Dark Souls: Difference between revisions

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<!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox
<!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox
|image    = [[File:{{#setmainimage:DarkSouls.jpg}}|300px]]
|developer = FromSoftware
|developer = FromSoftware
|publisher = {{vgregion|JP=FromSoftware|NA/EU/AU|Bandai Namco Games}}
|publisher = {{vgregion|JP=FromSoftware|NA/EU/AU|Bandai Namco Games}}
|series    = Souls
|series    = Souls
|date      = {{vgregion|JP=September 22, 2011|NA=October 4, 2011|AU=October 6, 2011}}{{vgregion|EU=October 7, 2011}}
|date      = {{vgregion|JP=September 22, 2011|NA=October 4, 2011|AU=October 6, 2011}}{{vgregion|EU=October 7, 2011}}
|release  = Multi-platform <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform -->
|release  = Multi-platform<!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform -->
|genre    = Action role-playing
|genre    = Action role-playing
|modes    = Single-player, Multiplayer <!-- Choose all relevant options: Single-player, Co-op, Multiplayer -->
|modes    = Single-player, Multiplayer<!-- Choose all relevant options: Single-player, Co-op, Multiplayer -->
|gameid    = {{gameid|id=BLUS30782, BLES01402|oid=BLES01396, BLJM60993, BLAS50397|ird=Yes}}<br>'''''Prepare to Die Edition'''''<br>{{gameid|id=BLES01765|ird=Yes}}<br>'''''Artorias of the Abyss Edition'''''<br>{{gameid|id=BLJM60517|ird=Yes}}
|gameid    = {{gameid|id=BLUS30782, BLES01402|oid=BLES01396, BLJM60993, BLAS50397|ird=Yes}}<br>'''''Prepare to Die Edition'''''<br>{{gameid|id=BLES01765|ird=Yes}}<br>'''''Artorias of the Abyss Edition'''''<br>{{gameid|id=BLJM60517|ird=Yes}}<br>'''''Soundtrack'''''<br>{{gameid|id=NPJN00004|ird=NA}}
|internal resolution = 1024x720
}}
}}


<!-- Give a brief description about the game -->
<!-- Give a brief description about the game -->
'''''Dark Souls''''' is a series of action role-playing games developed by FromSoftware and published by Bandai Namco Entertainment. It began with the release of Dark Souls (2011) and has seen two sequels, Dark Souls II (2014) and Dark Souls III (2016). The series was created by Hidetaka Miyazaki and has received critical acclaim, with its high level of difficulty being among its most discussed aspects, while the first Dark Souls is often cited as one of the greatest games of all time. By 2022, the series had shipped over 33 million copies.


