Added Korean handling of settings file.
Fixes issue 5215.
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@ -1,444 +1,452 @@
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// Copyright (C) 2003 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "NandPaths.h"
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#include "../PowerPC/PowerPC.h"
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#include "../Core.h"
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#include "../HW/EXI_DeviceIPL.h"
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#include "../HW/Memmap.h"
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#include "../HW/DVDInterface.h"
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#include "../HW/CPU.h"
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#include "../Host.h"
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#include "../VolumeHandler.h"
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#include "../PatchEngine.h"
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#include "../MemTools.h"
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#include "../ConfigManager.h"
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#include "VolumeCreator.h"
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#include "Boot.h"
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#include "HLE/HLE.h"
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#include "SettingsHandler.h"
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void CBoot::RunFunction(u32 _iAddr)
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{
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PC = _iAddr;
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LR = 0x00;
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while (PC != 0x00)
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PowerPC::SingleStep();
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}
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// __________________________________________________________________________________________________
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// GameCube Bootstrap 2 HLE:
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// copy the apploader to 0x81200000
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// execute the apploader, function by function, using the above utility.
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bool CBoot::EmulatedBS2_GC()
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{
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INFO_LOG(BOOT, "Faking GC BS2...");
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UReg_MSR& m_MSR = ((UReg_MSR&)PowerPC::ppcState.msr);
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m_MSR.FP = 1;
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// Clear ALL memory
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Memory::Clear();
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// Write necessary values
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// Here we write values to memory that the apploader does not take care of. Game info goes
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// to 0x80000000 according to yagcd 4.2.
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DVDInterface::DVDRead(0x00000000, 0x80000000, 0x20); // write disc info
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Memory::Write_U32(0x0D15EA5E, 0x80000020); // booted from bootrom. 0xE5207C22 = booted from jtag
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Memory::Write_U32(Memory::REALRAM_SIZE, 0x80000028); // Physical Memory Size (24MB on retail)
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// TODO determine why some games fail when using a retail id. (Seem to take different EXI paths, see ikaruga for example)
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Memory::Write_U32(0x10000006, 0x8000002C); // Console type - DevKit (retail ID == 0x00000003) see yagcd 4.2.1.1.2
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Memory::Write_U32(SConfig::GetInstance().m_LocalCoreStartupParameter.bNTSC
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? 0 : 1, 0x800000CC); // fake the VI Init of the IPL (yagcd 4.2.1.4)
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Memory::Write_U32(0x01000000, 0x800000d0); // ARAM Size. 16MB main + 4/16/32MB external (retail consoles have no external ARAM)
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Memory::Write_U32(0x09a7ec80, 0x800000F8); // Bus Clock Speed
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Memory::Write_U32(0x1cf7c580, 0x800000FC); // CPU Clock Speed
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Memory::Write_U32(0x4c000064, 0x80000300); // write default DFI Handler: rfi
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Memory::Write_U32(0x4c000064, 0x80000800); // write default FPU Handler: rfi
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Memory::Write_U32(0x4c000064, 0x80000C00); // write default Syscall Handler: rfi
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Memory::Write_U64((u64)CEXIIPL::GetGCTime() * (u64)40500000, 0x800030D8); // preset time base ticks
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// HIO checks this
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//Memory::Write_U16(0x8200, 0x000030e6); // Console type
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HLE::Patch(0x81300000, "OSReport"); // HLE OSReport for Apploader
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// Load Apploader to Memory - The apploader is hardcoded to begin at 0x2440 on the disc,
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// but the size can differ between discs. Compare with yagcd chap 13.
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u32 iAppLoaderOffset = 0x2440;
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u32 iAppLoaderEntry = VolumeHandler::Read32(iAppLoaderOffset + 0x10);
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u32 iAppLoaderSize = VolumeHandler::Read32(iAppLoaderOffset + 0x14) + VolumeHandler::Read32(iAppLoaderOffset + 0x18);
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if ((iAppLoaderEntry == (u32)-1) || (iAppLoaderSize == (u32)-1))
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{
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INFO_LOG(BOOT, "GC BS2: Not running apploader!");
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return false;
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}
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VolumeHandler::ReadToPtr(Memory::GetPointer(0x81200000), iAppLoaderOffset + 0x20, iAppLoaderSize);
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// Setup pointers like real BS2 does
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bNTSC)
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{
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PowerPC::ppcState.gpr[1] = 0x81566550; // StackPointer, used to be set to 0x816ffff0
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PowerPC::ppcState.gpr[2] = 0x81465cc0; // global pointer to Small Data Area 2 Base (haven't seen anything use it...meh)
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PowerPC::ppcState.gpr[13] = 0x81465320; // global pointer to Small Data Area Base (Luigi's Mansion's apploader uses it)
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}
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else
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{
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PowerPC::ppcState.gpr[1] = 0x815edca8;
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PowerPC::ppcState.gpr[2] = 0x814b5b20;
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PowerPC::ppcState.gpr[13] = 0x814b4fc0;
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}
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// TODO - Make Apploader(or just RunFunction()) debuggable!!!
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// Call iAppLoaderEntry.
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DEBUG_LOG(MASTER_LOG, "Call iAppLoaderEntry");
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u32 iAppLoaderFuncAddr = 0x80003100;
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PowerPC::ppcState.gpr[3] = iAppLoaderFuncAddr + 0;
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PowerPC::ppcState.gpr[4] = iAppLoaderFuncAddr + 4;
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PowerPC::ppcState.gpr[5] = iAppLoaderFuncAddr + 8;
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RunFunction(iAppLoaderEntry);
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u32 iAppLoaderInit = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr + 0);
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u32 iAppLoaderMain = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr + 4);
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u32 iAppLoaderClose = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr + 8);
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// iAppLoaderInit
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DEBUG_LOG(MASTER_LOG, "Call iAppLoaderInit");
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PowerPC::ppcState.gpr[3] = 0x81300000;
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RunFunction(iAppLoaderInit);
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// iAppLoaderMain - Here we load the apploader, the DOL (the exe) and the FST (filesystem).
