mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Adjust Barnyard fix for Jurassic Park and Nicktoons Unite
Draws its mipmaps at runtime in a very similar way, except with 24-bit textures as well as 16/32-bit.
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@ -5308,7 +5308,7 @@ SCKA-20096:
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halfPixelOffset: 2 # Fix text and post blur.
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mipmap: 2 # Base mip level isn't always used.
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autoFlush: 1 # Needed for recursive mipmap rendering.
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getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
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getSkipCount: "GSC_BlueTongueGames" # Render mipmaps on the CPU.
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SCKA-20098:
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name: "Nickelodeon SpongeBob SquarePants - Creature from the Krusty Krab"
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region: "NTSC-K"
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@ -12484,9 +12484,11 @@ SLES-51354:
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region: "PAL-M5"
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compat: 5
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gsHWFixes:
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autoFlush: 1 # Fixes glows.
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mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse.
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autoFlush: 1 # Fixes glows. Also needed for recursive mipmap rendering.
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mipmap: 2 # Better characters and environment but has a texture cache issue that makes it worse.
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trilinearFiltering: 1 # Using mipmaps, so may as well.
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textureInsideRT: 1 # Fixes rainbow lighting for some areas.
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getSkipCount: "GSC_BlueTongueGames" # Mipmap rendering on CPU.
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SLES-51355:
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name: "Big Mutha Truckers"
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region: "PAL-M5"
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@ -17729,9 +17731,11 @@ SLES-53634:
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name: "Nicktoons Unite!"
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region: "PAL-A"
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gsHWFixes:
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autoFlush: 1 # Fixes glows.
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mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse.
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textureInsideRT: 1 # Fixes rainbow lighting for lamps, computer and other areas.
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autoFlush: 1 # Fixes glows. Also needed for recursive mipmap rendering.
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mipmap: 2 # Better characters and environment but has a texture cache issue that makes it worse.
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trilinearFiltering: 1 # Using mipmaps, so may as well.
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textureInsideRT: 1 # Fixes rainbow lighting for some areas.
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getSkipCount: "GSC_BlueTongueGames" # Mipmap rendering on CPU.
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SLES-53635:
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name: "NASCAR '06 - Total Team Control"
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region: "PAL-E"
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@ -19600,7 +19604,7 @@ SLES-54376:
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halfPixelOffset: 2 # Fix text and post blur.
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mipmap: 2 # Base mip level isn't always used.
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autoFlush: 1 # Needed for recursive mipmap rendering.
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getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
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getSkipCount: "GSC_BlueTongueGames" # Render mipmaps on the CPU.
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SLES-54377:
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name: "Barnyard"
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region: "PAL-G"
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@ -19608,7 +19612,7 @@ SLES-54377:
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halfPixelOffset: 2 # Fix text and post blur.
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mipmap: 2 # Base mip level isn't always used.
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autoFlush: 1 # Needed for recursive mipmap rendering.
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getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
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getSkipCount: "GSC_BlueTongueGames" # Render mipmaps on the CPU.
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SLES-54378:
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name: "Barnyard"
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region: "PAL-M4"
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@ -19616,7 +19620,7 @@ SLES-54378:
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halfPixelOffset: 2 # Fix text and post blur.
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mipmap: 2 # Base mip level isn't always used.
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autoFlush: 1 # Needed for recursive mipmap rendering.
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getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
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getSkipCount: "GSC_BlueTongueGames" # Render mipmaps on the CPU.
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SLES-54379:
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name: "NFL Street 3"
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region: "PAL-E"
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@ -25967,6 +25971,12 @@ SLPM-62345:
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SLPM-62346:
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name: "Keiei Simulation - Jurassic Park [Konami the Best]"
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region: "NTSC-J"
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gsHWFixes:
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autoFlush: 1 # Fixes glows. Also needed for recursive mipmap rendering.
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mipmap: 2 # Better characters and environment but has a texture cache issue that makes it worse.
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trilinearFiltering: 1 # Using mipmaps, so may as well.
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textureInsideRT: 1 # Fixes rainbow lighting for some areas.
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getSkipCount: "GSC_BlueTongueGames" # Mipmap rendering on CPU.
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SLPM-62348:
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name: "Mechsmith, The - Rum"
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region: "NTSC-J"
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@ -26443,9 +26453,11 @@ SLPM-62512:
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name: "Keiei Simulation - Jurassic Park [Konami The Best]"
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region: "NTSC-J"
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gsHWFixes:
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autoFlush: 1 # Fixes glows.
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mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse.
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autoFlush: 1 # Fixes glows. Also needed for recursive mipmap rendering.
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mipmap: 2 # Better characters and environment but has a texture cache issue that makes it worse.
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trilinearFiltering: 1 # Using mipmaps, so may as well.
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textureInsideRT: 1 # Fixes rainbow lighting for some areas.
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getSkipCount: "GSC_BlueTongueGames" # Mipmap rendering on CPU.
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SLPM-62513:
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name: "Harry Potter and the Chamber of Secrets [EA Best Hits]"
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region: "NTSC-J"
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@ -41933,9 +41945,11 @@ SLUS-20380:
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name: "Jurassic Park - Operation Genesis"
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region: "NTSC-U"
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gsHWFixes:
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autoFlush: 1 # Fixes glows.
