Added region/language emulation feature, thanks to the hard work of @TuxSH
Create a "locales" folder inside aurei, and one .txt for each game, with the title id of the game. The txt must be exactly 6 bytes long: 3 characters for the region ("JPN", "USA", "EUR", "AUS", "CHN", "KOR", "TWN"), a space, and two for the language ("JP", "EN", "FR", "DE", "IT", "ES", "ZH", "KO", "NL", "PT", "RU", "TW"). You can enable the feature globally in the config menu. This should also make DLCs for foreign games work.
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@@ -26,6 +26,7 @@ void configureCFW(const char *configPath)
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"( ) Updated SysNAND mode (A9LH-only)",
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"( ) Force A9LH detection",
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"( ) Use second EmuNAND as default",
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"( ) Enable region/language emulation",
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"( ) Use developer UNITINFO",
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"( ) Show current NAND in System Settings",
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"( ) Show GBA boot screen in patched AGB_FIRM",
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@@ -142,7 +142,7 @@ void main(void)
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configureCFW(configPath);
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//If screens are inited or the corresponding option is set, load splash screen
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if(PDN_GPU_CNT != 1 || CONFIG(7)) loadSplash();
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if(PDN_GPU_CNT != 1 || CONFIG(8)) loadSplash();
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//Determine if we need to boot an emuNAND or sysNAND
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nandType = (pressed & BUTTON_L1) ? autoBootSys : ((pressed & BUTTON_R1) ? updatedSys : !autoBootSys);
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@@ -271,7 +271,7 @@ static inline void patchNativeFirm(u32 nandType, u32 emuHeader, u32 a9lhInstalle
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*(u16 *)sigOffset2 = sigPatch[0];
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*((u16 *)sigOffset2 + 1) = sigPatch[1];
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if(CONFIG(4))
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if(CONFIG(5))
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{
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//Apply UNITINFO patch
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u8 *unitInfoOffset = getUnitInfoValueSet(arm9Section, section[2].size);
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@@ -381,7 +381,7 @@ static inline void patchTwlAgbFirm(u32 firmType)
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/* Calculate the amount of patches to apply. Only count the boot screen patch for AGB_FIRM
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if the matching option was enabled (keep it as last) */
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u32 numPatches = firmType == 1 ? (sizeof(twlPatches) / sizeof(patchData)) : (sizeof(agbPatches) / sizeof(patchData) - !CONFIG(6));
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u32 numPatches = firmType == 1 ? (sizeof(twlPatches) / sizeof(patchData)) : (sizeof(agbPatches) / sizeof(patchData) - !CONFIG(7));
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const patchData *patches = firmType == 1 ? twlPatches : agbPatches;
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//Patch
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