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.
For thread safety reasons, the currently inserted volume must
only be accessed by the DVD thread (or by the CPU thread if it
calls DVDThread::WaitUntilIdle() first). After this commit,
only DVDThread.cpp can access the volume, which prevents code in
other files from accessing the volume in a non-threadsafe way.
This moves all the byte swapping utilities into a header named Swap.h.
A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.
Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
We already have a TMDReader, so let's actually use it.
And move ESFormats to IOS::ES, since it's definitely part of IOS.
This adds a DiscIO dependency on Core which will be fixed in a
follow-up PR.
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.