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// To give you an idea about where the stuff is located on the disc take a look at yagcd
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// ch 13.
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DEBUG_LOG(MASTER_LOG, "Call iAppLoaderMain");
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do
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{
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PowerPC::ppcState.gpr[3] = 0x81300004;
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PowerPC::ppcState.gpr[4] = 0x81300008;
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PowerPC::ppcState.gpr[5] = 0x8130000c;
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RunFunction(iAppLoaderMain);
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u32 iRamAddress = Memory::ReadUnchecked_U32(0x81300004);
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u32 iLength = Memory::ReadUnchecked_U32(0x81300008);
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u32 iDVDOffset = Memory::ReadUnchecked_U32(0x8130000c);
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INFO_LOG(MASTER_LOG, "DVDRead: offset: %08x memOffset: %08x length: %i", iDVDOffset, iRamAddress, iLength);
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DVDInterface::DVDRead(iDVDOffset, iRamAddress, iLength);
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} while(PowerPC::ppcState.gpr[3] != 0x00);
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// iAppLoaderClose
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DEBUG_LOG(MASTER_LOG, "call iAppLoaderClose");
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RunFunction(iAppLoaderClose);
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// return
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PC = PowerPC::ppcState.gpr[3];
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// Load patches
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std::string gameID = VolumeHandler::GetVolume()->GetUniqueID();
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PatchEngine::LoadPatches(gameID.c_str());
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PowerPC::ppcState.DebugCount = 0;
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// If we have any patches that need to be applied very early, here's a good place
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PatchEngine::ApplyFramePatches();
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return true;
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}
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bool CBoot::SetupWiiMemory(unsigned int _CountryCode)
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{
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INFO_LOG(BOOT, "Setup Wii Memory...");
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// Write the 256 byte setting.txt to memory.
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std::string settings_Filename(Common::GetTitleDataPath(TITLEID_SYSMENU) + WII_SETTING);
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std::string area, model, code, video, game;
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switch((DiscIO::IVolume::ECountry)_CountryCode)
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{
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case DiscIO::IVolume::COUNTRY_KOREA:
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case DiscIO::IVolume::COUNTRY_TAIWAN:
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// TODO: Determine if Korea / Taiwan have their own specific settings.
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case DiscIO::IVolume::COUNTRY_JAPAN:
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area = "JPN";
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video = "NTSC";
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break;
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case DiscIO::IVolume::COUNTRY_USA:
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area = "USA";
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video = "NTSC";
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break;
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case DiscIO::IVolume::COUNTRY_EUROPE:
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area = "EUR";
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video = "PAL";
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break;
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default:
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// PanicAlertT("SetupWiiMem: Unknown country. Wii boot process will be switched to European settings.");
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area = "EUR";
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video = "PAL";
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break;
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}
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model = "RVL-001(" + area + ")";
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code = "L" + area.substr(0,1);
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game = area.substr(0,2);
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SettingsHandler gen;
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std::string serno = "";
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if (File::Exists(settings_Filename))
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{
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File::IOFile settingsFileHandle(settings_Filename, "rb");
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if (settingsFileHandle.ReadBytes((void*)gen.GetData(), SettingsHandler::SETTINGS_SIZE))
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{
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gen.Decrypt();
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serno = gen.GetValue("SERNO");
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gen.Reset();
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}
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File::Delete(settings_Filename);
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}
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if (serno.empty() || serno == "000000000")
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{
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serno = gen.generateSerialNumber();
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INFO_LOG(BOOT, "No previous serial number found, generated one instead: %s", serno.c_str());
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}
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else
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{
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INFO_LOG(BOOT, "Using serial number: %s", serno.c_str());
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}
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gen.AddSetting("AREA", area.c_str());
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gen.AddSetting("MODEL", model.c_str());
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gen.AddSetting("DVD", "0");
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gen.AddSetting("MPCH", "0x7FFE");
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gen.AddSetting("CODE", code.c_str());
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gen.AddSetting("SERNO", serno.c_str());
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gen.AddSetting("VIDEO", video.c_str());
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gen.AddSetting("GAME", game.c_str());
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File::CreateFullPath(settings_Filename);
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{
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File::IOFile settingsFileHandle(settings_Filename, "wb");
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if (!settingsFileHandle.WriteBytes(gen.GetData(), SettingsHandler::SETTINGS_SIZE))
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{
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PanicAlertT("SetupWiiMem: Cant create setting file");
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return false;
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}
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Memory::WriteBigEData(gen.GetData(), 0x3800, SettingsHandler::SETTINGS_SIZE);
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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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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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They are:
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0x80000038 Start of FST
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0x8000003c Size of FST Size
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0x80000060 Copyright code
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*/
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DVDInterface::DVDRead(0x00000000, 0x00000000, 0x20); // Game Code
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Memory::Write_U32(0x0D15EA5E, 0x00000020); // Another magic word
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Memory::Write_U32(0x00000001, 0x00000024); // Unknown
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Memory::Write_U32(Memory::REALRAM_SIZE, 0x00000028); // MEM1 size 24MB
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Memory::Write_U32(0x00000023, 0x0000002c); // Production Board Model
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Memory::Write_U32(0x00000000, 0x00000030); // Init
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Memory::Write_U32(0x817FEC60, 0x00000034); // Init
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// 38, 3C should get start, size of FST through apploader
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Memory::Write_U32(0x38a00040, 0x00000060); // Exception init
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Memory::Write_U32(0x8008f7b8, 0x000000e4); // Thread Init
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Memory::Write_U32(Memory::REALRAM_SIZE, 0x000000f0); // "Simulated memory size" (debug mode?)