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mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse.
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autoFlush: 1 # Fixes glows. Also needed for recursive mipmap rendering.
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mipmap: 2 # Better characters and environment but has a texture cache issue that makes it worse.
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trilinearFiltering: 1 # Using mipmaps, so may as well.
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textureInsideRT: 1 # Fixes rainbow lighting for some areas.
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getSkipCount: "GSC_BlueTongueGames" # Mipmap rendering on CPU.
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SLUS-20381:
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name: "MX SuperFly"
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region: "NTSC-U"
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@ -46462,7 +46476,7 @@ SLUS-21277:
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halfPixelOffset: 2 # Fix text and post blur.
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mipmap: 2 # Base mip level isn't always used.
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autoFlush: 1 # Needed for recursive mipmap rendering.
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getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
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getSkipCount: "GSC_BlueTongueGames" # Render mipmaps on the CPU.
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SLUS-21278:
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name: "SSX on Tour"
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region: "NTSC-U"
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@ -46493,9 +46507,11 @@ SLUS-21284:
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name: "Nicktoons Unite!"
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region: "NTSC-U"
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gsHWFixes:
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autoFlush: 1 # Fixes glows.
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mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse.
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textureInsideRT: 1 # Fixes rainbow lighting for lamps, computer and other areas.
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autoFlush: 1 # Fixes glows. Also needed for recursive mipmap rendering.
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mipmap: 2 # Better characters and environment but has a texture cache issue that makes it worse.
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trilinearFiltering: 1 # Using mipmaps, so may as well.
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textureInsideRT: 1 # Fixes rainbow lighting for some areas.
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getSkipCount: "GSC_BlueTongueGames" # Mipmap rendering on CPU.
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SLUS-21285:
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name: "Ultimate Spider-Man [Limited Edition]"
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region: "NTSC-U"
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@ -802,23 +802,24 @@ bool GSHwHack::GSC_XenosagaE3(GSRendererHW& r, const GSFrameInfo& fi, int& skip)
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return true;
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}
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bool GSHwHack::GSC_Barnyard(GSRendererHW& r, const GSFrameInfo& fi, int& skip)
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bool GSHwHack::GSC_BlueTongueGames(GSRendererHW& r, const GSFrameInfo& fi, int& skip)
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{
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GSDrawingContext* context = r.m_context;
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// Whoever wrote this was kinda nuts. They draw a stipple/dither pattern to a framebuffer, then reuse that as
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// the depth buffer. Textures are then drawn repeatedly on top of one another, each with a slight offset.
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// Depth testing is enabled, and that determines which pixels make it into the final texture. Kinda like an
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// attempt at anti-aliasing or adding more detail to the textures?
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// attempt at anti-aliasing or adding more detail to the textures? Or, a way to get more colours..
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// The size of these textures varies quite a bit. 16-bit, 24-bit and 32-bit formats are all used.
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// The ones we need to take care of here, are the textures which use mipmaps. Those get drawn recursively, mip
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// levels are then drawn to the right of the base texture. And we can't handle that in the texture cache. So
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// we'll limit to 16/32-bit, going up to 320 wide. Some font textures are 1024x1024, we don't really want to
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// be rasterizing that on the CPU.
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// we'll limit to 16/24/32-bit, going up to 320 wide. Some font textures are 1024x1024, we don't really want
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// to be rasterizing that on the CPU.
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// Catch the mipmap draws.
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if ((context->FRAME.PSM == PSM_PSMCT16S || context->FRAME.PSM == PSM_PSMCT32) && context->FRAME.FBW <= 5)
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// Catch the mipmap draws. Barnyard only uses 16/32-bit, Jurassic Park uses 24-bit.
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// Also used for Nicktoons Unite, same engine it appears.
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if ((context->FRAME.PSM == PSM_PSMCT16S || context->FRAME.PSM <= PSM_PSMCT24) && context->FRAME.FBW <= 5)
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{
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r.SwPrimRender(r, true);
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skip = 1;
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@ -1276,7 +1277,7 @@ const GSHwHack::Entry<GSRendererHW::GSC_Ptr> GSHwHack::s_get_skip_count_function
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CRC_F(GSC_UrbanReign, CRCHackLevel::Partial),
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CRC_F(GSC_ZettaiZetsumeiToshi2, CRCHackLevel::Partial),
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CRC_F(GSC_BlackAndBurnoutSky, CRCHackLevel::Partial),
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CRC_F(GSC_Barnyard, CRCHackLevel::Partial),
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CRC_F(GSC_BlueTongueGames, CRCHackLevel::Partial),
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CRC_F(GSC_Battlefield2, CRCHackLevel::Partial),
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// Channel Effect
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@ -55,7 +55,7 @@ public:
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static bool GSC_RedDeadRevolver(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
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static bool GSC_ShinOnimusha(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
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static bool GSC_XenosagaE3(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
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static bool GSC_Barnyard(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
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static bool GSC_BlueTongueGames(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
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static bool GSC_Battlefield2(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
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static bool OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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