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39 lines
1.6 KiB
INI
39 lines
1.6 KiB
INI
# REXP01 - Excite Truck
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[OnFrame]
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# This game's logic runs at a fixed rate of 60 FPS. During normal
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# gameplay, the game checks how many physics steps take depending
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# on time passed, then going from a loop this many times.
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# (Note: during a car crash, the game runs in slow motion and
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# renders interpolated frames at an uncapped speed, which is worse.)
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# The complexity of this prevents Dolphin from idling,
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# meaning that if the emulated CPU is overclocked more than
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# necessary needed to run the game at a stable 60 FPS), the
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# emulation performance is going to be worse.
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#
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# The first line adds a call to `VIWaitForRetrace` (after
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# `GXSetDrawDone`) so that Dolphin can idle.
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#
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# However, because the wait for the physics update is completely
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# detached from the vblanks, the game will wait even *after*
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# `VIWaitForRetrace` (until one frame of lag happens: then there
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# will always be at least one physics step to do after that).
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# The second line skips the idle loop: this creates the conditions
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# so that, from the `VIWaitForRetrace` onwards, there's always a
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# physics step to take. (Thus, the loop is naturally skipped.)
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#
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# The main reason why this speed hack isn't enabled by default is
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# that it limits the frame rate to a dividend of the vblank rate.
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# Due to how demanding this game is on the Wii's CPU with default
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# clock settings, the speed hack will make the game constantly jump
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# between 60 and 30 FPS during a race. Thus, the wiki explains that
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# the speed hack is meant to be used with an overclocked emulated
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# CPU.
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$Speed hack (see wiki)
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0x802D2D00:dword:0x4BD87228
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0x80177FBC:dword:0x60000000
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[Patches_RetroAchievements_Verified]
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$Speed hack (see wiki)
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