==Configuration==
==Configuration==
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config
<!-- CPU configuration -->
<!-- CPU configuration -->
|ppu decoder                          = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) -->
|ppu decoder                          = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (LLVM) -->
|ppu decoder notes                    =  
|ppu decoder notes                    =  
|spu decoder                          = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) -->
|spu decoder                          = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (ASMJIT), Recompiler (LLVM) -->
|spu decoder notes                    =  
|spu decoder notes                    =  
|preferred spu threads                = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) -->
|preferred spu threads                = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) -->
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|thread scheduler                      = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler -->
|thread scheduler                      = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler -->
|thread scheduler notes                =  
|thread scheduler notes                =  
|lower spu thread priority            = <!-- On, Off -->
|lower spu thread priority notes      =
|enable spu loop detection            = <!-- On, Off -->
|enable spu loop detection            = <!-- On, Off -->
|enable spu loop detection notes      =  
|enable spu loop detection notes      =  
|spu cache                            = <!-- On, Off -->
|spu xfloat accuracy                   = <!-- Accurate, Approximate, Relaxed -->
|spu cache notes                      =
|spu xfloat accuracy notes             =  
|xfloat accuracy                       = <!-- Accurate, Approximate, Relaxed -->
|xfloat accuracy notes                 =  
|spu block size                        = <!-- Safe, Mega, Giga -->
|spu block size                        = <!-- Safe, Mega, Giga -->
|spu block size notes                  =  
|spu block size notes                  =  
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|aspect ratio                          = <!-- 4:3, 16:9 -->
|aspect ratio                          = <!-- 4:3, 16:9 -->
|aspect ratio notes                    =  
|aspect ratio notes                    =  
|framelimit                            = <!-- Off, 59.94, 50, 60, 30, Auto -->
|framelimit                            = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite -->
|framelimit notes                      =  
|framelimit notes                      =  
|anisotropic filter                    = <!-- Auto, 2x, 4x, 8x, 16x -->
|anisotropic filter                    = <!-- Auto, 2x, 4x, 8x, 16x -->
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|anti-aliasing                        = <!-- Auto, Disabled -->
|anti-aliasing                        = <!-- Auto, Disabled -->
|anti-aliasing notes                  =  
|anti-aliasing notes                  =  
|zcull accuracy                        = <!-- Precise, Approximate, Relaxed -->
|zcull accuracy                        = Relaxed<!-- Precise, Approximate, Relaxed -->
|zcull accuracy notes                  =  
|zcull accuracy notes                  = Improves performance.
|shader quality                        = <!-- High, Low, Auto -->
|shader quality notes                  =
|3d rendering mode                    = <!-- Disabled, Anaglyph, Side-by-side, Over-under -->
|3d rendering mode notes              =  
|default resolution                    = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 -->
|default resolution                    = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 -->
|default resolution notes              =  
|default resolution notes              =  
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|shader mode                          = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only -->
|shader mode                          = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only -->
|shader mode notes                    =  
|shader mode notes                    =  
|write color buffers                  = <!-- On, Off -->
|write color buffers                  = On<!-- On, Off -->
|write color buffers notes            =  
|write color buffers notes            = Fixes the game appearing too dark.
|strict rendering mode                = <!-- On, Off -->
|strict rendering mode                = <!-- On, Off -->
|strict rendering mode notes          =  
|strict rendering mode notes          =  
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|stretch to display area              = <!-- On, Off -->
|stretch to display area              = <!-- On, Off -->
|stretch to display area notes        =  
|stretch to display area notes        =  
|enable 3d                            = <!-- On, Off -->
|enable 3d notes                      =
|disable vertex cache                  = <!-- On, Off -->
|disable vertex cache notes            =
|multithreaded rsx                    = <!-- On, Off -->
|multithreaded rsx                    = <!-- On, Off -->
|multithreaded rsx notes              =  
|multithreaded rsx notes              =  
|asynchronous texture streaming        = <!-- On, Off -->
|asynchronous texture streaming        = On<!-- On, Off -->
|asynchronous texture streaming notes  =  
|asynchronous texture streaming notes  = Improves performance depending on the GPU.
<!-- Audio configuration -->
<!-- Audio configuration -->
|audio out windows                    = <!-- XAudio2, OpenAL, Disabled -->
|audio out windows                    = <!-- Cubeb, XAudio2, Disabled -->
|audio out windows notes              =  
|audio out windows notes              =  
|audio out linux                      = <!-- OpenAL, PulseAudio, ALSA, Disabled -->
|audio out linux                      = <!-- Cubeb, FAudio, Disabled -->
|audio out linux notes                =  
|audio out linux notes                =  
|audio channels                        = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 -->
|audio format                          = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual -->
|audio channels notes                 =  
|audio format notes                   =  
|dump to file                          = <!-- On, Off -->
|dump to file                          = <!-- On, Off -->
|dump to file notes                    =  
|dump to file notes                    =  
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|camera input                          = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 -->
|camera input                          = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 -->
|camera input notes                    =  
|camera input notes                    =  
|camera settings                      = <!-- Null, Fake -->
|camera settings                      = <!-- Null, Fake, Qt -->
|camera settings notes                =  
|camera settings notes                =  
|move handler                          = <!-- Null, Fake, Mouse -->
|move handler                          = <!-- Null, Fake, Mouse -->
|move handler notes                    =  
|move handler notes                    =  
<!-- Network configuration -->
|network status                        = <!-- Disconnected, Connected -->
|network status notes                  =
|psn status                            = <!-- Disconnected, Simulated, RPCN -->
|psn status notes                      =
<!-- Advanced configuration -->
<!-- Advanced configuration -->
|debug console mode                    = <!-- On, Off -->
|debug console mode                    = <!-- On, Off -->
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|accurate llvm dfma                    = <!-- On, Off -->
|accurate llvm dfma                    = <!-- On, Off -->
|accurate llvm dfma notes              =  
|accurate llvm dfma notes              =  
|accurate rsx reservation access      = <!-- On, Off -->
|accurate getllar                      = <!-- On, Off -->
|accurate rsx reservation access notes =  
|accurate getllar notes                =
|accurate rsx reservation access      = On<!-- On, Off -->
|accurate rsx reservation access notes = May prevents from random freezes/crashes.
|accurate spu dma                      = <!-- On, Off -->
|accurate spu dma notes                =  
|ppu llvm accurate vector nans        = <!-- On, Off -->
|ppu llvm accurate vector nans        = <!-- On, Off -->
|ppu llvm accurate vector nans notes  =  
|ppu llvm accurate vector nans notes  =  
|ppu llvm java mode handling          = <!-- True, False -->
|ppu llvm java mode handling          = <!-- On, Off -->
|ppu llvm java mode handling notes    =  
|ppu llvm java mode handling notes    =  
|silence all logs                      = <!-- On, Off -->
|silence all logs                      = <!-- On, Off -->
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|disable on-disk shader cache          = <!-- On, Off -->
|disable on-disk shader cache          = <!-- On, Off -->
|disable on-disk shader cache notes    =  
|disable on-disk shader cache notes    =  
|disable native float16 support        = <!-- On, Off -->
|disable vertex cache                  = <!-- On, Off -->
|disable native float16 support notes =  
|disable vertex cache notes           =  
|rsx fifo accuracy                    = Atomic<!-- Fast, Atomic, Ordered & Atomic -->
|rsx fifo accuracy notes              = Helps with stability.
|driver wake-up delay                  = <!-- Value between 0 to 7000 -->
|driver wake-up delay                  = <!-- Value between 0 to 7000 -->
|driver wake-up delay notes            =  
|driver wake-up delay notes            =  
|vblank rate                          = <!-- Value between 1 to 500 -->
|vblank rate                          = <!-- Value between 1 to 500 -->
|vblank rate notes                    =  
|vblank rate notes                    =  
|vblank ntsc fixup                    = <!-- On, Off -->
|vblank ntsc fixup notes              =
|clocks scale                          = <!-- Value between 10 to 1000 -->
|clocks scale                          = <!-- Value between 10 to 1000 -->
|clocks scale notes                    =  
|clocks scale notes                    =  
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|force cpu blit emulation              = <!-- On, Off -->
|force cpu blit emulation              = <!-- On, Off -->
|force cpu blit emulation notes        =  
|force cpu blit emulation notes        =  
|use gpu texture scaling               = <!-- On, Off -->
|force gpu texture scaling             = <!-- On, Off -->
|use gpu texture scaling notes         =
|force gpu texture scaling notes       =  
|accurate getllar                      = <!-- On, Off -->
|accurate getllar notes                =
|accurate spu dma                      = <!-- On, Off -->
|accurate spu dma notes                =  
|hook static functions                = <!-- On, Off -->
|hook static functions                = <!-- On, Off -->
|hook static functions notes          =  
|hook static functions notes          =  
|accurate ppu 128 reservations        = <!-- Always Enabled, Disabled, Value between 1 to 8 -->
|accurate ppu 128 reservations        = <!-- Always Enabled, Disabled, Value between 1 to 8 -->
|accurate ppu 128 reservations notes  =  
|accurate ppu 128 reservations notes  =  
|ppu thread count                      = <!-- Value between 1 to 8 -->
|ppu thread count notes                =
<!-- Recommended patches -->
|highly recommended patch              = <!-- Mention patch names -->
|highly recommended patch notes        =
|recommended patch                    = Unlock FPS<!-- Mention patch names -->
|recommended patch notes              =
}}
}}