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Memory::Write_U32(0x8179b500, 0x000000f4); // __start
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Memory::Write_U32(0x0e7be2c0, 0x000000f8); // Bus speed
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Memory::Write_U32(0x2B73A840, 0x000000fc); // CPU speed
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Memory::Write_U16(0x0000, 0x000030e6); // Console type
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Memory::Write_U32(0x00000000, 0x000030c0); // EXI
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Memory::Write_U32(0x00000000, 0x000030c4); // EXI
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Memory::Write_U32(0x00000000, 0x000030dc); // Time
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Memory::Write_U32(0x00000000, 0x000030d8); // Time
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Memory::Write_U32(0x00000000, 0x000030f0); // Apploader
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Memory::Write_U32(0x01800000, 0x00003100); // BAT
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Memory::Write_U32(0x01800000, 0x00003104); // BAT
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Memory::Write_U32(0x00000000, 0x0000310c); // Init
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Memory::Write_U32(0x8179d500, 0x00003110); // Init
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Memory::Write_U32(0x04000000, 0x00003118); // Unknown
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Memory::Write_U32(0x04000000, 0x0000311c); // BAT
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Memory::Write_U32(0x93400000, 0x00003120); // BAT
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Memory::Write_U32(0x90000800, 0x00003124); // Init - MEM2 low
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Memory::Write_U32(0x93ae0000, 0x00003128); // Init - MEM2 high
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Memory::Write_U32(0x93ae0000, 0x00003130); // IOS MEM2 low
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Memory::Write_U32(0x93b00000, 0x00003134); // IOS MEM2 high
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Memory::Write_U32(0x00000011, 0x00003138); // Console type
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// 40 is copied from 88 after running apploader
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Memory::Write_U32(0x00090204, 0x00003140); // IOS revision (IOS9, v2.4)
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Memory::Write_U32(0x00062507, 0x00003144); // IOS date in USA format (June 25, 2007)
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Memory::Write_U16(0x0113, 0x0000315e); // Apploader
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Memory::Write_U32(0x0000FF16, 0x00003158); // DDR ram vendor code
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Memory::Write_U32(0x00000000, 0x00003160); // Init semaphore (sysmenu waits for this to clear)
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Memory::Write_U32(0x00090204, 0x00003188); // Expected IOS revision
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Memory::Write_U8(0x80, 0x0000315c); // OSInit
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Memory::Write_U16(0x0000, 0x000030e0); // PADInit
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Memory::Write_U32(0x80000000, 0x00003184); // GameID Address
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// Fake the VI Init of the IPL
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Memory::Write_U32(SConfig::GetInstance().m_LocalCoreStartupParameter.bNTSC ? 0 : 1, 0x000000CC);
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// Clear exception handler. Why? Don't we begin with only zeros?
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for (int i = 0x3000; i <= 0x3038; i += 4)
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{
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Memory::Write_U32(0x00000000, 0x80000000 + i);
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}
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return true;
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}
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// __________________________________________________________________________________________________
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// Wii Bootstrap 2 HLE:
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// copy the apploader to 0x81200000
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// execute the apploader
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bool CBoot::EmulatedBS2_Wii()
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{
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INFO_LOG(BOOT, "Faking Wii BS2...");
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// setup wii memory
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DiscIO::IVolume::ECountry CountryCode = DiscIO::IVolume::COUNTRY_UNKNOWN;
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if (VolumeHandler::IsValid())
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CountryCode = VolumeHandler::GetVolume()->GetCountry();
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if (SetupWiiMemory(CountryCode) == false)
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return false;
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// This is some kind of consistency check that is compared to the 0x00
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// values as the game boots. This location keep the 4 byte ID for as long
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// as the game is running. The 6 byte ID at 0x00 is overwritten sometime
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// after this check during booting.
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VolumeHandler::ReadToPtr(Memory::GetPointer(0x3180), 0, 4);
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// Execute the apploader
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bool apploaderRan = false;
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if (VolumeHandler::IsValid() && VolumeHandler::IsWii())
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{
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UReg_MSR& m_MSR = ((UReg_MSR&)PowerPC::ppcState.msr);
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m_MSR.FP = 1;
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Memory::Write_U32(0x4c000064, 0x80000300); // write default DFI Handler: rfi
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Memory::Write_U32(0x4c000064, 0x80000800); // write default FPU Handler: rfi
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Memory::Write_U32(0x4c000064, 0x80000C00); // write default Syscall Handler: rfi
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HLE::Patch(0x81300000, "OSReport"); // HLE OSReport for Apploader
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PowerPC::ppcState.gpr[1] = 0x816ffff0; // StackPointer
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u32 iAppLoaderOffset = 0x2440; // 0x1c40;
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// Load Apploader to Memory
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u32 iAppLoaderEntry = VolumeHandler::Read32(iAppLoaderOffset + 0x10);
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u32 iAppLoaderSize = VolumeHandler::Read32(iAppLoaderOffset + 0x14);
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if ((iAppLoaderEntry == (u32)-1) || (iAppLoaderSize == (u32)-1))
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{
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ERROR_LOG(BOOT, "Invalid apploader. Probably your image is corrupted.");
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return false;
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}
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VolumeHandler::ReadToPtr(Memory::GetPointer(0x81200000), iAppLoaderOffset + 0x20, iAppLoaderSize);
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//call iAppLoaderEntry
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DEBUG_LOG(BOOT, "Call iAppLoaderEntry");
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u32 iAppLoaderFuncAddr = 0x80004000;
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PowerPC::ppcState.gpr[3] = iAppLoaderFuncAddr + 0;
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PowerPC::ppcState.gpr[4] = iAppLoaderFuncAddr + 4;
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PowerPC::ppcState.gpr[5] = iAppLoaderFuncAddr + 8;
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RunFunction(iAppLoaderEntry);
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u32 iAppLoaderInit = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr+0);
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u32 iAppLoaderMain = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr+4);
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u32 iAppLoaderClose = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr+8);
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// iAppLoaderInit
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DEBUG_LOG(BOOT, "Run iAppLoaderInit");
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PowerPC::ppcState.gpr[3] = 0x81300000;
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RunFunction(iAppLoaderInit);
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// Let the apploader load the exe to memory. At this point I get an unknown IPC command
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// (command zero) when I load Wii Sports or other games a second time. I don't notice
|
||||
// any side effects however. It's a little disconcerting however that Start after Stop
|
||||
// behaves differently than the first Start after starting Dolphin. It means something
|
||||
// was not reset correctly.
