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.
This commit is contained in:
JMC47 2021-08-03 16:09:53 -04:00
parent 4b022a4bb1
commit ecf092d7f8
3 changed files with 60 additions and 0 deletions

View File

@ -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

View File

@ -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

View File

@ -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