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==Special Notes==
==Special Notes==
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section -->
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section -->
{{netplay
{{netplay
|gamever = 1.09
|gamever       = 1.09
|connect = No <!-- Yes, No, Partial, Untested, N/A -->
|rpcs3 version  = N/A
|lobbies = No <!-- Yes, No, Partial, Untested, N/A -->
|connect       = No<!-- Yes, No, Partial, Untested, N/A -->
|match   = No <!-- Yes, No, Partial, Untested, N/A -->
|lobbies       = No<!-- Yes, No, Partial, Untested, N/A -->
|features = No <!-- Yes, No, Partial, Untested, N/A -->
|match         = No<!-- Yes, No, Partial, Untested, N/A -->
|notes   = Softlocks at title, requires a custom server
|features       = No<!-- Yes, No, Partial, Untested, N/A -->
|custom servers = Not available<!-- Available, Not available, Not required, Untested -->
|notes         =  
}}
}}


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|content =  
|content =  
Anchors:
Anchors:
  DS1_100_FPS_Notes: &DS1_100_FPS_Notes
    "For people who would like to play the unpatched version of Dark Souls at decent framerates. Unpatched PC version is equivalent to 1.06 on consoles."
  DS1_109_FPS_Notes: &DS1_109_FPS_Notes
    "Based on Whatcookie's & Gibbed's work."
   DS1_US_FPS: &DS1_US_FPS
   DS1_US_FPS: &DS1_US_FPS
   # 60fps noskip
   # 60 FPS no skip
     - [be32, 0x00146e40, 0x38800002 ] # li r4 0x2
     - [ be32, 0x00146e40, 0x38800002 ] # li r4 0x2
     - [be32, 0x00146e44, 0x989f070c ]
     - [ be32, 0x00146e44, 0x989f070c ]
     - [be32, 0x00146e48, 0x989f070d ]
     - [ be32, 0x00146e48, 0x989f070d ]
 
   # delta time
   # delta time
     - [ be32, 0x001423e8, 0x494447e9 ] # jump to code cave
     - [ be32, 0x001423e8, 0x494447e9 ] # jump to code cave
 
   # get mftb
   # get mftb
     - [ be32, 0x01586bd0, 0x7eac42e6 ] # mftb r21              // Move from timebase register (clock)
     - [ be32, 0x01586bd0, 0x7eac42e6 ] # mftb r21              // move from timebase register (clock)
 
   # get mftb delta
   # get mftb delta
     - [ be32, 0x01586bd4, 0x3ec0017d ] # lis r22,0x017d        // load high bits of address (0x017de3f8)
     - [ be32, 0x01586bd4, 0x3ec0017d ] # lis r22,0x017d        // load high bits of address (0x017de3f8)
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     - [ be32, 0x01586be0, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
     - [ be32, 0x01586be0, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
     - [ be32, 0x01586be4, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
     - [ be32, 0x01586be4, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
 