|
||||
DEBUG_LOG(BOOT, "Run iAppLoaderMain");
|
||||
do
|
||||
{
|
||||
PowerPC::ppcState.gpr[3] = 0x81300004;
|
||||
PowerPC::ppcState.gpr[4] = 0x81300008;
|
||||
PowerPC::ppcState.gpr[5] = 0x8130000c;
|
||||
|
||||
RunFunction(iAppLoaderMain);
|
||||
|
||||
u32 iRamAddress = Memory::ReadUnchecked_U32(0x81300004);
|
||||
u32 iLength = Memory::ReadUnchecked_U32(0x81300008);
|
||||
u32 iDVDOffset = Memory::ReadUnchecked_U32(0x8130000c) << 2;
|
||||
|
||||
INFO_LOG(BOOT, "DVDRead: offset: %08x memOffse: %08x length: %i", iDVDOffset, iRamAddress, iLength);
|
||||
DVDInterface::DVDRead(iDVDOffset, iRamAddress, iLength);
|
||||
} while(PowerPC::ppcState.gpr[3] != 0x00);
|
||||
|
||||
// iAppLoaderClose
|
||||
DEBUG_LOG(BOOT, "Run iAppLoaderClose");
|
||||
RunFunction(iAppLoaderClose);
|
||||
|
||||
apploaderRan = true;
|
||||
|
||||
// Pass the "#002 check"
|
||||
// Apploader writes the IOS version and revision here, we copy it
|
||||
// Fake IOSv9 r2.4 if no version is found (elf loading)
|
||||
u32 firmwareVer = Memory::Read_U32(0x80003188);
|
||||
Memory::Write_U32(firmwareVer ? firmwareVer : 0x00090204, 0x00003140);
|
||||
|
||||
// Load patches and run startup patches
|
||||
std::string gameID = VolumeHandler::GetVolume()->GetUniqueID();
|
||||
PatchEngine::LoadPatches(gameID.c_str());
|
||||
|
||||
// return
|
||||
PC = PowerPC::ppcState.gpr[3];
|
||||
}
|
||||
|
||||
PowerPC::ppcState.DebugCount = 0;
|
||||
|
||||
return apploaderRan;
|
||||
}
|
||||
|
||||
// Returns true if apploader has run successfully
|
||||
bool CBoot::EmulatedBS2(bool _bIsWii)
|
||||
{
|
||||
return _bIsWii ? EmulatedBS2_Wii() : EmulatedBS2_GC();
|
||||
}
|
||||
// Copyright (C) 2003 Dolphin Project.
|
||||
|
||||
// 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, version 2.0.
|
||||
|
||||
// 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 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#include "Common.h"
|
||||
#include "CommonPaths.h"
|
||||
#include "FileUtil.h"
|
||||
#include "NandPaths.h"
|
||||
|
||||
#include "../PowerPC/PowerPC.h"
|
||||
#include "../Core.h"
|
||||
#include "../HW/EXI_DeviceIPL.h"
|
||||
#include "../HW/Memmap.h"
|
||||
#include "../HW/DVDInterface.h"
|
||||
#include "../HW/CPU.h"
|
||||
|
||||
#include "../Host.h"
|
||||
#include "../VolumeHandler.h"
|
||||
#include "../PatchEngine.h"
|
||||
#include "../MemTools.h"
|
||||
|
||||
#include "../ConfigManager.h"
|
||||
#include "VolumeCreator.h"
|
||||
#include "Boot.h"
|
||||
#include "HLE/HLE.h"
|
||||
#include "SettingsHandler.h"
|
||||
|
||||
void CBoot::RunFunction(u32 _iAddr)
|
||||
{
|
||||
PC = _iAddr;
|
||||
LR = 0x00;
|
||||
|
||||
while (PC != 0x00)
|
||||
PowerPC::SingleStep();
|
||||
}
|
||||
|
||||
// __________________________________________________________________________________________________
|
||||
// GameCube Bootstrap 2 HLE:
|
||||
// copy the apploader to 0x81200000
|
||||
// execute the apploader, function by function, using the above utility.
|
||||
bool CBoot::EmulatedBS2_GC()
|
||||
{
|
||||
INFO_LOG(BOOT, "Faking GC BS2...");
|
||||
|
||||
UReg_MSR& m_MSR = ((UReg_MSR&)PowerPC::ppcState.msr);
|
||||
m_MSR.FP = 1;
|
||||
|
||||
// Clear ALL memory
|
||||
Memory::Clear();
|
||||
|
||||
// Write necessary values
|
||||
// Here we write values to memory that the apploader does not take care of. Game info goes
|
||||
// to 0x80000000 according to yagcd 4.2.
