| Age | Commit message (Collapse) | Author |
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These patches were added in bde9a459cdd7a465cf9c9e275bd4562bb072ae7e
and enabled by default in 36ecfdd6b597b0264625d06320a5308147bbc55b.
They allowed the game to run in Dolphin but disabled dynamic shadows.
The game adds 4 to the start address of otherwise valid display lists
for no obvious reason. Now that Dolphin forces 32-byte alignment these
patches are no longer needed.
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SVX.ini: Replace `EFBToTextureEnable=False` with `ImmediateXFBEnable=False`
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`ImmediateXFBEnable=False`
To fix flickering pre-rendered cutscenes, the former doesn't do anything anymore, while the latter does.
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Prototype of a system to whitelist known game patches that are allowed to be used while RetroAchievements Hardcore mode is active. ApprovedInis.txt contains known hashes for the ini files as they appear in the repo, and can be compared to the local versions of these files to ensure they have not been edited locally by the player. ApprovedInis.txt is hashed and verified similarly first, with its hash residing as a const string within AchievementManager.h, ensuring ApprovedInis and the hashes within cannot be modified without editing Dolphin's source code and recompiling completely.
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Logo refresh for android, windows, and linux
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Fixes random crashes and unknown opcode errors.
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Adjusts widescreen heuristic values to work properly for both the original game and the widescreen hack versions of Shadow the Hedgehog (all regions), Game ID GUP.
Credit to Billiard for determining values.
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Update several INI GameSettings for Ubisoft games
Undo name changes
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default badges.
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The defaults get loaded in by Dolphin at emulator start, and are used if the badge that would normally be displayed has not for whatever reason been downloaded yet. Badges attached to this PR are placeholders (MayIMilae is designing permanent badges) and reside in Sys\Load\RetroAchievements.
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This game does not use Bounding Box
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Use Hybrid Log Gamma in PerceptualHDR
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Add HDR to Metal + Perceptual HDR
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Fix aspect ratio swapping in Pitfall: The Lost Expedition
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GameINI: Fix Emergency Mayhem hang on loading
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Fixes Strike Force Bowling blank texture
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GameSettings: Don't force EFB to RAM for PokéPark Wii
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This was causing the game to output thousands of FPS during the loading screen when it would run uncapped if Immediately Present XFB was enabled.
Please see Redmine 13447 for reference.
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This is another one of those games that has an optional screenshot
feature where the images end up all black if you have Store EFB Copies
to Texture Only turned on. Like for other such games, let's not force
Store EFB Copies to Texture Only off, since it's a large performance
impact for a feature most players won't use.
There's one wrinkle here. As part of teaching the player how to take
screenshots, the game forces the player to take a screenshot before it
lets them progress in the story. However, the game doesn't care what's
in the screenshot, so you can progress just fine even if Store EFB
Copies to Texture Only is turned on. I personally tested it.
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Fix sharp bilinear using ceil instead of floor
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For buttons and some character icons the game loads palleted PNGs and
tiles the pallet indices directly into C4 textures but fails to take
into account that PNG and C4 use opposite nibble orders. This causes
adjacent pixel columns to be swapped, see issue 13370.
Also disable Immediate XFB for the Japanese release. It has the same
black screen and flickering issues as the other regions.
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Built-in assembler for debugger interface
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Gameini: Enable AccurateNaNs for "Jeep Thrills"
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