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dc91e8b607
Eventually, netplay will be able to use the host's NAND, but this could still be useful in some cases; for TAS it definitely makes sense to have a way to avoid using any preexisting NAND. In terms of implementation: remove D_WIIUSER_IDX, which was just WIIROOT + "/", as well as some other indices which are pointless to have as separate variables rather than just using the actual path (fixed, since they're actual Wii NAND paths) at the call site. Then split off D_SESSION_WIIROOT_IDX, which can point to the dummy NAND directory, from D_WIIROOT_IDX, which always points to the "real" one the user configured.
32 lines
827 B
C++
32 lines
827 B
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <utility>
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#include <vector>
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#include "Common/CommonTypes.h"
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static const u64 TITLEID_SYSMENU = 0x0000000100000002;
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static const std::string TITLEID_SYSMENU_STRING = "0000000100000002";
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namespace Common
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{
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typedef std::pair<char, std::string> replace_t;
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typedef std::vector<replace_t> replace_v;
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void InitializeWiiRoot(bool use_temporary);
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void ShutdownWiiRoot();
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std::string GetTicketFileName(u64 _titleID);
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std::string GetTMDFileName(u64 _titleID);
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std::string GetTitleDataPath(u64 _titleID);
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std::string GetTitleContentPath(u64 _titleID);
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bool CheckTitleTMD(u64 _titleID);
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bool CheckTitleTIK(u64 _titleID);
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void ReadReplacements(replace_v& replacements);
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}
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