Return correct value to fix libogc's IOS launch sequence.
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@ -934,10 +934,11 @@ bool CWII_IPC_HLE_Device_es::IOCtlV(u32 _CommandAddress)
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// Lie to mem about loading a different IOS
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// someone with an affected game should test
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IOSv = TitleID & 0xffff;
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bSuccess = true;
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}
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if (!bSuccess && IOSv >= 30 && IOSv != 0xffff)
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if (!bSuccess)
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{
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PanicAlertT("IOCTL_ES_LAUNCH: Game tried to reload an IOS or a title that is not available in your NAND dump\n"
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PanicAlertT("IOCTL_ES_LAUNCH: Game tried to reload a title that is not available in your NAND dump\n"
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"TitleID %016llx.\n Dolphin will likely hang now.", TitleID);
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}
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else
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@ -984,14 +985,13 @@ bool CWII_IPC_HLE_Device_es::IOCtlV(u32 _CommandAddress)
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ERROR_LOG(WII_IPC_ES, "IOCTL_ES_LAUNCH %016llx %08x %016llx %08x %016llx %04x", TitleID,view,ticketid,devicetype,titleid,access);
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// IOCTL_ES_LAUNCH 0001000248414341 00000001 0001c0fef3df2cfa 00000000 0001000248414341 ffff
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//We have to handle the reply ourselves as this handle is not valid anymore
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// This is necessary because Reset(true) above deleted this object. Ew.
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// It seems that the original hardware overwrites the command after it has been
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// executed. We write 8 which is not any valid command, and what IOS does
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Memory::Write_U32(8, _CommandAddress);
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// IOS seems to write back the command that was responded to
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Memory::Write_U32(6, _CommandAddress + 8);
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Memory::Write_U32(7, _CommandAddress + 8);
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// Generate a reply to the IPC command
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WII_IPC_HLE_Interface::EnqReply(_CommandAddress, 0);
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