Léo Lam 1686b637df
MIOS: Fix SConfig::OnNewTitleLoad not being called
Oversight from #9545, which moved the "new game has been loaded" logic
to a separate OnNewTitleLoad function that has to be called explicitly
*after* a title has loaded.

Coupled with the commit that makes Dolphin not clobber 0x1800-0x3000
when using MIOS, this fixes Wind Waker and other MIOS-patched games
when they are launched from the System Menu.
2021-04-22 21:55:07 +02:00

93 lines
2.8 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/IOS/MIOS.h"
#include <cstring>
#include <utility>
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/Swap.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/DSPEmulator.h"
#include "Core/HLE/HLE.h"
#include "Core/HW/DSP.h"
#include "Core/HW/DVD/DVDInterface.h"
#include "Core/HW/Memmap.h"
#include "Core/HW/SystemTimers.h"
#include "Core/HW/Wiimote.h"
#include "Core/Host.h"
#include "Core/PowerPC/PPCSymbolDB.h"
#include "Core/PowerPC/PowerPC.h"
namespace IOS::HLE::MIOS
{
static void ReinitHardware()
{
SConfig::GetInstance().bWii = false;
// IOS clears mem2 and overwrites it with pseudo-random data (for security).
std::memset(Memory::m_pEXRAM, 0, Memory::GetExRamSizeReal());
// MIOS appears to only reset the DI and the PPC.
// HACK However, resetting DI will reset the DTK config, which is set by the system menu
// (and not by MIOS), causing games that use DTK to break. Perhaps MIOS doesn't actually
// reset DI fully, in such a way that the DTK config isn't cleared?
// DVDInterface::ResetDrive(true);
PowerPC::Reset();
Wiimote::ResetAllWiimotes();
// Note: this is specific to Dolphin and is required because we initialised it in Wii mode.
DSP::Reinit(SConfig::GetInstance().bDSPHLE);
DSP::GetDSPEmulator()->Initialize(SConfig::GetInstance().bWii, SConfig::GetInstance().bDSPThread);
SystemTimers::ChangePPCClock(SystemTimers::Mode::GC);
}
constexpr u32 ADDRESS_INIT_SEMAPHORE = 0x30f8;
bool Load()
{
Memory::Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
Memory::Write_U32(0x09142001, 0x3180);
ReinitHardware();
NOTICE_LOG_FMT(IOS, "Reinitialised hardware.");
// Load symbols for the IPL if they exist.
if (!g_symbolDB.IsEmpty())
{
g_symbolDB.Clear();
Host_NotifyMapLoaded();
}
if (g_symbolDB.LoadMap(File::GetUserPath(D_MAPS_IDX) + "mios-ipl.map"))
{
::HLE::Clear();
::HLE::PatchFunctions();
Host_NotifyMapLoaded();
}
const PowerPC::CoreMode core_mode = PowerPC::GetMode();
PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
MSR.Hex = 0;
PC = 0x3400;
NOTICE_LOG_FMT(IOS, "Loaded MIOS and bootstrapped PPC.");
// IOS writes 0 to 0x30f8 before bootstrapping the PPC. Once started, the IPL eventually writes
// 0xdeadbeef there, then waits for it to be cleared by IOS before continuing.
while (Memory::Read_U32(ADDRESS_INIT_SEMAPHORE) != 0xdeadbeef)
PowerPC::SingleStep();
PowerPC::SetMode(core_mode);
Memory::Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
NOTICE_LOG_FMT(IOS, "IPL ready.");
SConfig::GetInstance().m_is_mios = true;
DVDInterface::UpdateRunningGameMetadata();
SConfig::OnNewTitleLoad();
return true;
}
} // namespace IOS::HLE::MIOS