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
This commit is contained in:
Shawn Hoffman 2009-10-15 04:08:46 +00:00
parent feea7ebed5
commit cecac2f087
1 changed files with 36 additions and 43 deletions

View File

@ -50,40 +50,50 @@ void CBoot::RunFunction(u32 _iAddr)
void CBoot::EmulatedBS2(bool _bDebug)
{
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 iso info goes
// to 0x80000000 according to yagcd 4.2. I'm not sure what bytes 8-10 does (version and
// streaming), but I include them anyway because it seems like they are supposed to be there.
//
DVDInterface::DVDRead(0x00000000, 0x80000000, 10); // write boot info needed for multidisc games
// 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, 10); // write disc info
Memory::Write_U32(0xc2339f3d, 0x8000001C); // gamecube game disc magic number
Memory::Write_U32(0x0D15EA5E, 0x80000020); // booted from bootrom. 0xE5207C22 = booted from jtag
Memory::Write_U32(0x01800000, 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_U32(0xc2339f3d, 0x8000001C); // gamecube game disc magic number
Memory::Write_U32(0x0D15EA5E, 0x80000020); // booted from bootrom. 0xE5207C22 = booted from jtag
Memory::Write_U32(0x01800000, 0x80000028); // Physical Memory Size
// On any of the production boards, ikaruga fails to read the memcard the first time. It succeeds on the second time though.
// And (only sometimes?) with 0x00000003, the loading picture in the bottom right will become corrupt and
// the emu will slow to 7mhz...I don't think it ever actually progresses
// This seems to be caused by the initialization of the memcard going amiss (remember, this uses a dsp program!)
// so, probably some fault with dsp timing/emulation in general (endless dsp interrupts...)
Memory::Write_U32(0x10000006, 0x8000002C); // Console type - DevKit (retail ID == 0x00000003) see yagcd 4.2.1.1.2
Memory::Write_U64((u64)CEXIIPL::GetGCTime() * (u64)40500000, 0x800030D8); // preset time base ticks
Memory::Write_U32(((1 & 0x3f) << 26) | 2, 0x81300000); // HLE OSReport for Apploader
// Load Apploader to Memory - The apploader is hardcoded to begin at byte 9 280 on the disc,
// but it seems like the size can be variable. Compare with yagcd chap 13.
// 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);
if ((iAppLoaderEntry == (u32)-1) || (iAppLoaderSize == (u32)-1))
return;
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
@ -96,16 +106,11 @@ void CBoot::EmulatedBS2(bool _bDebug)
PowerPC::ppcState.gpr[2] = 0x814b5b20;
PowerPC::ppcState.gpr[13] = 0x814b4fc0;
}
u32 iAppLoaderOffset = 0x2440; // 0x1c40 - 2MB lower...perhaps used on early GCMs? MYSTERY OLD COMMENT
u32 iAppLoaderEntry = VolumeHandler::Read32(iAppLoaderOffset + 0x10);
u32 iAppLoaderSize = VolumeHandler::Read32(iAppLoaderOffset + 0x14);
if ((iAppLoaderEntry == (u32)-1) || (iAppLoaderSize == (u32)-1))
return;
VolumeHandler::ReadToPtr(Memory::GetPointer(0x81200000), iAppLoaderOffset + 0x20, iAppLoaderSize);
// 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;
@ -145,26 +150,14 @@ void CBoot::EmulatedBS2(bool _bDebug)
DEBUG_LOG(MASTER_LOG, "call iAppLoaderClose");
RunFunction(iAppLoaderClose);
// Load patches
std::string gameID = VolumeHandler::GetVolume()->GetUniqueID();
PatchEngine::LoadPatches(gameID.c_str());
PowerPC::ppcState.DebugCount = 0;
// return
PC = PowerPC::ppcState.gpr[3];
// --- preinit some stuff from IPL ---
// Load patches
std::string gameID = VolumeHandler::GetVolume()->GetUniqueID();
PatchEngine::LoadPatches(gameID.c_str());
// Bus Clock Speed
Memory::Write_U32(0x09a7ec80, 0x800000F8);
// CPU Clock Speed
Memory::Write_U32(0x1cf7c580, 0x800000FC);
// fake the VI Init of the IPL
Memory::Write_U32(SConfig::GetInstance().m_LocalCoreStartupParameter.bNTSC
? 0 : 1, 0x800000CC);
// preset time base ticks
Memory::Write_U64( (u64)CEXIIPL::GetGCTime() * (u64)40500000, 0x800030D8);
PowerPC::ppcState.DebugCount = 0;
}