|
||||
DVDInterface::DVDRead(0x00000000, 0x80000000, 0x20); // write disc info
|
||||
|
||||
Memory::Write_U32(0x0D15EA5E, 0x80000020); // booted from bootrom. 0xE5207C22 = booted from jtag
|
||||
Memory::Write_U32(Memory::REALRAM_SIZE, 0x80000028); // Physical Memory Size (24MB on retail)
|
||||
// TODO determine why some games fail when using a retail id. (Seem to take different EXI paths, see ikaruga for example)
|
||||
Memory::Write_U32(0x10000006, 0x8000002C); // Console type - DevKit (retail ID == 0x00000003) see yagcd 4.2.1.1.2
|
||||
|
||||
Memory::Write_U32(SConfig::GetInstance().m_LocalCoreStartupParameter.bNTSC
|
||||
? 0 : 1, 0x800000CC); // fake the VI Init of the IPL (yagcd 4.2.1.4)
|
||||
|
||||
Memory::Write_U32(0x01000000, 0x800000d0); // ARAM Size. 16MB main + 4/16/32MB external (retail consoles have no external ARAM)
|
||||
|
||||
Memory::Write_U32(0x09a7ec80, 0x800000F8); // Bus Clock Speed
|
||||
Memory::Write_U32(0x1cf7c580, 0x800000FC); // CPU Clock Speed
|
||||
|
||||
Memory::Write_U32(0x4c000064, 0x80000300); // write default DFI Handler: rfi
|
||||
Memory::Write_U32(0x4c000064, 0x80000800); // write default FPU Handler: rfi
|
||||
Memory::Write_U32(0x4c000064, 0x80000C00); // write default Syscall Handler: rfi
|
||||
|
||||
Memory::Write_U64((u64)CEXIIPL::GetGCTime() * (u64)40500000, 0x800030D8); // preset time base ticks
|
||||
// HIO checks this
|
||||
//Memory::Write_U16(0x8200, 0x000030e6); // Console type
|
||||
|
||||
HLE::Patch(0x81300000, "OSReport"); // HLE OSReport for Apploader
|
||||
|
||||
// Load Apploader to Memory - The apploader is hardcoded to begin at 0x2440 on the disc,
|
||||
// but the size can differ between discs. Compare with yagcd chap 13.
|
||||
u32 iAppLoaderOffset = 0x2440;
|
||||
u32 iAppLoaderEntry = VolumeHandler::Read32(iAppLoaderOffset + 0x10);
|
||||
u32 iAppLoaderSize = VolumeHandler::Read32(iAppLoaderOffset + 0x14) + VolumeHandler::Read32(iAppLoaderOffset + 0x18);
|
||||
if ((iAppLoaderEntry == (u32)-1) || (iAppLoaderSize == (u32)-1))
|
||||
{
|
||||
INFO_LOG(BOOT, "GC BS2: Not running apploader!");
|
||||
return false;
|
||||
}
|
||||
VolumeHandler::ReadToPtr(Memory::GetPointer(0x81200000), iAppLoaderOffset + 0x20, iAppLoaderSize);
|
||||
|
||||
// Setup pointers like real BS2 does
|
||||
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bNTSC)
|
||||
{
|
||||
PowerPC::ppcState.gpr[1] = 0x81566550; // StackPointer, used to be set to 0x816ffff0
|
||||
PowerPC::ppcState.gpr[2] = 0x81465cc0; // global pointer to Small Data Area 2 Base (haven't seen anything use it...meh)
|
||||
PowerPC::ppcState.gpr[13] = 0x81465320; // global pointer to Small Data Area Base (Luigi's Mansion's apploader uses it)
|
||||
}
|
||||
else
|
||||
{
|
||||
PowerPC::ppcState.gpr[1] = 0x815edca8;
|
||||
PowerPC::ppcState.gpr[2] = 0x814b5b20;
|
||||
PowerPC::ppcState.gpr[13] = 0x814b4fc0;
|
||||
}
|
||||
|
||||
// TODO - Make Apploader(or just RunFunction()) debuggable!!!
|
||||
|
||||
// Call iAppLoaderEntry.
|
||||
DEBUG_LOG(MASTER_LOG, "Call iAppLoaderEntry");
|
||||
u32 iAppLoaderFuncAddr = 0x80003100;
|
||||
PowerPC::ppcState.gpr[3] = iAppLoaderFuncAddr + 0;
|
||||
PowerPC::ppcState.gpr[4] = iAppLoaderFuncAddr + 4;
|
||||
PowerPC::ppcState.gpr[5] = iAppLoaderFuncAddr + 8;
|
||||
RunFunction(iAppLoaderEntry);
|
||||
u32 iAppLoaderInit = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr + 0);
|
||||
u32 iAppLoaderMain = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr + 4);
|
||||
u32 iAppLoaderClose = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr + 8);
|
||||
|
||||
// iAppLoaderInit
|
||||
DEBUG_LOG(MASTER_LOG, "Call iAppLoaderInit");
|
||||
PowerPC::ppcState.gpr[3] = 0x81300000;
|
||||
RunFunction(iAppLoaderInit);
|
||||
|
||||
// iAppLoaderMain - Here we load the apploader, the DOL (the exe) and the FST (filesystem).
|
||||
// To give you an idea about where the stuff is located on the disc take a look at yagcd
|
||||
// ch 13.
