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<title>dolphin/Source/Core/DolphinQt/Config/PatchesWidget.cpp, branch 2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Disable memory patches in hardcore mode</title>
<updated>2023-12-02T21:41:16+00:00</updated>
<author>
<name>LillyJadeKatrin</name>
<email>lilly.kitty.1988@gmail.com</email>
</author>
<published>2023-11-15T17:03:21+00:00</published>
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<id>1a19a9294342828630a6d0c02ba80a1010c87315</id>
<content type='text'>
Memory patches would be an easy way to manipulate the memory needed to calculate achievement logic, so they must be disabled. Riivolution patches that do not affect memory are allowed, as they will be hashed with the game file.
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Memory patches would be an easy way to manipulate the memory needed to calculate achievement logic, so they must be disabled. Riivolution patches that do not affect memory are allowed, as they will be hashed with the game file.
</pre>
</div>
</content>
</entry>
<entry>
<title>DolphinQt: Set window decorations for all top-level QWidgets.</title>
<updated>2023-08-12T14:54:54+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2023-07-30T22:42:15+00:00</published>
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<id>e2fb8fab2f695ee53ab0aa7a5ff2fe752c719ce8</id>
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<pre>
</pre>
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</entry>
<entry>
<title>Common/IniFile: Move interface into Common namespace</title>
<updated>2023-04-13T14:19:28+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-04-13T13:38:09+00:00</published>
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<id>e4caace6bb6213851b979cdd76f9f44ef6d9cd09</id>
<content type='text'>
Gets this out of the global namespace and into the Common namespace
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<pre>
Gets this out of the global namespace and into the Common namespace
</pre>
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</content>
</entry>
<entry>
<title>Move patch saving code to PatchEngine</title>
<updated>2021-08-28T15:34:28+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-06-21T17:56:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=fb96ecb7da563d8b66ce4083db239da402e3aebc'/>
<id>fb96ecb7da563d8b66ce4083db239da402e3aebc</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e149ad4f0a9874f354221a7fc76d8f1841e47808'/>
<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>Patches for Resident Evil 2/3 audio issues</title>
<updated>2020-12-29T22:24:46+00:00</updated>
<author>
<name>smurf3tte</name>
<email>75271109+smurf3tte@users.noreply.github.com</email>
</author>
<published>2020-12-29T22:24:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=f3b8a985e77e0d5157bc08708a470fd8394bb818'/>
<id>f3b8a985e77e0d5157bc08708a470fd8394bb818</id>
<content type='text'>
These games are erroneously zeroing buffers before they can be fully copied to ARAM by DMA. The responsible memset() calls are followed by a call to DVDRead() which issues dcbi instructions that effectively cancel the memset() on real hardware. Because Dolphin lacks dcache emulation, the effects of the memset() calls are observed, which causes missing audio.

In a comment on the original bug, phire noted that the issue can be corrected by simply nop'ing out the offending memset() calls. Because the games dynamically load different .rel executables based on the character and/or language, the addresses of these calls can vary.

To deal generally with the problem of code being dynamically loaded to fixed, known addresses, the patch engine is extended to support conditional patches which require a match against a known value. This sort of thing is already achievable with Action Replay/Gecko codes, but their use depends on enabling cheats globally in Dolphin, which is not a prerequisite shared by patches.

Patches are included for every region, character, and language combination. They are enabled by default.

The end result is an approximation of the games' behavior on real hardware without the associated complexity of proper dcache emulation.

https://bugs.dolphin-emu.org/issues/9840
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<pre>
These games are erroneously zeroing buffers before they can be fully copied to ARAM by DMA. The responsible memset() calls are followed by a call to DVDRead() which issues dcbi instructions that effectively cancel the memset() on real hardware. Because Dolphin lacks dcache emulation, the effects of the memset() calls are observed, which causes missing audio.

In a comment on the original bug, phire noted that the issue can be corrected by simply nop'ing out the offending memset() calls. Because the games dynamically load different .rel executables based on the character and/or language, the addresses of these calls can vary.

To deal generally with the problem of code being dynamically loaded to fixed, known addresses, the patch engine is extended to support conditional patches which require a match against a known value. This sort of thing is already achievable with Action Replay/Gecko codes, but their use depends on enabling cheats globally in Dolphin, which is not a prerequisite shared by patches.

Patches are included for every region, character, and language combination. They are enabled by default.

The end result is an approximation of the games' behavior on real hardware without the associated complexity of proper dcache emulation.

https://bugs.dolphin-emu.org/issues/9840
</pre>
</div>
</content>
</entry>
<entry>
<title>Core: Don't copy default _Enabled sections to user INIs</title>
<updated>2020-12-11T14:38:11+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2020-12-11T14:33:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=11e8783893a52c92759656eee732f104b97b01cc'/>
<id>11e8783893a52c92759656eee732f104b97b01cc</id>
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<pre>
</pre>
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</entry>
<entry>
<title>Core: Save the disabling of default enabled codes</title>
<updated>2020-12-11T09:08:20+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2020-12-10T14:21:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d77a9ad1b63b3ac038b7f388cc3951a27ff8bc05'/>
<id>d77a9ad1b63b3ac038b7f388cc3951a27ff8bc05</id>
<content type='text'>
The previous commit adjusted the code for loading
and this commit adjusts the code for saving.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The previous commit adjusted the code for loading
and this commit adjusts the code for saving.
</pre>
</div>
</content>
</entry>
<entry>
<title>Core: Allow overriding the enabling of a code</title>
<updated>2020-12-11T09:02:14+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2020-12-10T11:58:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=366cfd0f8ca1b877979e7f02ba47bff57bbbd447'/>
<id>366cfd0f8ca1b877979e7f02ba47bff57bbbd447</id>
<content type='text'>
If we want to enable codes in the default game INIs,
we should have some way for users to disable them.
This commit accomplishes that by adding a *_Disabled
section corresponding to each *_Enabled section.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
If we want to enable codes in the default game INIs,
we should have some way for users to disable them.
This commit accomplishes that by adding a *_Disabled
section corresponding to each *_Enabled section.
</pre>
</div>
</content>
</entry>
<entry>
<title>Connect numerous QPushButtons to use clicked signal instead of pressed. This unifies UI behaviour more.</title>
<updated>2019-07-23T22:18:58+00:00</updated>
<author>
<name>Silent</name>
<email>zdanio95@gmail.com</email>
</author>
<published>2019-07-23T22:18:58+00:00</published>
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<id>3529dfd69151bcf6c43145dcb5a677c3ae85653f</id>
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