LOG_FMT(IOS, "IPL ready.");
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SConfig::GetInstance().m_is_mios = true;
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DVDInterface::UpdateRunningGameMetadata();
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return true;
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}
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} // namespace IOS::HLE::MIOS
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