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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-07 06:27:48 +00:00
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No commits in common. "master" and "2503" have entirely different histories.
9
.gitmodules
vendored
9
.gitmodules
vendored
@ -84,12 +84,3 @@
|
||||
[submodule "Externals/Vulkan-Headers"]
|
||||
path = Externals/Vulkan-Headers
|
||||
url = https://github.com/KhronosGroup/Vulkan-Headers.git
|
||||
[submodule "Externals/watcher/watcher"]
|
||||
path = Externals/watcher/watcher
|
||||
url = https://github.com/e-dant/watcher.git
|
||||
[submodule "Externals/SFML/SFML"]
|
||||
path = Externals/SFML/SFML
|
||||
url = https://github.com/SFML/SFML.git
|
||||
[submodule "Externals/zstd/zstd"]
|
||||
path = Externals/zstd/zstd
|
||||
url = https://github.com/facebook/zstd.git
|
||||
|
@ -57,9 +57,13 @@ DEFAULT_CONFIG = {
|
||||
# SHA checksum to verify the integrity of the app. This doesn't
|
||||
# protect against malicious actors, but it does protect against
|
||||
# running corrupted binaries and allows for access to the extended
|
||||
# permissions needed for ARM builds
|
||||
# permisions needed for ARM builds
|
||||
"codesign_identity": "-",
|
||||
|
||||
# Minimum macOS version for each architecture slice
|
||||
"arm64_mac_os_deployment_target": "11.0.0",
|
||||
"x86_64_mac_os_deployment_target": "10.15.0",
|
||||
|
||||
# CMake Generator to use for building
|
||||
"generator": "Unix Makefiles",
|
||||
"build_type": "Release",
|
||||
@ -73,7 +77,7 @@ DEFAULT_CONFIG = {
|
||||
"distributor": "None"
|
||||
}
|
||||
|
||||
# Architectures to build for. This is explicitly left out of the command line
|
||||
# Architectures to build for. This is explicity left out of the command line
|
||||
# config options for several reasons:
|
||||
# 1) Adding new architectures will generally require more code changes
|
||||
# 2) Single architecture builds should utilize the normal generated cmake
|
||||
@ -142,6 +146,11 @@ def parse_args(conf=DEFAULT_CONFIG):
|
||||
help=f"Install path for {arch} qt5 libraries",
|
||||
default=conf[arch+"_qt5_path"])
|
||||
|
||||
parser.add_argument(
|
||||
f"--{arch}_mac_os_deployment_target",
|
||||
help=f"Deployment architecture for {arch} slice",
|
||||
default=conf[arch+"_mac_os_deployment_target"])
|
||||
|
||||
return vars(parser.parse_args())
|
||||
|
||||
|
||||
@ -288,7 +297,8 @@ def build(config):
|
||||
"-DCMAKE_PREFIX_PATH="+prefix_path,
|
||||
"-DCMAKE_SYSTEM_PROCESSOR="+arch,
|
||||
"-DCMAKE_IGNORE_PATH="+ignore_path,
|
||||
"-DCMAKE_OSX_DEPLOYMENT_TARGET=11.0.0",
|
||||
"-DCMAKE_OSX_DEPLOYMENT_TARGET="
|
||||
+ config[arch+"_mac_os_deployment_target"],
|
||||
"-DMACOS_CODE_SIGNING_IDENTITY="
|
||||
+ config["codesign_identity"],
|
||||
'-DMACOS_CODE_SIGNING="ON"',
|
||||
|
@ -11,7 +11,7 @@
|
||||
# FFmpeg_LIBRARIES: aggregate all the paths to the libraries
|
||||
# FFmpeg_FOUND: True if all components have been found
|
||||
#
|
||||
# This module defines the following targets, which are preferred over variables:
|
||||
# This module defines the following targets, which are prefered over variables:
|
||||
#
|
||||
# FFmpeg::<component>: Target to use <component> directly, with include path,
|
||||
# library and dependencies set up. If you are using a static build, you are
|
||||
|
@ -87,10 +87,9 @@ if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR)
|
||||
set(SFML_CONFIG_HPP_INPUT "${SFML_INCLUDE_DIR}/SFML/Config.hpp")
|
||||
endif()
|
||||
FILE(READ "${SFML_CONFIG_HPP_INPUT}" SFML_CONFIG_HPP_CONTENTS)
|
||||
STRING(REGEX MATCH "#define SFML_VERSION_MAJOR[ \t]+([0-9]+)" SFML_VERSION_MAJOR_MATCH "${SFML_CONFIG_HPP_CONTENTS}")
|
||||
STRING(REGEX MATCH "#define SFML_VERSION_MINOR[ \t]+([0-9]+)" SFML_VERSION_MINOR_MATCH "${SFML_CONFIG_HPP_CONTENTS}")
|
||||
STRING(REGEX REPLACE "#define SFML_VERSION_MAJOR[ \t]+([0-9]+)" "\\1" SFML_VERSION_MAJOR "${SFML_VERSION_MAJOR_MATCH}")
|
||||
STRING(REGEX REPLACE "#define SFML_VERSION_MINOR[ \t]+([0-9]+)" "\\1" SFML_VERSION_MINOR "${SFML_VERSION_MINOR_MATCH}")
|
||||
STRING(REGEX MATCH ".*#define SFML_VERSION_MAJOR ([0-9]+).*#define SFML_VERSION_MINOR ([0-9]+).*" SFML_CONFIG_HPP_CONTENTS "${SFML_CONFIG_HPP_CONTENTS}")
|
||||
STRING(REGEX REPLACE ".*#define SFML_VERSION_MAJOR ([0-9]+).*" "\\1" SFML_VERSION_MAJOR "${SFML_CONFIG_HPP_CONTENTS}")
|
||||
STRING(REGEX REPLACE ".*#define SFML_VERSION_MINOR ([0-9]+).*" "\\1" SFML_VERSION_MINOR "${SFML_CONFIG_HPP_CONTENTS}")
|
||||
math(EXPR SFML_REQUESTED_VERSION "${SFML_FIND_VERSION_MAJOR} * 10 + ${SFML_FIND_VERSION_MINOR}")
|
||||
|
||||
# if we could extract them, compare with the requested version number
|
||||
@ -103,14 +102,10 @@ if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR)
|
||||
set(SFML_VERSION_OK FALSE)
|
||||
endif()
|
||||
else()
|
||||
# SFML version is < 3.0
|
||||
if (SFML_REQUESTED_VERSION GREATER 29)
|
||||
set(SFML_VERSION_OK FALSE)
|
||||
# SFML version is < 2.0
|
||||
if (SFML_REQUESTED_VERSION GREATER 19)
|
||||
set(SFML_VERSION_OK FALSE)
|
||||
set(SFML_VERSION_MAJOR 1)
|
||||
else()
|
||||
set(SFML_VERSION_MAJOR 2)
|
||||
endif()
|
||||
set(SFML_VERSION_MINOR x)
|
||||
endif()
|
||||
endif()
|
||||
|
@ -33,7 +33,7 @@ endif()
|
||||
string(TIMESTAMP DOLPHIN_WC_BUILD_DATE "%Y-%m-%d" UTC)
|
||||
|
||||
# version number
|
||||
set(DOLPHIN_VERSION_MAJOR "2506")
|
||||
set(DOLPHIN_VERSION_MAJOR "2503")
|
||||
set(DOLPHIN_VERSION_MINOR "0")
|
||||
set(DOLPHIN_VERSION_PATCH ${DOLPHIN_WC_REVISION})
|
||||
|
||||
|
@ -24,7 +24,7 @@ endif()
