Compare commits

...

8 Commits

Author SHA1 Message Date
JordanTheToaster
4bc3ab6285 OSD: Add VSync to the OSD 2025-05-24 05:04:39 +02:00
JordanTheToaster
1adc9cbb49 GameDB: Various Fixes Part 4 (one with cheese) 2025-05-24 05:04:39 +02:00
refractionpcsx2
7cdf5eefc9 GS/TC: On clear delete overlapping depth targets 2025-05-24 05:03:48 +02:00
refractionpcsx2
c7ee72647d GS/HW: Improve texture shuffle/copy detection 2025-05-23 20:33:30 +02:00
Imre Eilertsen
5434af348e GameDB: Add listings for PSX Update Disc. 2025-05-23 13:31:40 +02:00
GovanifY
169cea0f01 docs: update in order to redirect from the GH wiki to our website 2025-05-22 17:43:42 +02:00
lightningterror
a8f3ec8184 GSClut: Get rid of m_read.dirty assert in GetAlphaMinMax32.
Replace it with a log.
2025-05-21 03:40:22 +02:00
lightningterror
7796b2a12b GS/HW: Add sanity/hazard checks for DATE and Texture barriers.
When checking for full barrier, also check if texture barriers
are supported.

Get rid of preprocessSel in DX11, turn off full barrier and related
stuff when not supported in rendererhw instead.

Check if StencilDate types are actually enabled, don't want to turn
it on for any others.
2025-05-21 03:40:22 +02:00
11 changed files with 235 additions and 165 deletions

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@@ -1,54 +0,0 @@
# So you want to contribute to PCSX2? Great
As a first step, please review these links as they'll help you understand how the development of PCSX2 works.
* [Just Starting Out](#just-starting-out)
* [Issue Reporting](#issue-reporting)
* [Pull Request Guidelines](#pull-request-guidelines)
* [General Documentation And Coding Strategies](#general-documentation-and-coding-strategies)
* [Tasks](#tasks)
## Just Starting Out
* If you're unfamilar with git, check out this [brief introduction to Git](https://github.com/PCSX2/pcsx2/wiki/07-Git-survival-guide)
* [How to build PCSX2 for Windows](https://github.com/PCSX2/pcsx2/wiki/12-Building-on-Windows)
* [How to build PCSX2 for Linux](https://github.com/PCSX2/pcsx2/wiki/10-Building-on-Linux)
## Issue Reporting
* [How to write a useful issue](https://github.com/PCSX2/pcsx2/wiki/How-to-create-useful-and-valid-issues)
## Pull Request Guidelines
The following is a list of *general* style recommendations that will make reviewing and merging easier:
* Commit Messages
* Please try to prefix your commit message, indicating what area of the project was modified.
* For example `gs: message...`.
* Looking at the project's commit history will help with keeping prefixes consistent overtime, *there is no strictly enforced list*.
* Try to keep messages brief and informative
* Remove unnecessary commits and squash commits together when appropriate.
* If you are not familiar with rebasing with git, check out the following resources:
* CLI - https://thoughtbot.com/blog/git-interactive-rebase-squash-amend-rewriting-history
* GUI (SourceTree) - https://www.atlassian.com/blog/sourcetree/interactive-rebase-sourcetree
* Code Styling and Formatting
* [Consult the style guide](https://github.com/tadanokojin/pcsx2/blob/coding-guide/pcsx2/Docs/Coding_Guidelines.md)
* Run `clang-format` using the configuration file in the root of the repository
* Visual Studio Setup - https://devblogs.microsoft.com/cppblog/clangformat-support-in-visual-studio-2017-15-7-preview-1/
* IMPORTANT - if you are running `clang-format` on unrelated changes (ie. formatting an entire file), please do so in a separate commit.
* If you cannot scope your `clang-format` to just your changes and do not want to format unrelated code. Try your best to stick with the existing formatting already established in the file in question.
## General Documentation And Coding Strategies
* [Commenting Etiquette](https://github.com/PCSX2/pcsx2/wiki/06-Commenting-Etiquette)
* [Coding style](https://github.com/PCSX2/pcsx2/wiki/Code-Formatting-Guidelines)
* [More comprehensive style-guide (Currently in Draft)](https://github.com/tadanokojin/pcsx2/blob/coding-guide/pcsx2/Docs/Coding_Guidelines.md)
## Tasks
* [Issues](https://github.com/PCSX2/pcsx2/issues)

View File

@@ -66,6 +66,10 @@ body:
Performance issues as a result of not meeting our hardware requirements are not valid.
Please read our troubleshooting pages and our issue reporting guide.
- [Troubleshooting page](https://pcsx2.net/docs/category/troubleshooting).
- [Issue reporting guide](https://pcsx2.net/docs/troubleshooting/identify).
We are **not** accepting issues related to the **libretro** core. The libretro core is being maintained separately at this time
- type: input
id: rev

View File

@@ -66,7 +66,7 @@ const embed = new MessageEmbed()
.setDescription("To download the latest or previous builds, [visit the official downloads page](https://pcsx2.net/downloads/).")
.addFields(
{ name: 'Version', value: releaseInfo.tag_name, inline: true },
{ name: 'Installation Steps', value: '[See Here](https://github.com/PCSX2/pcsx2/wiki/Nightly-Build-Usage-Guide)', inline: true },
{ name: 'Installation Steps', value: '[See Here](https://pcsx2.net/docs/category/setup)', inline: true },
{ name: 'Included Changes', value: releaseInfo.body, inline: false }
);
console.log(embed);

View File

@@ -24,4 +24,4 @@ Please note that a BIOS dump from a legitimately-owned PS2 console is required t
PCSX2 supports translation into other languages using [Crowdin](https://crowdin.com/project/pcsx2-emulator).
See the [Contributing Guidelines](https://github.com/PCSX2/pcsx2/blob/master/.github/CONTRIBUTING.md) or visit the [GitHub Wiki](https://github.com/PCSX2/pcsx2/wiki) for more info on how to contribute.
See the [Contribution Guide](https://pcsx2.net/docs/contributing/) for more info on how to contribute.

