| Age | Commit message (Collapse) | Author |
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This game uses EFB copies to generate the outfit for your character in
career mode.
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PostProcessing: fix shader compilation failures
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Fixes :
https://bugs.dolphin-emu.org/issues/12534
Update R6X.ini
Update R6X.ini
Update R6X.ini
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This has been broken since b44a0980eb310b221feb84a195db63b89276a053.
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GameINI: Set safe texture cache in WarioWare: Smooth Moves for Writer's Block and Brain Age microgames.
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Block and Brain Age microgames.
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Baten Kaitos will crash with certain items in your inventory if you
scroll over them in the shop screen. SyncGPU does not fix the issue,
but single core does.
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GameSettings: Patch for freezing in Gladius (GLSE64)
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Replace MemoryCard251 setting with generic MemoryCardSize
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... while not breaking other games.
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GameINI: Fix Final Fantasy Crystal Chronicles GBA race condition
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This allows for a broader range of game-specific memory card sizes to
be configured.
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Center @2x and android banners, and adjust @1x banner to improve
consistency with other resolutions while maintaining sharpness.
Images created by MayImilae
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Gameini: Disable ICache for Indiana Jones and the Staff of Kings
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Specifically, 'Scooby-Doo! Mystery Mayhem', 'Scooby-Doo! Unmasked', 'Ed, Edd n Eddy: The Mis-Edventures', and the Wii version of 'Happy Feet'.
The JIT cache causes problems with emulated icache invalidation in these games, resulting in areas failing to load.
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Mario Party Cheats Update
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Some Gameini Changes
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GameSettings: Enable perf queries to fix sun in Need for Speed: Most Wanted.
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Dog Football
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Accuracy to "Medium" for Marvel Super Hero Squad
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Remove redundant game-specific INI files that are covered by a generalied Arcade/NeoGeo INI.
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Patches for Resident Evil 2/3 audio issues
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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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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.
This patch covers the US release (GLSE64), but there are three more (GLSD64, GLSF64, GLSP64) that will likely require similar patches.
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Pitfall: The Big Adventure
1024 is not enough. 2048 works just fine.
Fixes stuttering Atari 2600 emulation https://bugs.dolphin-emu.org/issues/12347
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GameSettings: Disable "Store EFB Copies to Texture Only" for Final Fantasy Crystal Chronicles
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Crystal Chronicles
This fixes the crash at Goblin Wall: https://bugs.dolphin-emu.org/issues/9915
A patch (for the US release only) that fixes the game's buffer overrun bug is included as an alternative with lower performance cost. It is disabled by default.
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The first call to GXCopyDisp() corrupts game data, but on real hardware it isn't observed thanks to the data cache. Skipping the call works too, preventing a crash on boot.
This patch is enabled by default.
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