/**************************************************************************** * Copyright (C) 2011 Dimok * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . ****************************************************************************/ #include "menu/menus.h" #include "menu/WDMMenu.hpp" #include "mload/mload.h" #include "mload/mload_modules.h" #include "system/IosLoader.h" #include "Controls/DeviceHandler.hpp" #include "Channels/channels.h" #include "usbloader/disc.h" #include "usbloader/apploader.h" #include "usbloader/usbstorage2.h" #include "usbloader/wdvd.h" #include "usbloader/GameList.h" #include "settings/CGameSettings.h" #include "usbloader/frag.h" #include "usbloader/wbfs.h" #include "usbloader/playlog.h" #include "usbloader/MountGamePartition.h" #include "usbloader/AlternateDOLOffsets.h" #include "settings/newtitles.h" #include "network/Wiinnertag.h" #include "patches/patchcode.h" #include "patches/gamepatches.h" #include "patches/wip.h" #include "patches/bca.h" #include "system/IosLoader.h" #include "banner/OpeningBNR.hpp" #include "wad/nandtitle.h" #include "menu/menus.h" #include "memory/memory.h" #include "GameBooter.hpp" #include "NandEmu.h" #include "SavePath.h" #include "sys.h" //appentrypoint has to be global because of asm u32 AppEntrypoint = 0; struct discHdr *dvdheader = NULL; extern u8 mountMethod; int GameBooter::BootGCMode() { ExitApp(); gprintf("\nLoading BC for GameCube"); WII_Initialize(); return WII_LaunchTitle(0x0000000100000100ULL); } u32 GameBooter::BootPartition(char * dolpath, u8 videoselected, u8 alternatedol, u32 alternatedoloffset) { gprintf("booting partition IOS %u r%u\n", IOS_GetVersion(), IOS_GetRevision()); entry_point p_entry; s32 ret; u64 offset; /* Find game partition offset */ ret = Disc_FindPartition(&offset); if (ret < 0) return 0; /* Open specified partition */ ret = WDVD_OpenPartition(offset); if (ret < 0) return 0; /* Setup low memory */ Disc_SetLowMem(); /* Setup video mode */ Disc_SelectVMode(videoselected); /* Run apploader */ ret = Apploader_Run(&p_entry, dolpath, alternatedol, alternatedoloffset); if (ret < 0) return 0; return (u32) p_entry; } void GameBooter::SetupAltDOL(u8 * gameID, u8 &alternatedol, u32 &alternatedoloffset) { if(alternatedol == ALT_DOL_ON_LAUNCH) { alternatedol = ALT_DOL_FROM_GAME; alternatedoloffset = WDMMenu::GetAlternateDolOffset(); } else if(alternatedol == ALT_DOL_DEFAULT) { alternatedol = ALT_DOL_FROM_GAME; alternatedoloffset = defaultAltDol((char *) gameID); } if(alternatedol == ALT_DOL_FROM_GAME && alternatedoloffset == 0) alternatedol = OFF; } void GameBooter::SetupNandEmu(u8 NandEmuMode, const char *NandEmuPath, struct discHdr &gameHeader) { if(NandEmuMode && strchr(NandEmuPath, '/')) { //! Create save game path and title.tmd for not existing saves CreateSavePath(&gameHeader); gprintf("Enabling Nand Emulation on: %s\n", NandEmuPath); Set_FullMode(NandEmuMode == 2); Set_Path(strchr(NandEmuPath, '/')); //! Set which partition to use (USB only) if(strncmp(NandEmuPath, "usb", 3) == 0) Set_Partition(atoi(NandEmuPath+3)-1); //! Unmount SD since NAND Emu mount fails otherwise else if(strncmp(NandEmuPath, "sd", 2) == 0) DeviceHandler::Instance()->UnMountSD(); Enable_Emu(strncmp(NandEmuPath, "usb", 3) == 0 ? EMU_USB : EMU_SD); //! Remount SD again after activating NAND emu if(strncmp(NandEmuPath, "sd", 2) == 0) DeviceHandler::Instance()->MountSD(); } } int GameBooter::SetupDisc(u8 * gameID) { if (mountMethod) { gprintf("\tloading DVD\n"); return Disc_Open(); } int ret = -1; if(IosLoader::IsWaninkokoIOS() && IOS_GetRevision() < 18) { gprintf("Disc_SetUSB..."); ret = Disc_SetUSB(gameID); gprintf("%d\n", ret); if(ret < 0) return ret; } else { gprintf("Loading fragment list..."); ret = get_frag_list(gameID); gprintf("%d\n", ret); if(ret < 0) return ret; ret = set_frag_list(gameID); if(ret < 0) return ret; gprintf("\tUSB set to game\n"); } gprintf("Disc_Open()..."); ret = Disc_Open(); gprintf("%d\n", ret); return ret; } void GameBooter::ShutDownDevices(int gameUSBPort) { gprintf("Shutting down devices...\n"); //! Flush all caches and close up all devices WBFS_CloseAll(); DeviceHandler::DestroyInstance(); //! Shadow mload - Only needed on some games with Hermes v5.1 (Check is inside the function) shadow_mload(); if(Settings.USBPort == 2) //! Reset USB port because device handler changes it for cache flushing USBStorage2_SetPort(gameUSBPort); USBStorage2_Deinit(); USB_Deinitialize(); } int GameBooter::BootGame(struct discHdr *gameHdr) { if(!gameHdr) return -1; char gameID[7]; snprintf(gameID, sizeof(gameID), "%s", gameHdr->id); gprintf("\tBootGame: %s\n", gameID); if(Settings.Wiinnertag) Wiinnertag::TagGame(gameID); if(mountMethod == 2) return BootGCMode(); AppCleanUp(); gprintf("\tSettings.partition: %d\n", Settings.partition); s32 ret = -1; struct discHdr gameHeader; memcpy(&gameHeader, gameHdr, sizeof(struct discHdr)); //! Remember game's USB port int partition = gameList.GetPartitionNumber(gameHeader.id); int usbport = DeviceHandler::PartitionToUSBPort(partition); //! Setup game configuration from game settings. If no game settings exist use global/default. GameCFG * game_cfg = GameSettings.GetGameCFG(gameHeader.id); u8 videoChoice = game_cfg->video == INHERIT ? Settings.videomode : game_cfg->video; u8 aspectChoice = game_cfg->aspectratio == INHERIT ? Settings.GameAspectRatio : game_cfg->aspectratio; u8 languageChoice = game_cfg->language == INHERIT ? Settings.language : game_cfg->language; u8 ocarinaChoice = game_cfg->ocarina == INHERIT ? Settings.ocarina : game_cfg->ocarina; u8 viChoice = game_cfg->vipatch == INHERIT ? Settings.videopatch : game_cfg->vipatch; u8 sneekChoice = game_cfg->sneekVideoPatch == INHERIT ? Settings.sneekVideoPatch : game_cfg->sneekVideoPatch; u8 iosChoice = game_cfg->ios == INHERIT ? Settings.cios : game_cfg->ios; u8 fix002 = game_cfg->errorfix002 == INHERIT ? Settings.error002 : game_cfg->errorfix002; u8 countrystrings = game_cfg->patchcountrystrings == INHERIT ? Settings.patchcountrystrings : game_cfg->patchcountrystrings; u8 alternatedol = game_cfg->loadalternatedol; u32 alternatedoloffset = game_cfg->alternatedolstart; u8 reloadblock = game_cfg->iosreloadblock == INHERIT ? Settings.BlockIOSReload : game_cfg->iosreloadblock; u8 Hooktype = game_cfg->Hooktype == INHERIT ? Settings.Hooktype : game_cfg->Hooktype; u8 WiirdDebugger = game_cfg->WiirdDebugger == INHERIT ? Settings.WiirdDebugger : game_cfg->WiirdDebugger; u64 returnToChoice = game_cfg->returnTo ? NandTitles.FindU32(Settings.returnTo) : 0; u8 NandEmuMode = game_cfg->NandEmuMode == INHERIT ? Settings.NandEmuMode : game_cfg->NandEmuMode; const char *NandEmuPath = game_cfg->NandEmuPath.size() == 0 ? Settings.NandEmuPath : game_cfg->NandEmuPath.c_str(); if(gameHeader.tid != 0) { NandEmuMode = (gameHeader.type == TYPE_GAME_EMUNANDCHAN) ? 