Files
libretro/bios/Nintendo/GameCube/dolphin-emu/Sys/GameSettings/GLSF64.ini
Abdessamad Derraz bb307aa250 feat: archive full dolphin-emu/Sys, add DSP/font/IPL paths to pack
dolphin-emu/Sys/ folder (2562 files) from libretro/dolphin Data/Sys.
retroarch.yml: DSP firmware (dsp_coef.bin, dsp_rom.bin), fonts
(font_western.bin, font_japanese.bin) at dolphin-emu/Sys/GC/ paths.
ref: DolphinLibretro/Boot.cpp:72-73, HW/DSPLLE/DSPHost.cpp,
HW/EXI/EXI_DeviceIPL.cpp. pack: 452 files, 0 missing.
2026-03-18 15:16:20 +01:00

24 lines
1.1 KiB
INI

# 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
[Patches_RetroAchievements_Verified]
$Fix freeze in opening cutscene