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DirectoryBlob: fix data alignment for GC/Triforce and skip Triforce DIMM memory range
The 0x8000 alignment in DirectoryBlob is needed for Wii disc group encryption, but for GC/Triforce it inflates file offsets unnecessarily. Use 0x20 alignment for Triforce (matching original disc layout) while keeping 0x8000 for GC due to DTK audio streaming requirements. On Triforce games with many files, the inflated offsets can land in the AMMediaboard DIMM memory range (0x1F000000-0x1F800000). Reads from that region return SRAM data instead of disc data, causing the game to hang. Skip the DIMM range when assigning per-file data offsets if any portion of the file would overlap [0x1F000000, 0x1F800000).
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@@ -895,7 +895,8 @@ DirectoryBlobPartition::DirectoryBlobPartition(
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const std::function<void(std::vector<FSTBuilderNode>* fst_nodes, FSTBuilderNode* dol_node)>&
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fst_callback,
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DirectoryBlobReader* blob)
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: m_wrapped_partition(partition)
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: m_wrapped_partition(partition),
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m_is_triforce(volume && volume->GetVolumeType() == Platform::Triforce)
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{
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std::vector<FSTBuilderNode> sys_nodes;
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@@ -1230,6 +1231,14 @@ void DirectoryBlobPartition::WriteDirectory(std::vector<u8>* fst_data,
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}
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else
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{
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// Skip Triforce DIMM so the file doesn't overlap with it. Any portion of
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// a file placed in 0x1F000000-0x1F800000 would be shadowed by SRAM on the
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// AMMediaboard and read back as DIMM contents instead of disc data.
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if (m_is_triforce && *data_offset < 0x1F800000 && *data_offset + entry.m_size > 0x1F000000)
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{
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*data_offset = 0x1F800000ull;
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}
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// put entry in FST
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WriteEntryData(fst_data, fst_offset, FILE_ENTRY, *name_offset, *data_offset, entry.m_size,
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m_address_shift);
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@@ -1243,8 +1252,8 @@ void DirectoryBlobPartition::WriteDirectory(std::vector<u8>* fst_data,
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std::move(content.m_source));
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}
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// 32 KiB aligned - many games are fine with less alignment, but not all
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*data_offset = Common::AlignUp(*data_offset + entry.m_size, 0x8000ull);
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const u64 data_alignment = m_is_triforce ? 0x20ull : 0x8000ull;
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*data_offset = Common::AlignUp(*data_offset + entry.m_size, data_alignment);
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}
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}
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}
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@@ -231,6 +231,7 @@ private:
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std::string m_root_directory;
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bool m_is_wii = false;
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bool m_is_triforce = false;
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// GameCube has no shift, Wii has 2 bit shift
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u32 m_address_shift = 0;
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