auto Program::hackCompatibility() -> void { bool fastPPU = settingsWindow->advanced.fastPPUOption.checked(); bool fastPPUNoSpriteLimit = settingsWindow->advanced.noSpriteLimit.checked(); bool fastPPUHiresMode7 = settingsWindow->advanced.hiresMode7.checked(); bool fastDSP = settingsWindow->advanced.fastDSPOption.checked(); auto label = superFamicom.label; if(label == "AIR STRIKE PATROL" || label == "DESERT FIGHTER") fastPPU = false; if(label == "KOUSHIEN_2") fastDSP = false; if(label == "RENDERING RANGER R2") fastDSP = false; emulator->set("Fast PPU", fastPPU); emulator->set("Fast PPU/No Sprite Limit", fastPPUNoSpriteLimit); emulator->set("Fast PPU/Hires Mode 7", fastPPUHiresMode7); emulator->set("Fast DSP", fastDSP); } auto Program::hackPatchMemory(vector& data) -> void { auto label = superFamicom.label; if(label == "Satellaview BS-X" && data.size() >= 0x100000) { //BS-X: Sore wa Namae o Nusumareta Machi no Monogatari (JPN) (1.1) //disable limited play check for BS Memory flash cartridges //benefit: allow locked out BS Memory flash games to play without manual header patching //detriment: BS Memory ROM cartridges will cause the game to hang in the load menu if(data[0x4a9b] == 0x10) data[0x4a9b] = 0x80; if(data[0x4d6d] == 0x10) data[0x4d6d] = 0x80; if(data[0x4ded] == 0x10) data[0x4ded] = 0x80; if(data[0x4e9a] == 0x10) data[0x4e9a] = 0x80; } } auto Program::hackOverclockSuperFX() -> void { //todo: implement a better way of detecting SuperFX games //todo: apply multiplier changes on reset, not just on game load? double multiplier = settingsWindow->advanced.superFXValue.text().natural() / 100.0; if(multiplier == 1.0) return; auto label = superFamicom.label; if(label == "NIDAN MORITASHOGI2") return; //ST018 uses same clock speed as SuperFX auto document = BML::unserialize(superFamicom.manifest); //GSU-1, GSU-2 have a 21440000hz oscillator if(auto oscillator = document["game/board/oscillator"]) { if(oscillator["frequency"].text() == "21440000") { oscillator["frequency"].setValue(uint(21440000 * multiplier)); superFamicom.manifest = BML::serialize(document); } return; } //MARIO CHIP 1 uses CPU oscillator; force it to use its own crystal to overclock it bool marioChip1 = false; if(label == "STAR FOX" || label == "STAR WING") marioChip1 = true; if(marioChip1) { document("game/board/oscillator/frequency").setValue(uint(21440000 * multiplier)); superFamicom.manifest = BML::serialize(document); } }