

One of the irxs runs threadless and uses a bit less space, This version removes the debug colors and the splash screen, so you will have no delays launching your ESR patched discs. No changelog available, since it's pretty much written from scratch (at least the IOP side).

It uses more memory on IOP side (for older games, it uses less for newer games), so if some games lost compatibility, I can always get back to a bit slower but more compatible version.įirst iteration of ESR r10.

This version fixes issues with games like RE: Code Veronica (and probably many more). Resolved issue when data ready callback would be called twice or not at all. Made some reads a bit faster, but at the cost of higher IOP memory usage. Changed stream detection to be more fail-proof. This version was a RC, but there is a memory leak that could happen in some games when auto switching between normal and synchronous modes in very tight memory situations, so r10d was created. Fixed handling of large stream buffers. Fixed games that re-register cd interrupt handler (probably by calling cdvdinit again), which caused also readCallback to be cleared - now it's properly re-registered again if needed. Optimized a bit memory usage (it might be enough to make Jak and Daxter: The Precursor Legacy work using "direct off"). Fixed a memory leak triggered when there was not enough memory available to allocate normal buffers, making the whole problem even more serious. Greatly reduced memory fragmentation on buffer reallocation (Tomb Raider games should work now). Packed some loose data into structures, which let compiler make a bit smaller binary (storing struct base address throughout entire function in one register). Changed the way low on memory condition is detected (hooked AllocSysMem).
