mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-04 18:45:05 +01:00
c7411c9200
*optimized use of memory (sizes over 30kb go to mem2 now first till it runs out) *avoid use of mem2 area used on IOS_Reload (first 2 mb) *fixed bug in aiff sound playback. breaked some banner sounds *fixed boot of We Dare again (stupid channels added in the pattern again :P) *unmount the usb partition used for nand emu and remount it after activating nand emu (fat32 cache flush)
369 lines
11 KiB
C++
369 lines
11 KiB
C++
/****************************************************************************
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* Copyright (C) 2011 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include "menu/menus.h"
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#include "menu/WDMMenu.hpp"
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#include "mload/mload.h"
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#include "mload/mload_modules.h"
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#include "system/IosLoader.h"
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#include "Controls/DeviceHandler.hpp"
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#include "Channels/channels.h"
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#include "usbloader/disc.h"
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#include "usbloader/apploader.h"
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#include "usbloader/usbstorage2.h"
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#include "usbloader/wdvd.h"
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#include "usbloader/GameList.h"
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#include "settings/CGameSettings.h"
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#include "usbloader/frag.h"
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#include "usbloader/wbfs.h"
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#include "usbloader/playlog.h"
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#include "usbloader/MountGamePartition.h"
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#include "usbloader/AlternateDOLOffsets.h"
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#include "settings/newtitles.h"
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#include "network/Wiinnertag.h"
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#include "patches/patchcode.h"
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#include "patches/gamepatches.h"
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#include "patches/wip.h"
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#include "patches/bca.h"
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#include "system/IosLoader.h"
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#include "banner/OpeningBNR.hpp"
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#include "wad/nandtitle.h"
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#include "menu/menus.h"
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#include "memory/memory.h"
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#include "GameBooter.hpp"
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#include "NandEmu.h"
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#include "SavePath.h"
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#include "sys.h"
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//appentrypoint has to be global because of asm
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u32 AppEntrypoint = 0;
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struct discHdr *dvdheader = NULL;
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extern u8 mountMethod;
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int GameBooter::BootGCMode()
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{
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ExitApp();
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gprintf("\nLoading BC for GameCube");
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WII_Initialize();
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return WII_LaunchTitle(0x0000000100000100ULL);
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}
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u32 GameBooter::BootPartition(char * dolpath, u8 videoselected, u8 alternatedol, u32 alternatedoloffset)
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{
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gprintf("booting partition IOS %u r%u\n", IOS_GetVersion(), IOS_GetRevision());
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entry_point p_entry;
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s32 ret;
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u64 offset;
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/* Find game partition offset */
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ret = Disc_FindPartition(&offset);
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if (ret < 0)
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return 0;
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/* Open specified partition */
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ret = WDVD_OpenPartition(offset);
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if (ret < 0)
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return 0;
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/* Setup low memory */
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Disc_SetLowMem();
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/* Setup video mode */
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Disc_SelectVMode(videoselected);
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/* Run apploader */
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ret = Apploader_Run(&p_entry, dolpath, alternatedol, alternatedoloffset);
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if (ret < 0)
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return 0;
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return (u32) p_entry;
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}
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void GameBooter::SetupAltDOL(u8 * gameID, u8 &alternatedol, u32 &alternatedoloffset)
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{
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if(alternatedol == ALT_DOL_ON_LAUNCH)
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{
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alternatedol = ALT_DOL_FROM_GAME;
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alternatedoloffset = WDMMenu::GetAlternateDolOffset();
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}
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else if(alternatedol == ALT_DOL_DEFAULT)
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{
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alternatedol = ALT_DOL_FROM_GAME;
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alternatedoloffset = defaultAltDol((char *) gameID);
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}
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if(alternatedol == ALT_DOL_FROM_GAME && alternatedoloffset == 0)
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alternatedol = OFF;
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}
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void GameBooter::SetupNandEmu(u8 NandEmuMode, const char *NandEmuPath, struct discHdr &gameHeader)
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{
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if(NandEmuMode && strchr(NandEmuPath, '/'))
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{
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int partition = -1;
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//! Create save game path and title.tmd for not existing saves
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CreateSavePath(&gameHeader);
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gprintf("Enabling Nand Emulation on: %s\n", NandEmuPath);
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Set_FullMode(NandEmuMode == 2);
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Set_Path(strchr(NandEmuPath, '/'));
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//! Unmount devices to flush data before activating NAND Emu
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if(strncmp(NandEmuPath, "usb", 3) == 0)
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{
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//! Set which partition to use (USB only)
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partition = atoi(NandEmuPath+3)-1;
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Set_Partition(partition);
