Dark Souls: Difference between revisions

From RPCS3 Wiki
m (Text replacement - "<!-- Audio configuration -->↵|audio out windows = <!-- Cubeb, XAudio2, Disabled -->↵|audio out windows notes = ↵|audio out linux = <!-- Cubeb, FAudio, Disabled -->↵|audio out linux notes = ↵|audio format = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual -->↵|audio format notes = ↵|dump to file...)
(I added configurations to improve performance and stability to try preventing the game from crashing. This happens on some users when experiencing crashes, but this configuration might help.)
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<!-- 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==
Line 44: Line 45:
|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                        = <!-- High, Low, Auto -->
|shader quality notes                  =
|shader quality notes                  =
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|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                    = <!-- Cubeb, XAudio2, Disabled -->
|audio out windows                    = <!-- Cubeb, XAudio2, Disabled -->
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|accurate getllar                      = <!-- On, Off -->
|accurate getllar                      = <!-- On, Off -->
|accurate getllar notes                =  
|accurate getllar notes                =  
|accurate rsx reservation access      = <!-- On, Off -->
|accurate rsx reservation access      = On<!-- On, Off -->
|accurate rsx reservation access notes =  
|accurate rsx reservation access notes = May prevents from random freezes/crashes.
|accurate spu dma                      = <!-- On, Off -->
|accurate spu dma                      = <!-- On, Off -->
|accurate spu dma notes                =  
|accurate spu dma notes                =  
Line 142: Line 143:
|disable vertex cache                  = <!-- On, Off -->
|disable vertex cache                  = <!-- On, Off -->
|disable vertex cache notes            =  
|disable vertex cache notes            =  
|rsx fifo accuracy                    = <!-- Fast, Atomic, Ordered & Atomic -->
|rsx fifo accuracy                    = Atomic<!-- Fast, Atomic, Ordered & Atomic -->
|rsx fifo accuracy notes              =  
|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            =  

Revision as of 09:15, 18 August 2023

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.

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 No No No No Softlocks at title. Requires custom server

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 ]