2 : 0; // If from emu nand set full emulation mode NandEmuPath = game_cfg->NandEmuPath.size() == 0 ? Settings.NandEmuChanPath : game_cfg->NandEmuPath.c_str(); } if(ocarinaChoice && Hooktype == OFF) Hooktype = 1; //! Prepare alternate dol settings SetupAltDOL(gameHeader.id, alternatedol, alternatedoloffset); //! Reload game settings cIOS for this game if(iosChoice != IOS_GetVersion()) { gprintf("Reloading into game cIOS: %i...\n", iosChoice); IosLoader::LoadGameCios(iosChoice); if(MountGamePartition(false) < 0) return -1; } //! Modify Wii Message Board to display the game starting here (before Nand Emu) if(Settings.PlaylogUpdate) Playlog_Update((char *) gameHeader.id, BNRInstance::Instance()->GetIMETTitle(CONF_GetLanguage())); //! Setup NAND emulation SetupNandEmu(NandEmuMode, NandEmuPath, gameHeader); // Load wip codes load_wip_code(gameHeader.id); //! Load Ocarina codes if (ocarinaChoice) ocarina_load_code(Settings.Cheatcodespath, gameHeader.id); //! Setup disc stuff if we load a game if(gameHeader.tid == 0) { //! Setup disc in cIOS and open it ret = SetupDisc(gameHeader.id); if (ret < 0) Sys_BackToLoader(); //! Load BCA data for the game gprintf("Loading BCA data..."); ret = do_bca_code(Settings.BcaCodepath, gameHeader.id); gprintf("%d\n", ret); } if(IosLoader::IsHermesIOS(iosChoice)) { if(reloadblock == ON) { //! Setup IOS reload block enable_ES_ioctlv_vector(); if (gameList.GetGameFS(gameHeader.id) == PART_FS_WBFS) mload_close(); } } else if(IosLoader::IsD2X(iosChoice)) { // Open ES file descriptor for the d2x patches static char es_fs[] ATTRIBUTE_ALIGN(32) = "/dev/es"; int es_fd = IOS_Open(es_fs, 0); if(es_fd >= 0) { // IOS Reload Block if(reloadblock != OFF) { BlockIOSReload(es_fd, iosChoice); } // Check if new patch method for return to works otherwise old method will be used if(PatchNewReturnTo(es_fd, returnToChoice) >= 0) returnToChoice = 0; // Patch successful, no need for old method // Close ES file descriptor IOS_Close(es_fd); } } //! Now we can free up the memory used by the game/channel lists gameList.clear(); Channels::DestroyInstance(); //! Load main.dol or alternative dol into memory, start the game apploader and get game entrypoint if(gameHeader.tid == 0) { gprintf("\tGame Boot\n"); AppEntrypoint = BootPartition(Settings.dolpath, videoChoice, alternatedol, alternatedoloffset); // Reading of game is done we can close devices now ShutDownDevices(usbport); } else { //! shutdown now and avoid later crashs with free if memory gets overwritten by channel ShutDownDevices(usbport); gprintf("\tChannel Boot\n"); // Load dol AppEntrypoint = Channels::LoadChannel(gameHeader.tid); /* Setup low memory */ Disc_SetLowMem(); /* Setup video mode */ Disc_SelectVMode(videoChoice); } //! No entrypoint found...back to HBC/SystemMenu if(AppEntrypoint == 0) { gprintf("AppEntryPoint is 0, something went wrong\n"); WDVD_ClosePartition(); Sys_BackToLoader(); } //! Do all the game patches gprintf("Applying game patches...\n"); gamepatches(videoChoice, aspectChoice, languageChoice, countrystrings, viChoice, sneekChoice, Hooktype, fix002, returnToChoice); //! Load Code handler if needed load_handler(Hooktype, WiirdDebugger, Settings.WiirdDebuggerPause); //! Jump to the entrypoint of the game - the last function of the USB Loader gprintf("Jumping to game entrypoint: 0x%08X.\n", AppEntrypoint); return Disc_JumpToEntrypoint(Hooktype, WDMMenu::GetDolParameter()); }