View File

@@ -1219,6 +1219,26 @@ PKP2-00702:
region: "NTSC-J"
gameFixes:
- SoftwareRendererFMVHack # Vertical and horizontal lines in FMV.
PSXC-00201:
name: "DESR-7000/DESR-5000 専用:PSXアップデートディスク Version 1.10"
name-sort: "でえする-7000/でえする-5000 せんよう:PSXあっぷでーとでぃす うえるしぉん 1.10"
name-en: "PSX Update Disc Version 1.10"
region: "NTSC-J"
PSXC-00202:
name: "DESR-7000/DESR-5000 専用:PSXアップデートディスク Version 1.20"
name-sort: "でえする-7000/でえする-5000 せんよう:PSXあっぷでーとでぃす うえるしぉん 1.20"
name-en: "PSX Update Disc Version 1.20"
region: "NTSC-J"
PSXC-00203:
name: "DESR-7000/DESR-5000 専用:PSXアップデートディスク Version 1.31"
name-sort: "でえする-7000/でえする-5000 せんよう:PSXあっぷでーとでぃす うえるしぉん 1.31"
name-en: "PSX Update Disc Version 1.31"
region: "NTSC-J"
PSXC-00204:
name: "DESR-7000/DESR-5000 専用:PSXアップデートディスク Version 2.11"
name-sort: "でえする-7000/でえする-5000 せんよう:PSXあっぷでーとでぃす うえるしぉん 2.11"
name-en: "PSX Update Disc Version 2.11"
region: "NTSC-J"
PUPX-93033:
name: "PlayStation Seizou Kensa-you Disc 3 CD-ROM US-ban Ver1.1"
region: "NTSC-U"
@@ -1895,7 +1915,7 @@ SCAJ-20110:
region: "NTSC-Unk"
gsHWFixes:
autoFlush: 1 # Fixes missing bloom from surfaces like windows.
halfPixelOffset: 5 # Sharpens world in far distances, aligns some bloom better.
halfPixelOffset: 2 # Sharpens world in far distances, aligns some bloom better.
roundSprite: 1 # Fixes font artifacts.
nativeScaling: 2 # Fixes background DOF blur in battles.
SCAJ-20111:
@@ -1939,8 +1959,8 @@ SCAJ-20118:
clampModes:
eeClampMode: 2 # Fixes incorrect model position.
gsHWFixes:
alignSprite: 1 # Fixes vertical bars.
halfPixelOffset: 2 # Fixes misalignment bloom effects.
halfPixelOffset: 4 # Fixes misalignment bloom effects.
nativeScaling: 2 # Fixes bloom alignment.
SCAJ-20119:
name: "グラディエーター - ロード トゥー フリーダム"
name-sort: "ぐらでぃえーたー - ろーど とぅー ふりーだむ"
@@ -2376,6 +2396,7 @@ SCAJ-20177:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SCAJ-20178:
name: "Ape Escape - Million Monkeys"
region: "NTSC-Unk"
@@ -2493,6 +2514,7 @@ SCAJ-20197:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SCAJ-20198:
name: "Everybody's Tennis [PlayStation2 the Best]"
region: "NTSC-Unk"
@@ -2954,6 +2976,7 @@ SCED-50642:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SCED-50660:
@@ -3082,6 +3105,7 @@ SCED-50907:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SCED-50916:
@@ -4826,6 +4850,7 @@ SCES-50490:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SCES-50491:
@@ -4839,6 +4864,7 @@ SCES-50491:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SCES-50492:
@@ -4853,6 +4879,7 @@ SCES-50492:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SCES-50493:
@@ -4866,6 +4893,7 @@ SCES-50493:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SCES-50494:
@@ -4879,6 +4907,7 @@ SCES-50494:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SCES-50499:
@@ -7597,6 +7626,7 @@ SCKA-20079:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SCKA-20081:
name: "Tekken 5 [PlayStation 2 Big Hit Series]"
region: "NTSC-K"
@@ -13678,9 +13708,9 @@ SLED-53442:
gameFixes:
- IbitHack # Fixes constant recompilation problems.
gsHWFixes:
PCRTCOverscan: 1 # Fixes offscreen image.
halfPixelOffset: 5 # Corrects the alignment of screen effects.
nativePaletteDraw: 1 # Fixes the look of screen effects.
halfPixelOffset: 2 # Corrects the alignment of screen effects.
PCRTCOverscan: 1 # Fixes offscreen image.
SLED-53445:
name: "The Incredible Hulk - Ultimate Destruction [Demo]"
name-sort: "Incredible Hulk, The - Ultimate Destruction [Demo]"
@@ -13889,7 +13919,7 @@ SLED-53977:
region: "PAL-E"
gsHWFixes:
autoFlush: 1 # Fixes missing bloom from surfaces like windows.
halfPixelOffset: 5 # Sharpens world in far distances, aligns some bloom better.
halfPixelOffset: 2 # Sharpens world in far distances, aligns some bloom better.
roundSprite: 1 # Fixes font artifacts.
nativeScaling: 2 # Fixes background DOF blur in battles.
SLED-53980:
@@ -16127,10 +16157,11 @@ SLES-50876:
- BlitInternalFPSHack # Fixes internal FPS detection.
gsHWFixes:
autoFlush: 1 # Aligns and corrects shadows.
halfPixelOffset: 2 # Fixes sun and depth line.
halfPixelOffset: 5 # Fixes sun and depth line.
textureInsideRT: 1 # Fixes car textures.
cpuSpriteRenderBW: 4 # Alleviates text and sky rendering issues.
cpuSpriteRenderLevel: 2 # Needed for above.
nativePaletteDraw: 1 # Fixes broken menu graphics.
SLES-50877:
name: "TimeSplitters 2"
region: "PAL-M5"
@@ -18305,11 +18336,13 @@ SLES-51819:
SLES-51820:
name: "Sniper Elite"
region: "PAL-M5"
gameFixes:
- SoftwareRendererFMVHack # Fixes flashing menus after intro FMV plays.
gsHWFixes:
halfPixelOffset: 5 # Fixes bloom misalignment.
autoFlush: 2 # Fixes bloom misalignment.
halfPixelOffset: 2 # Fixes bloom misalignment.
textureInsideRT: 1 # Fixes sky bloom.
nativeScaling: 2 # Fixes post processing.
textureInsideRT: 1 # Fixes sky bloom.
SLES-51821:
name: "Alias"
region: "PAL-M5"
@@ -19222,10 +19255,11 @@ SLES-52153:
- BlitInternalFPSHack # Fixes internal FPS detection.
gsHWFixes:
autoFlush: 1 # Aligns and corrects shadows.
halfPixelOffset: 2 # Fixes sun and depth line.
halfPixelOffset: 5 # Fixes sun and depth line.
textureInsideRT: 1 # Fixes car textures.
cpuSpriteRenderBW: 4 # Alleviates text and sky rendering issues.
cpuSpriteRenderLevel: 2 # Needed for above.
nativePaletteDraw: 1 # Fixes broken menu graphics.
SLES-52155:
name: "EyeToy - L'Eredita"
region: "PAL-I"
@@ -19256,6 +19290,10 @@ SLES-52179:
name: "Kaan - Barbarian's Blade"
region: "PAL-M5"
compat: 5
gsHWFixes:
halfPixelOffset: 5 # Fixes depth line and edge garbage.
nativeScaling: 2 # Fixes post effects.
gpuTargetCLUT: 2 # Fixes broken effects.
SLES-52187:
name: "Baldur's Gate - Dark Alliance II"
region: "PAL-M3"
@@ -20108,16 +20146,28 @@ SLES-52536:
compat: 2
speedHacks:
mtvu: 0 # Fixes bad graphics due to bad T-Bit handling.
gsHWFixes:
halfPixelOffset: 5 # Helps misaligned bloom.
nativeScaling: 2 # Fixes bloom alignment.
autoFlush: 1 # Fixes bloom rendering.
SLES-52537:
name: "DreamWorks Shark Tale"
region: "PAL-M3"
speedHacks:
mtvu: 0 # Fixes bad graphics due to bad T-Bit handling.
gsHWFixes:
halfPixelOffset: 5 # Helps misaligned bloom.
nativeScaling: 2 # Fixes bloom alignment.
autoFlush: 1 # Fixes bloom rendering.
SLES-52539:
name: "DreamWorks Shark Tale"
region: "PAL-I"
speedHacks:
mtvu: 0 # Fixes bad graphics due to bad T-Bit handling.
gsHWFixes:
halfPixelOffset: 5 # Helps misaligned bloom.
nativeScaling: 2 # Fixes bloom alignment.
autoFlush: 1 # Fixes bloom rendering.
SLES-52541:
name: "Grand Theft Auto - San Andreas"
region: "PAL-M5"
@@ -20125,8 +20175,9 @@ SLES-52541:
clampModes:
eeClampMode: 2 # Fixes Game freezes during "Reuniting The Families" mission.
gsHWFixes:
recommendedBlendingLevel: 2 # Fixes blocky heat haze effect.
halfPixelOffset: 5 # Helps align radiosity closer to native.
autoFlush: 1 # Fixes post processing.
halfPixelOffset: 4 # Helps align radiosity closer to native.
SLES-52542:
name: "All Music Dance!"
region: "PAL-I"
@@ -20263,8 +20314,8 @@ SLES-52570:
region: "PAL-M5"
compat: 5
gsHWFixes:
halfPixelOffset: 5 # Fixes misaligned lighting and other effects.
textureInsideRT: 1 # Fixes shadows in some scenarios.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects, needs Special otherwise lights flicker.
nativeScaling: 2 # Fixes lights.
SLES-52571:
name: "Pacific Air Warriors 2 - Dogfight"
@@ -20821,6 +20872,8 @@ SLES-52741:
name: "The Red Star [Beta]"
name-sort: "Red Star, The [Beta]"
region: "PAL-E"
gsHWFixes:
halfPixelOffset: 5 # Fixes depth line and edge garbage.
SLES-52745:
name: "Hugo - Cannon Cruise"
region: "PAL-M4"
@@ -21309,6 +21362,10 @@ SLES-52915:
region: "PAL-SW"
speedHacks:
mtvu: 0 # Fixes bad graphics due to bad T-Bit handling.
gsHWFixes:
halfPixelOffset: 5 # Helps misaligned bloom.
nativeScaling: 2 # Fixes bloom alignment.
autoFlush: 1 # Fixes bloom rendering.
SLES-52917:
name: "Scaler"
region: "PAL-E-F"
@@ -21349,8 +21406,9 @@ SLES-52927:
clampModes:
eeClampMode: 2 # Fixes Game freezes during "Reuniting The Families" mission.
gsHWFixes:
recommendedBlendingLevel: 2 # Fixes blocky heat haze effect.
halfPixelOffset: 5 # Helps align radiosity closer to native.
autoFlush: 1 # Fixes post processing.
halfPixelOffset: 4 # Helps align radiosity closer to native.
SLES-52931:
name: "Legend of Kay"
region: "PAL-M5"
@@ -21715,6 +21773,7 @@ SLES-53028:
clampModes:
vuClampMode: 0 # Fixes bump mapping issues.
gsHWFixes:
minimumBlendingLevel: 4 # Fixes various rendering errors that appear as large black patches throughout levels.
halfPixelOffset: 5 # Fixes alignment of shuffles and post processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post processing.
@@ -21725,6 +21784,7 @@ SLES-53029:
clampModes:
vuClampMode: 0 # Fixes bump mapping issues.
gsHWFixes:
minimumBlendingLevel: 4 # Fixes various rendering errors that appear as large black patches throughout levels.
halfPixelOffset: 5 # Fixes alignment of shuffles and post processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post processing.
@@ -21735,6 +21795,7 @@ SLES-53030:
clampModes:
vuClampMode: 0 # Fixes bump mapping issues.
gsHWFixes:
minimumBlendingLevel: 4 # Fixes various rendering errors that appear as large black patches throughout levels.
halfPixelOffset: 5 # Fixes alignment of shuffles and post processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post processing.
@@ -21745,6 +21806,7 @@ SLES-53031:
clampModes:
vuClampMode: 0 # Fixes bump mapping issues.
gsHWFixes:
minimumBlendingLevel: 4 # Fixes various rendering errors that appear as large black patches throughout levels.
halfPixelOffset: 5 # Fixes alignment of shuffles and post processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post processing.
@@ -21755,6 +21817,7 @@ SLES-53032:
clampModes:
vuClampMode: 0 # Fixes bump mapping issues.
gsHWFixes:
minimumBlendingLevel: 4 # Fixes various rendering errors that appear as large black patches throughout levels.
halfPixelOffset: 5 # Fixes alignment of shuffles and post processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post processing.
@@ -21893,8 +21956,8 @@ SLES-53075:
name: "Area 51"
region: "PAL-M5"
gsHWFixes:
halfPixelOffset: 5 # Fixes misaligned lighting and other effects.
textureInsideRT: 1 # Fixes shadows in some scenarios.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects, needs Special otherwise lights flicker.
nativeScaling: 2 # Fixes lights.
SLES-53076:
name: "Trigger Man"
@@ -22817,9 +22880,9 @@ SLES-53439:
gameFixes:
- IbitHack # Fixes constant recompilation problems.
gsHWFixes:
PCRTCOverscan: 1 # Fixes offscreen image.
halfPixelOffset: 5 # Corrects the alignment of screen effects.
nativePaletteDraw: 1 # Fixes the look of screen effects.
halfPixelOffset: 2 # Corrects the alignment of screen effects.
PCRTCOverscan: 1 # Fixes offscreen image.
SLES-53441:
name: "Heroes of the Pacific"
region: "PAL-M5"
@@ -22827,6 +22890,10 @@ SLES-53443:
name: "The Warriors"
name-sort: "Warriors, The"
region: "PAL-M5"
gsHWFixes:
halfPixelOffset: 4 # Alings recursive blur effects.
autoFlush: 2 # Fixes missing recursive blur effects.
nativeScaling: 2 # Fixes missing recursive blur effects.
SLES-53444:
name: "Panzer Elite Action - Fields of Glory"
region: "PAL-M5"
@@ -23731,11 +23798,13 @@ SLES-53676:
compat: 5
gsHWFixes:
textureInsideRT: 1 # Fixes Hollywood Hulk Hogan's entrance and slow-mo finisher.
nativeScaling: 1 # Better aligns background blur.
SLES-53677:
name: "WWE SmackDown! vs. RAW 2006"
region: "PAL-I"
gsHWFixes:
