IPC_HLE is actually IOS HLE. The actual IPC emulation is not in
IPC_HLE, but in HW/WII_IPC.cpp. So calling IPC_HLE IOS is more
accurate. (If IOS LLE gets ever implemented, it'll likely be at
a lower level -- Starlet LLE.)
This also totally gets rid of the IPC_HLE prefix in file names, and
moves some source files to their own subdirectories to make the file
hierarchy cleaner.
We're going to get ~14 additional source files with the USB PR,
and this is really needed to keep things from becoming a total pain.
JUTWarningConsole_f calls vprintf, but in a way we currently don't
handle (which messes up the printed message). However, it is a standard
debug print function, so we can directly hook it instead of waiting for
the vprintf call.
This is necessary to fix debug output in a few games now that vprintf
is properly detected in more games.
%n writes to a pointer that's provided as a parameter.
We didn't have a custom implementation of this before,
meaning that %n would trigger a write to the host
memory instead of the emulated memory!
GeckoCodes require address hooks which don't correspond to any
symbol in the symbol table. The hooks get deleted when repatching
the game because they did not persist across calls to
HLE::PatchFunctions.
Dolphin emulates GeckoCodes by fiddling with the CPU state when a
VI Interrupt occurs. The problem with this is that we don't know
where the PC is so it's non-deterministic and not necessarily
suitable for use with the codehandler.
There are two options: Patch the game like Gecko OS either directly
or using HLE::Patch, or use a trampoline so we can branch from any
PC even if it would otherwise not be valid. The problem with Gecko OS
patches is there are 10 of them and they have to be configured
manually (i.e. Game INIs to would need to have a [Core]GeckoHookType
property).
HLE_Misc::GeckoReturnTrampoline enables the Code Handler to be
entered from anywhere, the trampoline restores all the registers that
had to be secretly saved to the stack.
Turns out one of the magic numbers was very magic. The gameid is
an ad-hoc comm protocol with HLE_Misc to control the number of times
the ICache is reset.