usbloadergx/source/usbloader/GameBooter.cpp
Cyan 6171ba5980 *Fixed ocarina not loading the gct file.
*Added Zelda Skyward Sword Alternative dol offset (PAL and NTSC-U)
*updated French, Japanese and Italian language.
2011-11-15 21:01:25 +00:00

365 lines
11 KiB
C++

/****************************************************************************
* 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 <http://www.gnu.org/licenses/>.
****************************************************************************/
#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 int 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;
}
int GameBooter::FindDiscHeader(const char * gameID, struct discHdr &gameHeader)
{
gameList.LoadUnfiltered();
if(mountMethod == 0 && !gameList.GetDiscHeader(gameID))
{
gprintf("Game was not found: %s\n", gameID);
return -1;
}
else if(mountMethod && !dvdheader)
{
gprintf("Error: Loading empty disc header from DVD\n");
return -1;
}
memcpy(&gameHeader, (mountMethod ? dvdheader : gameList.GetDiscHeader(gameID)), sizeof(struct discHdr));
delete dvdheader;
dvdheader = NULL;
return 0;
}
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;
}
int GameBooter::BootGame(const char * gameID)
{
if(!gameID || strlen(gameID) < 3)
return -1;
if (mountMethod == 2)
return BootGCMode();
if(Settings.Wiinnertag)
Wiinnertag::TagGame(gameID);
AppCleanUp();
gprintf("\tSettings.partition: %d\n", Settings.partition);
struct discHdr gameHeader;
//! Find disc header in the game list first
int ret = FindDiscHeader(gameID, gameHeader);
if(ret < 0)
return ret;
//! 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 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 NandEmuMode = game_cfg->NandEmuMode == INHERIT ? Settings.NandEmuMode : game_cfg->NandEmuMode;
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;
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
if(Settings.LoaderMode != LOAD_CHANNELS)
SetupNandEmu(NandEmuMode, Settings.NandEmuPath, gameHeader);
else
SetupNandEmu(Settings.NandEmuChanMode, Settings.NandEmuChanPath, 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(Settings.LoaderMode != LOAD_CHANNELS)
{
//! 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);
}
//! Setup IOS reload block
if (IosLoader::IsHermesIOS())
{
if(reloadblock == ON)
{
enable_ES_ioctlv_vector();
if (gameList.GetGameFS(gameHeader.id) == PART_FS_WBFS)
mload_close();
}
reloadblock = 0;
}
else if(reloadblock == AUTO)
{
iosinfo_t * iosinfo = IosLoader::GetIOSInfo(IOS_GetVersion());
if(!iosinfo || iosinfo->version < 6)
reloadblock = 0;
}
//! 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(Settings.LoaderMode != LOAD_CHANNELS)
{
gprintf("\tGame Boot\n");
AppEntrypoint = BootPartition(Settings.dolpath, videoChoice, alternatedol, alternatedoloffset);
//! Flush all caches and close up all devices
DeviceHandler::DestroyInstance();
}
else
{
gprintf("\tChannel Boot\n");
//! Flush all caches and close up all devices
//! Avoid later crashs with free if memory gets overwritten by game
DeviceHandler::DestroyInstance();
/* Setup low memory */
Disc_SetLowMem();
/* Setup video mode */
Disc_SelectVMode(videoChoice);
// Load dol
AppEntrypoint = Channels::LoadChannel(gameHeader.tid);
}
//! 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, languageChoice, countrystrings, viChoice, sneekChoice, Hooktype, fix002, reloadblock, iosChoice, returnToChoice);
//! Load Code handler if needed
load_handler(Hooktype, WiirdDebugger, Settings.WiirdDebuggerPause);
//! Shadow mload - Only needed on some games with Hermes v5.1 (Check is inside the function)
shadow_mload();
gprintf("Shutting down devices...\n");
// Close all handlers
WBFS_CloseAll();
if(Settings.USBPort == 2)
//! Reset USB port because device handler changes it for cache flushing
USBStorage2_SetPort(usbport);
USBStorage2_Deinit();
USB_Deinitialize();
//! 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());
}