diff options
| author | JMC47 <JMC4789@gmail.com> | 2021-08-03 16:09:53 -0400 |
|---|---|---|
| committer | JMC47 <JMC4789@gmail.com> | 2021-08-03 16:09:53 -0400 |
| commit | ecf092d7f8e9f423c8099da0df3f6fc56bd4650e (patch) | |
| tree | 45ad52581ab0132f1af066df8a7f82fb5cb63968 /Data/Sys | |
| parent | 4b022a4bb15b4ac9f2c48f7116e44753a9787645 (diff) | |
GameINI: Add Gladius Patch to Other Regions
Only the NTSC version of Gladius got a patch with smurf3tte's reverse
engineering work. Since most of the work was done, I ported over the
fix to the PAL, French, and German releases. Leoetlino helped figure
out a consistent way to find the correct address.
Diffstat (limited to 'Data/Sys')
| -rw-r--r-- | Data/Sys/GameSettings/GLSD64.ini | 20 | ||||
| -rw-r--r-- | Data/Sys/GameSettings/GLSF64.ini | 20 | ||||
| -rw-r--r-- | Data/Sys/GameSettings/GLSP64.ini | 20 |
3 files changed, 60 insertions, 0 deletions
diff --git a/Data/Sys/GameSettings/GLSD64.ini b/Data/Sys/GameSettings/GLSD64.ini new file mode 100644 index 0000000000..83fcec325f --- /dev/null +++ b/Data/Sys/GameSettings/GLSD64.ini @@ -0,0 +1,20 @@ +# GLSD64 - Gladius + +[OnFrame] +# This game can deadlock the CPU and GPU by setting FIFO breakpoints too +# infrequently, provided the CPU gets too far ahead, as can happen under Dolphin +# due to timing inaccuracies. The game never clears breakpoints, and it will +# skip setting them if the previous one has not been hit by the GPU. If the CPU +# gets far enough ahead it will reach the FIFO high water mark and trigger an +# overflow interrupt, causing the render thread to be suspended. The GPU will +# make forward progress until it hits the last set breakpoint. However, if the +# distance between that breakpoint and the FIFO write pointer is greater than +# the low water mark, then the GPU will never generate an underflow interrupt +# and the render thread will never be resumed. This patch forces the game to +# update the breakpoint unconditionally and has been tested on real hardware +# with no apparent ill effect. +$Fix freeze in opening cutscene +0x8010A2EC:dword:0x60000000 + +[OnFrame_Enabled] +$Fix freeze in opening cutscene diff --git a/Data/Sys/GameSettings/GLSF64.ini b/Data/Sys/GameSettings/GLSF64.ini new file mode 100644 index 0000000000..a29a7cc587 --- /dev/null +++ b/Data/Sys/GameSettings/GLSF64.ini @@ -0,0 +1,20 @@ +# GLSF64 - Gladius + +[OnFrame] +# This game can deadlock the CPU and GPU by setting FIFO breakpoints too +# infrequently, provided the CPU gets too far ahead, as can happen under Dolphin +# due to timing inaccuracies. The game never clears breakpoints, and it will +# skip setting them if the previous one has not been hit by the GPU. If the CPU +# gets far enough ahead it will reach the FIFO high water mark and trigger an +# overflow interrupt, causing the render thread to be suspended. The GPU will +# make forward progress until it hits the last set breakpoint. However, if the +# distance between that breakpoint and the FIFO write pointer is greater than +# the low water mark, then the GPU will never generate an underflow interrupt +# and the render thread will never be resumed. This patch forces the game to +# update the breakpoint unconditionally and has been tested on real hardware +# with no apparent ill effect. +$Fix freeze in opening cutscene +0x8010A388:dword:0x60000000 + +[OnFrame_Enabled] +$Fix freeze in opening cutscene diff --git a/Data/Sys/GameSettings/GLSP64.ini b/Data/Sys/GameSettings/GLSP64.ini new file mode 100644 index 0000000000..251eccc4e5 --- /dev/null +++ b/Data/Sys/GameSettings/GLSP64.ini @@ -0,0 +1,20 @@ +# GLSP64 - Gladius + +[OnFrame] +# This game can deadlock the CPU and GPU by setting FIFO breakpoints too +# infrequently, provided the CPU gets too far ahead, as can happen under Dolphin +# due to timing inaccuracies. The game never clears breakpoints, and it will +# skip setting them if the previous one has not been hit by the GPU. If the CPU +# gets far enough ahead it will reach the FIFO high water mark and trigger an +# overflow interrupt, causing the render thread to be suspended. The GPU will +# make forward progress until it hits the last set breakpoint. However, if the +# distance between that breakpoint and the FIFO write pointer is greater than +# the low water mark, then the GPU will never generate an underflow interrupt +# and the render thread will never be resumed. This patch forces the game to +# update the breakpoint unconditionally and has been tested on real hardware +# with no apparent ill effect. +$Fix freeze in opening cutscene +0x8010A0F4:dword:0x60000000 + +[OnFrame_Enabled] +$Fix freeze in opening cutscene |