|
||||
|
||||
# Minimum OS X version.
|
||||
# This is inserted into the Info.plist as well.
|
||||
set(CMAKE_OSX_DEPLOYMENT_TARGET "11.0.0" CACHE STRING "")
|
||||
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15.0" CACHE STRING "")
|
||||
|
||||
set(CMAKE_USER_MAKE_RULES_OVERRIDE "${CMAKE_CURRENT_SOURCE_DIR}/CMake/FlagsOverride.cmake")
|
||||
|
||||
@ -44,7 +44,7 @@ endif()
|
||||
|
||||
set(COMPILER ${CMAKE_CXX_COMPILER_ID})
|
||||
if (COMPILER STREQUAL "GNU")
|
||||
set(COMPILER "GCC") # prefer printing GCC instead of GNU
|
||||
set(COMPILER "GCC") # perfer printing GCC instead of GNU
|
||||
endif()
|
||||
|
||||
# Enforce minimum compiler versions that support the c++20 features we use
|
||||
@ -124,11 +124,6 @@ option(OPROFILING "Enable profiling" OFF)
|
||||
# TODO: Add DSPSpy
|
||||
option(DSPTOOL "Build dsptool" OFF)
|
||||
|
||||
# RetroAchievements developer tools require Windows hooks
|
||||
if(WIN32)
|
||||
option(RC_CLIENT_SUPPORTS_RAINTEGRATION "Enables RetroAchievements developer tools" ON)
|
||||
endif()
|
||||
|
||||
# Enable SDL by default on operating systems that aren't Android.
|
||||
if(NOT ANDROID)
|
||||
option(ENABLE_SDL "Enables SDL as a generic controller backend" ON)
|
||||
@ -137,8 +132,6 @@ else()
|
||||
endif()
|
||||
|
||||
if(APPLE)
|
||||
enable_language(OBJC)
|
||||
enable_language(OBJCXX)
|
||||
option(MACOS_USE_DEFAULT_SEARCH_PATH "Don't prioritize system library paths" OFF)
|
||||
option(SKIP_POSTPROCESS_BUNDLE "Skip postprocessing bundle for redistributability" OFF)
|
||||
# Enable adhoc code signing by default (otherwise makefile builds on ARM will not work)
|
||||
@ -151,7 +144,6 @@ if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
|
||||
option(ENABLE_VTUNE "Enable Intel VTune integration for JIT code." OFF)
|
||||
|
||||
if(NOT ANDROID)
|
||||
option(ENABLE_HWDB "Enables the udev hardware database" ON)
|
||||
option(ENABLE_EVDEV "Enables the evdev controller backend" ON)
|
||||
endif()
|
||||
endif()
|
||||
@ -415,7 +407,7 @@ if(CMAKE_SYSTEM_NAME MATCHES "FreeBSD")
|
||||
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L/usr/local/lib")
|
||||
|
||||
if (CMAKE_CXX_COMPILER_ID MATCHES "Clang" AND CMAKE_CXX_COMPILER_VERSION VERSION_LESS 14.0)
|
||||
# Workaround: the llvm libc++ and versions of clang earlier than 14 have a bug with consteval
|
||||
# Workaround: the llvm libc++ and versions of clang eariler than 14 have a bug with consteval
|
||||
# so we define FMT_CONSTEVAL to blank to just disable consteval in fmt
|
||||
add_definitions(-DFMT_CONSTEVAL=)
|
||||
endif()
|
||||
@ -574,16 +566,6 @@ if(OPROFILING)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(ENABLE_HWDB)
|
||||
find_package(LIBUDEV REQUIRED)
|
||||
if(LIBUDEV_FOUND)
|
||||
message(STATUS "libudev found, enabling hardware database")
|
||||
add_definitions(-DHAVE_LIBUDEV=1)
|
||||
else()
|
||||
message(FATAL_ERROR "Couldn't find libudev. Can't build hardware database.\nDisable ENABLE_HWDB if you wish to build without hardware database support")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(ENABLE_EVDEV)
|
||||
find_package(LIBUDEV REQUIRED)
|
||||
find_package(LIBEVDEV REQUIRED)
|
||||
@ -604,7 +586,7 @@ if(UNIX)
|
||||
endif()
|
||||
|
||||
if(ENABLE_SDL)
|
||||
dolphin_find_optional_system_library(SDL3 Externals/SDL 3.2.0)
|
||||
dolphin_find_optional_system_library(SDL2 Externals/SDL 2.30.9)
|
||||
endif()
|
||||
|
||||
if(ENABLE_ANALYTICS)
|
||||
@ -691,10 +673,10 @@ dolphin_make_imported_target_if_missing(LibLZMA::LibLZMA LIBLZMA)
|
||||
|
||||
dolphin_find_optional_system_library_pkgconfig(ZSTD libzstd>=1.4.0 zstd::zstd Externals/zstd)
|
||||
|
||||
dolphin_find_optional_system_library_pkgconfig(ZLIB zlib>=1.3.1 ZLIB::ZLIB Externals/zlib-ng)
|
||||
add_subdirectory(Externals/zlib-ng)
|
||||
|
||||
dolphin_find_optional_system_library_pkgconfig(minizip-ng
|
||||
"minizip-ng>=4.0.4" minizip-ng::minizip-ng Externals/minizip-ng
|
||||
dolphin_find_optional_system_library_pkgconfig(MINIZIP
|
||||
"minizip>=4.0.4" minizip::minizip Externals/minizip-ng
|
||||
)
|
||||
|
||||
dolphin_find_optional_system_library(LZO Externals/LZO)
|
||||
@ -714,6 +696,11 @@ if (APPLE OR WIN32)
|
||||
include_directories(Externals/ed25519)
|
||||
endif()
