| Age | Commit message (Collapse) | Author |
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Display nicer version strings for the Wii Menu
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Use 6-char game IDs for NAND tiles (if they are printable)
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Dolphin assumes that content 0 is opening.bnr, without checking
whether content 0 exists or if it is even supposed to be there (it's
only there for channels). This results in sometimes reading garbage.
This adds a check to only try to read names from content 0's header
if the title is a channel (channel, system channel or game channel).
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5.0-2712 made ES's code for setting the game ID use the
title ID converted to hex (except for disc titles) instead
of using a 6-char game ID like before. Then, 5.0-2830 made
us use that code even when loading game INIs. This breaks the
expectations of both users and the game INIs we ship with.
This commit makes Dolphin use 6-char game IDs for all
titles (unless the 6-char ID would contain unprintable
characters, which is the case with e.g. the Wii Menu).
I'm also putting unprintability checks in VolumeWad
for consistency.
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There's no point in creating a volume without a blob,
since essentially all the functionality of a volume
requires a blob to be used.
Also, VolumeCreator doesn't support creating volumes
without blobs (it can't even figure out the volume type
unless it gets a blob), so it's currently impossible
for a volume to be created without a blob.
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Most of the Volume code was written before this
convenience function was added. Let's use it more.
Also deleting m_pReader nullptr checks that are
unnecessary because of Read (which ReadSwapped calls)
already having a nullptr check.
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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.
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This allows getting useful info like the required IOS version for WADs
(for showing it in the UI, for example).
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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.
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Gets rid of duplicated alignment code.
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We call this "game ID" everywhere else, and it's not
actually completely unique.
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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.
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DQT2: Game properties dialog contains info tab giving information about the selected iso.
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Should make loading cached Wii games that lack banners slightly faster.
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Fix building with PCH disabled.
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Display all compressed formats in blue in GUI
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In the past, only GCZ was shown as compressed, not CISO and WBFS.
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Gets rid of external swaps at every usage.
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DecodeString handles the case where there is no trailing null byte,
so using it lets the code be a bit simpler.
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GC games with long names store two variations of the name in
opening.bnr. This makes the shorter of those names available.
For volumes other than GC discs, prefer_long is ignored.
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ISOFile and GameFile were using IsWiiDisc() and IsWadFile() to set
an enum value. The volume might as well return an enum directly.
I increased the Qt CACHE_REVISION because m_platform now is saved as u32
instead of int, but increasing the wx CACHE_REVISION is not necessary.
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Disc number is changed from bool to u8, and revision is changed from
int to u16 (WADs can use all 16 bits, but discs can only use 8 bits).
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This makes Dolphin display the same names as the Disc Channel.
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This makes the code cleaner and also leads to some user-visible changes:
The wx game properties will no longer let the user
select WAD languages that don't have any names.
The Qt game list will now display names using the languages
set in the configuration instead of always using
English for PAL GC games and Japanese for WADs.
If a WAD doesn't have a name in the user's preferred language,
English is now selected as a fallback before Japanese.
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Brings the code more in line with the rest of the game volume code
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Should be faster than relying on the OS to cache the magic words.
Also gets rid of the odd recursive call in VolumeDirectory.
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This is intended to make decryption look less implicit in the code.
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Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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detected by this change).
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