Fixes https://bugs.dolphin-emu.org/issues/13017. With uCode switching, the existing instance of AXUCode is re-activated when GBAUCode is done, but if the state remains as WaitingForNextTask, it won't be able to do anything. Instead, it needs to be in WaitingForCmdListSize.
(When the AX uCode is resumed, startpc is set to 0x0030, at least for 0x07f88145; this is the same location as MAIL_RESUME jumps to, so DSP_RESUME should be sent when the resuming happens; that's already handled by AXUCode::Update.)
dir_path is used by PanicAlertFormatT, which prior to PR 10209 used a
lambda. Before c++20, referring to structured bindings in lambda captures
was forbidden. The problem is now doubly fixed, so put the structured
binding back in.
Fixes the Dolphin bug mentioned in
https://github.com/dolphin-emu/hwtests/issues/45.
Because this doesn't fix any observed behavior in games (no, 1080°
Avalanche isn't affected), I haven't implemented this in the JITs,
so as to not cause unnecessary performance degradations.
This command does not upload the MAIN buffers to CPU memory. This was
functionally fixed in f11a40f858 without
updating the comments and variable names.
Previously, we had WBFS and CISO which both returned an upper bound
of the size, and other formats which returned an accurate size. But
now we also have NFS, which returns a lower bound of the size. To
allow VolumeVerifier to make better informed decisions for NFS, let's
use an enum instead of a bool for the type of data size a blob has.
For a few years now, I've been thinking it would be nice to make Dolphin
support reading Wii games in the format they come in when you download
them from the Wii U eShop. The Wii U eShop has some good deals on Wii
games (Metroid Prime Trilogy especially is rather expensive if you try
to buy it physically!), and it's the only place right now where you can
buy Wii games digitally.
Of course, Nintendo being Nintendo, next year they're going to shut down
this only place where you can buy Wii games digitally. I kind of wish I
had implemented this feature earlier so that people would've had ample
time to buy the games they want, but... better late than never, right?
I used MIT-licensed code from the NOD library as a reference when
implementing this. None of the code has been directly copied, but
you may notice that the names of the struct members are very similar.
c1635245b8/lib/DiscIONFS.cpp
Needed for the next commit. NFS disc images are hashed but not encrypted.
While we're at it, also get rid of SupportsIntegrityCheck.
It does the same thing as old IsEncryptedAndHashed and new HasWiiHashes.
CARDUCode, GBAUCode, and INITUCode previously didn't have an implementation of it. In practice it's unlikely that this caused an issue, since these uCodes are only active for a few frames at most, but now that GBAUCode doesn't have global state, we can implement it there. I also implemented it for CARDUCode, although our CARDUCode implementation does not have all states handled yet - this is simply future-proofing so that when the card uCode is properly implemented, the save state version does not need to be bumped. INITUCode does not have any state to save, though.
The accuracy improvements are:
* The request mail must be 0xabba0000 exactly; both the low and high parts are checked
* The address is masked with 0x0fffffff
* Before, the global state meant that after the GBA uCode had been used once, it would accept 0xcdd1 commands immediately. Now, it only accepts them after execution has finished.