mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-04 23:16:41 +00:00
be3389fdef
call button 'game settings' only when modifying game-only settings make the user confirm deleting settings
275 lines
8.1 KiB
C++
275 lines
8.1 KiB
C++
// Copyright (C) 2012 PPSSPP Project
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#ifdef __SYMBIAN32__
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#include <sys/param.h>
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#endif
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#include "file/file_util.h"
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#include "Common/StringUtils.h"
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#include "Core/ELF/ElfReader.h"
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#include "Core/ELF/ParamSFO.h"
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#include "FileSystems/BlockDevices.h"
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#include "FileSystems/DirectoryFileSystem.h"
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#include "FileSystems/ISOFileSystem.h"
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#include "FileSystems/MetaFileSystem.h"
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#include "FileSystems/VirtualDiscFileSystem.h"
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#include "Core/Loaders.h"
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#include "Core/MemMap.h"
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#include "Core/HDRemaster.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/MIPS/MIPSAnalyst.h"
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#include "Core/MIPS/MIPSCodeUtils.h"
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#include "Host.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/PSPLoaders.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/sceKernel.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceKernelModule.h"
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#include "Core/HLE/sceKernelMemory.h"
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// We gather the game info before actually loading/booting the ISO
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// to determine if the emulator should enable extra memory and
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// double-sized texture coordinates.
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void InitMemoryForGameISO(FileLoader *fileLoader) {
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IFileSystem* umd2;
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if (!fileLoader->Exists()) {
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return;
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}
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bool actualIso = false;
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if (fileLoader->IsDirectory())
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{
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umd2 = new VirtualDiscFileSystem(&pspFileSystem, fileLoader->Path());
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}
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else
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{
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auto bd = constructBlockDevice(fileLoader);
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// Can't init anything without a block device...
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if (!bd)
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return;
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#ifdef _M_X64
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if (g_Config.bCacheFullIsoInRam) {
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// The constructor destroys the original block device object after reading it.
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bd = new RAMBlockDevice(bd);
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}
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#endif
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umd2 = new ISOFileSystem(&pspFileSystem, bd);
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actualIso = true;
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}
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// Parse PARAM.SFO
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//pspFileSystem.Mount("host0:",umd2);
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IFileSystem *entireIso = 0;
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if (actualIso) {
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entireIso = new ISOBlockSystem(static_cast<ISOFileSystem *>(umd2));
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} else {
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entireIso = umd2;
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}
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pspFileSystem.Mount("umd0:", entireIso);
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pspFileSystem.Mount("umd1:", entireIso);
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pspFileSystem.Mount("disc0:", umd2);
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pspFileSystem.Mount("umd:", entireIso);
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std::string gameID;
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std::string sfoPath("disc0:/PSP_GAME/PARAM.SFO");
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PSPFileInfo fileInfo = pspFileSystem.GetFileInfo(sfoPath.c_str());
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if (fileInfo.exists)
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{
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std::vector<u8> paramsfo;
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pspFileSystem.ReadEntireFile(sfoPath, paramsfo);
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if (g_paramSFO.ReadSFO(paramsfo))
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{
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gameID = g_paramSFO.GetValueString("DISC_ID");
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for (size_t i = 0; i < ARRAY_SIZE(g_HDRemasters); i++) {
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if(g_HDRemasters[i].gameID == gameID) {
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g_RemasterMode = true;
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Memory::g_MemorySize = g_HDRemasters[i].MemorySize;
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if(g_HDRemasters[i].DoubleTextureCoordinates)
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g_DoubleTextureCoordinates = true;
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break;
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}
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}
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DEBUG_LOG(LOADER, "HDRemaster mode is %s", g_RemasterMode? "true": "false");
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}
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}
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}
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// Chinese translators like to rename EBOOT.BIN and replace it with some kind of stub
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// that probably loads a plugin and then launches the actual game. These stubs don't work in PPSSPP.
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// No idea why they are doing this, but it works to just bypass it. They could stop
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// inventing new filenames though...
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static const char *altBootNames[] = {
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"disc0:/PSP_GAME/SYSDIR/EBOOT.OLD",
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"disc0:/PSP_GAME/SYSDIR/EBOOT.DAT",
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"disc0:/PSP_GAME/SYSDIR/EBOOT.BI",
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"disc0:/PSP_GAME/SYSDIR/EBOOT.LLD",
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"disc0:/PSP_GAME/SYSDIR/OLD_EBOOT.BIN",
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"disc0:/PSP_GAME/SYSDIR/EBOOT.123",
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"disc0:/PSP_GAME/SYSDIR/EBOOT_LRC_CH.BIN",
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"disc0:/PSP_GAME/SYSDIR/BOOT0.OLD",
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"disc0:/PSP_GAME/SYSDIR/BOOT1.OLD",
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"disc0:/PSP_GAME/SYSDIR/BINOT.BIN",
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"disc0:/PSP_GAME/SYSDIR/EBOOT.FRY",
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"disc0:/PSP_GAME/SYSDIR/EBOOT.Z.Y",
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"disc0:/PSP_GAME/SYSDIR/EBOOT.LEI",
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"disc0:/PSP_GAME/SYSDIR/EBOOT.DNR",
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"disc0:/PSP_GAME/SYSDIR/DBZ2.BIN",
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"disc0:/PSP_GAME/SYSDIR/ss.RAW",
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};
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bool Load_PSP_ISO(FileLoader *fileLoader, std::string *error_string)
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{
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// Mounting stuff relocated to InitMemoryForGameISO due to HD Remaster restructuring of code.
