Use 6-char game IDs for NAND tiles (if they are printable)

5.0-2712 made ES's code for setting the game ID use the
title ID converted to hex (except for disc titles) instead
of using a 6-char game ID like before. Then, 5.0-2830 made
us use that code even when loading game INIs. This breaks the
expectations of both users and the game INIs we ship with.

This commit makes Dolphin use 6-char game IDs for all
titles (unless the 6-char ID would contain unprintable
characters, which is the case with e.g. the Wii Menu).

I'm also putting unprintability checks in VolumeWad
for consistency.
This commit is contained in:
JosJuice
2017-03-16 10:28:17 +01:00
parent 1e7dd1ed2d
commit ff7425214a
4 changed files with 36 additions and 14 deletions

View File

@ -4,6 +4,7 @@
#include <cstddef>
#include <cstring>
#include <locale>
#include <map>
#include <memory>
#include <string>
@ -89,22 +90,18 @@ IOS::ES::TMDReader CVolumeWAD::GetTMD() const
std::string CVolumeWAD::GetGameID() const
{
char GameCode[6];
if (!Read(m_offset + 0x01E0, 4, (u8*)GameCode))
return "0";
std::string temp = GetMakerID();
GameCode[4] = temp.at(0);
GameCode[5] = temp.at(1);
return DecodeString(GameCode);
return m_tmd.GetGameID();
}
std::string CVolumeWAD::GetMakerID() const
{
char temp[2] = {1};
// Some weird channels use 0x0000 in place of the MakerID, so we need a check there
if (!Read(0x198 + m_tmd_offset, 2, (u8*)temp) || temp[0] == 0 || temp[1] == 0)
char temp[2];
if (!Read(0x198 + m_tmd_offset, 2, (u8*)temp))
return "00";
// Some weird channels use 0x0000 in place of the MakerID, so we need a check here
const std::locale& c_locale = std::locale::classic();
if (!std::isprint(temp[0], c_locale) || !std::isprint(temp[1], c_locale))
return "00";
return DecodeString(temp);