   # mftb delta to float
   # mftb delta to float
     - [ be32, 0x01586be8, 0xfa7600e0 ] # std r19,0xe0(r22)    // store mftb delta (to be loaded into FPR)
     - [ be32, 0x01586be8, 0xfa7600e0 ] # std r19,0xe0(r22)    // store mftb delta (to be loaded into FPR)
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     - [ be32, 0x01586bf0, 0xffc0f69c ] # fcfid f30,f30        // convert integer to double
     - [ be32, 0x01586bf0, 0xffc0f69c ] # fcfid f30,f30        // convert integer to double
     - [ be32, 0x01586bf4, 0xffc0f018 ] # frsp f30,f30          // round to single precision
     - [ be32, 0x01586bf4, 0xffc0f018 ] # frsp f30,f30          // round to single precision
 
   # mftb delta to seconds
   # mftb delta to seconds
     - [ be32, 0x01586bf8, 0x3e400158 ] # r18,0x158            // load high bits constants pointer
     - [ be32, 0x01586bf8, 0x3e400158 ] # r18,0x158            // load high bits constants pointer
Line 210: Line 226:
     - [ be32, 0x01586c04, 0xc3920058 ] # lfs f28,0x58(r18)    // load maximum timestep size
     - [ be32, 0x01586c04, 0xc3920058 ] # lfs f28,0x58(r18)    // load maximum timestep size
     - [ be32, 0x01586c08, 0xfffee824 ] # fdiv f31,f30,f29      // divide timebase delta by timebase frequency
     - [ be32, 0x01586c08, 0xfffee824 ] # fdiv f31,f30,f29      // divide timebase delta by timebase frequency
 
   # check timestep size
   # check timestep size
     - [ be32, 0x01586c0c, 0xff9fe000 ] # fcmpu cr7,f31,f28    // compare current delta time to maximum timestep
     - [ be32, 0x01586c0c, 0xff9fe000 ] # fcmpu cr7,f31,f28    // compare current delta time to maximum timestep
     - [ be32, 0x01586c10, 0x419c0008 ] # blt +0x08            // don't return the maximum timestep size
     - [ be32, 0x01586c10, 0x419c0008 ] # blt +0x08            // don't return the maximum timestep size
 
   # set maximum timestep
   # set maximum timestep
     - [ be32, 0x01586c14, 0xffe0e090 ] # fmr f31,f28          // move maximum timestep to be returned
     - [ be32, 0x01586c14, 0xffe0e090 ] # fmr f31,f28          // move maximum timestep to be returned
 
   # cleanup
   # cleanup
     - [ be32, 0x01586c18, 0x7e94a278 ] # xor r20,r20,r20      // zero r20
     - [ be32, 0x01586c18, 0x7e94a278 ] # xor r20,r20,r20      // zero r20
     - [ be32, 0x01586c1c, 0x7e94a278 ] # xor r19,r19,r19      // zero r19
     - [ be32, 0x01586c1c, 0x7e94a278 ] # xor r19,r19,r19      // zero r19
     - [ be32, 0x01586c20, 0x4e800020 ] # blr                  // return
     - [ be32, 0x01586c20, 0x4e800020 ] # blr                  // return
 
   # constants
   # constants
     - [ be32, 0x01586c24, 0x4c989680 ]  # timebase frequency as hexfloat (80mhz)
     - [ be32, 0x01586c24, 0x4c989680 ]  # timebase frequency as hexfloat (80mhz)
     - [ bef32, 0x01586c28, 0.05000000 ] # maximum timestep size (50ms or 20fps)
     - [ bef32, 0x01586c28, 0.05 ] # maximum timestep size (50ms or 20 FPS)
 
  DS1_BLES01396_FPS: &DS1_BLES01396_FPS
  # offset by Lilium
  # 60 FPS noskip; addresses offset by +0x108
    - [ be32, 0x00146f48, 0x38800002 ] # li r4 0x2
    - [ be32, 0x00146f4c, 0x989f070c ]
    - [ be32, 0x00146f50, 0x989f070d ]
  # delta time; address offset by +0x108, jump target offset by +0x18
    - [ be32, 0x001424f0, 0x49444801 ] # jump to code cave
  # the following addresses are offset by +0x120
  # get mftb
    - [ be32, 0x01586cf0, 0x7eac42e6 ] # mftb r21              // Move from timebase register (clock)
  # get mftb delta
    - [ be32, 0x01586cf4, 0x3ec0017d ] # lis r22,0x017d        // load high bits of address (0x017de3f8)
    - [ be32, 0x01586cf8, 0x62d6e3f8 ] # ori r22,r22,0xe3f8    // load low bits of address
    - [ be32, 0x01586cfc, 0x7e96a02a ] # ldx r20,r22,r20      // load previous frames mftb reading
    - [ be32, 0x01586d00, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
    - [ be32, 0x01586d04, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
  # mftb delta to float
    - [ be32, 0x01586d08, 0xfa7600e0 ] # std r19,0xe0(r22)    // store mftb delta (to be loaded into FPR)
    - [ be32, 0x01586d0c, 0xcbd600e0 ] # lfd f30,0xe0(r22)    // load mftb delta into FPR
    - [ be32, 0x01586d10, 0xffc0f69c ] # fcfid f30,f30        // convert integer to double
    - [ be32, 0x01586d14, 0xffc0f018 ] # frsp f30,f30          // round to single precision
  # mftb delta to seconds
    - [ be32, 0x01586d18, 0x3e400158 ] # r18,0x0158            // load high bits constants pointer
    - [ be32, 0x01586d1c, 0x62526cf0 ] # ori r18,r18,0x6cf0    // load low bits of constants pointer (offset by +0x120)
    - [ be32, 0x01586d20, 0xc3b20054 ] # lfs f29,0x54(r18)    // load timebase frequency constant
    - [ be32, 0x01586d24, 0xc3920058 ] # lfs f28,0x58(r18)    // load maximum timestep size
    - [ be32, 0x01586d28, 0xfffee824 ] # fdiv f31,f30,f29      // divide timebase delta by timebase frequency
  # check timestep size
    - [ be32, 0x01586d2c, 0xff9fe000 ] # fcmpu cr7,f31,f28    // compare current delta time to maximum timestep
    - [ be32, 0x01586d30, 0x419c0008 ] # blt +0x08            // don't return the maximum timestep size
  # set maximum timestep
    - [ be32, 0x01586d34, 0xffe0e090 ] # fmr f31,f28          // move maximum timestep to be returned
  # cleanup
    - [ be32, 0x01586d38, 0x7e94a278 ] # xor r20,r20,r20      // zero r20
    - [ be32, 0x01586d3c, 0x7e94a278 ] # xor r19,r19,r19      // zero r19
    - [ be32, 0x01586d40, 0x4e800020 ] # blr                  // return
  # constants
    - [ be32, 0x01586d44, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)
    - [ bef32, 0x01586d48, 0.05 ]      # maximum timestep size (50ms or 20 FPS)
 
