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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.
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# GLSD64 - Gladius | ||
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[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 |
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Original file line number | Diff line number | Diff line change |
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@@ -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 |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -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 |