2015-09-26 21:39:04 +00:00
|
|
|
# ========================================================================================
|
|
|
|
# compat.ini for PPSSPP
|
|
|
|
# ========================================================================================
|
|
|
|
#
|
|
|
|
# This file is not meant to be user-editable, although is kept as a separate ini
|
|
|
|
# file instead of compiled into the code for debugging purposes.
|
|
|
|
#
|
|
|
|
# The uses cases are strict:
|
|
|
|
# * Enable fixes for things we can't reasonably emulate without completely ruining
|
|
|
|
# performance for other games, such as the screen copies in Dangan Ronpa
|
|
|
|
# * Disabling accuracy features like 16-bit depth rounding, when we can't seem to
|
|
|
|
# implement them at all in a 100% compatible way
|
|
|
|
# * Emergency game-specific compatibility fixes before releases, such as the GTA
|
|
|
|
# music problem where every attempted fix has reduced compatibility with other games
|
|
|
|
# * Enable "unsafe" performance optimizations that some games can tolerate and
|
|
|
|
# others cannot. We do not currently have any of those.
|
|
|
|
#
|
|
|
|
# This functionality should NOT be used for any of the following:
|
|
|
|
# * Cheats
|
|
|
|
# * Fun hacks, like enlarged heads or whatever
|
|
|
|
# * Fixing general compatibility issues. First try to find a general solution. Try hard.
|
|
|
|
#
|
2015-09-27 09:44:57 +00:00
|
|
|
# Game IDs can be looked up at GameFAQs, for example:
|
|
|
|
# http://www.gamefaqs.com/psp/925776-grand-theft-auto-liberty-city-stories/data
|
|
|
|
# Sometimes the information may be incomplete though.
|
|
|
|
#
|
2015-09-26 21:39:04 +00:00
|
|
|
# ========================================================================================
|
|
|
|
# Issue numbers refer to issues on https://github.com/hrydgard/ppsspp/issues
|
|
|
|
# ========================================================================================
|
|
|
|
|
2016-01-16 10:31:27 +00:00
|
|
|
[VertexDepthRounding]
|
|
|
|
# Phantasy Star Portable needs depth rounding to 16-bit precision for text to show up.
|
|
|
|
# It's enough to do it at the vertex granularity. #3777
|
|
|
|
ULJM05309 = true
|
|
|
|
ULUS10410 = true
|
|
|
|
ULES01218 = true
|
|
|
|
ULJM08023 = true
|
|
|
|
ULES01218 = true
|
2016-01-18 05:34:56 +00:00
|
|
|
# Phantasy Star Portable 2 JP (missing text)
|
|
|
|
ULJM05493 = true
|
|
|
|
NPJH50043 = true
|
|
|
|
ULJM08030 = true
|
2016-01-16 18:00:53 +00:00
|
|
|
# Puyo Puyo Fever 2 #3663 (layering)
|
2016-01-16 11:18:17 +00:00
|
|
|
ULJM05058 = true
|
2016-01-16 18:00:53 +00:00
|
|
|
# NBA 2K13 #6603 (menu glitches)
|
2016-01-16 11:18:17 +00:00
|
|
|
ULAS42332 = true
|
|
|
|
ULJS00551 = true
|
|
|
|
NPJH50713 = true
|
|
|
|
ULJS00596 = true
|
|
|
|
ULES01578 = true
|
2016-01-16 18:00:53 +00:00
|
|
|
# Power Stone Collection #6257 (map arrow)
|
2016-01-16 11:18:17 +00:00
|
|
|
ULES00496 = true
|
|
|
|
ULUS10171 = true
|
|
|
|
ULJM05178 = true
|
2016-01-16 18:00:53 +00:00
|
|
|
# Taiko no Tatsujin Portable DX #7920 (missing text)
|
2016-01-16 11:18:17 +00:00
|
|
|
ULJS00383 = true
|
|
|
|
NPJH50426 = true
|
|
|
|
ULAS42282 = true
|
2016-01-16 18:00:53 +00:00
|
|
|
# PhotoKano #7920 (missing text)
|
2016-01-16 11:18:17 +00:00
|
|
|
ULJS00378 = true
|
|
|
|
NPJH50579 = true
|
|
|
|
ULJS19069 = true
|
|
|
|
NPJH50579 = true
|
2015-11-07 09:42:54 +00:00
|
|
|
|
2016-01-16 10:24:04 +00:00
|
|
|
[PixelDepthRounding]