  DS1_BLES01402_FPS: &DS1_BLES01402_FPS
  # offset by Lilium
  # 60 FPS no skip; addresses offset by -0x770
    - [ be32, 0x001466d0, 0x38800002 ] # li r4 0x2
    - [ be32, 0x001466d4, 0x989f070c ]
    - [ be32, 0x001466d8, 0x989f070d ]
  # delta time; address offset by -0x770, jump target offset by +0x10
    - [ be32, 0x00141c78, 0x494447f9 ] # jump to code cave
  # the following addresses are offset by -0x760
  # get mftb
    - [ be32, 0x01586470, 0x7eac42e6 ] # mftb r21              // Move from timebase register (clock)
  # get mftb delta
    - [ be32, 0x01586474, 0x3ec0017d ] # lis r22,0x017d        // load high bits of address (0x017de3f8)
    - [ be32, 0x01586478, 0x62d6e3f8 ] # ori r22,r22,0xe3f8    // load low bits of address
    - [ be32, 0x0158647c, 0x7e96a02a ] # ldx r20,r22,r20      // load previous frames mftb reading
    - [ be32, 0x01586480, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
    - [ be32, 0x01586484, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
  # mftb delta to float
    - [ be32, 0x01586488, 0xfa7600e0 ] # std r19,0xe0(r22)    // store mftb delta (to be loaded into FPR)
    - [ be32, 0x0158648c, 0xcbd600e0 ] # lfd f30,0xe0(r22)    // load mftb delta into FPR
    - [ be32, 0x01586490, 0xffc0f69c ] # fcfid f30,f30        // convert integer to double
    - [ be32, 0x01586494, 0xffc0f018 ] # frsp f30,f30          // round to single precision
  # mftb delta to seconds
    - [ be32, 0x01586498, 0x3e400158 ] # r18,0x0158            // load high bits constants pointer
    - [ be32, 0x0158649c, 0x62526470 ] # ori r18,r18,0x6470    // load low bits of constants pointer (offset by -0x760)
    - [ be32, 0x015864a0, 0xc3b20054 ] # lfs f29,0x54(r18)    // load timebase frequency constant
    - [ be32, 0x015864a4, 0xc3920058 ] # lfs f28,0x58(r18)    // load maximum timestep size
    - [ be32, 0x015864a8, 0xfffee824 ] # fdiv f31,f30,f29      // divide timebase delta by timebase frequency
  # check timestep size
    - [ be32, 0x015864ac, 0xff9fe000 ] # fcmpu cr7,f31,f28    // compare current delta time to maximum timestep
    - [ be32, 0x015864b0, 0x419c0008 ] # blt +0x08            // don't return the maximum timestep size
  # set maximum timestep
    - [ be32, 0x015864b4, 0xffe0e090 ] # fmr f31,f28          // move maximum timestep to be returned
  # cleanup
    - [ be32, 0x015864b8, 0x7e94a278 ] # xor r20,r20,r20      // zero r20
    - [ be32, 0x015864bc, 0x7e94a278 ] # xor r19,r19,r19      // zero r19
    - [ be32, 0x015864c0, 0x4e800020 ] # blr                  // return
  # constants
    - [ be32, 0x015864c4, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)
    - [ bef32, 0x015864c8, 0.05 ]      # maximum timestep size (50ms or 20 FPS)