|
||||
|
||||
# Using static soundtouch from Externals
|
||||
# Unable to use system soundtouch library: We require shorts, not floats.
|
||||
add_subdirectory(Externals/soundtouch)
|
||||
include_directories(Externals/soundtouch)
|
||||
|
||||
if(ENABLE_CUBEB)
|
||||
dolphin_find_optional_system_library(CUBEB Externals/cubeb)
|
||||
add_definitions(-DHAVE_CUBEB)
|
||||
@ -726,7 +713,7 @@ if(NOT ANDROID)
|
||||
add_definitions(-D__LIBUSB__)
|
||||
endif()
|
||||
|
||||
dolphin_find_optional_system_library(SFML Externals/SFML 3.0 COMPONENTS Network System)
|
||||
dolphin_find_optional_system_library(SFML Externals/SFML 2.1 COMPONENTS network system)
|
||||
|
||||
if(USE_UPNP)
|
||||
dolphin_find_optional_system_library(MINIUPNPC Externals/miniupnpc 1.6)
|
||||
@ -786,8 +773,6 @@ if (USE_RETRO_ACHIEVEMENTS)
|
||||
add_subdirectory(Externals/rcheevos)
|
||||
endif()
|
||||
|
||||
add_subdirectory(Externals/watcher)
|
||||
|
||||
########################################
|
||||
# Pre-build events: Define configuration variables and write SCM info header
|
||||
#
|
||||
|
@ -39,7 +39,7 @@ This guide is for developers who wish to contribute to the Dolphin codebase. It
|
||||
|
||||
Following this guide and formatting your code as detailed will likely get your pull request merged much faster than if you don't (assuming the code itself has no mistakes).
|
||||
|
||||
This project uses clang-format 19.1 to check for common style issues. In case of conflicts between this guide and clang-format rules, the latter should be followed instead of this guide.
|
||||
This project uses clang-format 13.0 to check for common style issues. In case of conflicts between this guide and clang-format rules, the latter should be followed instead of this guide.
|
||||
|
||||
## <a name="intro-formatting-issues"></a>Checking and fixing formatting issues
|
||||
|
||||
@ -49,7 +49,7 @@ In most cases, clang-format can and **should** be used to automatically reformat
|
||||
|
||||
- To run clang-format on all staged files:
|
||||
```
|
||||
git diff --cached --name-only | grep -E '[.](cpp|h|mm)$' | xargs -I {} clang-format -i {}
|
||||
git diff --cached --name-only | egrep '[.](cpp|h|mm)$' | xargs clang-format -i
|
||||
```
|
||||
|
||||
- Formatting issues can be checked for before committing with a lint script that is included with the codebase. To enable it as a pre-commit hook (assuming you are in the repository root):
|
||||
|
File diff suppressed because one or more lines are too long
@ -9,9 +9,9 @@ SafeTextureCacheColorSamples = 0
|
||||
|
||||
[Video_Hacks]
|
||||
# Some very early NES releases use a version of the NES emulator that doesn't require EFB2Ram.
|
||||
# All US releases before February 2007 use this version (with all remaining US releases requiring EFB2Ram).
|
||||
# All US releases before Feburary 2007 use this version (with all remaining US releases requiring EFB2Ram).
|
||||
# But in the PAL region the same games don't necessarily have the same emulator version and
|
||||
# only a few of the pre-February 2007 releases don't require EFB2Ram.
|
||||
# only a few of the pre-Feburary 2007 releases don't require EFB2Ram.
|
||||
#
|
||||
# Because of this, Inifiles that override this setting should only be created for the explicit region
|
||||
# that was tested and they should not be merged.
|
||||
|
@ -1,5 +1,5 @@
|
||||
# FAAE01 - Donkey Kong
|
||||
|
||||
[Video_Hacks]
|
||||
# All US NES VC titles released before February 2007 don't need EFB2ram
|
||||
# All US NES VC titles released before Feburary 2007 don't need EFB2ram
|
||||
EFBToTextureEnable =
|
||||
|
@ -1,5 +1,5 @@
|
||||
# FAGE01 - Super Mario Bros.
|
||||
|
||||
[Video_Hacks]
|
||||
# All US NES VC titles released before February 2007 don't need EFB2ram
|
||||
# All US NES VC titles released before Feburary 2007 don't need EFB2ram
|
||||
EFBToTextureEnable =
|
||||
|
@ -1,11 +0,0 @@
|
||||
# G97E01, G97P01, G97U01 - Interactive Multi Game Demo Disc v3
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
@ -1,13 +0,0 @@
|
||||
# GCAE5H - Cubix Robots for Everyone: Showdown
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Hacks]
|
||||
ImmediateXFBEnable = False
|
@ -1,11 +1,14 @@
|
||||
# GRAE5Z, GRAP75 - Rally Championship
|
||||
# GFBE5D - FireBlade
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Hacks]
|
||||
EFBToTextureEnable = True
|
||||
|
@ -1,17 +0,0 @@
|
||||
# GFWE78 - The Fairly OddParents: Breakin' Da Rules
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 512
|
||||
|
||||
[Video_Hacks]
|
||||
ImmediateXFBEnable = False
|
@ -1,5 +0,0 @@
|
||||
# GIHP78 - Scooby-Doo! Night of 100 Frights
|
||||
|
||||
[Video_Settings]
|
||||
# Fixes video stuttering on FMVs encoded at 25 FPS
|
||||
SafeTextureCacheColorSamples = 512
|
@ -1,4 +1,4 @@
|
||||
# GJNP78, GJNE78, GJND78 - Jimmy Neutron Boy Genius
|
||||
# GJNE78 - Jimmy Neutron Boy Genius
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
@ -12,7 +12,4 @@
|
||||
[Video_Settings]
|
||||
|
||||
[Video_Hacks]
|
||||
# Fixes missing splash logo at boot, title screen, and loading screens.
|
||||
EFBAccessEnable = True
|
||||
# Fixes FMVs not showing.
|
||||
ImmediateXFBEnable = False
|
||||
|
@ -1,14 +0,0 @@
|
||||
# GJYE78, GJYP78 - The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 512
|
@ -11,9 +11,3 @@
|
||||
|
||||
[Video_Hacks]
|
||||
EFBToTextureEnable = False
|
||||
DeferEFBCopies = False
|
||||
|
||||
[Gecko]
|
||||
$Widescreen 16:9 (Region Free)
|
||||
04007B7C 38600001
|
||||
*Renders the game in Widescreen 16:9
|
||||
|
@ -1,9 +1,8 @@
|
||||
# GM2E8P, GM2J8P, GM2P8P - Super Monkey Ball 2
|
||||
# GM2E8P, GM2J8P, GM2P8P - SUPER MONKEY BALL 2
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
FPRF = True
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
@ -3,7 +3,6 @@
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
FPRF = True
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
@ -1,4 +1,4 @@
|
||||
# GNOE78, GNOX78 - Nicktoons Unite!
|
||||
# GNOE78 - Nicktoons Unite!
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
@ -968,7 +968,7 @@ $Minigame: Memory Lane - No Trail [Airsola]
|
||||
204d6a0f 00000000
|
||||
044d699f 0000003f
|
||||
e2000002 80008000
|
||||
*Shy Guy will no longer leave a trail during the demo in the minigame Memory Lane.
