![]() As it stands, the documentation is the implementation. Other PCSX2 devs also couldn't find any documentation on it. It was invented for PCSX2 by a past PCSX2 dev, and as far as I can tell it's not documented anywhere. Since the patch loading code doesn't really depend on anything (it just fetches data from disk and populates some static data structures), it should be possible to load the patches before trying to apply them at recRecompile. ![]() Assuming did choose the correct place to patch the memory (and I think he did), the only issue remaining is that we need to have the patches loaded at that stage, and that in order to get applied at that stage, the patch should have place=0 ( patch=0.) (note that this doesn't prevent the pnach file from having the same patch also with place=1 which will also get applied on every vsync, even if specifically it might not be relevant to this case). The first vsync happens shortly after, and with it the application of the place=1 patches. Again, both of these only try to apply the place=0 patches at this stage (and the first doesn't work as noted), so any line which starts with patch=1. Message and then place=0 patches do get applied at the original place they were always applied - at SysCoreThread::GameStartingInThread.
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