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Add in NCCH, TMD and SMDH from Citra (to get game title)
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// Copyright 2016 Citra Emulator Project / 2019 threeSD Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cstring>
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#include <vector>
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#include "common/common_types.h"
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#include "core/ncch/smdh.h"
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namespace Core {
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constexpr u32 MakeMagic(char a, char b, char c, char d) {
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return a | b << 8 | c << 16 | d << 24;
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}
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// 8x8 Z-Order coordinate from 2D coordinates
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static constexpr u32 MortonInterleave(u32 x, u32 y) {
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constexpr u32 xlut[] = {0x00, 0x01, 0x04, 0x05, 0x10, 0x11, 0x14, 0x15};
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constexpr u32 ylut[] = {0x00, 0x02, 0x08, 0x0a, 0x20, 0x22, 0x28, 0x2a};
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return xlut[x % 8] + ylut[y % 8];
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}
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/**
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* Calculates the offset of the position of the pixel in Morton order
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*/
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static inline u32 GetMortonOffset(u32 x, u32 y, u32 bytes_per_pixel) {
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// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
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// of which is composed of four 2x2 subtiles each of which is composed of four texels.
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// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
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// texels are laid out in a 2x2 subtile like this:
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// 2 3
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// 0 1
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//
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// The full 8x8 tile has the texels arranged like this:
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//
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// 42 43 46 47 58 59 62 63
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// 40 41 44 45 56 57 60 61
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// 34 35 38 39 50 51 54 55
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// 32 33 36 37 48 49 52 53
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// 10 11 14 15 26 27 30 31
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// 08 09 12 13 24 25 28 29
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// 02 03 06 07 18 19 22 23
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// 00 01 04 05 16 17 20 21
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//
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// This pattern is what's called Z-order curve, or Morton order.
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const unsigned int block_height = 8;
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const unsigned int coarse_x = x & ~7;
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u32 i = MortonInterleave(x, y);
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const unsigned int offset = coarse_x * block_height;
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return (i + offset) * bytes_per_pixel;
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}
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bool IsValidSMDH(const std::vector<u8>& smdh_data) {
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if (smdh_data.size() < sizeof(Core::SMDH))
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return false;
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u32 magic;
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memcpy(&magic, smdh_data.data(), sizeof(u32));
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return MakeMagic('S', 'M', 'D', 'H') == magic;
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}
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std::vector<u16> SMDH::GetIcon(bool large) const {
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u32 size;
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const u8* icon_data;
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if (large) {
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size = 48;
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icon_data = large_icon.data();
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} else {
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size = 24;
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icon_data = small_icon.data();
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}
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std::vector<u16> icon(size * size);
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for (u32 x = 0; x < size; ++x) {
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for (u32 y = 0; y < size; ++y) {
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u32 coarse_y = y & ~7;
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const u8* pixel = icon_data + GetMortonOffset(x, y, 2) + coarse_y * size * 2;
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icon[x + size * y] = (pixel[1] << 8) + pixel[0];
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}
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}
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return icon;
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}
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std::array<u16, 0x40> SMDH::GetShortTitle(Core::SMDH::TitleLanguage language) const {
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return titles[static_cast<int>(language)].short_title;
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}
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std::vector<SMDH::GameRegion> SMDH::GetRegions() const {
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if (region_lockout == 0x7fffffff) {
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return std::vector<GameRegion>{GameRegion::RegionFree};
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}
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constexpr u32 REGION_COUNT = 7;
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std::vector<GameRegion> result;
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for (u32 region = 0; region < REGION_COUNT; ++region) {
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if (region_lockout & (1 << region)) {
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result.push_back(static_cast<GameRegion>(region));
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}
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}
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return result;
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}
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} // namespace Core
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