textureInsideRT: 1 # Fixes Hollywood Hulk Hogan's entrance and slow-mo finisher.
nativeScaling: 1 # Better aligns background blur.
SLES-53682:
name: "James Pond - Codename - RoboCod"
region: "PAL-E"
@@ -24063,11 +24132,13 @@ SLES-53756:
SLES-53758:
name: "Sniper Elite [Pre-Production]"
region: "PAL-E"
gameFixes:
- SoftwareRendererFMVHack # Fixes flashing menus after intro FMV plays.
gsHWFixes:
halfPixelOffset: 5 # Fixes bloom misalignment.
autoFlush: 2 # Fixes bloom misalignment.
halfPixelOffset: 2 # Fixes bloom misalignment.
textureInsideRT: 1 # Fixes sky bloom.
nativeScaling: 2 # Fixes post processing.
textureInsideRT: 1 # Fixes sky bloom.
SLES-53759:
name: "The Matrix - Path of Neo"
name-sort: "Matrix, The - Path of Neo"
@@ -24641,7 +24712,7 @@ SLES-53974:
compat: 5
gsHWFixes:
autoFlush: 1 # Fixes missing bloom from surfaces like windows.
halfPixelOffset: 5 # Sharpens world in far distances, aligns some bloom better.
halfPixelOffset: 2 # Sharpens world in far distances, aligns some bloom better.
roundSprite: 1 # Fixes font artifacts.
nativeScaling: 2 # Fixes background DOF blur in battles.
SLES-53976:
@@ -26529,6 +26600,8 @@ SLES-54581:
name: "The Red Star"
name-sort: "Red Star, The"
region: "PAL-M5"
gsHWFixes:
halfPixelOffset: 5 # Fixes depth line and edge garbage.
SLES-54582:
name: "International Tennis Pro"
region: "PAL-E"
@@ -26703,6 +26776,7 @@ SLES-54644:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SLES-54645:
name: "Valkyrie Profile 2 - Silmeria"
region: "PAL-F"
@@ -26713,6 +26787,7 @@ SLES-54645:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SLES-54646:
name: "Valkyrie Profile 2 - Silmeria"
region: "PAL-G"
@@ -26724,6 +26799,7 @@ SLES-54646:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SLES-54647:
name: "Valkyrie Profile 2 - Silmeria"
region: "PAL-I"
@@ -26735,6 +26811,7 @@ SLES-54647:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SLES-54648:
name: "Valkyrie Profile 2 - Silmeria"
region: "PAL-S"
@@ -26745,6 +26822,7 @@ SLES-54648:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SLES-54653:
name: "Freak Out - Extreme Freeride"
region: "PAL-M5"
@@ -29459,7 +29537,8 @@ SLES-55511:
name: "MTV Pimp My Ride - Street Racing"
region: "PAL-M5"
gsHWFixes:
halfPixelOffset: 4 # Aligns bloom as best it can be.
halfPixelOffset: 5 # Helps misaligned bloom.
nativeScaling: 2 # Fixes bloom alignment.
autoFlush: 1 # Fixes bloom rendering.
SLES-55512:
name: "Sengoku Anthology"
@@ -31090,10 +31169,11 @@ SLKA-25196:
- BlitInternalFPSHack # Fixes internal FPS detection.
gsHWFixes:
autoFlush: 1 # Aligns and corrects shadows.
halfPixelOffset: 2 # Fixes sun and depth line.
halfPixelOffset: 5 # Fixes sun and depth line.
textureInsideRT: 1 # Fixes car textures.
cpuSpriteRenderBW: 4 # Alleviates text and sky rendering issues.
cpuSpriteRenderLevel: 2 # Needed for above.
nativePaletteDraw: 1 # Fixes broken menu graphics.
SLKA-25198:
name: "Tenchu Kurenai"
region: "NTSC-K"
@@ -31665,6 +31745,7 @@ SLKA-25318:
region: "NTSC-K"
gsHWFixes:
textureInsideRT: 1 # Fixes Hollywood Hulk Hogan's entrance and slow-mo finisher.
nativeScaling: 1 # Better aligns background blur.
SLKA-25319:
name: "보글보글 스폰지밥 - 레디, 액션!"
name-en: "Nickelodeon SpongeBob SquarePants - Lights, Camera, Pants!"
@@ -32946,8 +33027,9 @@ SLPM-55092:
clampModes:
eeClampMode: 2 # Fixes Game freezes during "Reuniting The Families" mission.
gsHWFixes:
recommendedBlendingLevel: 2 # Fixes blocky heat haze effect.
halfPixelOffset: 5 # Helps align radiosity closer to native.
autoFlush: 1 # Fixes post processing.
halfPixelOffset: 4 # Helps align radiosity closer to native.
SLPM-55093:
name: "ギャラクシーエンジェルⅡ 無限回廊の鍵 [ディスク1/2]"
name-sort: "ぎゃらくしーえんじぇる2 むげんかいろうのかぎ [でぃすく1/2]"
@@ -33926,8 +34008,9 @@ SLPM-55292:
clampModes:
eeClampMode: 2 # Fixes Game freezes during "Reuniting The Families" mission.
gsHWFixes:
recommendedBlendingLevel: 2 # Fixes blocky heat haze effect.
halfPixelOffset: 5 # Helps align radiosity closer to native.
autoFlush: 1 # Fixes post processing.
halfPixelOffset: 4 # Helps align radiosity closer to native.
SLPM-55293:
name: "グランド・セフト・オートⅢ [ROCKSTAR CLASSICS]"
name-sort: "ぐらんど・せふと・おーと3 [ROCKSTAR CLASSICS]"
@@ -35235,10 +35318,11 @@ SLPM-61092:
- BlitInternalFPSHack # Fixes internal FPS detection.
gsHWFixes:
autoFlush: 1 # Aligns and corrects shadows.
halfPixelOffset: 2 # Fixes sun and depth line.
halfPixelOffset: 5 # Fixes sun and depth line.
textureInsideRT: 1 # Fixes car textures.
cpuSpriteRenderBW: 4 # Alleviates text and sky rendering issues.
cpuSpriteRenderLevel: 2 # Needed for above.
nativePaletteDraw: 1 # Fixes broken menu graphics.
SLPM-61093:
name: "ウルトラマン Fighting Evolution 3 [体験版]"
name-sort: "うるとらまん Fighting Evolution 3 [たいけんばん]"
@@ -38127,7 +38211,7 @@ SLPM-62490:
region: "NTSC-J"
gsHWFixes:
autoFlush: 1 # Fixes missing bloom from surfaces like windows.
halfPixelOffset: 5 # Sharpens world in far distances, aligns some bloom better.
halfPixelOffset: 2 # Sharpens world in far distances, aligns some bloom better.
roundSprite: 1 # Fixes font artifacts.
nativeScaling: 2 # Fixes background DOF blur in battles.
SLPM-62491:
@@ -43997,10 +44081,11 @@ SLPM-65741:
- BlitInternalFPSHack # Fixes internal FPS detection.
gsHWFixes:
autoFlush: 1 # Aligns and corrects shadows.
halfPixelOffset: 2 # Fixes sun and depth line.
halfPixelOffset: 5 # Fixes sun and depth line.
textureInsideRT: 1 # Fixes car textures.
cpuSpriteRenderBW: 4 # Alleviates text and sky rendering issues.
cpuSpriteRenderLevel: 2 # Needed for above.
nativePaletteDraw: 1 # Fixes broken menu graphics.
SLPM-65742:
name: "COOL GIRL [KONAMI The BEST] [ディスク1/2]"
name-sort: "くーる がーる [KONAMI The BEST] [でぃすく1/2]"
@@ -44363,8 +44448,8 @@ SLPM-65800:
clampModes:
eeClampMode: 2 # Fixes incorrect model position.
