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Work around Brothers in Arms speed issue via compat hack (#18513)
Co-authored-by: Henrik Rydgård <hrydgard@gmail.com>
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@ -136,6 +136,7 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
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CheckSetting(iniFile, gameID, "LoadCLUTFromCurrentFrameOnly", &flags_.LoadCLUTFromCurrentFrameOnly);
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CheckSetting(iniFile, gameID, "ForceUMDReadSpeed", &flags_.ForceUMDReadSpeed);
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CheckSetting(iniFile, gameID, "AllowDelayedReadbacks", &flags_.AllowDelayedReadbacks);
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CheckSetting(iniFile, gameID, "KernelGetSystemTimeLowEatMoreCycles", &flags_.KernelGetSystemTimeLowEatMoreCycles);
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CheckSetting(iniFile, gameID, "TacticsOgreEliminateDebugReadback", &flags_.TacticsOgreEliminateDebugReadback);
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CheckSetting(iniFile, gameID, "FramebufferAllowLargeVerticalOffset", &flags_.FramebufferAllowLargeVerticalOffset);
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CheckSetting(iniFile, gameID, "DisableMemcpySlicing", &flags_.DisableMemcpySlicing);
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@ -106,6 +106,7 @@ struct CompatFlags {
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bool LoadCLUTFromCurrentFrameOnly;
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bool ForceUMDReadSpeed;
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bool AllowDelayedReadbacks;
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bool KernelGetSystemTimeLowEatMoreCycles;
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bool TacticsOgreEliminateDebugReadback;
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bool FramebufferAllowLargeVerticalOffset;
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bool DisableMemcpySlicing;
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@ -83,6 +83,8 @@ u32 sceKernelGetSystemTimeLow()
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u64 t = CoreTiming::GetGlobalTimeUs();
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VERBOSE_LOG(Log::sceKernel,"%08x=sceKernelGetSystemTimeLow()",(u32)t);
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hleEatCycles(165);
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if (PSP_CoreParameter().compat.flags().KernelGetSystemTimeLowEatMoreCycles)
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hleEatCycles(70000);
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hleReSchedule("system time");
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return (u32)t;
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}
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@ -264,6 +264,12 @@ ULJM06365 = true
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# ULJM05036 = true
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# ULUS10044 = true
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[KernelGetSystemTimeLowEatMoreCycles]
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# Brothers in Arms: D-Day works around weird FPS(falling under 100% even on powerful hardware) as well as it's animation speed #18509
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# recommend to OC PSP CPU to at least twice as much as real PSP to get constant 60 fps
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ULES00608 = true
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ULUS10193 = true
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[DrawSyncInstant]
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# Bizarre timing issue in Sakura-sou no Pet na Kanojo, see issue #15224. Note that an instant DrawSync is not logical.
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NPJH50745 = true
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