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3 Commits

Author SHA1 Message Date
JordanTheToaster
d2c31df106 GS/HW: Mask 16bit colours when blending is disabled 2025-04-12 01:50:37 +02:00
PCSX2 Bot
a56ffee8f7 [ci skip] Qt: Update Base Translation. 2025-04-11 02:10:28 +02:00
JordanTheToaster
7c798126e3 GameDB: Fix broken FMVs in Clock Tower 3 2025-04-10 18:47:28 -04:00
8 changed files with 1221 additions and 1060 deletions

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@@ -17537,6 +17537,8 @@ SLES-51619:
name: "Clock Tower 3"
region: "PAL-M5"
compat: 5
gameFixes:
- SoftwareRendererFMVHack # Fixes brightness and striped lines in FMVs.
SLES-51620:
name: "Black and Bruised"
region: "PAL-M5"
@@ -30036,6 +30038,8 @@ SLKA-25051:
name: "Clock Tower 3"
region: "NTSC-K"
compat: 5
gameFixes:
- SoftwareRendererFMVHack # Fixes brightness and striped lines in FMVs.
SLKA-25052:
name: "Air Ranger 2 - Rescue Helicopter"
region: "NTSC-K"
@@ -40428,6 +40432,8 @@ SLPM-65221:
name-en: "Clock Tower 3"
region: "NTSC-J"
compat: 5
gameFixes:
- SoftwareRendererFMVHack # Fixes brightness and striped lines in FMVs.
SLPM-65222:
name: "遊戯王真デュエルモンスターズⅡ 継承されし記憶 [コナミ殿堂セレクション]"
name-sort: "ゆうぎおうしんでゅえるもんすたーず2 けいしょうされしきおく [こなみでんどうせれくしょん]"
@@ -52313,6 +52319,8 @@ SLPM-74416:
name-sort: "くろっくたわー3 [PlayStation2 the Best]"
name-en: "Clock Tower 3 [PlayStation2 the Best]"
region: "NTSC-J"
gameFixes:
- SoftwareRendererFMVHack # Fixes brightness and striped lines in FMVs.
SLPM-74420:
name: "頭文字D Special Stage [PlayStation2 the Best]"
name-sort: "いにしゃるD すぺしゃる すてーじ [PlayStation2 the Best]"
@@ -64595,6 +64603,8 @@ SLUS-20633:
name: "Clock Tower 3"
region: "NTSC-U"
compat: 5
gameFixes:
- SoftwareRendererFMVHack # Fixes brightness and striped lines in FMVs.
SLUS-20634:
name: "Summer Heat Beach Volleyball"
region: "NTSC-U"

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@@ -852,6 +852,8 @@ void ps_color_clamp_wrap(inout float3 C)
else if (PS_COLCLIP == 1 || PS_HDR == 1)
C = (float3)((int3)C & (int3)0xFF);
}
else if (PS_DST_FMT == FMT_16 && PS_DITHER != 3 && PS_BLEND_MIX == 0 && PS_BLEND_HW == 0)
C = (float3)((int3)C & (int3)0xF8);
}
void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)

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@@ -775,6 +775,8 @@ void ps_color_clamp_wrap(inout vec3 C)
C = vec3(ivec3(C) & ivec3(0xFF));
#endif
#elif PS_DST_FMT == FMT_16 && PS_DITHER != 3 && PS_BLEND_MIX == 0 && PS_BLEND_HW == 0
C = vec3(ivec3(C) & ivec3(0xF8));
#endif
}

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@@ -1045,6 +1045,8 @@ void ps_color_clamp_wrap(inout vec3 C)
C = vec3(ivec3(C) & ivec3(0xFF));
#endif
#elif PS_DST_FMT == FMT_16 && PS_DITHER != 3 && PS_BLEND_MIX == 0 && PS_BLEND_HW == 0
C = vec3(ivec3(C) & ivec3(0xF8));
#endif
}