|
2016-01-16 18:00:53 +00:00
|
|
|
# Heroes Phantasia requires pixel depth rounding. #6485 (flickering overlaid sprites)
|
2016-01-16 10:24:04 +00:00
|
|
|
NPJH50558 = true
|
|
|
|
ULJS00456 = true
|
|
|
|
ULJS00454 = true
|
2015-11-07 04:23:18 +00:00
|
|
|
# Heroes Phantasia Limited Edition Disc requires pixel depth rounding.
|
2016-01-16 10:24:04 +00:00
|
|
|
ULJS00455 = true
|
2016-01-22 10:22:24 +00:00
|
|
|
# Phantasy Star games flickering
|
|
|
|
# Phantasy Star Portable 1
|
|
|
|
ULJM05309 = true
|
|
|
|
ULUS10410 = true
|
|
|
|
ULES01218 = true
|
|
|
|
ULJM08023 = true
|
|
|
|
ULES01218 = true
|
|
|
|
# Phantasy Star Portable 2 JP
|
|
|
|
ULJM05493 = true
|
|
|
|
NPJH50043 = true
|
|
|
|
ULJM08030 = true
|
|
|
|
# Phantasy Star Portable 1 Demo
|
|
|
|
NPUH90023 = true
|
|
|
|
ULJM91014 = true
|
2016-01-23 09:14:17 +00:00
|
|
|
NPJH90002 = true
|
2016-01-22 10:22:24 +00:00
|
|
|
# Phantasy Star Portable 2 JP Demo
|
|
|
|
ULJM91018 = true
|
2016-01-23 09:14:17 +00:00
|
|
|
NPJH90062 = true
|
2016-02-07 04:28:45 +00:00
|
|
|
|
|
|
|
[DepthRangeHack]
|
|
|
|
# Phantasy Star Portable 2 and Infinity both use viewport depth outside [0, 1].
|
|
|
|
# This gets clamped in our current implementation, but attempts to fix it run into
|
|
|
|
# Other bugs, so we've restored this hack for now.
|
|
|
|
ULJM05493 = true
|
|
|
|
NPJH50043 = true
|
|
|
|
ULJM08030 = true
|
|
|
|
ULES01439 = true
|
|
|
|
ULUS10529 = true
|
|
|
|
ULJM91018 = true # Infinity demo disc?
|
|
|
|
NPJH90157 = true # Infinity demo
|
|
|
|
ULJM05732 = true
|
|
|
|
NPJH50332 = true
|
2017-01-28 09:04:50 +00:00
|
|
|
|
|
|
|
[ClearToRAM]
|
|
|
|
# SOCOM Navy Seals games require this. See issue #8973.
|
|
|
|
# Navy Seals
|
|
|
|
UCUS98615 = true
|
|
|
|
ULES00038 = true
|
|
|
|
UCKS45021 = true
|
|
|
|
# Fireteam Bravo 3
|
|
|
|
UCJS10102 = true
|
|
|
|
NPJG00035 = true
|
|
|
|
UCUS98716 = true
|
2017-01-28 23:10:50 +00:00
|
|
|
UCES01242 = true
|
|
|
|
|
|
|
|
[Force04154000Download]
|
|
|
|
# This applies a hack to Dangan Ronpa, its demo, and its sequel.
|
|
|
|
# The game draws solid colors to a small framebuffer, and then reads this directly in VRAM.
|
|
|
|
# We force this framebuffer to 1x and force download it automatically.
|
|
|
|
NPJH50631 = true
|
|
|
|
NPJH50372 = true
|
|
|
|
NPJH90164 = true
|
|
|
|
NPJH50515 = true
|
|
|
|
# Let's also apply to Me & My Katamari.
|
|
|
|
ULUS10094 = true
|
|
|
|
ULES00339 = true
|
|
|
|
ULJS00033 = true
|
|
|
|
UCKS45022 = true
|
|
|
|
ULJS19009 = true
|
|
|
|
NPJH50141 = true
|
2017-02-03 14:30:22 +00:00
|
|
|
|
|
|
|
|
|
|
|
[DrawSyncEatCycles]
|
|
|
|
# This replaced Crash Tag Team Racing hack to also fix Gundam games
|
|
|
|
# It makes sceGeDrawSync eat a lot of cycles which can affect timing in lots of games,
|
|
|
|
# might be negative for others, but happens to fix games below.
|
|
|
|
# Crash Tag Team Racing needs it to pass checking memory stick screen.
|
|
|
|
ULUS10044 = true
|
|
|
|
ULES00168 = true
|
|
|
|
ULJM05036 = true
|
|
|
|
# Gundam Battle Royale might need it to avoid crashes when certain Ace enemies shows up
|
|
|
|
ULJS00083 = true
|
|
|
|
ULKS46104 = true
|
|
|
|
ULJS19015 = true
|
|
|
|
# Gundam Battle Chronicle needs it to avoid crashes after most battles
|
|
|
|
ULJS00122 = true
|
|
|
|
ULKS46158 = true
|
|
|
|
ULJS19021 = true
|
|
|
|
# Gundam Battle Universe same problem as above
|
|
|
|
ULJS00145 = true
|
|
|
|
ULKS46183 = true
|
|
|
|
ULJS00260 = true
|
|
|
|
ULJS19041 = true
|
|
|
|
NPJH50843 = true
|