usbloadergx/source/usbloader/GameBooter.cpp
Cyan a8f136335f * Fixed launching GameCube games from disc with official MIOS
* Added Forced Language settings for GameCube games when using DM(L)
* Fixed GameCube games video mode error with DML by removing forced progressive mode 
  when using component cable.
* Replaced the "Force interlace" by "DML Progressive Patch" (use it ONLY if you don't
  see any picture when forcing 480p)
* Added a setting to choose whether to use MIOS or Devolution for GameCube games.
* Added support for Devolution:
  - place Loader.bin from devolution sources in "DEVO Loader Folder". 
    default folder is sd:/apps/gc_devo/ but you can change it.
  - You need to use the same folder layout than DIOS MIOS: /games/title [ID6]/game.iso
  - You need to place the second game disc ISO in the same folder than the first ISO (untested)
  - The Memory Card Emulation for Devolution can be: 
      OFF (real Memory Card) 
      ON  (saved in /apps/gc_devo)
      Individual (Saved in the game folder)
  - Other settings have no effect in Devolution Mode. (no Ocarina/language/video force/etc.)
2012-07-16 16:07:24 +00:00

783 lines
24 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 "settings/SettingsEnums.h"
#include "usbloader/frag.h"
#include "usbloader/wbfs.h"
#include "usbloader/playlog.h"
#include "usbloader/MountGamePartition.h"
#include "usbloader/AlternateDOLOffsets.h"
#include "GameCube/GCGames.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"
#include "FileOperations/fileops.h"
#include "prompts/ProgressWindow.h"
//appentrypoint has to be global because of asm
u32 AppEntrypoint = 0;
// Devolution config
u8 *loader_bin = NULL;
static DEVO_CGF *DEVO_CONFIG = (DEVO_CGF*)0x80000020;
extern "C"
{
syssram* __SYS_LockSram();
u32 __SYS_UnlockSram(u32 write);
u32 __SYS_SyncSram(void);
}
int GameBooter::BootGCMode(struct discHdr *gameHdr)
{
const char *RealPath = GCGames::Instance()->GetPath((const char *) gameHdr->id);
// check the settings
GameCFG * game_cfg = GameSettings.GetGameCFG(gameHdr->id);
u8 videoChoice = game_cfg->video == INHERIT ? Settings.videomode : game_cfg->video;
u8 languageChoice = game_cfg->language == INHERIT ? 6 : game_cfg->language;
u8 ocarinaChoice = game_cfg->ocarina == INHERIT ? Settings.ocarina : game_cfg->ocarina;
u8 GCMode = game_cfg->GameCubeMode == INHERIT ? Settings.GameCubeMode : game_cfg->GameCubeMode;
u8 dmlProgressivePatch = game_cfg->DMLProgPatch == INHERIT ? Settings.DMLProgPatch : game_cfg->DMLProgPatch;
u8 dmlNMMChoice = game_cfg->DMLNMM == INHERIT ? Settings.DMLNMM : game_cfg->DMLNMM;
u8 dmlActivityLEDChoice = game_cfg->DMLActivityLED == INHERIT ? Settings.DMLActivityLED : game_cfg->DMLActivityLED;
u8 dmlPADHookChoice = game_cfg->DMLPADHOOK == INHERIT ? Settings.DMLPADHOOK : game_cfg->DMLPADHOOK;
u8 dmlNoDiscChoice = game_cfg->DMLNoDisc == INHERIT ? Settings.DMLNoDisc : game_cfg->DMLNoDisc;
u8 dmlDebugChoice = game_cfg->DMLDebug == INHERIT ? Settings.DMLDebug : game_cfg->DMLDebug;
u8 devoMCEmulation = game_cfg->DEVOMCEmulation == INHERIT ? Settings.DEVOMCEmulation : game_cfg->DEVOMCEmulation;
if(GCMode == GC_MODE_DEVOLUTION)
{
if(gameHdr->type == TYPE_GAME_GC_DISC)
{
WindowPrompt(tr("Error:"), tr("To run GameCube games from Disc you need to set the GameCube mode to MIOS in the game settings."), tr("OK"));
return 0;
}
// Check if Devolution is available
char DEVO_loader_path[100];
snprintf(DEVO_loader_path, sizeof(DEVO_loader_path), "%sloader.bin", Settings.DEVOLoaderPath);
FILE *f = fopen(DEVO_loader_path, "rb");
if(f)
{
fseek(f, 0, SEEK_END);