gsHWFixes:
alignSprite: 1 # Fixes vertical bars.
halfPixelOffset: 2 # Fixes misalignment bloom effects.
halfPixelOffset: 4 # Fixes misalignment bloom effects.
nativeScaling: 2 # Fixes bloom alignment.
SLPM-65801:
name: "クラッシュ・バンディクー5 え~っクラッシュとコルテックスの野望??"
name-sort: "くらっしゅばんでぃくー5 えーっくらっしゅとこるてっくすのやぼう??"
@@ -44853,7 +44938,7 @@ SLPM-65888:
compat: 5
gsHWFixes:
autoFlush: 1 # Fixes missing bloom from surfaces like windows.
halfPixelOffset: 5 # Sharpens world in far distances, aligns some bloom better.
halfPixelOffset: 2 # Sharpens world in far distances, aligns some bloom better.
roundSprite: 1 # Fixes font artifacts.
nativeScaling: 2 # Fixes background DOF blur in battles.
PCRTCOverscan: 1 # Fixes offscreen image.
@@ -44930,6 +45015,10 @@ SLPM-65901:
region: "NTSC-J"
speedHacks:
mtvu: 0 # Fixes bad graphics due to bad T-Bit handling.
gsHWFixes:
halfPixelOffset: 5 # Helps misaligned bloom.
nativeScaling: 2 # Fixes bloom alignment.
autoFlush: 1 # Fixes bloom rendering.
SLPM-65902:
name: "Memories Off AfterRain Vol.2 想演 [SPECIAL EDITION]"
name-sort: "めもりーず おふ あふたーれいん Vol.2 そうえん [SPECIAL EDITION]"
@@ -45404,8 +45493,9 @@ SLPM-65984:
clampModes:
eeClampMode: 2 # Fixes Game freezes during "Reuniting The Families" mission.
gsHWFixes:
recommendedBlendingLevel: 2 # Fixes blocky heat haze effect.
halfPixelOffset: 5 # Helps align radiosity closer to native.
autoFlush: 1 # Fixes post processing.
halfPixelOffset: 4 # Helps align radiosity closer to native.
SLPM-65985:
name: "イリスのアトリエ エターナルマナ2"
name-sort: "いりすのあとりえ えたーなるまな2"
@@ -46044,9 +46134,9 @@ SLPM-66090:
name-en: "Crash Bandicoot - Gacchanko World"
region: "NTSC-J"
gsHWFixes:
PCRTCOverscan: 1 # Fixes offscreen image.
halfPixelOffset: 5 # Corrects the alignment of screen effects.
nativePaletteDraw: 1 # Fixes the look of screen effects.
halfPixelOffset: 2 # Corrects the alignment of screen effects.
PCRTCOverscan: 1 # Fixes offscreen image.
SLPM-66091:
name: "忍道 戒"
name-sort: "しのびどう いましめ"
@@ -46301,6 +46391,7 @@ SLPM-66124:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SLPM-66125:
@@ -47240,6 +47331,7 @@ SLPM-66268:
region: "NTSC-J"
gsHWFixes:
textureInsideRT: 1 # Fixes Hollywood Hulk Hogan's entrance and slow-mo finisher.
nativeScaling: 1 # Better aligns background blur.
SLPM-66269:
name: "ブレイジング ソウルズ [限定版]"
name-sort: "ぶれいじんぐ そうるず [げんていばん]"
@@ -48160,6 +48252,7 @@ SLPM-66419:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SLPM-66420:
name: "フロントミッション4 [Ultimate Hits]"
name-sort: "ふろんとみっしょん4 [Ultimate Hits]"
@@ -48486,8 +48579,8 @@ SLPM-66468:
name-en: "Area 51"
region: "NTSC-J"
gsHWFixes:
halfPixelOffset: 5 # Fixes misaligned lighting and other effects.
textureInsideRT: 1 # Fixes shadows in some scenarios.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects, needs Special otherwise lights flicker.
nativeScaling: 2 # Fixes lights.
SLPM-66469:
name: "「ラブ★コン パンチDEコント」[限定版]"
@@ -48590,7 +48683,7 @@ SLPM-66481:
region: "NTSC-J"
gsHWFixes:
autoFlush: 1 # Fixes missing bloom from surfaces like windows.
halfPixelOffset: 5 # Sharpens world in far distances, aligns some bloom better.
halfPixelOffset: 2 # Sharpens world in far distances, aligns some bloom better.
roundSprite: 1 # Fixes font artifacts.
nativeScaling: 2 # Fixes background DOF blur in battles.
SLPM-66482:
@@ -49599,6 +49692,8 @@ SLPM-66646:
name-sort: "しゃいにんぐ・ふぉーす いくさ"
name-en: "Shining Force EXA"
region: "NTSC-J"
gsHWFixes:
halfPixelOffset: 5 # Fixes misaligned bloom.
SLPM-66649:
name: "タイトーメモリーズⅡ 上巻"
name-sort: "たいとーめもりーず2 01 じょうかん"
@@ -50465,6 +50560,7 @@ SLPM-66782:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SLPM-66783:
name: "アイドル雀士 スーチーパイⅣ 「完全限定版・コレクターズエディション」"
name-sort: "あいどるじゃんし すーちーぱい4 [かんぜんげんていばん・これくたーずえでぃしょん]"
@@ -50498,8 +50594,9 @@ SLPM-66788:
clampModes:
eeClampMode: 2 # Fixes Game freezes during "Reuniting The Families" mission.
gsHWFixes:
recommendedBlendingLevel: 2 # Fixes blocky heat haze effect.
halfPixelOffset: 5 # Helps align radiosity closer to native.
autoFlush: 1 # Fixes post processing.
halfPixelOffset: 4 # Helps align radiosity closer to native.
SLPM-66789:
name: "グランド・セフト・オートⅢ [Best Price]"
name-sort: "ぐらんど・せふと・おーと3 [Best Price]"
@@ -52708,6 +52805,8 @@ SLPM-74260:
name-sort: "しゃいにんぐ・ふぉーす いくさ [PlayStation2 the Best]"
name-en: "Shining Force EXA [PlayStation2 the Best]"
region: "NTSC-J"
gsHWFixes:
halfPixelOffset: 5 # Fixes misaligned bloom.
SLPM-74261:
name: "シャイニング・ウィンド [PlayStation2 the Best]"
name-sort: "しゃいにんぐ・うぃんど [PlayStation2 the Best]"
@@ -55157,8 +55256,8 @@ SLPS-20444:
region: "NTSC-J"
compat: 5
gsHWFixes:
halfPixelOffset: 1 # Needed to remove part of red box.
roundSprite: 2 # Fully remove red box when upscaling .
halfPixelOffset: 5 # Fixes edge bleed.
nativeScaling: 2 # Fixes post effects.
gameFixes:
- XGKickHack # Fixes blank textures.
SLPS-20445:
@@ -55879,6 +55978,7 @@ SLPS-25050:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SLPS-25051:
@@ -59700,8 +59800,8 @@ SLPS-25691:
region: "NTSC-J"
compat: 5
gsHWFixes:
halfPixelOffset: 1 # Fixes extreme ghosting.
forceEvenSpritePosition: 1 # Aligns vertical blurring.
halfPixelOffset: 5 # Aligns post effects.
nativeScaling: 2 # Fixes post effects.
SLPS-25693:
name: "プリンセス・プリンセス 姫たちのアブナい放課後 [初回限定版]"
name-sort: "ぷりんせすぷりんせす ひめたちのあぶないほうかご [しょかいげんていばん]"
@@ -61505,6 +61605,7 @@ SLPS-72501:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SLPS-72502:
@@ -63729,6 +63830,7 @@ SLUS-20312:
eeClampMode: 3 # Fixes animations.
vu0ClampMode: 2 # Fixes SPS.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing effect on the magus sisters.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes blur effect on attacks.
SLUS-20313:
@@ -65197,10 +65299,11 @@ SLUS-20587:
- BlitInternalFPSHack # Fixes internal FPS detection.
gsHWFixes:
autoFlush: 1 # Aligns and corrects shadows.
halfPixelOffset: 2 # Fixes sun and depth line.
halfPixelOffset: 5 # Fixes sun and depth line.
textureInsideRT: 1 # Fixes car textures.
cpuSpriteRenderBW: 4 # Alleviates text and sky rendering issues.
cpuSpriteRenderLevel: 2 # Needed for above.
nativePaletteDraw: 1 # Fixes broken menu graphics.
SLUS-20588:
name: "Activision Anthology"
region: "NTSC-U"
@@ -65229,8 +65332,8 @@ SLUS-20595:
region: "NTSC-U"
compat: 5
gsHWFixes:
halfPixelOffset: 5 # Fixes misaligned lighting and other effects.
textureInsideRT: 1 # Fixes shadows in some scenarios.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects, needs Special otherwise lights flicker.
nativeScaling: 2 # Fixes lights.
SLUS-20596:
name: "UFC - Ultimate Fighting Championship - Sudden Impact"
@@ -66793,6 +66896,8 @@ SLUS-20885:
name-sort: "Red Star, The"
region: "NTSC-U"
compat: 5
gsHWFixes:
halfPixelOffset: 5 # Fixes depth line and edge garbage.
SLUS-20886:
name: "Sitting Ducks"
region: "NTSC-U"
@@ -67054,6 +67159,10 @@ SLUS-20925:
compat: 2
speedHacks:
mtvu: 0 # Fixes bad graphics due to bad T-Bit handling.
gsHWFixes:
halfPixelOffset: 5 # Helps misaligned bloom.
nativeScaling: 2 # Fixes bloom alignment.
autoFlush: 1 # Fixes bloom rendering.
SLUS-20926:
name: "Harry Potter and the Prisoner of Azkaban"
region: "NTSC-U"
@@ -67175,8 +67284,9 @@ SLUS-20946:
clampModes:
eeClampMode: 2 # Fixes Game freezes during "Reuniting The Families" mission.
gsHWFixes:
recommendedBlendingLevel: 2 # Fixes blocky heat haze effect.
halfPixelOffset: 5 # Helps align radiosity closer to native.
autoFlush: 1 # Fixes post processing.
halfPixelOffset: 4 # Helps align radiosity closer to native.
SLUS-20947:
name: "WinBack 2 - Project Poseidon"
region: "NTSC-U"
@@ -68173,6 +68283,7 @@ SLUS-21108:
clampModes:
vuClampMode: 0 # Fixes bump mapping issues
gsHWFixes:
minimumBlendingLevel: 4 # Fixes various rendering errors that appear as large black patches throughout levels.
halfPixelOffset: 5 # Fixes alignment of shuffles and post processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post processing.
@@ -68643,9 +68754,9 @@ SLUS-21191:
gameFixes:
- IbitHack # Fixes constant recompilation problems.
gsHWFixes:
PCRTCOverscan: 1 # Fixes offscreen image.
halfPixelOffset: 5 # Corrects the alignment of screen effects.
nativePaletteDraw: 1 # Fixes the look of screen effects.
halfPixelOffset: 2 # Corrects the alignment of screen effects.
PCRTCOverscan: 1 # Fixes offscreen image.
SLUS-21192:
name: "Cabela's Outdoor Adventures [2005]" # Two games four years apart; same name
region: "NTSC-U"
@@ -68755,7 +68866,7 @@ SLUS-21207:
compat: 5
gsHWFixes:
autoFlush: 1 # Fixes missing bloom from surfaces like windows.
halfPixelOffset: 5 # Sharpens world in far distances, aligns some bloom better.
halfPixelOffset: 2 # Sharpens world in far distances, aligns some bloom better.
roundSprite: 1 # Fixes font artifacts.
nativeScaling: 2 # Fixes background DOF blur in battles.
SLUS-21208:
@@ -68806,6 +68917,10 @@ SLUS-21215:
name-sort: "Warriors, The"
region: "NTSC-U"
compat: 5
gsHWFixes:
halfPixelOffset: 4 # Alings recursive blur effects.
autoFlush: 2 # Fixes missing recursive blur effects.
nativeScaling: 2 # Fixes missing recursive blur effects.
SLUS-21216:
name: "SoulCalibur III"
region: "NTSC-U"
@@ -68914,11 +69029,13 @@ SLUS-21231:
name: "Sniper Elite"
region: "NTSC-U"
compat: 5
gameFixes:
- SoftwareRendererFMVHack # Fixes flashing menus after intro FMV plays.
gsHWFixes:
halfPixelOffset: 5 # Fixes bloom misalignment.
autoFlush: 2 # Fixes bloom misalignment.
halfPixelOffset: 2 # Fixes bloom misalignment.
textureInsideRT: 1 # Fixes sky bloom.
nativeScaling: 2 # Fixes post processing.
textureInsideRT: 1 # Fixes sky bloom.
SLUS-21232:
name: "College Hoops 2K6"
region: "NTSC-U"
@@ -69165,8 +69282,8 @@ SLUS-21262:
clampModes:
eeClampMode: 2 # Fixes incorrect model position.
gsHWFixes:
alignSprite: 1 # Fixes vertical bars.
halfPixelOffset: 2 # Fixes misalignment bloom effects.
halfPixelOffset: 4 # Fixes misalignment bloom effects.
nativeScaling: 2 # Fixes bloom alignment.
SLUS-21263:
name: "Romancing SaGa"
region: "NTSC-U"
@@ -69377,6 +69494,7 @@ SLUS-21286:
compat: 5
gsHWFixes:
textureInsideRT: 1 # Fixes Hollywood Hulk Hogan's entrance and slow-mo finisher.
nativeScaling: 1 # Better aligns background blur.
SLUS-21287:
name: "Prince of Persia - The Two Thrones"
region: "NTSC-U"
@@ -70501,6 +70619,7 @@ SLUS-21452:
textureInsideRT: 1 # Required for swirl battle transition.
nativeScaling: 2 # Fixes depth of field effects and bloom.
roundSprite: 1 # Fixes lines in transitions.
cpuSpriteRenderBW: 1 # Fixes upscaled FMV lines.
SLUS-21453:
name: "Meet the Robinsons"
region: "NTSC-U"
@@ -70992,6 +71111,8 @@ SLUS-21567:
name: "Shining Force EXA"
region: "NTSC-U"
compat: 5
gsHWFixes:
halfPixelOffset: 5 # Fixes misaligned bloom.
SLUS-21568:
name: "Arena Football - Road to Glory"
region: "NTSC-U"
@@ -72685,7 +72806,8 @@ SLUS-21872:
name: "MTV Pimp My Ride - Street Racing"
region: "NTSC-U"
gsHWFixes:
halfPixelOffset: 4 # Aligns bloom as best it can be.
halfPixelOffset: 5 # Helps misaligned bloom.
nativeScaling: 2 # Fixes bloom alignment.
autoFlush: 1 # Fixes bloom rendering.
SLUS-21873:
name: "Dynasty Warriors - Gundam 2"
@@ -73890,7 +74012,7 @@ SLUS-29157:
region: "NTSC-U"
gsHWFixes:
autoFlush: 1 # Fixes missing bloom from surfaces like windows.
halfPixelOffset: 5 # Sharpens world in far distances, aligns some bloom better.
halfPixelOffset: 2 # Sharpens world in far distances, aligns some bloom better.
roundSprite: 1 # Fixes font artifacts.
nativeScaling: 2 # Fixes background DOF blur in battles.
SLUS-29159:

View File

@@ -20,7 +20,11 @@ There are a number of ways to help the project, whether it be bug reporting, gam
* Want to make changes to emulator code? [Check out the issue tracker](https://github.com/PCSX2/pcsx2/issues), or [fork the PCSX2 repository and work on your own ideas](https://github.com/PCSX2/pcsx2).
* Want to patch games? [Check out the cheats and patches forum thread for inspiration](https://forums.pcsx2.net/Thread-Post-your-PCSX2-cheats-patches-here). There are other threads to find as well, [such as those dedicated to 60 FPS patches](https://forums.pcsx2.net/Thread-60-fps-codes) or [widescreen patches](https://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches).
<<<<<<< HEAD
* Want to report bugs you have discovered in your games? Head over to [the Bug Reporting section of the PCSX2 forums](https://forums.pcsx2.net/Forum-Bug-reporting), to [the PCSX2 Discord](https://pcsx2.net/discord), or to [the GitHub issues section](https://github.com/PCSX2/pcsx2/issues).
=======
* Want to report bugs you have discovered in your games? [Head over to the Bug Reporting section of the PCSX2 forums](https://forums.pcsx2.net/Forum-Bug-reporting). Also check out our [Issue reporting guide](https://pcsx2.net/docs/troubleshooting/identify) for info on how to better report to us issues.
>>>>>>> 091a4ee5a (docs: update in order to redirect from the GH wiki to our website)
* Want to update us on the compatibility of your games? [Take a look at the Public Compatibility List on the PCSX2 forums](https://forums.pcsx2.net/Forum-Public-compatibility-list)
* Want to improve the PCSX2 wiki? [Here is how to contribute](https://wiki.pcsx2.net/How_to_contribute)
@@ -120,9 +124,7 @@ If you are using a disc:
Fast Boot, enabled by default, will directly mount and launch the game without first launching the PS2 BIOS. You may disable this in Settings > BIOS > Fast Boot if you wish to see the BIOS startup animation or if Fast Boot is causing an issue.
### Question 18: How do I build the PCSX2 source code?
* [Windows build guide](https://github.com/PCSX2/pcsx2/wiki/12-Building-on-Windows)
* [Linux build guide](https://github.com/PCSX2/pcsx2/wiki/10-Building-on-Linux)
* [macOS build guide](https://github.com/PCSX2/pcsx2/wiki/11-Building-on-MacOS)
Have a nice [building guide](https://pcsx2.net/docs/advanced/building) :) .
### Question 19: When will the next version be released?
It will be released when it is ready. Please don't waste your time and ours asking when.

View File

@@ -462,7 +462,8 @@ void GSClut::GetAlphaMinMax32(int& amin_out, int& amax_out)
{
// call only after Read32
pxAssert(!m_read.dirty);
if (m_read.dirty)
GL_INS("GSClut: GetAlphaMinMax32 m_read.dirty");
if (m_read.adirty)
{

View File

@@ -2477,20 +2477,9 @@ D3D_SHADER_MACRO* GSDevice11::ShaderMacro::GetPtr()
return (D3D_SHADER_MACRO*)mout.data();
}
/// Checks that we weren't sent things we declared we don't support
/// Clears things we don't support that can be quietly disabled
static void preprocessSel(GSDevice11::PSSelector& sel)
{
pxAssert(sel.write_rg == 0); // Not supported, shouldn't be sent
}
void GSDevice11::RenderHW(GSHWDrawConfig& config)
{
pxAssert(!config.require_full_barrier); // We always specify no support so it shouldn't request this
preprocessSel(config.ps);
GSVector2i rtsize = (config.rt ? config.rt : config.ds)->GetSize();
const GSVector2i rtsize = (config.rt ? config.rt : config.ds)->GetSize();
GSTexture* colclip_rt = g_gs_device->GetColorClipTexture();
if (colclip_rt)
@@ -2542,7 +2531,8 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
StretchRect(colclip_rt ? colclip_rt : config.rt, GSVector4(config.drawarea) / GSVector4(rtsize).xyxy(),
primid_tex, GSVector4(config.drawarea), m_date.primid_init_ps[static_cast<u8>(config.datm)].get(), nullptr, false);
}
else if (config.destination_alpha != GSHWDrawConfig::DestinationAlphaMode::Off)
else if (config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::Stencil ||
config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::StencilOne)
{
const GSVector4 src = GSVector4(config.drawarea) / GSVector4(config.ds->GetSize()).xyxy();
const GSVector4 dst = src * 2.0f - 1.0f;
@@ -2676,7 +2666,6 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
if (config.alpha_second_pass.enable)
{
preprocessSel(config.alpha_second_pass.ps);
if (config.cb_ps.FogColor_AREF.a != config.alpha_second_pass.ps_aref)
{
config.cb_ps.FogColor_AREF.a = config.alpha_second_pass.ps_aref;