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std::string sfoPath("disc0:/PSP_GAME/PARAM.SFO");
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PSPFileInfo fileInfo = pspFileSystem.GetFileInfo(sfoPath.c_str());
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if (fileInfo.exists)
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{
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std::vector<u8> paramsfo;
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pspFileSystem.ReadEntireFile(sfoPath, paramsfo);
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if (g_paramSFO.ReadSFO(paramsfo))
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{
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char title[1024];
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sprintf(title, "%s : %s", g_paramSFO.GetValueString("DISC_ID").c_str(), g_paramSFO.GetValueString("TITLE").c_str());
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INFO_LOG(LOADER, "%s", title);
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host->SetWindowTitle(title);
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}
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}
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std::string bootpath("disc0:/PSP_GAME/SYSDIR/EBOOT.BIN");
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// Bypass Chinese translation patches, see comment above.
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for (size_t i = 0; i < ARRAY_SIZE(altBootNames); i++) {
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if (pspFileSystem.GetFileInfo(altBootNames[i]).exists) {
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bootpath = altBootNames[i];
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}
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}
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// Bypass another more dangerous one where the file is in USRDIR - this could collide with files in some game.
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std::string id = g_paramSFO.GetValueString("DISC_ID");
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if (id == "NPJH50624" && pspFileSystem.GetFileInfo("disc0:/PSP_GAME/USRDIR/PAKFILE2.BIN").exists) {
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bootpath = "disc0:/PSP_GAME/USRDIR/PAKFILE2.BIN";
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}
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if (id == "NPJH00100" && pspFileSystem.GetFileInfo("disc0:/PSP_GAME/USRDIR/DATA/GIM/GBL").exists) {
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bootpath = "disc0:/PSP_GAME/USRDIR/DATA/GIM/GBL";
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}
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bool hasEncrypted = false;
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u32 fd;
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if ((fd = pspFileSystem.OpenFile(bootpath, FILEACCESS_READ)) != 0)
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{
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u8 head[4];
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pspFileSystem.ReadFile(fd, head, 4);
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if (memcmp(head, "~PSP", 4) == 0 || memcmp(head, "\x7F""ELF", 4) == 0) {
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hasEncrypted = true;
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}
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pspFileSystem.CloseFile(fd);
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}
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if (!hasEncrypted)
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{
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// try unencrypted BOOT.BIN
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bootpath = "disc0:/PSP_GAME/SYSDIR/BOOT.BIN";
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}
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//in case we didn't go through EmuScreen::boot
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g_Config.loadGameConfig(id);
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INFO_LOG(LOADER,"Loading %s...", bootpath.c_str());
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return __KernelLoadExec(bootpath.c_str(), 0, error_string);
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}
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static std::string NormalizePath(const std::string &path)
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{
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#ifdef _WIN32
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char buf[512] = {0};
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if (GetFullPathNameA(path.c_str(), sizeof(buf) - 1, buf, NULL) == 0)
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return "";
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#else
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char buf[PATH_MAX + 1];
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if (realpath(path.c_str(), buf) == NULL)
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return "";
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#endif
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return buf;
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}
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bool Load_PSP_ELF_PBP(FileLoader *fileLoader, std::string *error_string)
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{
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// This is really just for headless, might need tweaking later.
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if (PSP_CoreParameter().mountIsoLoader != nullptr)
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{
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auto bd = constructBlockDevice(PSP_CoreParameter().mountIsoLoader);
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if (bd != NULL) {
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ISOFileSystem *umd2 = new ISOFileSystem(&pspFileSystem, bd);
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pspFileSystem.Mount("umd1:", umd2);
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pspFileSystem.Mount("disc0:", umd2);
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pspFileSystem.Mount("umd:", umd2);
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}
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}
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std::string full_path = fileLoader->Path();
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std::string path, file, extension;
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SplitPath(ReplaceAll(full_path, "\\", "/"), &path, &file, &extension);
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#ifdef _WIN32
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path = ReplaceAll(path, "/", "\\");
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#endif
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if (!PSP_CoreParameter().mountRoot.empty())
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{
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// We don't want to worry about .. and cwd and such.
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const std::string rootNorm = NormalizePath(PSP_CoreParameter().mountRoot + "/");
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const std::string pathNorm = NormalizePath(path + "/");
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// If root is not a subpath of path, we can't boot the game.
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if (!startsWith(pathNorm, rootNorm))
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{
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*error_string = "Cannot boot ELF located outside mountRoot.";
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return false;
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}
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const std::string filepath = ReplaceAll(pathNorm.substr(rootNorm.size()), "\\", "/");
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file = filepath + "/" + file;
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path = rootNorm + "/";
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pspFileSystem.SetStartingDirectory(filepath);
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}
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DirectoryFileSystem *fs = new DirectoryFileSystem(&pspFileSystem, path);
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pspFileSystem.Mount("umd0:", fs);
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std::string finalName = "umd0:/" + file + extension;
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return __KernelLoadExec(finalName.c_str(), 0, error_string);
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}
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