u32 size = ftell(f);
rewind(f);
loader_bin = (u8*)MEM2_alloc(size);
fread(loader_bin, 1, size, f);
fclose(f);
}
else
{
WindowPrompt(tr("Error:"), tr("To run GameCube games with Devolution you need the loader.bin file in your Devolution Path."), tr("OK"));
return 0;
}
// Get the Game's data
char game_partition[5];
snprintf(game_partition, sizeof(game_partition), DeviceHandler::GetDevicePrefix(RealPath));
char disc1[100];
//char disc2[100];
char DEVO_memCard[100];
snprintf(disc1, sizeof(disc1), RealPath);
snprintf(DEVO_memCard, sizeof(DEVO_memCard), RealPath); // Set memory card folder to Disc1 folder
char *ptr = strrchr(DEVO_memCard, '/');
if(ptr) *ptr = 0;
// Make sure the directory exists
char devoPath[20];
snprintf(devoPath, sizeof(devoPath), "%s:/apps/gc_devo", game_partition);
CreateSubfolder(devoPath);
// Get the starting cluster (and device ID) for the ISO file 1
struct stat st1;
stat(disc1, &st1);
// Get the starting cluster for the ISO file 2
//struct stat st2;
//stat(disc2, &st2);
// setup Devolution
memset(DEVO_CONFIG, 0, sizeof(*DEVO_CONFIG));
DEVO_CONFIG->signature = DEVO_SIG;
DEVO_CONFIG->version = DEVO_VERSION;
DEVO_CONFIG->device_signature = st1.st_dev;
DEVO_CONFIG->disc1_cluster = st1.st_ino; // set starting cluster for first disc ISO file
//DEVO_CONFIG->disc2_cluster = st2.st_ino; // set starting cluster for second disc ISO file
// check memory card
if(devoMCEmulation == DEVO_MC_OFF)
{
DEVO_CONFIG->memcard_cluster = 0;
snprintf(DEVO_memCard, sizeof(DEVO_memCard), "Original");
}
else
{
if(devoMCEmulation == DEVO_MC_INDIVIDUAL)
{
snprintf(DEVO_memCard, sizeof(DEVO_memCard), "%s/memcard_%s.bin", DEVO_memCard, (const char *) gameHdr->id);
}
else // same for all games
{
snprintf(DEVO_memCard, sizeof(DEVO_memCard), "%s:/apps/gc_devo/memcard.bin", game_partition);
}
// check if file doesn't exist or is less than 16MB
struct stat st;
if (stat(DEVO_memCard, &st) == -1 || st.st_size < 16<<20)
{
// need to enlarge or create it
FILE *f = fopen(DEVO_memCard, "wb");
if(f)
{
// make it 16MB
ShowProgress(tr("Please wait..."), 0, 0);
gprintf("Resizing memcard file...\n");
fseek(f, (16 << 20) - 1, SEEK_SET);
fputc(0, f);
fclose(f);
if (stat(DEVO_memCard, &st)==-1 || st.st_size < 16<<20)
{
// it still isn't big enough. Give up.
st.st_ino = 0;
}
ProgressStop();
}
else
{
// couldn't open or create the memory card file
st.st_ino = 0;
}
}
DEVO_CONFIG->memcard_cluster = st.st_ino;
}
// setup video mode
Disc_SelectVMode(VIDEO_MODE_DISCDEFAULT, false);
Disc_SetVMode();
// read 32 bytes of disc 1 to the start of MEM1
FILE *iso_file = fopen(disc1, "rb");
u8 *lowmem = (u8*)0x80000000;
fread(lowmem, 1, 32, iso_file);
fclose(iso_file);
// flush disc ID and Devolution config out to memory
DCFlushRange(lowmem, 64);
puts((const char*)loader_bin + 4);
gprintf("DEVO: Loading game: %s\n", disc1);
gprintf("DEVO: Memory Card: %s\n", DEVO_memCard);
ExitApp();
LAUNCH_DEVO();
}
int currentMIOS = IosLoader::GetMIOSInfo();
// DIOS MIOS
if(currentMIOS == DIOS_MIOS)
{
// Check Main GameCube Path location
if(strncmp(Settings.GameCubePath, "sd", 2) == 0 || strncmp(DeviceHandler::PathToFSName(Settings.GameCubePath), "FAT", 3) != 0)
{
WindowPrompt(tr("Error:"), tr("To run GameCube games with DIOS MIOS you need to set your 'Main GameCube Path' to an USB FAT32 partition."), tr("OK"));
return 0;
}
// Check current game location
if(strncmp(RealPath, "sd", 2) == 0)
{
WindowPrompt(tr("The game is on SD Card."), tr("To run GameCube games with DIOS MIOS you need to place them on an USB FAT32 partition."), tr("OK"));
// Todo: Add here copySD2USB.
