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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.
21 lines
1.0 KiB
INI
21 lines
1.0 KiB
INI
# GLSF64 - Gladius
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[OnFrame]
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# This game can deadlock the CPU and GPU by setting FIFO breakpoints too
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# infrequently, provided the CPU gets too far ahead, as can happen under Dolphin
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# due to timing inaccuracies. The game never clears breakpoints, and it will
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# skip setting them if the previous one has not been hit by the GPU. If the CPU
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# gets far enough ahead it will reach the FIFO high water mark and trigger an
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# overflow interrupt, causing the render thread to be suspended. The GPU will
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# make forward progress until it hits the last set breakpoint. However, if the
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# distance between that breakpoint and the FIFO write pointer is greater than
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# the low water mark, then the GPU will never generate an underflow interrupt
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# and the render thread will never be resumed. This patch forces the game to
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# update the breakpoint unconditionally and has been tested on real hardware
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# with no apparent ill effect.
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$Fix freeze in opening cutscene
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0x8010A388:dword:0x60000000
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[OnFrame_Enabled]
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$Fix freeze in opening cutscene
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