|
||||
*Shy Guy will no longer leave a trail durning the demo in the minigame Memory Lane.
|
||||
|
||||
$Minigame: Mole It – All Moles are Worth 3 Points [gamemasterplc]
|
||||
204D57F0 A8A10008
|
||||
|
@ -1164,7 +1164,7 @@ $Mechanics - Use Multiple Orbs in the Same Turn [Ralf]
|
||||
041E3764 3860FFFF
|
||||
*Does not work with CPUs
|
||||
|
||||
$Mechanics - Vacuum Orb Always Steals 5 Coins
|
||||
$Mechanics - Vaccum Orb Always Steals 5 Coins
|
||||
041c8a34 38600005
|
||||
|
||||
$Minigame: Balloonatic - 25 Second Timer [Airsola]
|
||||
|
@ -1,11 +0,0 @@
|
||||
# GPLE9G, GPLP9G, GPLD9G, GPLF9G - Piglet's Big Game
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
@ -12,7 +12,4 @@
|
||||
[Video_Settings]
|
||||
|
||||
[Video_Hacks]
|
||||
# Fixes FMVs tearing
|
||||
EarlyXFBOutput = False
|
||||
# Fixes FMVs not showing
|
||||
ImmediateXFBEnable = False
|
||||
|
@ -10,6 +10,5 @@ MemoryCardSize = 2
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 512
|
||||
|
||||
|
||||
|
@ -1,12 +0,0 @@
|
||||
# GQNE5D - Mortal Kombat: Deception
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
# Dual Core mode causes FIFO error
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
@ -1,14 +0,0 @@
|
||||
# GQQD78, GQQE78, GQQF78, GQQH78, GQQP78 - SpongeBob SquarePants: Lights, Camera, Pants!
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 512
|
File diff suppressed because it is too large
Load Diff
@ -12,7 +12,6 @@
|
||||
[Video]
|
||||
|
||||
[Video_Settings]
|
||||
SuggestedAspectRatio = 2
|
||||
|
||||
[Video_Hacks]
|
||||
ImmediateXFBEnable = False
|
||||
|
@ -1,14 +0,0 @@
|
||||
# GU6E78 - Nicktoons: Battle for Volcano Island
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Hacks]
|
||||
# Needed for some FMVs.
|
||||
ImmediateXFBEnable = False
|
@ -2,7 +2,6 @@
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
@ -1,13 +1,12 @@
|
||||
# GVSP8P, GVSE8P, GVSJ8P - Virtua Striker 2002 (GC)
|
||||
# GVSJ8P - Virtua Striker 2002 (Triforce), Virtua Striker 4, Virtua Striker 4 ver. 2006
|
||||
# GVSE8P, GVSP8P - Virtua Striker 3 ver. 2002
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
FPRF = True
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
|
18
Data/Sys/GameSettings/GVS46E.ini
Normal file
18
Data/Sys/GameSettings/GVS46E.ini
Normal file
@ -0,0 +1,18 @@
|
||||
# GVS46E, GVS46J - Virtua Striker 4 ver. 2006
|
||||
# Because Triforce games have weird IDs, properties are inherited from GVS.ini (Virtua Striker 3 ver. 2002)!
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
FPRF = True
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[Video_Settings]
|
||||
|
18
Data/Sys/GameSettings/GVS46J.ini
Normal file
18
Data/Sys/GameSettings/GVS46J.ini
Normal file
@ -0,0 +1,18 @@
|
||||
# GVS46E, GVS46J - Virtua Striker 4 ver. 2006
|
||||
# Because Triforce games have weird IDs, properties are inherited from GVS.ini (Virtua Striker 3 ver. 2002)!
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
FPRF = True
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[Video_Settings]
|
||||
|
@ -1,11 +0,0 @@
|
||||
# GWHP41, GWHE41 - Winnie the Pooh's Rumbly Tumbly Adventure
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
@ -9,10 +9,6 @@
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 0
|
||||
|
||||
[Video_Hacks]
|
||||
EFBToTextureEnable = False
|
||||
DeferEFBCopies = False
|
||||
|
@ -362,7 +362,7 @@ $Can Walk Ontop of Deep Snow (Twilight Spectre)
|
||||
$Run Normal Speed With Iron Boots On (brkirch)
|
||||
040BB53C 38600000
|
||||
040B2D18 4800004C
|
||||
$Always Perform Dive When Jumping (brkirch)
|
||||
$Alywas Preform Dive When Jumping (brkirch)
|
||||
040B6618 60000000
|
||||
$Can Always Flourish Sword (brkirch)
|
||||
040B9B68 60000000
|
||||
@ -514,7 +514,7 @@ $Mute BG Music (Twilight Spectre)
|
||||
043DC3D0 00000000
|
||||
$BG music muted v2 (Twilight Spectre)
|
||||
044507F4 00000000
|
||||
$Environment muted (Twilight Spectre)
|
||||
$Enviornment muted (Twilight Spectre)
|
||||
04450814 00000000
|
||||
$Link makes no noise (Twilight Spectre)
|
||||
044507FC 00000000
|
||||
|
@ -7,7 +7,7 @@
|
||||
# Add action replay cheats here.
|
||||
$==========The Legend of Zelda==========
|
||||
001D73B0 000000FB
|
||||
$Max/Infinite Health
|
||||
$Max/Infinte Health
|
||||
001D73AF 000000FF
|
||||
001D73B0 000000FB
|
||||
$Max/Infinite Rupees
|
||||
|
@ -1,5 +0,0 @@
|
||||
# R2DJEP, R2DEEB, R2DPJW - Dokapon Kingdom
|
||||
|
||||
[Video_Hacks]
