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This PR provides formatting updates to Super Mario Galaxy & New Super Mario Bros Wii.
All regions:
* Formatting fixes.
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This PR provides formatting updates to Super Monkey Ball: Banana Blitz & Super Monkey Ball: Step and Roll.
All regions:
* Formatting fixes.
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This PR provides formatting updates to Super Monkey Ball Adventure.
All regions:
* Formatting fixes.
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This PR provides 60 FPS code additions to Sonic Unleashed.
NTSC-U:
* Added 60 FPS code, coming from the Dolphin wiki.
* Followed my code naming convention for Sega games.
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This PR provides 60 FPS code additions to Sonic and the Secret Rings & Sonic and the Black Knight.
All regions:
* Formatting fixes.
NTSC-U/PAL:
* Added 60 FPS code, coming from the Dolphin wiki.
* Followed my code naming convention for Sega games.
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This PR provides 60 FPS code additions to NiGHTS: Journey of Dreams.
NTSC-U/PAL/NTSC-J:
* Added 60 FPS code, coming from the Dolphin wiki.
* Followed my code naming convention for Sega games.
* The wiki says that the code is for NTSC-U but it's actually region free. It's been confirmed via testing.
* The wiki also says that a certain part in the final level softlocks, but that's actually not true and can be bypassed. An explanation has been included with the code.
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Gecko/AR - Widescreen Fix for Mega Man X - Command Mission
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I've gone through all relevant settings for Rogue Squadron II and III
and overhauled their game INI files. Each setting is explained with a
comment.
Some settings I chose not to include:
* EFB to RAM only seems to affect certain fadeouts in Rogue Squadron II.
Without it, the affected fadeouts are replaced by a pure black screen.
I don't think this is important enough to warrant the performance hit.
* As I was unable to find anything Rogue Squadron III needs EFB to RAM
for, I also didn't find anything it needs DeferEFBCopies disabled for.
* I didn't find anything EFBEmulateFormatChanges was needed for in
either game.
* Enabling EFB access makes the ship engine glow visible in Rogue
Squadron III, but this effect is minor enough that you probably won't
notice it's missing unless you know it's supposed to be there. Since
this is Dolphin's heaviest game, let's give users the choice.
* I was considering forcing XFB to RAM for Rogue Squadron III to make
fadeouts render properly instead of going from magenta to black, since
enabling XFB to RAM doesn't really hurt performance when you're
already enabling EFB to RAM. But then I was unable to find a reason
why we should enable EFB to RAM for this game.
Tested in RS2 and RS3. The RS3 demo disc settings are copied from the
RS3 settings and haven't been tested by me.
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GMSE01: Added credits to Gecko codes for Super Mario Sunshine (USA)
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reason for ImmediateXFBEnable=false.
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GameINI: Add patch to limit internal framerate of 4x4 Evo 2 to VPS
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GameSettings: Add patches to limit framerate in 007 Quantum of Solace.
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remove ImmediateXFBEnable=False.
Thanks to JMC for the JPN region patch.
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mention the rationale for setting SafeTextureCacheColorSamples.
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GameSettings: improve We Cheer and We Cheer 2 default settings
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GameSettings: Dragon Ball Z: Budokai 1 and 2 adjustments.
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internal frame rate.
The patches rearrange some branching to insert a call to VIWaitForRetrace in the main game loop.
This allows ImmediateXFB to work properly so it is no longer forced off by the game ini.
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GameSettings: ImmediateXFB updates.
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GameSettings: Don't force off ImmediateXFB in Kirby's Return to Dream Land.
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Also use lowercase 'ini' file extension.
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problematic.
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for many games.
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Update conversion matrix for NTSC-J
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VideoCommon: Add setting to limit immediate swaps to one per VI.
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These were original calculated by @EndlesslyFlowering, and they've not came up with a new version that does chromatic adaptation (D93 to D65 white point) better, hence should be more accurate.
These are already in use in RenoDX:
https://github.com/clshortfuse/renodx/blob/283b85902176f0eced10ef2396e9524edee51fb8/src/shaders/color.hlsl#L97C1-L103C49
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Without it, the game crashes after completing the tutorial level.
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Z: Budokai 1 and 2, enabled them by default, and also added the patch for the Japanese version of the game.
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graphical artifacts.
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GameSettings: Force ImmediateXFBEnable off in X-Men Legends.
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ImmediateXFB without consistent extraneous swaps that cause terrible pacing.
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ImmediateXFB to handle the uncapped "Reading Disc" screen.
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The game appears to work fine with it enabled.
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This is a follow-up to 0f1ecf41f9. Our policy is to use three-character
game INIs for settings unless a game has multiple releases and the
setting shouldn't be applied to all of them.
SAHE69.ini was simply renamed to SAH.ini. RL6E69.ini was deleted
entirely, because RL6.ini already exists and contains the same setting.
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causes constant black frame flickering in this game.
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Mostly consisting of disabling dual core on titles with critical issues.
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GameINI: Add patches to limit internal framerate of Driver: San Francisco.
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Princess. It was added only to address poor frame pacing which doesn't warrant it being forced off.
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Data: add bloom graphics mod for Zelda Twilight Princess on Gamecube
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OSD/Imgui: Add a better default font
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