PPU-3577a3e8efa233c68dedce81a3d0a63dab05dbed:
PPU-3577a3e8efa233c68dedce81a3d0a63dab05dbed:
   Unlock FPS:
   "Unlock FPS":
     Games:
     Games:
       "Dark Souls":
       "Dark Souls":
         BLUS30782: [ 01.00 ]
         BLUS30782: [ 01.00 ]
     Author: Whatcookie
     Author: "Whatcookie"
     Notes: For people who would like to play the unpatched version of Dark Souls at decent framerates (unpatched PC version is equivalent to 1.06 on consoles!)
     Notes: *DS1_100_FPS_Notes
     Patch Version: 1.0
     Patch Version: 1.0
     Patch:
     Patch:
       - [ load, *DS1_US_FPS ]
       - [ load, *DS1_US_FPS ]
PPU-451f1a767110d8ac166c5de50b67e057120644f5:
  "Unlock FPS":
    Games:
      "Dark Souls":
        BLES01396: [ 01.00 ]
    Author: "Whatcookie, offset by Lilium"
    Notes: *DS1_100_FPS_Notes
    Patch Version: 1.0
    Patch:
      - [ load, *DS1_BLES01396_FPS ]
PPU-23d264a90e9ff8077c6d2e9418d6ae7ccd9bb0a0:
  "Unlock FPS":
    Games:
      "Dark Souls":
        BLES01402: [ 01.00 ]
    Author: "Whatcookie, offset by Lilium"
    Notes: *DS1_100_FPS_Notes
    Patch Version: 1.0
    Patch:
      - [ load, *DS1_BLES01402_FPS ]
}}
}}

Latest revision as of 20:07, 9 March 2024

Dark Souls
DarkSouls.jpg
Developer(s) FromSoftware
Publisher(s) JP FromSoftware
NA/EU/AU Bandai Namco Games
Series Souls
Release date(s) JP September 22, 2011
NA October 4, 2011
AU October 6, 2011
EU October 7, 2011
Release type Multi-platform
Genre(s) Action role-playing
Mode(s) Single-player, Multiplayer
GameID(s) BLUS30782 (IRD), BLES01402 (IRD), BLES01396 (IRD), BLJM60993 (IRD), BLAS50397 (IRD)
Prepare to Die Edition
BLES01765 (IRD)
Artorias of the Abyss Edition
BLJM60517 (IRD)
Soundtrack
NPJN00004
Internal resolution 1024x720
Quick links Check Compatibility
Open Issues
Search Google
Wikipedia Page

Dark Souls is a series of action role-playing games developed by FromSoftware and published by Bandai Namco Entertainment. It began with the release of Dark Souls (2011) and has seen two sequels, Dark Souls II (2014) and Dark Souls III (2016). The series was created by Hidetaka Miyazaki and has received critical acclaim, with its high level of difficulty being among its most discussed aspects, while the first Dark Souls is often cited as one of the greatest games of all time. By 2022, the series had shipped over 33 million copies.

Configuration

Options that deviate from RPCS3's default settings and provide the best experience with this title are listed below.

GPU configuration

Setting Option Notes
ZCULL accuracy Relaxed Improves performance.
Write color buffers On Fixes the game appearing too dark.
Asynchronous texture streaming On Improves performance depending on the GPU.

Advanced configuration

Setting Option Notes
Accurate RSX reservation access On May prevents from random freezes/crashes.
RSX FIFO accuracy Atomic Helps with stability.

Recommended patches

Game patches are available through the RPCS3 Patch Manager. To enable them, right-click a game in RPCS3 then select "Manage Game Patches". Game Patches are created by RPCS3's community, and can alter how a game runs. More information can be found here.

Recommendation Patch name Notes
Recommended patch Unlock FPS

Known Issues

There are no reported issues with this title.

Special Notes

Netplay testing

For the complete list of games tested with RPCN, please check the RPCN Compatibility List.

Game Version RPCS3 Version Connects? Create/Join lobbies? Match with others? Online features working? Requires custom servers? Notes
1.09 N/A No No No No Not available

Patches

Anchors:
  DS1_100_FPS_Notes: &DS1_100_FPS_Notes
    "For people who would like to play the unpatched version of Dark Souls at decent framerates. Unpatched PC version is equivalent to 1.06 on consoles."
  DS1_109_FPS_Notes: &DS1_109_FPS_Notes
    "Based on Whatcookie's & Gibbed's work."