|
||||
# Prevents flickering throughout the game.
|
||||
ImmediateXFBEnable = False
|
@ -9,13 +9,8 @@
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Enhancements]
|
||||
# Fixes FMVs
|
||||
ForceTextureFiltering = False
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 0
|
||||
SafeTextureCacheColorSamples = 512
|
||||
|
||||
[Video_Hacks]
|
||||
EFBToTextureEnable = False
|
||||
|
@ -1,8 +0,0 @@
|
||||
# R6APPU - Baby and Me
|
||||
|
||||
[OnFrame]
|
||||
# The game busyloops for frame pacing but not in a way Dolphin can
|
||||
# currently optimize, so lots of CPU time is wasted.
|
||||
# This patch adds a call to VIWaitForRetrace to avoid this.
|
||||
$Performance hack
|
||||
0x80016E28:dword:0x4807BD89
|
@ -10,13 +10,8 @@
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Enhancements]
|
||||
# Fixes FMVs
|
||||
ForceTextureFiltering = False
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 0
|
||||
|
||||
[Video_Hacks]
|
||||
EFBToTextureEnable = False
|
||||
DeferEFBCopies = False
|
||||
|
@ -10,7 +10,5 @@
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Hacks]
|
||||
# Needed for some FMVs.
|
||||
ImmediateXFBEnable = False
|
||||
EFBToTextureEnable = False
|
||||
DeferEFBCopies = False
|
||||
|
@ -1,17 +1,18 @@
|
||||
# GFOE78, GFOP78 - The Fairly OddParents: Shadow Showdown
|
||||
# RELJAB - SegaBoot
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
$DI Seed Blanker
|
||||
0x80000000:dword:0x00000000
|
||||
0x80000004:dword:0x00000000
|
||||
0x80000008:dword:0x00000000
|
||||
|
||||
[Patches_RetroAchievements_Verified]
|
||||
$DI Seed Blanker
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 512
|
||||
|
||||
[Video_Hacks]
|
||||
ImmediateXFBEnable = False
|
@ -2,8 +2,6 @@
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
# The JIT cache causes problems with emulated icache invalidation in this game resulting in areas failing to load
|
||||
DisableICache = True
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
@ -1,17 +0,0 @@
|
||||
# RKMP5D, RKME5D - Mortal Kombat: Armageddon
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
# Dual Core mode causes FIFO error
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Hacks]
|
||||
# Fixes shadows at higher resolution.
|
||||
# Option has no effect at 1x IR, so no reason not to enable.
|
||||
VertexRounding = True
|
@ -1,4 +0,0 @@
|
||||
# RKPJ52, RKPE52, RKPY52, RKPK52, RKPV52, RKPP52, RKPX52 - Kung Fu Panda
|
||||
|
||||
[Core]
|
||||
CPUThread = False
|
@ -1,12 +0,0 @@
|
||||
# RL6E69 - NERF N-Strike Elite
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
# Dual Core mode causes FIFO error
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
@ -1,5 +1,5 @@
|
||||
# RLIE64, RLIP64 - Lego Indiana Jones: The Original Adventures
|
||||
|
||||
[Video_Hacks]
|
||||
# Fixes the alpha value of glyph puzzles; see https://bugs.dolphin-emu.org/issues/12987
|
||||
# Fixes the alpha value of glpyh puzzles; see https://bugs.dolphin-emu.org/issues/12987
|
||||
MissingColorValue = 0xFFFFFF82
|
||||
|
@ -542,7 +542,7 @@ de000000 80008180
|
||||
30012d2c 2c000000
|
||||
14012d54 38030000
|
||||
e0000000 80008000
|
||||
*Carry Infinite Boosts instead of 3 in the minigame Cosmic Slalom
|
||||
*Carry Infinite Boosts instad of 3 in the minigame Cosmic Slalom
|
||||
|
||||
$Minigame - Lob to Rob: All Targets Worth 30 Points [gamemasterplc]
|
||||
48000000 800030c8
|
||||
|
@ -11,4 +11,3 @@
|
||||
|
||||
[Video_Hacks]
|
||||
ImmediateXFBEnable = False
|
||||
EFBAccessEnable = True
|
||||
|
@ -1,18 +0,0 @@
|
||||
# RN3J78, RN3E78, RN3P78, RN3X78 - Nicktoons: Attack of the Toybots
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Enhancements]
|
||||
# Fixes FMVs
|
||||
ForceTextureFiltering = False
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 0
|
@ -1,12 +0,0 @@
|
||||
# RNKE69, RNKP69 - NERF N-Strike
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
# Dual Core mode causes FIFO error
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
@ -1,16 +1,4 @@
|
||||
# RQ4E78, RQ4J78, RQ4P78 - SpongeBob SquarePants: Creature from the Krusty Krab [Wii]
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
# RQ4E78, RQ4J78, RQ4P78 - SpongeBob SquarePants: Creature from the Krusty Krab
|
||||
|
||||
[Video_Settings]
|
||||
SuggestedAspectRatio = 2
|
||||
|
||||
[Video_Hacks]
|
||||
ImmediateXFBEnable = False
|
||||
|
@ -13,7 +13,4 @@
|
||||
SuggestedAspectRatio = 2
|
||||
|
||||
[Video_Hacks]
|
||||
# Avoid purple screen.
|
||||
XFBToTextureEnable = False
|
||||
# Make Wiimote pointer visible.
|
||||
ImmediateXFBEnable = False
|
||||
|
@ -1,15 +1,4 @@
|
||||
# RSAE78, RSAP78 - SpongeBob's Atlantis SquarePantis
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Settings]
|
||||
SuggestedAspectRatio = 2
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 512
|
||||
|
@ -1,18 +0,0 @@
|
||||
# RUSX78, RUSK78, RUSE78, RUSP78, RUSY78 - SpongeBob SquarePants featuring Nicktoons: Globs of Doom
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Enhancements]
|
||||
# Fixes FMVs
|
||||
ForceTextureFiltering = False
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 0
|
@ -1,14 +1,4 @@
|
||||
# RVBERS, RVBPRS - Alvin and the Chipmunks
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
# Dual Core mode causes FIFO error
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Settings]
|
||||
SuggestedAspectRatio = 2
|
||||
|
@ -1,5 +0,0 @@
|
||||
# S3CENR - Triple Crown Championship Snowboarding
|
||||
|
||||
[Video_Hacks]
|
||||
# Fixes shadows.
|
||||
EFBToTextureEnable = False
|
@ -1,5 +0,0 @@
|
||||
# S7BE69, S7BP69 - Trivial Pursuit: Bet You Know It
|
||||
|
||||
[Video_Hacks]