|
||||
DEBUG_LOG(MASTER_LOG, "Call iAppLoaderMain");
|
||||
do
|
||||
{
|
||||
PowerPC::ppcState.gpr[3] = 0x81300004;
|
||||
PowerPC::ppcState.gpr[4] = 0x81300008;
|
||||
PowerPC::ppcState.gpr[5] = 0x8130000c;
|
||||
|
||||
RunFunction(iAppLoaderMain);
|
||||
|
||||
u32 iRamAddress = Memory::ReadUnchecked_U32(0x81300004);
|
||||
u32 iLength = Memory::ReadUnchecked_U32(0x81300008);
|
||||
u32 iDVDOffset = Memory::ReadUnchecked_U32(0x8130000c);
|
||||
|
||||
INFO_LOG(MASTER_LOG, "DVDRead: offset: %08x memOffset: %08x length: %i", iDVDOffset, iRamAddress, iLength);
|
||||
DVDInterface::DVDRead(iDVDOffset, iRamAddress, iLength);
|
||||
|
||||
} while(PowerPC::ppcState.gpr[3] != 0x00);
|
||||
|
||||
// iAppLoaderClose
|
||||
DEBUG_LOG(MASTER_LOG, "call iAppLoaderClose");
|
||||
RunFunction(iAppLoaderClose);
|
||||
|
||||
// return
|
||||
PC = PowerPC::ppcState.gpr[3];
|
||||
|
||||
// Load patches
|
||||
std::string gameID = VolumeHandler::GetVolume()->GetUniqueID();
|
||||
PatchEngine::LoadPatches(gameID.c_str());
|
||||
|
||||
PowerPC::ppcState.DebugCount = 0;
|
||||
|
||||
// If we have any patches that need to be applied very early, here's a good place
|
||||
PatchEngine::ApplyFramePatches();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CBoot::SetupWiiMemory(unsigned int _CountryCode)
|
||||
{
|
||||
INFO_LOG(BOOT, "Setup Wii Memory...");
|
||||
|
||||
// Write the 256 byte setting.txt to memory.
|
||||
std::string settings_Filename(Common::GetTitleDataPath(TITLEID_SYSMENU) + WII_SETTING);
|
||||
std::string area, model, code, video, game;
|
||||
|
||||
|
||||
switch((DiscIO::IVolume::ECountry)_CountryCode)
|
||||
{
|
||||
case DiscIO::IVolume::COUNTRY_KOREA:
|
||||
area = "KOR";
|
||||
video = "NTSC";
|
||||
game = "KR";
|
||||
code = "LKH";
|
||||
break;
|
||||
case DiscIO::IVolume::COUNTRY_TAIWAN:
|
||||
// TODO: Determine if Taiwan have their own specific settings.
|
||||
case DiscIO::IVolume::COUNTRY_JAPAN:
|
||||
area = "JPN";
|
||||
video = "NTSC";
|
||||
game = "JP";
|
||||
code = "LU";
|
||||
break;
|
||||
case DiscIO::IVolume::COUNTRY_USA:
|
||||
area = "USA";
|
||||
video = "NTSC";
|
||||
game = "US";
|
||||
code = "LU";
|
||||
break;
|
||||
case DiscIO::IVolume::COUNTRY_EUROPE:
|
||||
area = "EUR";
|
||||
video = "PAL";
|
||||
game = "EU";
|
||||
code = "LE";
|
||||
break;
|
||||
default:
|
||||
// PanicAlertT("SetupWiiMem: Unknown country. Wii boot process will be switched to European settings.");
|
||||
area = "EUR";
|
||||
video = "PAL";
|
||||
game = "EU";
|
||||
code = "LE";
|
||||
break;
|
||||
}
|
||||
|
||||
model = "RVL-001(" + area + ")";
|
||||
|
||||
SettingsHandler gen;
|
||||
std::string serno = "";
|
||||
if (File::Exists(settings_Filename))
|
||||
{
|
||||
File::IOFile settingsFileHandle(settings_Filename, "rb");
|
||||
if (settingsFileHandle.ReadBytes((void*)gen.GetData(), SettingsHandler::SETTINGS_SIZE))
|
||||
{
|
||||
gen.Decrypt();
|
||||
serno = gen.GetValue("SERNO");
|
||||
gen.Reset();
|
||||
}
|
||||
File::Delete(settings_Filename);
|
||||
}
|
||||
|
||||
if (serno.empty() || serno == "000000000")
|
||||
{
|
||||
serno = gen.generateSerialNumber();
|
||||
INFO_LOG(BOOT, "No previous serial number found, generated one instead: %s", serno.c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
INFO_LOG(BOOT, "Using serial number: %s", serno.c_str());
|
||||
}
|
||||
|
||||
gen.AddSetting("AREA", area.c_str());
|
||||
gen.AddSetting("MODEL", model.c_str());
|
||||
gen.AddSetting("DVD", "0");
|
||||
gen.AddSetting("MPCH", "0x7FFE");
|
||||
gen.AddSetting("CODE", code.c_str());
|
||||
gen.AddSetting("SERNO", serno.c_str());
|
||||
gen.AddSetting("VIDEO", video.c_str());
|
||||
gen.AddSetting("GAME", game.c_str());
|
||||
|
||||
|
||||
File::CreateFullPath(settings_Filename);
|
||||
|
||||
{
|
||||
File::IOFile settingsFileHandle(settings_Filename, "wb");
|
||||
|
||||
if (!settingsFileHandle.WriteBytes(gen.GetData(), SettingsHandler::SETTINGS_SIZE))
|
||||
{
|
||||
PanicAlertT("SetupWiiMem: Cant create setting file");
|
||||
return false;
|
||||
}
|
||||
Memory::WriteBigEData(gen.GetData(), 0x3800, SettingsHandler::SETTINGS_SIZE);
|
||||
}
|
||||
|
||||
/*
|
||||
Set hardcoded global variables to Wii memory. These are partly collected from
|
||||
Wiibrew. These values are needed for the games to function correctly. A few
|
||||
values in this region will also be placed here by the game as it boots.
