The first call to GXCopyDisp() corrupts game data, but on real hardware it isn't observed thanks to the data cache. Skipping the call works too, preventing a crash on boot.
This patch is enabled by default.
This enables patches for game-breaking problems by default.
My criterion for which patches to select was that the patch
has to make the game's behavior closer to how the game acts
on console. So workarounds for Dolphin not emulating caches
accurately are enabled by default, but not things like
Twilight Princess's minimap speedhack or patches for
disabling memory card checks in Pokémon games.
If we want to enable codes in the default game INIs,
we should have some way for users to disable them.
This commit accomplishes that by adding a *_Disabled
section corresponding to each *_Enabled section.
In order to reach the middle guard (at m_stack_base + GUARD_OFFSET)
before the bottom guard (at m_stack_base), the stack pointer
must start at an address which is higher than the middle guard.
It also didn't make sense that we were allocating memory
and then not using the top part of it.
Nintendo's official title installation code and ES both only look at
content IDs but we should probably check for content hashes in addition
to checking for IDs for at least two reasons:
1. Some of the installed contents could be corrupted -- this cannot be
easily detected without checking hashes.
2. Some mod distributors do not bother to update content IDs, which
means that installing updates from the UI would not actually
update the installed game. This is confusing for users.
To keep the existing semantic (for IOS especially), the new content
hash checks are opt-in for callers of GetStoredContentsFromTMD.
This commit changes WiiUtils's WAD installation logic to enable
the content hash checks.
Adds a flag to File::Delete and File::DeleteDir functions to control
whether a console warning is emitted when the file or directory doesn't
exist. The flag is optional and true by default to match current behavior.
If the compiler can detect an issue with a format string at compile
time, then we should take advantage of that and turn the issue into a
hard compile-time error as such problems almost always lead to UB.
This helps with catching logging or assertion messages that have been
converted over to fmt but are still using the old, non-fmt variants
of the logging macros.
This commit also fixes all incorrect usages that I could find.
Makes File::DeleteDir return true when attempting to delete a
nonexistent path.
The purpose of DeleteDir is to ensure the path doesn't exist after the
call, which is better reflected by the new return value. Additionally,
none of the current callers actually check the return value so this
won't break any existing code.
Fixes https://bugs.dolphin-emu.org/issues/12327.
When we started using fmt in CheckExternalExceptions, JitArm64
mysteriously stopped working even though the code path where
fmt was used never was reached. This is because the compiler
added a function prologue and epilogue to set up the stack,
since the code path that used fmt required the use of the stack.
However, the breakage didn't actually have anything to do
with the usage of the stack in itself, but rather with the
compiler's insertion of a stack canary. In the function
epilogue, a cmp instruction was inserted to check that the
stack canary had not been overwritten during the execution
of the function. This cmp instruction overwriting the status
flags ended up having a disastrous side effect once execution
returned to code emitted by JitArm64::WriteExceptionExit.
JitArm64's dispatcher contains a branch to the "do_timing"
code which is intended to be taken if the PPC downcount is
negative. However, the dispatcher doesn't update the status
flags on its own before this conditional branch, but rather
expects the calling code to have set them as a side effect
of DoDownCount. The root cause of our bug was that
JitArm64::WriteExceptionExit was calling DoDownCount before
Check(External)Exceptions instead of after.
1. Comparing string_views does not behave the same as strncmp
in the case where SConfig's game ID is longer than 6 chars.
2. DTMHeader::GetGameID wasn't excluding null bytes for game IDs
shorter than 6 chars.
3. == was accidentally used instead of !=.