|
||||
# Avoid purple flickering.
|
||||
XFBToTextureEnable = False
|
@ -1,8 +0,0 @@
|
||||
# SBLE5G - A Boy and His Blob
|
||||
|
||||
[OnFrame]
|
||||
$Fix selecting right-most bean
|
||||
0x800BD308:dword:0x4181000C
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$Fix selecting right-most bean
|
@ -1,8 +0,0 @@
|
||||
# SBLP5G - A Boy and His Blob
|
||||
|
||||
[OnFrame]
|
||||
$Fix selecting right-most bean
|
||||
0x800BE268:dword:0x4181000C
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$Fix selecting right-most bean
|
@ -1,9 +0,0 @@
|
||||
# SCYE4Q - Cars 2
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x8019CB1C:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# SCYP4Q - Cars 2
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x8019CB1C:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# SCYR4Q - Cars 2
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x8019B4EC:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# SCYX4Q - Cars 2
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x8019CBBC:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# SCYY4Q - Cars 2
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x8019B55C:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# SCYZ4Q - Cars 2
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x8019B55C:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,35 +0,0 @@
|
||||
# SDAE5G - The Daring Game for Girls
|
||||
|
||||
[OnFrame]
|
||||
# The game registers an AX callback function that uses a pointer which is only
|
||||
# initialized afterwards. The race condition depends on AID interrupt timing.
|
||||
# This patch moves the pointer initialization from 0x801C9E5C to 0x801C9DFC,
|
||||
# shifting the instructions in-between down.
|
||||
$Fix startup crash
|
||||
0x801C9DFC:dword:0x93EDBAB0
|
||||
0x801C9E00:dword:0x48030721
|
||||
0x801C9E04:dword:0x48032B8D
|
||||
0x801C9E08:dword:0x48063A89
|
||||
0x801C9E0C:dword:0x5460063F
|
||||
0x801C9E10:dword:0x41820018
|
||||
0x801C9E14:dword:0x2C000001
|
||||
0x801C9E18:dword:0x41820024
|
||||
0x801C9E1C:dword:0x2C000002
|
||||
0x801C9E20:dword:0x41820030
|
||||
0x801C9E24:dword:0x4800003C
|
||||
0x801C9E28:dword:0x38600000
|
||||
0x801C9E2C:dword:0x4802FF85
|
||||
0x801C9E30:dword:0x38600000
|
||||
0x801C9E34:dword:0x48032C9D
|
||||
0x801C9E38:dword:0x48000028
|
||||
0x801C9E3C:dword:0x38600000
|
||||
0x801C9E40:dword:0x4802FF71
|
||||
0x801C9E44:dword:0x38600001
|
||||
0x801C9E48:dword:0x48032C89
|
||||
0x801C9E4C:dword:0x48000014
|
||||
0x801C9E50:dword:0x38600001
|
||||
0x801C9E54:dword:0x4802FF5D
|
||||
0x801C9E58:dword:0x38600002
|
||||
0x801C9E5C:dword:0x48032C75
|
||||
[OnFrame_Enabled]
|
||||
$Fix startup crash
|
@ -10,13 +10,8 @@
|
||||
# Add action replay cheats here.
|
||||
|
||||
[Video_Enhancements]
|
||||
# Fixes FMVs
|
||||
ForceTextureFiltering = False
|
||||
|
||||
[Video_Settings]
|
||||
# Needed for some FMVs.
|
||||
SafeTextureCacheColorSamples = 0
|
||||
|
||||
[Video_Hacks]
|
||||
EFBToTextureEnable = False
|
||||
DeferEFBCopies = False
|
||||
|
@ -1,5 +0,0 @@
|
||||
# SH8E52, SH8P52 - Cabela's Adventure Camp
|
||||
|
||||
[Video_Hacks]
|
||||
# This keeps the in-game bloom effect from becoming brighter and brighter.
|
||||
EFBToTextureEnable = False
|
@ -1,4 +0,0 @@
|
||||
# SK4P52, SK4E52, SK4I52 - Shrek Forever After
|
||||
|
||||
[Core]
|
||||
CPUThread = False
|
@ -2,6 +2,9 @@
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
$Speed hack
|
||||
0x801D5B10:dword:0x60000000
|
||||
0x801D5B14:dword:0x60000000
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
||||
|
@ -1,12 +0,0 @@
|
||||
# SN2E69, SN2P69 - NERF N-Strike Double Blast Bundle
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
# Dual Core mode causes FIFO error
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
||||
[ActionReplay]
|
||||
# Add action replay cheats here.
|
@ -1,4 +1,4 @@
|
||||
# SQIE4Q, SQIP4Q, SQIY4Q - Disney Infinity
|
||||
# SQIE4Q, SQIP4Q - Disney Infinity
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
|
@ -1,9 +0,0 @@
|
||||
# SQIE4Q - Disney Infinity
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x8008E60C:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# SQIP4Q - Disney Infinity
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x8008E60C:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# SQIY4Q - Disney Infinity
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x8008E60C:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -2,7 +2,6 @@
|
||||
|
||||
[Core]
|
||||
# Values set here will override the main Dolphin settings.
|
||||
CPUThread = False
|
||||
|
||||
[OnFrame]
|
||||
# Add memory patches to be applied every frame here.
|
||||
|
@ -1,9 +0,0 @@
|
||||
# STSE4Q - Toy Story 3
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x801FA2E4:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# STSP4Q - Toy Story 3
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x801FA2E4:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# STSP4Q - Toy Story 3
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x801FA354:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# STSX4Q - Toy Story 3
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x801FA354:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# STSY4Q - Toy Story 3
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x801FA2E4:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# STSY4Q - Toy Story 3
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x801FA354:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,9 +0,0 @@
|
||||
# STSZ4Q - Toy Story 3 Toy Box Special Edition
|
||||
|
||||
[OnFrame]
|
||||
#This speedhack modifies the way the game manages memory to run faster in Dolphin.
