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authorMonsterDruide1 <5958456@gmail.com>2021-06-18 16:32:46 +0200
committerMonsterDruide1 <5958456@gmail.com>2021-09-18 23:22:20 +0200
commit4297d2fea2228ff4afe2a7c244fb8b3f1a97491a (patch)
tree25a1ce3a2d41bf9e066c7a57a441be65e282f16f /src/core/hle/service/apm/apm_interface.cpp
parent3a7b37238bc85b8220660e8469543449095bc820 (diff)
core: Hacky TAS syncing & load pausing
To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required. First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`. Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
Diffstat (limited to 'src/core/hle/service/apm/apm_interface.cpp')
-rw-r--r--src/core/hle/service/apm/apm_interface.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/core/hle/service/apm/apm_interface.cpp b/src/core/hle/service/apm/apm_interface.cpp
index e58bad083..724483107 100644
--- a/src/core/hle/service/apm/apm_interface.cpp
+++ b/src/core/hle/service/apm/apm_interface.cpp
@@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include "common/logging/log.h"
+#include "common/settings.h"
#include "core/hle/ipc_helpers.h"
#include "core/hle/service/apm/apm.h"
#include "core/hle/service/apm/apm_controller.h"
@@ -120,6 +121,7 @@ void APM_Sys::SetCpuBoostMode(Kernel::HLERequestContext& ctx) {
LOG_DEBUG(Service_APM, "called, mode={:08X}", mode);
+ Settings::values.is_cpu_boosted = (static_cast<u32>(mode) == 1);
controller.SetFromCpuBoostMode(mode);
IPC::ResponseBuilder rb{ctx, 2};