|
||||
They are:
|
||||
0x80000038 Start of FST
|
||||
0x8000003c Size of FST Size
|
||||
0x80000060 Copyright code
|
||||
*/
|
||||
|
||||
DVDInterface::DVDRead(0x00000000, 0x00000000, 0x20); // Game Code
|
||||
Memory::Write_U32(0x0D15EA5E, 0x00000020); // Another magic word
|
||||
Memory::Write_U32(0x00000001, 0x00000024); // Unknown
|
||||
Memory::Write_U32(Memory::REALRAM_SIZE, 0x00000028); // MEM1 size 24MB
|
||||
Memory::Write_U32(0x00000023, 0x0000002c); // Production Board Model
|
||||
Memory::Write_U32(0x00000000, 0x00000030); // Init
|
||||
Memory::Write_U32(0x817FEC60, 0x00000034); // Init
|
||||
// 38, 3C should get start, size of FST through apploader
|
||||
Memory::Write_U32(0x38a00040, 0x00000060); // Exception init
|
||||
Memory::Write_U32(0x8008f7b8, 0x000000e4); // Thread Init
|
||||
Memory::Write_U32(Memory::REALRAM_SIZE, 0x000000f0); // "Simulated memory size" (debug mode?)
|
||||
Memory::Write_U32(0x8179b500, 0x000000f4); // __start
|
||||
Memory::Write_U32(0x0e7be2c0, 0x000000f8); // Bus speed
|
||||
Memory::Write_U32(0x2B73A840, 0x000000fc); // CPU speed
|
||||
Memory::Write_U16(0x0000, 0x000030e6); // Console type
|
||||
Memory::Write_U32(0x00000000, 0x000030c0); // EXI
|
||||
Memory::Write_U32(0x00000000, 0x000030c4); // EXI
|
||||
Memory::Write_U32(0x00000000, 0x000030dc); // Time
|
||||
Memory::Write_U32(0x00000000, 0x000030d8); // Time
|
||||
Memory::Write_U32(0x00000000, 0x000030f0); // Apploader
|
||||
Memory::Write_U32(0x01800000, 0x00003100); // BAT
|
||||
Memory::Write_U32(0x01800000, 0x00003104); // BAT
|
||||
Memory::Write_U32(0x00000000, 0x0000310c); // Init
|
||||
Memory::Write_U32(0x8179d500, 0x00003110); // Init
|
||||
Memory::Write_U32(0x04000000, 0x00003118); // Unknown
|
||||
Memory::Write_U32(0x04000000, 0x0000311c); // BAT
|
||||
Memory::Write_U32(0x93400000, 0x00003120); // BAT
|
||||
Memory::Write_U32(0x90000800, 0x00003124); // Init - MEM2 low
|
||||
Memory::Write_U32(0x93ae0000, 0x00003128); // Init - MEM2 high
|
||||
Memory::Write_U32(0x93ae0000, 0x00003130); // IOS MEM2 low
|
||||
Memory::Write_U32(0x93b00000, 0x00003134); // IOS MEM2 high
|
||||
Memory::Write_U32(0x00000011, 0x00003138); // Console type
|
||||
// 40 is copied from 88 after running apploader
|
||||
Memory::Write_U32(0x00090204, 0x00003140); // IOS revision (IOS9, v2.4)
|
||||
Memory::Write_U32(0x00062507, 0x00003144); // IOS date in USA format (June 25, 2007)
|
||||
Memory::Write_U16(0x0113, 0x0000315e); // Apploader
|
||||
Memory::Write_U32(0x0000FF16, 0x00003158); // DDR ram vendor code
|
||||
Memory::Write_U32(0x00000000, 0x00003160); // Init semaphore (sysmenu waits for this to clear)
|
||||
Memory::Write_U32(0x00090204, 0x00003188); // Expected IOS revision
|
||||
|
||||
Memory::Write_U8(0x80, 0x0000315c); // OSInit
|
||||
Memory::Write_U16(0x0000, 0x000030e0); // PADInit
|
||||
Memory::Write_U32(0x80000000, 0x00003184); // GameID Address
|
||||
|
||||
// Fake the VI Init of the IPL
|
||||
Memory::Write_U32(SConfig::GetInstance().m_LocalCoreStartupParameter.bNTSC ? 0 : 1, 0x000000CC);
|
||||
|
||||
// Clear exception handler. Why? Don't we begin with only zeros?
|
||||
for (int i = 0x3000; i <= 0x3038; i += 4)
|
||||
{
|
||||
Memory::Write_U32(0x00000000, 0x80000000 + i);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// __________________________________________________________________________________________________
|
||||
// Wii Bootstrap 2 HLE:
|
||||
// copy the apploader to 0x81200000
|
||||
// execute the apploader
|
||||
bool CBoot::EmulatedBS2_Wii()
|
||||
{
|
||||
INFO_LOG(BOOT, "Faking Wii BS2...");
|
||||
|
||||
// setup wii memory
|
||||
DiscIO::IVolume::ECountry CountryCode = DiscIO::IVolume::COUNTRY_UNKNOWN;
|
||||
if (VolumeHandler::IsValid())
|
||||
CountryCode = VolumeHandler::GetVolume()->GetCountry();
|
||||
if (SetupWiiMemory(CountryCode) == false)
|
||||
return false;
|
||||
|
||||
// This is some kind of consistency check that is compared to the 0x00
|
||||
// values as the game boots. This location keep the 4 byte ID for as long
|
||||
// as the game is running. The 6 byte ID at 0x00 is overwritten sometime
|
||||
// after this check during booting.
