GameSettings: Add patches for Need for Speed: Hot Pursuit 2 to limit the internal frame rate.#14279
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jordan-woyak wants to merge 1 commit intodolphin-emu:masterfrom
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GameSettings: Add patches for Need for Speed: Hot Pursuit 2 to limit the internal frame rate.#14279jordan-woyak wants to merge 1 commit intodolphin-emu:masterfrom
jordan-woyak wants to merge 1 commit intodolphin-emu:masterfrom
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…the internal frame rate. The patches rearrange some branching to insert a call to VIWaitForRetrace in the main game loop. This allows ImmediateXFB to work properly so it is no longer forced off by the game ini.
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The patches rearrange some branching to insert a call to
VIWaitForRetracein the main game loop.This allows ImmediateXFB to work properly so I've also removed that from the main game INI.
Here's the unmodified main game loop.

To the best of my understanding, if the highlighted branch is not taken, the 11 loaded into
r3(red arrow) is never used. Control ultimately reaches the green arrow where r3 is overwritten.Maybe someone can double check my logic?
Based on that load being redundant I've inserted a call to
VIWaitForRetraceby optimizing that highlighted branch by making it abeqand jump to the green arrow directly.