|
||||
$BAT Speedhack
|
||||
0x801FA2E4:dword:0x48000180
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$BAT Speedhack
|
@ -1,5 +0,0 @@
|
||||
# SUVE52, SUVP52 - Cabela's Dangerous Hunts 2013
|
||||
|
||||
[Video_Hacks]
|
||||
# This keeps the in-game bloom effect from becoming brighter and brighter.
|
||||
EFBToTextureEnable = False
|
@ -1,7 +0,0 @@
|
||||
# WMOEE9 - Moki Moki
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$Fix startup hang
|
||||
[OnFrame]
|
||||
$Fix startup hang
|
||||
0x8001729C:dword:0x4182FFF8
|
@ -1,7 +0,0 @@
|
||||
# WMOJE9 - Anata ga Mawashite Sukuu Puzzle - Mochi Mochi Q
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$Fix startup hang
|
||||
[OnFrame]
|
||||
$Fix startup hang
|
||||
0x80018894:dword:0x4182FFF8
|
@ -1,7 +0,0 @@
|
||||
# WMOPE9 - Moki Moki
|
||||
|
||||
[OnFrame_Enabled]
|
||||
$Fix startup hang
|
||||
[OnFrame]
|
||||
$Fix startup hang
|
||||
0x8001729C:dword:0x4182FFF8
|
@ -165,7 +165,7 @@
|
||||
|
||||
{
|
||||
"type": "draw_started",
|
||||
"prettyname": "Button Prompt Y",
|
||||
"prettyname": "Buttom Prompt Y",
|
||||
"texture_filename": "tex1_32x32_15f350b2b7f46481_66860824280a89bf_8"
|
||||
},
|
||||
{
|
||||
@ -180,7 +180,7 @@
|
||||
},
|
||||
{
|
||||
"type": "draw_started",
|
||||
"prettyname": "Button Prompt B",
|
||||
"prettyname": "Buttom Prompt B",
|
||||
"texture_filename": "tex1_32x32_ce62786fc1170192_70b585e07941e91c_8"
|
||||
},
|
||||
{
|
||||
@ -195,7 +195,7 @@
|
||||
},
|
||||
{
|
||||
"type": "draw_started",
|
||||
"prettyname": "Button Prompt X",
|
||||
"prettyname": "Buttom Prompt X",
|
||||
"texture_filename": "tex1_32x32_b52817e68be0e2d7_d1b283ce04ce1c7c_8"
|
||||
},
|
||||
{
|
||||
@ -205,7 +205,7 @@
|
||||
},
|
||||
{
|
||||
"type": "draw_started",
|
||||
"prettyname": "Button Prompt A",
|
||||
"prettyname": "Buttom Prompt A",
|
||||
"texture_filename": "tex1_32x32_630cfa888a9d005a_d95570935377e345_8"
|
||||
},
|
||||
{
|
||||
|
Binary file not shown.
Before Width: | Height: | Size: 2.3 KiB |
Binary file not shown.
Before Width: | Height: | Size: 4.1 KiB |
Binary file not shown.
Before Width: | Height: | Size: 8.2 KiB |
@ -106,14 +106,14 @@ void main()
|
||||
// scaling while also being able to use the luminance channel.
|
||||
float4 ictcp_color = LinearRGBToICtCP(color);
|
||||
|
||||
// Scale the color in perceptual space depending on the perceived luminance.
|
||||
// Scale the color in perceptual space depending on the percieved luminance.
|
||||
//
|
||||
// At low luminances, ~0.0, pow(AMPLIFICATION, ~0.0) ~= 1.0, so the
|
||||
// color will appear to be unchanged. This is important as we don't want to
|
||||
// over expose dark colors which would not have otherwise been seen.
|
||||
//
|
||||
// At high luminances, ~1.0, pow(AMPLIFICATION, ~1.0) ~= AMPLIFICATION,
|
||||
// which is equivalent to scaling the color by AMPLIFICATION. This is
|
||||
// which is equivilant to scaling the color by AMPLIFICATION. This is
|
||||
// important as we want to get the most out of the display, and we want to
|
||||
// get bright colors to hit their target brightness.
|
||||
//
|
||||
|
@ -391,7 +391,7 @@ bool supportsSIMD(uint simd_width)
|
||||
#endif
|
||||
}
|
||||
|
||||
// "Error: The AsciiArt shader requires the missing GPU extension KHR_shader_subgroup."
|
||||
// "Error: The AsciiArt shader requires the missing GPU extention KHR_shader_subgroup."
|
||||
const uint missing_subgroup_warning_len = 82;
|
||||
const uint missing_subgroup_warning[missing_subgroup_warning_len] = {
|
||||
37, 82, 82, 79, 82, 26, 95, 52, 72, 69, 95, 33, 83, 67, 73, 73, 33, 82, 84, 95, 83,
|
||||
|
@ -38,22 +38,6 @@ float3 LinearTosRGBGamma(float3 color)
|
||||
return color;
|
||||
}
|
||||
|
||||
float3 Rec709_Luminance = float3(0.2126, 0.7152, 0.0722);
|
||||
|
||||
float Luminance(float3 color, bool native_color_space)
|
||||
{
|
||||
if (native_color_space && OptionEnabled(correct_color_space))
|
||||
{
|
||||
if (game_color_space == 0)
|
||||
color *= from_NTSCM;
|
||||
else if (game_color_space == 1)
|
||||
color *= from_NTSCJ;
|
||||
else if (game_color_space == 2)
|
||||
color *= from_PAL;
|
||||
}
|
||||
return dot(color, Rec709_Luminance);
|
||||
}
|
||||
|
||||
/***** COLOR SAMPLING *****/
|
||||
|
||||
// Non filtered gamma corrected sample (nearest neighbor)
|
||||
@ -105,23 +89,7 @@ float4 BilinearSample(float3 uvw, float gamma)
|
||||
float4 c22 = QuickSampleByPixel(int_pixel + float2(1.5, 1.5), uvw.z, gamma);
|
||||
|
||||
// Blend the 4 samples by their weight
|
||||
float4 avg_c = lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y);
|
||||
|
||||
// Calculate the average of the gamma space luminance, as that can be used to
|
||||
// properly determine the perceptual brightness the color should have.
|
||||
float l11 = pow(Luminance(c11.rgb, true), 1.0 / gamma);
|
||||
float l21 = pow(Luminance(c21.rgb, true), 1.0 / gamma);
|
||||
float l12 = pow(Luminance(c12.rgb, true), 1.0 / gamma);
|
||||
float l22 = pow(Luminance(c22.rgb, true), 1.0 / gamma);
|
||||
float target_avg_c_lum = lerp(lerp(l11, l21, frac_pixel.x), lerp(l12, l22, frac_pixel.x), frac_pixel.y);
|
||||
|
||||
float avg_c_lum = Luminance(avg_c.rgb, true);
|
||||
if (avg_c_lum != 0.0)
|
||||
{
|
||||
avg_c.rgb *= pow(target_avg_c_lum, gamma) / avg_c_lum;
|
||||
}
|
||||
|
||||
return avg_c;
|
||||
return lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y);
|
||||
}
|
||||
|
||||
/***** Bicubic Interpolation *****/
|
||||
@ -205,7 +173,7 @@ float4 SharpBilinearSample(float3 uvw, float gamma)
|
||||
float2 texel = uvw.xy * source_size;
|
||||
float2 texel_floored = floor(texel);
|
||||
float2 s = fract(texel);
|
||||
float scale = max(floor(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y)), 1.0);
|
||||
float scale = max(floor(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y)), 1.f);
|
||||
float region_range = 0.5 - (0.5 / scale);
|
||||
|
||||
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
|
||||
@ -260,28 +228,15 @@ float4 AreaSampling(float3 uvw, float gamma)
|
||||
|
||||
// Initialize the color accumulator.