  DS1_US_FPS: &DS1_US_FPS
  # 60 FPS no skip
    - [ be32, 0x00146e40, 0x38800002 ] # li r4 0x2
    - [ be32, 0x00146e44, 0x989f070c ]
    - [ be32, 0x00146e48, 0x989f070d ]
  # delta time
    - [ be32, 0x001423e8, 0x494447e9 ] # jump to code cave
  # get mftb
    - [ be32, 0x01586bd0, 0x7eac42e6 ] # mftb r21              // move from timebase register (clock)
  # get mftb delta
    - [ be32, 0x01586bd4, 0x3ec0017d ] # lis r22,0x017d        // load high bits of address (0x017de3f8)
    - [ be32, 0x01586bd8, 0x62d6e3f8 ] # ori r22,r22,0xe3f8    // load low bits of address
    - [ be32, 0x01586bdc, 0x7e96a02a ] # ldx r20,r22,r20       // load previous frames mftb reading
    - [ be32, 0x01586be0, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
    - [ be32, 0x01586be4, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
  # mftb delta to float
    - [ be32, 0x01586be8, 0xfa7600e0 ] # std r19,0xe0(r22)     // store mftb delta (to be loaded into FPR)
    - [ be32, 0x01586bec, 0xcbd600e0 ] # lfd f30,0xe0(r22)     // load mftb delta into FPR
    - [ be32, 0x01586bf0, 0xffc0f69c ] # fcfid f30,f30         // convert integer to double
    - [ be32, 0x01586bf4, 0xffc0f018 ] # frsp f30,f30          // round to single precision
  # mftb delta to seconds
    - [ be32, 0x01586bf8, 0x3e400158 ] # r18,0x158             // load high bits constants pointer
    - [ be32, 0x01586bfc, 0x62526bd0 ] # ori r18,r18,0x6bd0    // load low bits of constants pointer
    - [ be32, 0x01586c00, 0xc3b20054 ] # lfs f29,0x54(r18)     // load timebase frequency constant
    - [ be32, 0x01586c04, 0xc3920058 ] # lfs f28,0x58(r18)     // load maximum timestep size
    - [ be32, 0x01586c08, 0xfffee824 ] # fdiv f31,f30,f29      // divide timebase delta by timebase frequency
  # check timestep size
    - [ be32, 0x01586c0c, 0xff9fe000 ] # fcmpu cr7,f31,f28     // compare current delta time to maximum timestep
    - [ be32, 0x01586c10, 0x419c0008 ] # blt +0x08             // don't return the maximum timestep size
  # set maximum timestep
    - [ be32, 0x01586c14, 0xffe0e090 ] # fmr f31,f28           // move maximum timestep to be returned
  # cleanup
    - [ be32, 0x01586c18, 0x7e94a278 ] # xor r20,r20,r20       // zero r20
    - [ be32, 0x01586c1c, 0x7e94a278 ] # xor r19,r19,r19       // zero r19
    - [ be32, 0x01586c20, 0x4e800020 ] # blr                   // return
  # constants
    - [ be32, 0x01586c24, 0x4c989680 ]  # timebase frequency as hexfloat (80mhz)
    - [ bef32, 0x01586c28, 0.05 ] # maximum timestep size (50ms or 20 FPS)

  DS1_BLES01396_FPS: &DS1_BLES01396_FPS
  # offset by Lilium
  # 60 FPS noskip; addresses offset by +0x108
    - [ be32, 0x00146f48, 0x38800002 ] # li r4 0x2
    - [ be32, 0x00146f4c, 0x989f070c ]
    - [ be32, 0x00146f50, 0x989f070d ]
  # delta time; address offset by +0x108, jump target offset by +0x18
    - [ be32, 0x001424f0, 0x49444801 ] # jump to code cave
  # the following addresses are offset by +0x120
  # get mftb
    - [ be32, 0x01586cf0, 0x7eac42e6 ] # mftb r21              // Move from timebase register (clock)
  # get mftb delta
    - [ be32, 0x01586cf4, 0x3ec0017d ] # lis r22,0x017d        // load high bits of address (0x017de3f8)
    - [ be32, 0x01586cf8, 0x62d6e3f8 ] # ori r22,r22,0xe3f8    // load low bits of address
    - [ be32, 0x01586cfc, 0x7e96a02a ] # ldx r20,r22,r20       // load previous frames mftb reading
    - [ be32, 0x01586d00, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
    - [ be32, 0x01586d04, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
  # mftb delta to float
    - [ be32, 0x01586d08, 0xfa7600e0 ] # std r19,0xe0(r22)     // store mftb delta (to be loaded into FPR)
    - [ be32, 0x01586d0c, 0xcbd600e0 ] # lfd f30,0xe0(r22)     // load mftb delta into FPR
    - [ be32, 0x01586d10, 0xffc0f69c ] # fcfid f30,f30         // convert integer to double
    - [ be32, 0x01586d14, 0xffc0f018 ] # frsp f30,f30          // round to single precision
  # mftb delta to seconds
    - [ be32, 0x01586d18, 0x3e400158 ] # r18,0x0158            // load high bits constants pointer
    - [ be32, 0x01586d1c, 0x62526cf0 ] # ori r18,r18,0x6cf0    // load low bits of constants pointer (offset by +0x120)
    - [ be32, 0x01586d20, 0xc3b20054 ] # lfs f29,0x54(r18)     // load timebase frequency constant
    - [ be32, 0x01586d24, 0xc3920058 ] # lfs f28,0x58(r18)     // load maximum timestep size
    - [ be32, 0x01586d28, 0xfffee824 ] # fdiv f31,f30,f29      // divide timebase delta by timebase frequency
  # check timestep size
    - [ be32, 0x01586d2c, 0xff9fe000 ] # fcmpu cr7,f31,f28     // compare current delta time to maximum timestep
    - [ be32, 0x01586d30, 0x419c0008 ] # blt +0x08             // don't return the maximum timestep size
  # set maximum timestep
    - [ be32, 0x01586d34, 0xffe0e090 ] # fmr f31,f28           // move maximum timestep to be returned
  # cleanup
    - [ be32, 0x01586d38, 0x7e94a278 ] # xor r20,r20,r20       // zero r20
    - [ be32, 0x01586d3c, 0x7e94a278 ] # xor r19,r19,r19       // zero r19
    - [ be32, 0x01586d40, 0x4e800020 ] # blr                   // return
  # constants
    - [ be32, 0x01586d44, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)
    - [ bef32, 0x01586d48, 0.05 ]      # maximum timestep size (50ms or 20 FPS)

