It's not specific to WADs. The BS2 emulation boot code will also need
to update the state file.
Move the struct to Boot and add a helper function that will handle
reading + computing the checksum + writing the state file.
This lets VolumeDirectory/DirectoryBlob skip implementing
various volume functions like GetGameID, GetBanner, etc.
It also lets us view extracted discs in the game list.
This ends up breaking the boot process for Wii
DirectoryBlobs due to workarounds being removed from the
boot process, but that will be fixed later by adding
proper DirectoryBlob support for things like TMDs.
We now expect the directories to be laid out in a certain
format (based on the format that WIT uses) instead of requiring
the user to set the DVD root and apploader path settings.
They're essentially the same. To achieve this, this commit unifies
DolReader and ElfReader into a common interface for boot executable
readers, so the only remaining difference between ELF and DOL is
how which volume is inserted.
* Move out boot parameters to a separate struct, which is not part
of SConfig/ConfigManager because there is no reason for it to
be there.
* Move out file name parsing and constructing the appropriate params
from paths to a separate function that does that, and only that.
* For every different boot type we support, add a proper struct with
only the required parameters, with descriptive names and use
std::variant to only store what we need.
* Clean up the bHLE_BS2 stuff which made no sense sometimes. Now
instead of using bHLE_BS2 for two different things, both for storing
the user config setting and as a runtime boot parameter,
we simply replace the Disc boot params with BootParameters::IPL.
* Const correctness so it's clear what can or cannot update the config.
* Drop unused parameters and unneeded checks.
* Make a few checks a lot more concise. (Looking at you, extension
checks for disc images.)
* Remove a mildly terrible workaround where we needed to pass an empty
string in order to boot the GC IPL without any game inserted.
(Not required anymore thanks to std::variant and std::optional.)
The motivation for this are multiple: cleaning up and being able to add
support for booting an installed NAND title. Without this change, it'd
be pretty much impossible to implement that.
Also, using std::visit with std::variant makes the compiler do
additional type checks: now we're guaranteed that the boot code will
handle all boot types and no invalid boot type will be possible.
By removing mutable state in VolumeWiiCrypted, this change makes
partition-related code simpler. It also gets rid of other ugly things,
like ISOProperties's "over 9000" loop that creates a list of
partitions by trying possible combinations, and DiscScrubber's
volume swapping that recreates the entire volume when it needs to
change partition.
This implements MIOS's PPC bootstrapping functionality, which enables
users to start a GameCube game from the Wii System Menu.
Because we aren't doing Starlet LLE (and don't have a boot1), we can
just jump to MIOS when the emulated software does an ES_LAUNCH or uses
ioctlv 0x25 to launch BC.
Note that the process is more complex on a real Wii and goes through
several more steps before getting to MIOS:
* The System Menu detects a GameCube disc and launches BC (1-100)
instead of the game. [Dolphin does this too.]
* BC, which is reportedly very similar to boot1, lowers the Hollywood
clock speed to the Flipper's and then launches boot2.
* boot2 sees the lowered clock speed and launches MIOS (1-101) instead
of the System Menu.
MIOS runs instead of IOS in GC mode and has an embedded GC IPL (which
is the code actually responsible for loading the disc game) and a PPC
bootstrap code. To get things working properly, we simply need to load
both to memory, then jump to the bootstrap code at 0x3400.
Obviously, because of the way this works, a real MIOS is required.
Instead of needing different switch cases for
converting countries to regions in multiple places,
we now only need a single country-to-region switch case
(in DiscIO/Enums.cpp), and we get a nice Region type.
At first there weren't many enums in Volume.h, but the number has been
growing, and I'm planning to add one more for regions. To not make
Volume.h too large, and to avoid needing to include Volume.h in code
that doesn't use volume objects, I'm moving the enums to a new file.
I'm also turning them into enum classes while I'm at it.
It was previously an important part of DVDInterface,
but since its usage there was replaced with DVDThread,
the only remaining uses of it are in Boot and Boot_BS2Emu.
Replaces them with forward declarations of used types, or removes them entirely if they aren't used at all. This also replaces certain Common headers with less inclusive ones (in terms of definitions they pull in).
* The file already exsists, otherwise we wouldn't have gotten
this far in the boot.
* We have already checked if it's a Wii or GameCube elf,
besides, it's too late to change our minds now anyway.
* On Wii - Don't call EmulatedBS2, it can never succeed as
it knows nothing about booting elfs. Just call the
SetupWiiMemory directly if needed.
* On GameCube - We still call EmulatedBS2_GC, but we stop
it from running Apploader, which might boot something
unexpected from the default iso or DVD root folder.