Update several INI GameSettings for Blue Tongue Entertainment games
Add comments & more Nick games fixes
Adds comments to all FMV fixes and adds even more fixes for Nick games
When you use TimePlayed, you have to provide a game ID either when
creating the object or when calling GetTimePlayed on it. If you don't
provide a game ID when creating the object, function calls that don't
take a game ID will silently fail, except for Reload. This isn't very
obvious, and there's no strong benefit to storing the game ID inside
TimePlayed anyway (it just lets TimePlayed skip calling EscapeFileName),
so this commit removes the TimePlayed constructor that takes a game ID
and instead makes the functions that need game IDs always take a game ID
argument.
It was being done manually, which a TODO comment advised against.
Using generic_string() from std::filesystem::path solves this.
Fix encoding issue using generic_wstring instead.
Fix overlays stacking on top of each other or not moving to the edge of
the screen when enabling or disabling overlays while emulation is
active.
This change only applies when Config::GFX_MOVABLE_PERFORMANCE_METRICS is
False.
This lets you use PS3 Rock Band controllers with Wii Rock Band and
Guitar Hero games.
A normal user will probably never have any reason to disable this
behavior, but I figured maybe there's some person out there who would
like to disable it. (For instance, I know there's a mod for RB3 that's
trying to implement the same kind of cross-console controller
compatibility, and that can only be tested if the behavior I'm adding is
disabled.) So the behavior is controlled by an INI-only setting.
The game sets up a fifo breakpoint callback that just writes a flag to
memory. The hang occurs right after calling GXEnableBreakPt(). It is a
busy loop that repeatedly compares the same register without reloading
it from memory. I guess the developers forgot to make the variable
atomic and never noticed because on hardware the breakpoint is hit
immediately so the flag is already set when it is loaded for the first
(and only) time. This patch grows the loop by one instruction to include
the flag load in the loop.