Minor spelling corrections
This commit is contained in:
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134a18fdad
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@ -335,7 +335,7 @@ s32 ALDeviceList::GetNextFilteredDevice()
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}
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}
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/*
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/*
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* Internal function to detemine max number of Sources that can be generated
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* Internal function to determine max number of Sources that can be generated
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*/
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*/
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u32 ALDeviceList::GetMaxNumSources()
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u32 ALDeviceList::GetMaxNumSources()
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{
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{
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@ -229,7 +229,7 @@ bool CBoot::SetupWiiMemory(DiscIO::IVolume::ECountry country)
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if (!settingsFileHandle.WriteBytes(gen.GetData(), SettingsHandler::SETTINGS_SIZE))
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if (!settingsFileHandle.WriteBytes(gen.GetData(), SettingsHandler::SETTINGS_SIZE))
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{
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{
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PanicAlertT("SetupWiiMemory: Cant create setting.txt file");
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PanicAlertT("SetupWiiMemory: Can't create setting.txt file");
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return false;
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return false;
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}
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}
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// Write the 256 byte setting.txt to memory.
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// Write the 256 byte setting.txt to memory.
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@ -240,7 +240,7 @@ bool CBoot::SetupWiiMemory(DiscIO::IVolume::ECountry country)
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/*
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/*
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Set hardcoded global variables to Wii memory. These are partly collected from
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Set hardcoded global variables to Wii memory. These are partly collected from
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Wiibrew. These values are needed for the games to function correctly. A few
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WiiBrew. These values are needed for the games to function correctly. A few
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values in this region will also be placed here by the game as it boots.
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values in this region will also be placed here by the game as it boots.
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They are:
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They are:
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0x80000038 Start of FST
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0x80000038 Start of FST
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@ -315,7 +315,7 @@ bool CBoot::EmulatedBS2_Wii()
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{
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{
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INFO_LOG(BOOT, "Faking Wii BS2...");
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INFO_LOG(BOOT, "Faking Wii BS2...");
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// setup Wii memory
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// Setup Wii memory
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DiscIO::IVolume::ECountry country_code = DiscIO::IVolume::COUNTRY_UNKNOWN;
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DiscIO::IVolume::ECountry country_code = DiscIO::IVolume::COUNTRY_UNKNOWN;
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if (DVDInterface::VolumeIsValid())
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if (DVDInterface::VolumeIsValid())
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country_code = DVDInterface::GetVolume().GetCountry();
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country_code = DVDInterface::GetVolume().GetCountry();
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@ -116,7 +116,7 @@ struct Header //Offset Size Description
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// end Serial in libogc
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// end Serial in libogc
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u8 deviceID[2]; //0x0020 2 0 if formated in slot A 1 if formated in slot B
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u8 deviceID[2]; //0x0020 2 0 if formated in slot A 1 if formated in slot B
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u8 SizeMb[2]; //0x0022 2 Size of memcard in Mbits
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u8 SizeMb[2]; //0x0022 2 Size of memcard in Mbits
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u16 Encoding; //0x0024 2 Encoding (ASCII or japanese)
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u16 Encoding; //0x0024 2 Encoding (ASCII or Japanese)
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u8 Unused1[468]; //0x0026 468 Unused (0xff)
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u8 Unused1[468]; //0x0026 468 Unused (0xff)
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u16 UpdateCounter; //0x01fa 2 Update Counter (?, probably unused)
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u16 UpdateCounter; //0x01fa 2 Update Counter (?, probably unused)
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u16 Checksum; //0x01fc 2 Additive Checksum
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u16 Checksum; //0x01fc 2 Additive Checksum
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@ -139,7 +139,7 @@ struct Header //Offset Size Description
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// Nintendo format algorithm.
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// Nintendo format algorithm.
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// Constants are fixed by the GC SDK
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// Constants are fixed by the GC SDK
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// Changing the constants will break memorycard support
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// Changing the constants will break memory card support
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Header(int slot = 0, u16 sizeMb = MemCard2043Mb, bool ascii = true)
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Header(int slot = 0, u16 sizeMb = MemCard2043Mb, bool ascii = true)
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{
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{
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memset(this, 0xFF, BLOCK_SIZE);
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memset(this, 0xFF, BLOCK_SIZE);
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@ -178,7 +178,7 @@ static IVolume* CreateVolumeFromCryptedWiiImage(IBlobReader& _rReader, u32 _Part
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};
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};
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SPartitionGroup PartitionGroup[4];
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SPartitionGroup PartitionGroup[4];
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// read all partitions
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// Read all partitions
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for (SPartitionGroup& group : PartitionGroup)
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for (SPartitionGroup& group : PartitionGroup)
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{
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{
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for (u32 i = 0; i < numPartitions; i++)
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for (u32 i = 0; i < numPartitions; i++)
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@ -190,9 +190,9 @@ static IVolume* CreateVolumeFromCryptedWiiImage(IBlobReader& _rReader, u32 _Part
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}
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}
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}
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}
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// return the partition type specified or number
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// Return the partition type specified or number
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// types: 0 = game, 1 = firmware update, 2 = channel installer
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// types: 0 = game, 1 = firmware update, 2 = channel installer
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// some partitions on ssbb use the ascii title id of the demo VC game they hold...
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// some partitions on SSBB use the ASCII title id of the demo VC game they hold...
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for (size_t i = 0; i < PartitionGroup[_PartitionGroup].PartitionsVec.size(); i++)
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for (size_t i = 0; i < PartitionGroup[_PartitionGroup].PartitionsVec.size(); i++)
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{
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{
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const SPartition& rPartition = PartitionGroup[_PartitionGroup].PartitionsVec.at(i);
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const SPartition& rPartition = PartitionGroup[_PartitionGroup].PartitionsVec.at(i);
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@ -216,18 +216,18 @@ EDiscType GetDiscType(IBlobReader& _rReader)
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u32 WADMagic = Reader.Read32(0x02);
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u32 WADMagic = Reader.Read32(0x02);
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u32 GCMagic = Reader.Read32(0x1C);
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u32 GCMagic = Reader.Read32(0x1C);
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// check for Wii
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// Check for Wii
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if (WiiMagic == 0x5D1C9EA3 && WiiContainerMagic != 0)
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if (WiiMagic == 0x5D1C9EA3 && WiiContainerMagic != 0)
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return DISC_TYPE_WII;
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return DISC_TYPE_WII;
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if (WiiMagic == 0x5D1C9EA3 && WiiContainerMagic == 0)
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if (WiiMagic == 0x5D1C9EA3 && WiiContainerMagic == 0)
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return DISC_TYPE_WII_CONTAINER;
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return DISC_TYPE_WII_CONTAINER;
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// check for WAD
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// Check for WAD
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// 0x206962 for boot2 wads
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// 0x206962 for boot2 wads
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if (WADMagic == 0x00204973 || WADMagic == 0x00206962)
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if (WADMagic == 0x00204973 || WADMagic == 0x00206962)
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return DISC_TYPE_WAD;
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return DISC_TYPE_WAD;
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// check for GC
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// Check for GC
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if (GCMagic == 0xC2339F3D)
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if (GCMagic == 0xC2339F3D)
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return DISC_TYPE_GC;
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return DISC_TYPE_GC;
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