ppsspp/assets/compat.ini

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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.
#
# 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
# ========================================================================================
[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
# Phantasy Star Portable 2 JP (missing text)
ULJM05493 = true
NPJH50043 = true
ULJM08030 = true
# Puyo Puyo Fever 2 #3663 (layering)
ULJM05058 = true
# NBA 2K13 #6603 (menu glitches)
ULAS42332 = true
ULJS00551 = true
NPJH50713 = true
ULJS00596 = true
ULES01578 = true
# Power Stone Collection #6257 (map arrow)
ULES00496 = true
ULUS10171 = true
ULJM05178 = true
# Taiko no Tatsujin Portable DX #7920 (missing text)
ULJS00383 = true
NPJH50426 = true
ULAS42282 = true
# PhotoKano #7920 (missing text)
ULJS00378 = true
NPJH50579 = true
ULJS19069 = true
NPJH50579 = true
[PixelDepthRounding]
# Heroes Phantasia requires pixel depth rounding. #6485 (flickering overlaid sprites)
NPJH50558 = true
ULJS00456 = true
ULJS00454 = true
# Heroes Phantasia Limited Edition Disc requires pixel depth rounding.
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
[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
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