return 0;
}
// Check DML NoDisc setting
if(dmlNoDiscChoice)
{
WindowPrompt(tr("Warning:"), tr("The No Disc setting is not used anymore by DIOS MIOS v2. Now you need to place a disc in your drive."), tr("OK"));
}
// Check current GCT location
if((ocarinaChoice) && strncmp(Settings.GameCubePath, Settings.Cheatcodespath, 4) != 0) // Checking "USBx"
{
int choice = WindowPrompt(tr("Warning:"), tr("The GCT Cheatcodes Path and this game are not on the same partition. Run the game without Ocarina?"), tr("OK"), tr("Cancel"));
if(choice == 0)
return false;
}
}
// DIOS MIOS Lite
else if(currentMIOS == DIOS_MIOS_LITE || currentMIOS == QUADFORCE)
{
if(((gameHdr->type == TYPE_GAME_GC_IMG) || (gameHdr->type == TYPE_GAME_GC_EXTRACTED)) && strncmp(RealPath, "usb", 3) == 0)
{
if(!GCGames::Instance()->CopyUSB2SD(gameHdr))
return 0;
RealPath = GCGames::Instance()->GetPath((const char *) gameHdr->id);
}
// Check current GCT location
if((ocarinaChoice) && strncmp(Settings.Cheatcodespath, "SD", 2) != 0)
{
int choice = WindowPrompt(tr("Warning:"), tr("The GCT Cheatcodes Path must be on SD card. Run the game without Ocarina?"), tr("OK"), tr("Cancel"));
if(choice == 0)
return false;
}
}
// MIOS
else if(gameHdr->type == TYPE_GAME_GC_DISC) // Launch disc based games from real MIOS
{
ExitApp();
gprintf("\nLoading BC for GameCube");
WII_Initialize();
return WII_LaunchTitle(0x0000000100000100ULL);
}
else
{
WindowPrompt(tr("Error:"), tr("You need to install DIOS MIOS to run GameCube games from USB or DIOS MIOS Lite to run them from SD card"), tr("OK"));
return 0;
}
const char *gcPath = strchr(RealPath, '/');
if(!gcPath) gcPath = "";
char gamePath[255];
snprintf(gamePath, sizeof(gamePath), "%s", gcPath);
ExitApp();
gprintf("\nLoading BC for GameCube\n");
// Game ID
memcpy((u8 *)Disc_ID, gameHdr->id, 6);
DCFlushRange((u8 *)Disc_ID, 6);
*(vu32*)0xCC003024 |= 7;
Disc_SelectVMode(videoChoice, dmlProgressivePatch);
Disc_SetVMode();
DML_CFG *dml_config = (DML_CFG *) DML_CONFIG_ADDRESS;
memset(dml_config, 0, sizeof(DML_CFG));
// Magic and version for DML
dml_config->Magicbytes = DML_MAGIC;
dml_config->Version = DML_VERSION;
// Select disc source
if((gameHdr->type == TYPE_GAME_GC_IMG) || (gameHdr->type == TYPE_GAME_GC_EXTRACTED))
{
dml_config->Config |= DML_CFG_GAME_PATH;
strncpy(dml_config->GamePath, gamePath, sizeof(dml_config->GamePath));
// use no disc patch
if(dmlNoDiscChoice)
dml_config->Config |= DML_CFG_NODISC;
gprintf("DML: Loading game %s\n", dml_config->GamePath);
}
else
{
dml_config->Config |= DML_CFG_BOOT_DISC;
}
// setup cheat and path
if(ocarinaChoice)
{
dml_config->Config |= DML_CFG_CHEATS | DML_CFG_CHEAT_PATH;
const char *CheatPath = strchr(Settings.Cheatcodespath, '/');
if(!CheatPath) CheatPath = "";
snprintf(dml_config->CheatPath, sizeof(dml_config->CheatPath), "%s%.6s.gct", CheatPath, (char *)gameHdr->id);
gprintf("DML: Loading cheat %s\n", dml_config->CheatPath);
}
// other DMl configs
if(dmlPADHookChoice)
dml_config->Config |= DML_CFG_PADHOOK;
if(dmlActivityLEDChoice)
dml_config->Config |= DML_CFG_ACTIVITY_LED;
if(dmlNMMChoice)
dml_config->Config |= dmlNMMChoice == ON ? DML_CFG_NMM : DML_CFG_NMM_DEBUG;
if(dmlDebugChoice)
dml_config->Config |= dmlDebugChoice == ON ? DML_CFG_DEBUGGER : DML_CFG_DEBUGWAIT;
// internal DML video mode methods
bool PAL60 = CONF_GetEuRGB60() > 0;
u32 tvmode = CONF_GetVideo();
u8 *diskid = (u8 *) Disc_ID;
switch(videoChoice)
{
case VIDEO_MODE_SYSDEFAULT:
if(tvmode == CONF_VIDEO_NTSC)
dml_config->VideoMode = DML_VID_FORCE_NTSC;
else if(PAL60)
{
if(CONF_GetProgressiveScan() > 0)
{
dml_config->VideoMode = DML_VID_FORCE_PROG;
}
else
dml_config->VideoMode = DML_VID_FORCE_PAL60;
}
else
dml_config->VideoMode = DML_VID_FORCE_PAL50;
break;
case VIDEO_MODE_DISCDEFAULT: // DEFAULT (DISC/GAME)
switch (diskid[3])
{
// PAL
case 'D':
case 'F':
case 'P':
case 'X':
case 'Y':
if(tvmode == CONF_VIDEO_NTSC) // Force PAL output (576i) for NTSC consoles.
dml_config->VideoMode = DML_VID_FORCE_PAL50;
else if(PAL60)
{
if(CONF_GetProgressiveScan() > 0)
{
dml_config->VideoMode = DML_VID_FORCE_PROG;
}
else
dml_config->VideoMode = DML_VID_FORCE_PAL60;
}
else
dml_config->VideoMode = DML_VID_FORCE_PAL50;
break;
// NTSC
case 'E':
case 'J':
dml_config->VideoMode = DML_VID_FORCE_NTSC;
break;
default:
dml_config->VideoMode = DML_VID_DML_AUTO;
break;
}
break;
case VIDEO_MODE_PAL50:
dml_config->VideoMode = DML_VID_FORCE_PAL50 | DML_VID_FORCE;
break;
case VIDEO_MODE_PAL60:
dml_config->VideoMode = DML_VID_FORCE_PAL60 | DML_VID_FORCE;
break;
case VIDEO_MODE_NTSC:
dml_config->VideoMode = DML_VID_FORCE_NTSC | DML_VID_FORCE;
break;
case VIDEO_MODE_PAL480P:
case VIDEO_MODE_NTSC480P:
dml_config->VideoMode = DML_VID_FORCE_PROG | DML_VID_FORCE;
break;
default:
dml_config->VideoMode = DML_VID_DML_AUTO;
break;
}
if(dmlProgressivePatch)
dml_config->VideoMode |= DML_VID_PROG_PATCH;
DCFlushRange(dml_config, sizeof(DML_CFG));
memcpy((u8*)DML_CONFIG_ADDRESS_V1_2, dml_config, sizeof(DML_CFG));
DCFlushRange((u8*)DML_CONFIG_ADDRESS_V1_2, sizeof(DML_CFG));
// print the config set for DML
gprintf("DML: setup configuration 0x%X\n", dml_config->Config);
gprintf("DML: setup video mode 0x%X\n", dml_config->VideoMode);
syssram *sram = __SYS_LockSram();
if(dmlProgressivePatch) {
sram->flags |= 0x80; //set progressive flag
}
else {
sram->flags &= 0x7F; //clear progressive flag
}
// setup video mode flags
if (*Video_Mode == VI_NTSC) {
sram->flags &= ~1; // Clear bit 0 to set the video mode to NTSC
sram->ntd &= 0xBF; //clear pal60 flag
}
else {
sram->flags |= 1; // Set bit 0 to set the video mode to PAL
sram->ntd |= 0x40; //set pal60 flag
}
// Set language flag
if(languageChoice <= GC_DUTCH)
{
sram->lang = languageChoice;
}
else // console default
{
sram->lang = GC_ENGLISH;
if(CONF_GetLanguage() >= CONF_LANG_ENGLISH && CONF_GetLanguage() <= CONF_LANG_DUTCH)
{
sram->lang = CONF_GetLanguage()-1;
}
}
gprintf("DML: setup language 0x%X\n", sram->lang);
__SYS_UnlockSram(1); // 1 -> write changes
while(!__SYS_SyncSram())
usleep(100);
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, true);
/* 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, '/'))
{
int partition = -1;
//! 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, '/'));
//! Unmount devices to flush data before activating NAND Emu
if(strncmp(NandEmuPath, "usb", 3) == 0)
{
//! Set which partition to use (USB only)
partition = atoi(NandEmuPath+3)-1;
Set_Partition(DeviceHandler::PartitionToPortPartition(partition));
DeviceHandler::Instance()->UnMount(USB1 + partition);
}
else
DeviceHandler::Instance()->UnMountSD();
Enable_Emu(strncmp(NandEmuPath, "usb", 3) == 0 ? EMU_USB : EMU_SD);
//! Mount USB to start game, SD is not required
if(strncmp(NandEmuPath, "usb", 3) == 0)
DeviceHandler::Instance()->Mount(USB1 + partition);
}
}
int GameBooter::SetupDisc(struct discHdr &gameHeader)
{
if (gameHeader.type == TYPE_GAME_WII_DISC)
{
gprintf("\tloading DVD\n");
return Disc_Open();
}
int ret = -1;
if(IosLoader::IsWaninkokoIOS() && IOS_GetRevision() < 18)
{
gprintf("Disc_SetUSB...");
ret = Disc_SetUSB(gameHeader.id);
gprintf("%d\n", ret);
if(ret < 0) return ret;
}
else
{
gprintf("Loading fragment list...");
ret = get_frag_list(gameHeader.id);
gprintf("%d\n", ret);
if(ret < 0) return ret;
ret = set_frag_list(gameHeader.id);
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;
struct discHdr gameHeader;
memcpy(&gameHeader, gameHdr, sizeof(struct discHdr));
gprintf("\tBootGame: %.6s\n", gameHeader.id);
if(Settings.Wiinnertag)
Wiinnertag::TagGame((const char *) gameHeader.id);
if(gameHeader.type == TYPE_GAME_GC_IMG || gameHeader.type == TYPE_GAME_GC_DISC || gameHdr->type == TYPE_GAME_GC_EXTRACTED)
return BootGCMode(&gameHeader);
AppCleanUp();
gprintf("\tSettings.partition: %d\n", Settings.partition);
s32 ret = -1;
//! 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)
? (game_cfg->NandEmuMode == INHERIT ? Settings.NandEmuChanMode : game_cfg->NandEmuMode) //! Emulated nand title
: 0; //! Real nand title
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)
{
BNRInstance::Instance()->Load(&gameHeader);
Playlog_Update((char *) gameHeader.id, BNRInstance::Instance()->GetIMETTitle(CONF_GetLanguage()));
}
//! Load wip codes
load_wip_code(gameHeader.id);
//! Load Ocarina codes
if (ocarinaChoice)
ocarina_load_code(Settings.Cheatcodespath, gameHeader.id);
//! Setup NAND emulation
SetupNandEmu(NandEmuMode, NandEmuPath, gameHeader);
//! Setup disc stuff if we load a game
if(gameHeader.tid == 0)
{
//! Setup disc in cIOS and open it
ret = SetupDisc(gameHeader);
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(DeviceHandler::PartitionToUSBPort(std::max(atoi(NandEmuPath+3)-1, 0)));
gprintf("\tChannel Boot\n");
/* Setup video mode */
Disc_SelectVMode(videoChoice, true);
// 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, 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());
}