Goatman13

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Sorry for late answer. I tested this, and there is something else going on. While this was actually broken in https://github.com/PCSX2/pcsx2/pull/6270 ,fix from https://github.com/PCSX2/pcsx2/pull/6325 make it work again when applied...

Game is timing nightmare only if we care about timings. Here are patches to make game work until it is fixed properly. **SLUS_216.92** crc = F5AF6C2E > //Don't enable Intermittent...

Actually, this is fixed if this speedhack is removed: https://github.com/PCSX2/pcsx2/blob/250b266321f8c4f31b38092b53785bc4d182f1aa/pcsx2/Gif.cpp#L326 But i don't know how this impact speed for other games using that mode.

Don't use old savestates. Patch affect code that is running very early in game. After patch is applied successfully you can create/load new savestates just fine.

Untested, but this could be similar issue as in https://github.com/PCSX2/pcsx2/issues/8407 (fpu div rounding).

Interpreter use "Nearest FPU" rounding, maybe that's all you need to set for recompiler?

It's something else than rounding. Falling back to interpreter for DIV.S fix it. So i tried to figure out differences between int and rec here. But nothing worked so far....

Sorry I forgot to mention it here earlier. It turned out to be FPU DIV nearest rounding when i tested it later back in March. Previously i assumed that fpu...

> I really don't feel like arguing, therefore I will just post my proof that it's quite literally a GIF issue that's being ignored by the patch itself. > >...