re-arrange the gc bs2 hle to be a little more intuitive...to me. add some values from yagcd
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4425 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -50,40 +50,50 @@ void CBoot::RunFunction(u32 _iAddr)
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void CBoot::EmulatedBS2(bool _bDebug)
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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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// =======================================================================================
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// Write necessary values
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//
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// Here we write values to memory that the apploader does not take care of. Game iso info goes
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// to 0x80000000 according to yagcd 4.2. I'm not sure what bytes 8-10 does (version and
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// streaming), but I include them anyway because it seems like they are supposed to be there.
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//
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DVDInterface::DVDRead(0x00000000, 0x80000000, 10); // write boot info needed for multidisc games
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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, 10); // write disc info
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Memory::Write_U32(0xc2339f3d, 0x8000001C); // gamecube game disc magic number
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Memory::Write_U32(0x0D15EA5E, 0x80000020); // booted from bootrom. 0xE5207C22 = booted from jtag
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Memory::Write_U32(0x01800000, 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_U32(0xc2339f3d, 0x8000001C); // gamecube game disc magic number
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Memory::Write_U32(0x0D15EA5E, 0x80000020); // booted from bootrom. 0xE5207C22 = booted from jtag
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Memory::Write_U32(0x01800000, 0x80000028); // Physical Memory Size
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// On any of the production boards, ikaruga fails to read the memcard the first time. It succeeds on the second time though.
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// And (only sometimes?) with 0x00000003, the loading picture in the bottom right will become corrupt and
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// the emu will slow to 7mhz...I don't think it ever actually progresses
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// This seems to be caused by the initialization of the memcard going amiss (remember, this uses a dsp program!)
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// so, probably some fault with dsp timing/emulation in general (endless dsp interrupts...)
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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_U64((u64)CEXIIPL::GetGCTime() * (u64)40500000, 0x800030D8); // preset time base ticks
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Memory::Write_U32(((1 & 0x3f) << 26) | 2, 0x81300000); // HLE OSReport for Apploader
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// Load Apploader to Memory - The apploader is hardcoded to begin at byte 9 280 on the disc,
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// but it seems like the size can be variable. Compare with yagcd chap 13.
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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);
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if ((iAppLoaderEntry == (u32)-1) || (iAppLoaderSize == (u32)-1))
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return;
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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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@ -96,16 +106,11 @@ void CBoot::EmulatedBS2(bool _bDebug)
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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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u32 iAppLoaderOffset = 0x2440; // 0x1c40 - 2MB lower...perhaps used on early GCMs? MYSTERY OLD COMMENT
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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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return;
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VolumeHandler::ReadToPtr(Memory::GetPointer(0x81200000), iAppLoaderOffset + 0x20, iAppLoaderSize);
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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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@ -145,26 +150,14 @@ void CBoot::EmulatedBS2(bool _bDebug)
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DEBUG_LOG(MASTER_LOG, "call iAppLoaderClose");
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RunFunction(iAppLoaderClose);
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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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// return
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PC = PowerPC::ppcState.gpr[3];
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// --- preinit some stuff from IPL ---
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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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// Bus Clock Speed
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Memory::Write_U32(0x09a7ec80, 0x800000F8);
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// CPU Clock Speed
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Memory::Write_U32(0x1cf7c580, 0x800000FC);
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// fake the VI Init of the IPL
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Memory::Write_U32(SConfig::GetInstance().m_LocalCoreStartupParameter.bNTSC
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? 0 : 1, 0x800000CC);
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// preset time base ticks
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Memory::Write_U64( (u64)CEXIIPL::GetGCTime() * (u64)40500000, 0x800030D8);
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PowerPC::ppcState.DebugCount = 0;
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}
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