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DeviceHandler::Instance()->UnMount(USB1 + partition);
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}
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else
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DeviceHandler::Instance()->UnMountSD();
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Enable_Emu(strncmp(NandEmuPath, "usb", 3) == 0 ? EMU_USB : EMU_SD);
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//! Mount USB to start game, SD is not required
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if(strncmp(NandEmuPath, "usb", 3) == 0)
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DeviceHandler::Instance()->Mount(USB1 + partition);
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}
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}
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int GameBooter::SetupDisc(u8 * gameID)
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{
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if (mountMethod)
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{
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gprintf("\tloading DVD\n");
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return Disc_Open();
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}
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int ret = -1;
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if(IosLoader::IsWaninkokoIOS() && IOS_GetRevision() < 18)
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{
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gprintf("Disc_SetUSB...");
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ret = Disc_SetUSB(gameID);
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gprintf("%d\n", ret);
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if(ret < 0) return ret;
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}
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else
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{
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gprintf("Loading fragment list...");
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ret = get_frag_list(gameID);
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gprintf("%d\n", ret);
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if(ret < 0) return ret;
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ret = set_frag_list(gameID);
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if(ret < 0) return ret;
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gprintf("\tUSB set to game\n");
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}
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gprintf("Disc_Open()...");
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ret = Disc_Open();
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gprintf("%d\n", ret);
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return ret;
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}
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void GameBooter::ShutDownDevices(int gameUSBPort)
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{
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gprintf("Shutting down devices...\n");
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//! Flush all caches and close up all devices
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WBFS_CloseAll();
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DeviceHandler::DestroyInstance();
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//! Shadow mload - Only needed on some games with Hermes v5.1 (Check is inside the function)
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shadow_mload();
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if(Settings.USBPort == 2)
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//! Reset USB port because device handler changes it for cache flushing
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USBStorage2_SetPort(gameUSBPort);
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USBStorage2_Deinit();
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USB_Deinitialize();
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}
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int GameBooter::BootGame(struct discHdr *gameHdr)
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{
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if(!gameHdr)
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return -1;
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char gameID[7];
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snprintf(gameID, sizeof(gameID), "%s", gameHdr->id);
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gprintf("\tBootGame: %s\n", gameID);
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if(Settings.Wiinnertag)
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Wiinnertag::TagGame(gameID);
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if(mountMethod == 2)
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return BootGCMode();
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AppCleanUp();
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gprintf("\tSettings.partition: %d\n", Settings.partition);
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s32 ret = -1;
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struct discHdr gameHeader;
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memcpy(&gameHeader, gameHdr, sizeof(struct discHdr));
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//! Remember game's USB port
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int partition = gameList.GetPartitionNumber(gameHeader.id);
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int usbport = DeviceHandler::PartitionToUSBPort(partition);
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//! Setup game configuration from game settings. If no game settings exist use global/default.
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GameCFG * game_cfg = GameSettings.GetGameCFG(gameHeader.id);
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u8 videoChoice = game_cfg->video == INHERIT ? Settings.videomode : game_cfg->video;
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u8 aspectChoice = game_cfg->aspectratio == INHERIT ? Settings.GameAspectRatio : game_cfg->aspectratio;
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u8 languageChoice = game_cfg->language == INHERIT ? Settings.language : game_cfg->language;
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u8 ocarinaChoice = game_cfg->ocarina == INHERIT ? Settings.ocarina : game_cfg->ocarina;
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u8 viChoice = game_cfg->vipatch == INHERIT ? Settings.videopatch : game_cfg->vipatch;
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u8 sneekChoice = game_cfg->sneekVideoPatch == INHERIT ? Settings.sneekVideoPatch : game_cfg->sneekVideoPatch;
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u8 iosChoice = game_cfg->ios == INHERIT ? Settings.cios : game_cfg->ios;
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u8 fix002 = game_cfg->errorfix002 == INHERIT ? Settings.error002 : game_cfg->errorfix002;
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u8 countrystrings = game_cfg->patchcountrystrings == INHERIT ? Settings.patchcountrystrings : game_cfg->patchcountrystrings;
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u8 alternatedol = game_cfg->loadalternatedol;
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u32 alternatedoloffset = game_cfg->alternatedolstart;
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u8 reloadblock = game_cfg->iosreloadblock == INHERIT ? Settings.BlockIOSReload : game_cfg->iosreloadblock;
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u8 Hooktype = game_cfg->Hooktype == INHERIT ? Settings.Hooktype : game_cfg->Hooktype;
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u8 WiirdDebugger = game_cfg->WiirdDebugger == INHERIT ? Settings.WiirdDebugger : game_cfg->WiirdDebugger;
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u64 returnToChoice = game_cfg->returnTo ? NandTitles.FindU32(Settings.returnTo) : 0;
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u8 NandEmuMode = game_cfg->NandEmuMode == INHERIT ? Settings.NandEmuMode : game_cfg->NandEmuMode;
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const char *NandEmuPath = game_cfg->NandEmuPath.size() == 0 ? Settings.NandEmuPath : game_cfg->NandEmuPath.c_str();
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if(gameHeader.tid != 0)
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{
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NandEmuMode = (gameHeader.type == TYPE_GAME_EMUNANDCHAN)
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? (game_cfg->NandEmuMode == INHERIT ? Settings.NandEmuChanMode : game_cfg->NandEmuMode) //! Emulated nand title
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: 0; //! Real nand title
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NandEmuPath = game_cfg->NandEmuPath.size() == 0 ? Settings.NandEmuChanPath : game_cfg->NandEmuPath.c_str();
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}
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if(ocarinaChoice && Hooktype == OFF)
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Hooktype = 1;
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//! Prepare alternate dol settings
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SetupAltDOL(gameHeader.id, alternatedol, alternatedoloffset);
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//! Reload game settings cIOS for this game
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if(iosChoice != IOS_GetVersion())
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{
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gprintf("Reloading into game cIOS: %i...\n", iosChoice);
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IosLoader::LoadGameCios(iosChoice);
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if(MountGamePartition(false) < 0)
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return -1;
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}
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//! Modify Wii Message Board to display the game starting here (before Nand Emu)
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if(Settings.PlaylogUpdate)
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Playlog_Update((char *) gameHeader.id, BNRInstance::Instance()->GetIMETTitle(CONF_GetLanguage()));
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//! Load wip codes
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load_wip_code(gameHeader.id);
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//! Load Ocarina codes
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if (ocarinaChoice)
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ocarina_load_code(Settings.Cheatcodespath, gameHeader.id);
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//! Setup NAND emulation
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SetupNandEmu(NandEmuMode, NandEmuPath, gameHeader);
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//! Setup disc stuff if we load a game
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if(gameHeader.tid == 0)
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{
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//! Setup disc in cIOS and open it
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ret = SetupDisc(gameHeader.id);
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if (ret < 0)
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Sys_BackToLoader();
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//! Load BCA data for the game
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gprintf("Loading BCA data...");
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ret = do_bca_code(Settings.BcaCodepath, gameHeader.id);
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gprintf("%d\n", ret);
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}
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if(IosLoader::IsHermesIOS(iosChoice))
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{
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if(reloadblock == ON)
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{
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//! Setup IOS reload block
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enable_ES_ioctlv_vector();
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if (gameList.GetGameFS(gameHeader.id) == PART_FS_WBFS)
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mload_close();
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}
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}
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else if(IosLoader::IsD2X(iosChoice))
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{
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// Open ES file descriptor for the d2x patches
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static char es_fs[] ATTRIBUTE_ALIGN(32) = "/dev/es";
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int es_fd = IOS_Open(es_fs, 0);
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if(es_fd >= 0)
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{
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// IOS Reload Block
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if(reloadblock != OFF) {
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BlockIOSReload(es_fd, iosChoice);
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}
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// Check if new patch method for return to works otherwise old method will be used
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if(PatchNewReturnTo(es_fd, returnToChoice) >= 0)
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returnToChoice = 0; // Patch successful, no need for old method
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// Close ES file descriptor
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IOS_Close(es_fd);
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}
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}
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//! Now we can free up the memory used by the game/channel lists
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gameList.clear();
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Channels::DestroyInstance();
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//! Load main.dol or alternative dol into memory, start the game apploader and get game entrypoint
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if(gameHeader.tid == 0)
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{
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gprintf("\tGame Boot\n");
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AppEntrypoint = BootPartition(Settings.dolpath, videoChoice, alternatedol, alternatedoloffset);
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// Reading of game is done we can close devices now
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ShutDownDevices(usbport);
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}
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else
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{
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//! shutdown now and avoid later crashs with free if memory gets overwritten by channel
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ShutDownDevices(usbport);
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gprintf("\tChannel Boot\n");
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// Load dol
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AppEntrypoint = Channels::LoadChannel(gameHeader.tid);
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/* Setup video mode */
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Disc_SelectVMode(videoChoice);
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}
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//! No entrypoint found...back to HBC/SystemMenu
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if(AppEntrypoint == 0)
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{
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gprintf("AppEntryPoint is 0, something went wrong\n");
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WDVD_ClosePartition();
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Sys_BackToLoader();
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}
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//! Do all the game patches
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gprintf("Applying game patches...\n");
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gamepatches(videoChoice, aspectChoice, languageChoice, countrystrings, viChoice, sneekChoice, Hooktype, fix002, returnToChoice);
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//! Load Code handler if needed
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load_handler(Hooktype, WiirdDebugger, Settings.WiirdDebuggerPause);
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//! Jump to the entrypoint of the game - the last function of the USB Loader
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gprintf("Jumping to game entrypoint: 0x%08X.\n", AppEntrypoint);
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return Disc_JumpToEntrypoint(Hooktype, WDMMenu::GetDolParameter());
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}
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