File diff suppressed because it is too large Load Diff

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@@ -890,28 +890,31 @@ struct PSMain
void ps_color_clamp_wrap(thread float4& C)
{
// When dithering the bottom 3 bits become meaningless and cause lines in the picture so we need to limit the color depth on dithered items
if (!SW_BLEND && !(PS_DITHER > 0 && PS_DITHER < 3) && !PS_FBMASK)
return;
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
// so we need to limit the color depth on dithered items
if (SW_BLEND || (PS_DITHER > 0 && PS_DITHER < 3) || PS_FBMASK)
{
if (PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV)
C.rgb += 7.f; // Need to round up, not down since the shader will invert
if (PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV)
C.rgb += 7.f; // Need to round up, not down since the shader will invert
// Correct the Color value based on the output format
if (PS_COLCLIP == 0 && PS_HDR == 0)
C.rgb = clamp(C.rgb, 0.f, 255.f); // Standard Clamp
// Correct the Color value based on the output format
if (!PS_COLCLIP && !PS_HDR)
C.rgb = clamp(C.rgb, 0.f, 255.f); // Standard Clamp
// FIXME rouding of negative float?
// compiler uses trunc but it might need floor
// FIXME rouding of negative float?
// compiler uses trunc but it might need floor
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
// GS: Color = 1, Alpha = 255 => output 1
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
if (PS_DST_FMT == FMT_16 && PS_DITHER < 3 && (PS_BLEND_MIX == 0 || PS_DITHER))
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
// GS: Color = 1, Alpha = 255 => output 1
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
if (PS_DST_FMT == FMT_16 && PS_DITHER != 3 && (PS_BLEND_MIX == 0 || PS_DITHER))
C.rgb = float3(short3(C.rgb) & 0xF8);
else if (PS_COLCLIP == 1 || PS_HDR == 1)
C.rgb = float3(short3(C.rgb) & 0xFF);
}
else if (PS_DST_FMT == FMT_16 && PS_DITHER != 3 && PS_BLEND_MIX == 0 && PS_BLEND_HW == 0)
C.rgb = float3(short3(C.rgb) & 0xF8);
else if (PS_COLCLIP || PS_HDR)
C.rgb = float3(short3(C.rgb) & 0xFF);
}
template <typename T>

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@@ -7715,6 +7715,7 @@ TRANSLATE_NOOP("FullscreenUI", "Shows icons in the lower-right corner of the scr
TRANSLATE_NOOP("FullscreenUI", "When enabled, each session will behave as if no achievements have been unlocked.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, PCSX2 will assume all achievements are locked and not send any unlock notifications to the server.");
TRANSLATE_NOOP("FullscreenUI", "When enabled, PCSX2 will list achievements from unofficial sets. These achievements are not tracked by RetroAchievements.");
TRANSLATE_NOOP("FullscreenUI", "Sound Effects");
TRANSLATE_NOOP("FullscreenUI", "Account");
TRANSLATE_NOOP("FullscreenUI", "Logs out of RetroAchievements.");
TRANSLATE_NOOP("FullscreenUI", "Logs in to RetroAchievements.");
@@ -8127,11 +8128,16 @@ TRANSLATE_NOOP("FullscreenUI", "Enable Achievements");
TRANSLATE_NOOP("FullscreenUI", "Hardcore Mode");
TRANSLATE_NOOP("FullscreenUI", "Achievement Notifications");
TRANSLATE_NOOP("FullscreenUI", "Leaderboard Notifications");
TRANSLATE_NOOP("FullscreenUI", "Sound Effects");
TRANSLATE_NOOP("FullscreenUI", "Enable In-Game Overlays");
TRANSLATE_NOOP("FullscreenUI", "Encore Mode");
TRANSLATE_NOOP("FullscreenUI", "Spectator Mode");
TRANSLATE_NOOP("FullscreenUI", "Test Unofficial Achievements");
TRANSLATE_NOOP("FullscreenUI", "Notification Sound");
TRANSLATE_NOOP("FullscreenUI", "Select Notification Sound");
TRANSLATE_NOOP("FullscreenUI", "Unlock Sound");
TRANSLATE_NOOP("FullscreenUI", "Select Unlock Sound");
TRANSLATE_NOOP("FullscreenUI", "Leaderboard Submit Sound");
TRANSLATE_NOOP("FullscreenUI", "Select Leaderboard Submit Sound");
TRANSLATE_NOOP("FullscreenUI", "Username: {}");
TRANSLATE_NOOP("FullscreenUI", "Login token generated on {}");
TRANSLATE_NOOP("FullscreenUI", "Logout");

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@@ -3,4 +3,4 @@
/// Version number for GS and other shaders. Increment whenever any of the contents of the
/// shaders change, to invalidate the cache.
static constexpr u32 SHADER_CACHE_VERSION = 60;
static constexpr u32 SHADER_CACHE_VERSION = 61;