Windows-1252 was sometimes being referred to as ASCII or ANSI
in Dolphin, which is incorrect. ASCII is only a subset of
Windows-1252, and ANSI is (rather improperly) used in Windows
to refer to the current code page (which often is 1252 on
Western systems, but can also be something entirely different).
The commit also replaces "SJIS" with "Shift JIS". "SJIS"
isn't misleading, but "Shift JIS" is more commonly used.
- F.ini: PR #4189 removes the need for 1x IR according to JMC
- GWO.ini: Just force integral resolution, not auto resolution
- GALP01.ini: I have no idea why EFBScale would be forced here
- GINX69.ini: I think JMC said it's fixed, but I can't find his post...
- SNS.ini: https://bugs.dolphin-emu.org/issues/9891
- P INIs: https://bugs.dolphin-emu.org/issues/9938
The signature DB is very helpful for generating a symbol map for games
which don't ship with debugging symbols, since it includes signatures
for common SDK functions.
However, it isn't very complete and only contained signatures for GC
games -- the current database isn't very helpful for Wii games, which
still have a huge number of unknown functions even after using this DB.
Yet Wii games typically share a lot of code (since they all use the
SDK), and not having symbols makes it a lot harder to look into what
a game is doing… So this commit adds common Wii SDK function signatures
to the database, in order to make generated symbol maps a lot more
useful for Wii games.
The debug info comes from the debugging map that was left in the Wii
version of The Legend of Zelda: Twilight Princess. To avoid cluttering
the DB with game-specific debug info (even though it already contains
some game-specific symbols), some basic filtering was done on the
shipped symbol map:
egrep '(section layout|\.a|m_Do|lib|Lib| OS)' tp-framework.map | grep -v Z2 > common-wii-sdk.map
Then this map was loaded in Twilight Princess, and "append to existing
signature file" was used to append the new hashes to totaldb.dsy.
All the inline comments from the netplay code were removed because they
apparently took up space in game memory (They were maxing out gecko
codes).
"Increase input timing accuracy" was made into its own code entry.
"Netplay Safe Kill Music" code has been updated to prevent desyncs.
BMX XXX can detect forced Progressive Scan in Dolphin but the game will not be playable, the emulator will freeze.
On an original GameCube, GC-Forever reported that "Game does not support component video output.".
By default, it's better to disable the forced Progressive Scan feature on this game to make it playable and also not stuck in a broken startup.
The Legend of Zelda: Ocarina of Time (Master Quest) needs EFB to RAM
for the pause menu background to not be black and for Link to show up
in the pause menu. These are the two most visible issues without EFB
to RAM enabled.
This is consistent with the GameINI for the Collector's Edition
version (PZL).