  DS1_BLES01402_FPS: &DS1_BLES01402_FPS
  # offset by Lilium
  # 60 FPS no skip; addresses offset by -0x770
    - [ be32, 0x001466d0, 0x38800002 ] # li r4 0x2
    - [ be32, 0x001466d4, 0x989f070c ]
    - [ be32, 0x001466d8, 0x989f070d ]
  # delta time; address offset by -0x770, jump target offset by +0x10
    - [ be32, 0x00141c78, 0x494447f9 ] # jump to code cave
  # the following addresses are offset by -0x760
  # get mftb
    - [ be32, 0x01586470, 0x7eac42e6 ] # mftb r21              // Move from timebase register (clock)
  # get mftb delta
    - [ be32, 0x01586474, 0x3ec0017d ] # lis r22,0x017d        // load high bits of address (0x017de3f8)
    - [ be32, 0x01586478, 0x62d6e3f8 ] # ori r22,r22,0xe3f8    // load low bits of address
    - [ be32, 0x0158647c, 0x7e96a02a ] # ldx r20,r22,r20       // load previous frames mftb reading
    - [ be32, 0x01586480, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
    - [ be32, 0x01586484, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
  # mftb delta to float
    - [ be32, 0x01586488, 0xfa7600e0 ] # std r19,0xe0(r22)     // store mftb delta (to be loaded into FPR)
    - [ be32, 0x0158648c, 0xcbd600e0 ] # lfd f30,0xe0(r22)     // load mftb delta into FPR
    - [ be32, 0x01586490, 0xffc0f69c ] # fcfid f30,f30         // convert integer to double
    - [ be32, 0x01586494, 0xffc0f018 ] # frsp f30,f30          // round to single precision
  # mftb delta to seconds
    - [ be32, 0x01586498, 0x3e400158 ] # r18,0x0158            // load high bits constants pointer
    - [ be32, 0x0158649c, 0x62526470 ] # ori r18,r18,0x6470    // load low bits of constants pointer (offset by -0x760)
    - [ be32, 0x015864a0, 0xc3b20054 ] # lfs f29,0x54(r18)     // load timebase frequency constant
    - [ be32, 0x015864a4, 0xc3920058 ] # lfs f28,0x58(r18)     // load maximum timestep size
    - [ be32, 0x015864a8, 0xfffee824 ] # fdiv f31,f30,f29      // divide timebase delta by timebase frequency
  # check timestep size
    - [ be32, 0x015864ac, 0xff9fe000 ] # fcmpu cr7,f31,f28     // compare current delta time to maximum timestep
    - [ be32, 0x015864b0, 0x419c0008 ] # blt +0x08             // don't return the maximum timestep size
  # set maximum timestep
    - [ be32, 0x015864b4, 0xffe0e090 ] # fmr f31,f28           // move maximum timestep to be returned
  # cleanup
    - [ be32, 0x015864b8, 0x7e94a278 ] # xor r20,r20,r20       // zero r20
    - [ be32, 0x015864bc, 0x7e94a278 ] # xor r19,r19,r19       // zero r19
    - [ be32, 0x015864c0, 0x4e800020 ] # blr                   // return
  # constants
    - [ be32, 0x015864c4, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)
    - [ bef32, 0x015864c8, 0.05 ]      # maximum timestep size (50ms or 20 FPS)

PPU-3577a3e8efa233c68dedce81a3d0a63dab05dbed:
  "Unlock FPS":
    Games:
      "Dark Souls":
        BLUS30782: [ 01.00 ]
    Author: "Whatcookie"
    Notes: *DS1_100_FPS_Notes
    Patch Version: 1.0
    Patch:
      - [ load, *DS1_US_FPS ]

PPU-451f1a767110d8ac166c5de50b67e057120644f5:
  "Unlock FPS":
    Games:
      "Dark Souls":
        BLES01396: [ 01.00 ]
    Author: "Whatcookie, offset by Lilium"
    Notes: *DS1_100_FPS_Notes
    Patch Version: 1.0
    Patch:
      - [ load, *DS1_BLES01396_FPS ]

PPU-23d264a90e9ff8077c6d2e9418d6ae7ccd9bb0a0:
  "Unlock FPS":
    Games:
      "Dark Souls":
        BLES01402: [ 01.00 ]
    Author: "Whatcookie, offset by Lilium"
    Notes: *DS1_100_FPS_Notes
    Patch Version: 1.0
    Patch:
      - [ load, *DS1_BLES01402_FPS ]