|
||||
VolumeHandler::ReadToPtr(Memory::GetPointer(0x3180), 0, 4);
|
||||
|
||||
// Execute the apploader
|
||||
bool apploaderRan = false;
|
||||
if (VolumeHandler::IsValid() && VolumeHandler::IsWii())
|
||||
{
|
||||
UReg_MSR& m_MSR = ((UReg_MSR&)PowerPC::ppcState.msr);
|
||||
m_MSR.FP = 1;
|
||||
|
||||
Memory::Write_U32(0x4c000064, 0x80000300); // write default DFI Handler: rfi
|
||||
Memory::Write_U32(0x4c000064, 0x80000800); // write default FPU Handler: rfi
|
||||
Memory::Write_U32(0x4c000064, 0x80000C00); // write default Syscall Handler: rfi
|
||||
|
||||
HLE::Patch(0x81300000, "OSReport"); // HLE OSReport for Apploader
|
||||
|
||||
PowerPC::ppcState.gpr[1] = 0x816ffff0; // StackPointer
|
||||
|
||||
u32 iAppLoaderOffset = 0x2440; // 0x1c40;
|
||||
|
||||
// Load Apploader to Memory
|
||||
u32 iAppLoaderEntry = VolumeHandler::Read32(iAppLoaderOffset + 0x10);
|
||||
u32 iAppLoaderSize = VolumeHandler::Read32(iAppLoaderOffset + 0x14);
|
||||
if ((iAppLoaderEntry == (u32)-1) || (iAppLoaderSize == (u32)-1))
|
||||
{
|
||||
ERROR_LOG(BOOT, "Invalid apploader. Probably your image is corrupted.");
|
||||
return false;
|
||||
}
|
||||
VolumeHandler::ReadToPtr(Memory::GetPointer(0x81200000), iAppLoaderOffset + 0x20, iAppLoaderSize);
|
||||
|
||||
//call iAppLoaderEntry
|
||||
DEBUG_LOG(BOOT, "Call iAppLoaderEntry");
|
||||
|
||||
u32 iAppLoaderFuncAddr = 0x80004000;
|
||||
PowerPC::ppcState.gpr[3] = iAppLoaderFuncAddr + 0;
|
||||
PowerPC::ppcState.gpr[4] = iAppLoaderFuncAddr + 4;
|
||||
PowerPC::ppcState.gpr[5] = iAppLoaderFuncAddr + 8;
|
||||
RunFunction(iAppLoaderEntry);
|
||||
u32 iAppLoaderInit = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr+0);
|
||||
u32 iAppLoaderMain = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr+4);
|
||||
u32 iAppLoaderClose = Memory::ReadUnchecked_U32(iAppLoaderFuncAddr+8);
|
||||
|
||||
// iAppLoaderInit
|
||||
DEBUG_LOG(BOOT, "Run iAppLoaderInit");
|
||||
PowerPC::ppcState.gpr[3] = 0x81300000;
|
||||
RunFunction(iAppLoaderInit);
|
||||
|
||||
// Let the apploader load the exe to memory. At this point I get an unknown IPC command
|
||||
// (command zero) when I load Wii Sports or other games a second time. I don't notice
|
||||
// any side effects however. It's a little disconcerting however that Start after Stop
|
||||
// behaves differently than the first Start after starting Dolphin. It means something
|
||||
// was not reset correctly.
|
||||
DEBUG_LOG(BOOT, "Run iAppLoaderMain");
|
||||
do
|
||||
{
|
||||
PowerPC::ppcState.gpr[3] = 0x81300004;
|
||||
PowerPC::ppcState.gpr[4] = 0x81300008;
|
||||
PowerPC::ppcState.gpr[5] = 0x8130000c;
|
||||
|
||||
RunFunction(iAppLoaderMain);
|
||||
|
||||
u32 iRamAddress = Memory::ReadUnchecked_U32(0x81300004);
|
||||
u32 iLength = Memory::ReadUnchecked_U32(0x81300008);
|
||||
u32 iDVDOffset = Memory::ReadUnchecked_U32(0x8130000c) << 2;
|
||||
|
||||
INFO_LOG(BOOT, "DVDRead: offset: %08x memOffse: %08x length: %i", iDVDOffset, iRamAddress, iLength);
|
||||
DVDInterface::DVDRead(iDVDOffset, iRamAddress, iLength);
|
||||
} while(PowerPC::ppcState.gpr[3] != 0x00);
|
||||
|
||||
// iAppLoaderClose
|
||||
DEBUG_LOG(BOOT, "Run iAppLoaderClose");
|
||||
RunFunction(iAppLoaderClose);
|
||||
|
||||
apploaderRan = true;
|
||||
|
||||
// Pass the "#002 check"
|
||||
// Apploader writes the IOS version and revision here, we copy it
|
||||
// Fake IOSv9 r2.4 if no version is found (elf loading)
|
||||
u32 firmwareVer = Memory::Read_U32(0x80003188);
|
||||
Memory::Write_U32(firmwareVer ? firmwareVer : 0x00090204, 0x00003140);
|
||||
|
||||
// Load patches and run startup patches
|
||||
std::string gameID = VolumeHandler::GetVolume()->GetUniqueID();
|
||||
PatchEngine::LoadPatches(gameID.c_str());
|
||||
|
||||
// return
|
||||
PC = PowerPC::ppcState.gpr[3];
|
||||
}
|
||||
|
||||
PowerPC::ppcState.DebugCount = 0;
|
||||
|
||||
return apploaderRan;
|
||||
}
|
||||
|
||||
// Returns true if apploader has run successfully
|
||||
bool CBoot::EmulatedBS2(bool _bIsWii)
|
||||
{
|
||||
return _bIsWii ? EmulatedBS2_Wii() : EmulatedBS2_GC();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue