diff --git a/Data/Sys/GameSettings/ID-gbi.ini b/Data/Sys/GameSettings/ID-gbi.ini new file mode 100644 index 0000000000..968108e29e --- /dev/null +++ b/Data/Sys/GameSettings/ID-gbi.ini @@ -0,0 +1,11 @@ +[Core] +# Attach Game Boy Player hardware. +HSPDevice = 2 +# DSP HLE doesn't work with this homebrew's ucode. +DSPHLE = False +[DSP] +# Make sure we get DSP LLE recompiler and not DSP LLE interpreter, for performance. +EnableJIT = True +[Video_Settings] +# Fixes old frames being shown when a game only updates a small part of the screen. Examples include gradually revealed text and the HP bars in Pokémon. +SafeTextureCacheColorSamples = 0 diff --git a/Data/Sys/GameSettings/ID-gbihf.ini b/Data/Sys/GameSettings/ID-gbihf.ini new file mode 100644 index 0000000000..968108e29e --- /dev/null +++ b/Data/Sys/GameSettings/ID-gbihf.ini @@ -0,0 +1,11 @@ +[Core] +# Attach Game Boy Player hardware. +HSPDevice = 2 +# DSP HLE doesn't work with this homebrew's ucode. +DSPHLE = False +[DSP] +# Make sure we get DSP LLE recompiler and not DSP LLE interpreter, for performance. +EnableJIT = True +[Video_Settings] +# Fixes old frames being shown when a game only updates a small part of the screen. Examples include gradually revealed text and the HP bars in Pokémon. +SafeTextureCacheColorSamples = 0 diff --git a/Data/Sys/GameSettings/ID-gbisr.ini b/Data/Sys/GameSettings/ID-gbisr.ini new file mode 100644 index 0000000000..bf25a4ce51 --- /dev/null +++ b/Data/Sys/GameSettings/ID-gbisr.ini @@ -0,0 +1,14 @@ +[Core] +# Attach Game Boy Player hardware. +HSPDevice = 2 +# DSP HLE doesn't work with this homebrew's ucode. +DSPHLE = False +[DSP] +# Make sure we get DSP LLE recompiler and not DSP LLE interpreter, for performance. +EnableJIT = True +[Video_Settings] +# Fixes old frames being shown when a game only updates a small part of the screen. Examples include gradually revealed text and the HP bars in Pokémon. +SafeTextureCacheColorSamples = 0 +[Video_Hacks] +# Fixes the entire screen being magenta. (ImmediateXFBEnable = True also solves the problem, but XFBToTextureEnable = False is more accurate and there doesn't seem to be a significant performance difference.) +XFBToTextureEnable = False