View File

@@ -2886,17 +2886,20 @@ void GSRendererHW::Draw()
// It's possible it's writing to an old 32bit target, but is actually just a 16bit copy, so let's make sure it's actually using a mask.
if (!shuffle_target)
{
bool shuffle_channel_reads = true;
bool shuffle_channel_reads = !m_cached_ctx.FRAME.FBMSK;
const u32 increment = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 3 : 2;
const GSVertex* v = &m_vertex.buff[0];
if (!m_cached_ctx.FRAME.FBMSK)
if (shuffle_channel_reads)
{
for (u32 i = 0; i < m_index.tail; i += increment)
{
const int first_u = (PRIM->FST ? v[i].U : static_cast<int>(v[i].ST.S / v[(increment == 2) ? i + 1 : i].RGBAQ.Q)) >> 4;
const int second_u = (PRIM->FST ? v[i + 1].U : static_cast<int>(v[i + 1].ST.S / v[i + 1].RGBAQ.Q)) >> 4;
if (std::abs((v[i + 1].XYZ.X - v[i].XYZ.X) / 16) != 8 || std::abs(second_u - first_u) != 8)
const int vector_width = std::abs(v[i + 1].XYZ.X - v[i].XYZ.X) / 16;
const int tex_width = std::abs(second_u - first_u);
// & 7 just a quicker way of doing % 8
if ((vector_width & 7) != 0 || (tex_width & 7) != 0 || tex_width != vector_width)
{
shuffle_channel_reads = false;
break;
@@ -2915,6 +2918,8 @@ void GSRendererHW::Draw()
if (tgt)
shuffle_target = tgt->m_32_bits_fmt;
else
shuffle_target = shuffle_channel_reads;
tgt = nullptr;
}
@@ -2961,12 +2966,12 @@ void GSRendererHW::Draw()
if (possible_shuffle && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp != 16)
possible_shuffle &= draw_uses_target;
const bool shuffle_source = src && (src->m_from_target != nullptr || (m_skip && possible_shuffle));
const bool shuffle_source = possible_shuffle && src && ((src->m_from_target != nullptr && GSLocalMemory::m_psm[src->m_from_target->m_TEX0.PSM].bpp != 16) || m_skip);
if (!shuffle_source)
if (!shuffle_source && possible_shuffle)
{
if(draw_start > src->m_TEX0.TBP0 || draw_end < src->m_TEX0.TBP0)
possible_shuffle &= src && (src->m_from_target != nullptr || (m_skip && possible_shuffle));
const bool is_16bit_copy = m_cached_ctx.TEX0.TBP0 != m_cached_ctx.FRAME.Block() && shuffle_target && IsOpaque() && !(context->TEX1.MMIN & 1) && !src->m_32_bits_fmt && m_cached_ctx.FRAME.FBMSK;
possible_shuffle &= is_16bit_copy || (m_cached_ctx.TEX0.TBP0 == m_cached_ctx.FRAME.Block() && shuffle_target);
}
// We don't know the alpha range of direct sources when we first tried to optimize the alpha test.
// Moving the texture lookup before the ATST optimization complicates things a lot, so instead,
@@ -3417,38 +3422,32 @@ void GSRendererHW::Draw()
t_size.x = rt->m_unscaled_size.x - horizontal_offset;
t_size.y = rt->m_unscaled_size.y - vertical_offset;
}
// Don't resize if the BPP don't match.
if (frame_psm.bpp == GSLocalMemory::m_psm[rt->m_TEX0.PSM].bpp)
GSVector2i new_size = GetValidSize(src, possible_shuffle);
if (new_size.x > rt->m_unscaled_size.x || new_size.y > rt->m_unscaled_size.y)
{
if (m_r.w > rt->m_unscaled_size.y || m_r.z > rt->m_unscaled_size.x)
const u32 new_width = std::max(new_size.x, rt->m_unscaled_size.x);
const u32 new_height = std::max(new_size.y, rt->m_unscaled_size.y);
//DevCon.Warning("HW: Resizing texture %d x %d draw %d", rt->m_unscaled_size.x, new_height, s_n);
rt->ResizeTexture(new_width, new_height);
}
else if ((IsPageCopy() || is_possible_mem_clear) && m_r.width() <= frame_psm.pgs.x && m_r.height() <= frame_psm.pgs.y)
{
const int get_next_ctx = m_env.PRIM.CTXT;
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
GSVector4i update_valid = GSVector4i::loadh(GSVector2i(horizontal_offset + GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x, GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y + vertical_offset));
rt->UpdateValidity(update_valid, true);
if (is_possible_mem_clear)
{
const u32 new_height = std::max(m_r.w, rt->m_unscaled_size.y);
const u32 new_width = std::max(m_r.z, rt->m_unscaled_size.x);
//DevCon.Warning("HW: Resizing texture %d x %d draw %d", rt->m_unscaled_size.x, new_height, s_n);
rt->ResizeTexture(new_width, new_height);
const bool frame_masked = ((m_cached_ctx.FRAME.FBMSK & frame_psm.fmsk) == frame_psm.fmsk) || (m_cached_ctx.TEST.ATE && m_cached_ctx.TEST.ATST == ATST_NEVER && !(m_cached_ctx.TEST.AFAIL & AFAIL_FB_ONLY));
rt->UpdateValidity(m_r, !frame_masked);
rt->UpdateDrawn(m_r, !frame_masked);
}
else if ((IsPageCopy() || is_possible_mem_clear) && m_r.width() <= frame_psm.pgs.x && m_r.height() <= frame_psm.pgs.y)
{
const int get_next_ctx = m_env.PRIM.CTXT;
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
GSVector4i update_valid = GSVector4i::loadh(GSVector2i(horizontal_offset + GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x, GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y + vertical_offset));
rt->UpdateValidity(update_valid, true);
if (is_possible_mem_clear)
if ((horizontal_offset + GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x) >= static_cast<int>(rt->m_TEX0.TBW * 64) && next_ctx.FRAME.Block() == (m_cached_ctx.FRAME.Block() + 0x20))
{
if ((horizontal_offset + GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x) >= static_cast<int>(rt->m_TEX0.TBW * 64) && next_ctx.FRAME.Block() == (m_cached_ctx.FRAME.Block() + 0x20))
{
update_valid.x = 0;
update_valid.z = GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x;
update_valid.y += GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y;
update_valid.w += GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y;
rt->UpdateValidity(update_valid, true);
}
update_valid.x = 0;
update_valid.z = GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x;
update_valid.y += GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y;
update_valid.w += GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y;
rt->UpdateValidity(update_valid, true);
}
}
}
@@ -6054,10 +6053,9 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, const boo
// Switch DATE_PRIMID with DATE_BARRIER in such cases to ensure accuracy.
// No mix of COLCLIP + sw blend + DATE_PRIMID, neither sw fbmask + DATE_PRIMID.
// Note: Do the swap in the end, saves the expensive draw splitting/barriers when mixed software blending is used.
if (sw_blending && DATE_PRIMID && m_conf.require_full_barrier)
if (sw_blending && DATE_PRIMID && features.texture_barrier && m_conf.require_full_barrier)
{
GL_PERF("DATE: Swap DATE_PRIMID with DATE_BARRIER");
m_conf.require_full_barrier = true;
DATE_PRIMID = false;
DATE_BARRIER = true;
}
@@ -7472,7 +7470,7 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
if (m_conf.destination_alpha >= GSHWDrawConfig::DestinationAlphaMode::Stencil &&
m_conf.destination_alpha <= GSHWDrawConfig::DestinationAlphaMode::StencilOne && !m_conf.ds)
{
const bool is_one_barrier = (m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle || m_channel_shuffle));
const bool is_one_barrier = (features.texture_barrier && m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle || m_channel_shuffle));
if ((temp_ds.reset(g_gs_device->CreateDepthStencil(m_conf.rt->GetWidth(), m_conf.rt->GetHeight(), GSTexture::Format::DepthStencil, false)), temp_ds))
{
m_conf.ds = temp_ds.get();
@@ -7648,11 +7646,17 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
pxAssert(!m_conf.require_full_barrier || !m_conf.ps.colclip_hw);
// Swap full barrier for one barrier when there's no overlap, or a shuffle.
if (m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle || m_channel_shuffle))
if (features.texture_barrier && m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle || m_channel_shuffle))
{
m_conf.require_full_barrier = false;
m_conf.require_one_barrier = true;
}
else if (!features.texture_barrier)
{
// These shouldn't be enabled if texture barriers aren't supported, make sure they are off.
m_conf.ps.write_rg = 0;
m_conf.require_full_barrier = false;
}
// rs
const GSVector4i hacked_scissor = m_channel_shuffle ? GSVector4i::cxpr(0, 0, 1024, 1024) : m_context->scissor.in;

View File

@@ -3940,7 +3940,7 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
const u32 offset = (std::abs(static_cast<int>(start_bp - t->m_TEX0.TBP0)) >> 5) % std::max(1U, t->m_TEX0.TBW);
// If not fully contained but they are aligned and or clean, just dirty the area.
if (start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 < start_bp || t->UnwrappedEndBlock() > end_bp) && (offset == 0 || t->m_dirty.size() == 0))
if (type != DepthStencil && start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 < start_bp || t->UnwrappedEndBlock() > end_bp) && (offset == 0 || t->m_dirty.size() == 0))
{
if (write_bw == t->m_TEX0.TBW && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[write_psm].bpp)
{

View File

@@ -394,6 +394,8 @@ __ri void ImGuiManager::DrawSettingsOverlay(float scale, float margin, float spa
APPEND("IVU ");
if (EmuConfig.Speedhacks.vuThread)
APPEND("MTVU ");
if (EmuConfig.GS.VsyncEnable)
APPEND("VSYNC ");
APPEND("EER={} EEC={} VUR={} VUC={} VQS={} ", static_cast<unsigned>(EmuConfig.Cpu.FPUFPCR.GetRoundMode()),
EmuConfig.Cpu.Recompiler.GetEEClampMode(), static_cast<unsigned>(EmuConfig.Cpu.VU0FPCR.GetRoundMode()),