|
||||
float4 avg_color = float4(0.0, 0.0, 0.0, 0.0);
|
||||
float avg_luminance = 0.0;
|
||||
float4 temp_color;
|
||||
|
||||
float luminance_gamma = gamma; // For now, default to the user selected gamma (alternatively we could fix it to anything between 2.2 and 3.0)
|
||||
float luminance_inv_gamma = 1.0 / luminance_gamma;
|
||||
|
||||
// Prevents rounding errors due to the coordinates flooring above
|
||||
const float2 offset = float2(0.5, 0.5);
|
||||
|
||||
// Accumulate corner pixels.
|
||||
temp_color = QuickSampleByPixel(float2(f_beg.x, f_beg.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_nw * temp_color;
|
||||
avg_luminance += area_nw * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
|
||||
temp_color = QuickSampleByPixel(float2(f_end.x, f_beg.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_ne * temp_color;
|
||||
avg_luminance += area_ne * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
|
||||
temp_color = QuickSampleByPixel(float2(f_beg.x, f_end.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_sw * temp_color;
|
||||
avg_luminance += area_sw * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
|
||||
temp_color = QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_se * temp_color;
|
||||
avg_luminance += area_se * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
|
||||
avg_color += area_nw * QuickSampleByPixel(float2(f_beg.x, f_beg.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_ne * QuickSampleByPixel(float2(f_end.x, f_beg.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_sw * QuickSampleByPixel(float2(f_beg.x, f_end.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_se * QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma);
|
||||
|
||||
// Determine the size of the pixel box.
|
||||
int x_range = int(f_end.x - f_beg.x - 0.5);
|
||||
@ -303,12 +258,8 @@ float4 AreaSampling(float3 uvw, float gamma)
|
||||
if (ix < x_range)
|
||||
{
|
||||
float x = f_beg.x + 1.0 + float(ix);
|
||||
temp_color = QuickSampleByPixel(float2(x, f_beg.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_n * temp_color;
|
||||
avg_luminance += area_n * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
|
||||
temp_color = QuickSampleByPixel(float2(x, f_end.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_s * temp_color;
|
||||
avg_luminance += area_s * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
|
||||
avg_color += area_n * QuickSampleByPixel(float2(x, f_beg.y) + offset, uvw.z, gamma);
|
||||
avg_color += area_s * QuickSampleByPixel(float2(x, f_end.y) + offset, uvw.z, gamma);
|
||||
}
|
||||
}
|
||||
|
||||
@ -319,21 +270,15 @@ float4 AreaSampling(float3 uvw, float gamma)
|
||||
{
|
||||
float y = f_beg.y + 1.0 + float(iy);
|
||||
|
||||
temp_color = QuickSampleByPixel(float2(f_beg.x, y) + offset, uvw.z, gamma);
|
||||
avg_color += area_w * temp_color;
|
||||
avg_luminance += area_w * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
|
||||
temp_color = QuickSampleByPixel(float2(f_end.x, y) + offset, uvw.z, gamma);
|
||||
avg_color += area_e * temp_color;
|
||||
avg_luminance += area_e * pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
|
||||
avg_color += area_w * QuickSampleByPixel(float2(f_beg.x, y) + offset, uvw.z, gamma);
|
||||
avg_color += area_e * QuickSampleByPixel(float2(f_end.x, y) + offset, uvw.z, gamma);
|
||||
|
||||
for (int ix = 0; ix < max_iterations; ++ix)
|
||||
{
|
||||
if (ix < x_range)
|
||||
{
|
||||
float x = f_beg.x + 1.0 + float(ix);
|
||||
temp_color = QuickSampleByPixel(float2(x, y) + offset, uvw.z, gamma);
|
||||
avg_color += temp_color;
|
||||
avg_luminance += pow(Luminance(temp_color.rgb, true), luminance_inv_gamma);
|
||||
avg_color += QuickSampleByPixel(float2(x, y) + offset, uvw.z, gamma);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -344,21 +289,8 @@ float4 AreaSampling(float3 uvw, float gamma)
|
||||
float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
|
||||
float area_center = float(x_range) * float(y_range);
|
||||
|
||||
float4 nrm_color = avg_color / (area_corners + area_edges + area_center);
|
||||
float target_nrm_color_luminance = avg_luminance / (area_corners + area_edges + area_center);
|
||||
|
||||
// Restore the averaged "gamma" space luminance, for better gamma correction.
|
||||
// This retains the best feature of gamma correct sampling (no hue shifts),
|
||||
// while also maintaining the perceptual "brightness" level of blending two colors with an alpha
|
||||
// (in linear space a 0.5 alpha won't produce a color that has a perceptual brightness in the middle point of the two source colors).
|
||||
float nrm_color_luminance = Luminance(nrm_color.rgb, true);
|
||||
if (nrm_color_luminance != 0.0)
|
||||
{
|
||||
nrm_color.rgb *= pow(target_nrm_color_luminance, luminance_gamma) / nrm_color_luminance;
|
||||
}
|
||||
|
||||
// Return the normalized average color.
|
||||
return nrm_color;
|
||||
return avg_color / (area_corners + area_edges + area_center);
|
||||
}
|
||||
|
||||
/***** Main Functions *****/
|
||||
@ -421,7 +353,7 @@ void main()
|
||||
// Doing linear sampling in "gamma space" on linear texture formats isn't correct.
|
||||
// If the source and target resolutions don't match, the GPU will return a color
|
||||
// that is the average of 4 gamma space colors, but gamma space colors can't be blended together,
|
||||
// gamma needs to be de-applied first. This makes a big difference if colors change
|
||||
// gamma neeeds to be de-applied first. This makes a big difference if colors change
|
||||
// drastically between two pixels.
|
||||
|
||||
color = LinearGammaCorrectedSample(game_gamma);
|
||||
|
@ -40,7 +40,7 @@ void main()
|
||||
|
||||
/*****inline square root routines*****/
|
||||
// bit of a performance bottleneck.
|
||||
// necessary to make the darkened area rounded
|
||||
// neccessary to make the darkened area rounded
|
||||
// instead of rhombus-shaped.
|
||||
float sqrt = x / 10.0;
|
||||
|
||||
|
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Reference in New Issue
Block a user