mirror of https://github.com/PCSX2/pcsx2.git
GSDX: Add an option to disable NTSC saturation
v2: convert it into a member variable.
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@ -44,6 +44,7 @@ GSState::GSState()
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{
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{
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m_nativeres = theApp.GetConfig("upscale_multiplier",1) == 1;
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m_nativeres = theApp.GetConfig("upscale_multiplier",1) == 1;
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m_mipmap = !!theApp.GetConfig("mipmap", 1);
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m_mipmap = !!theApp.GetConfig("mipmap", 1);
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m_NTSC_Saturation = !!theApp.GetConfig("NTSC_Saturation", true);
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s_n = 0;
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s_n = 0;
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s_dump = !!theApp.GetConfig("dump", 0);
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s_dump = !!theApp.GetConfig("dump", 0);
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@ -379,11 +380,10 @@ GSVector4i GSState::GetFrameRect(int i)
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int w = r.width();
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int w = r.width();
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int h = r.height();
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int h = r.height();
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// NTSC: Saturate higher height values for games which have CRTC width lower than 640.
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// Limit games to standard NTSC resolutions. games with 512X512 (PAL resolution) on NTSC video mode produces black border on the bottom.
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// Some NTSC mode games request higher height values for accurate display size / position when width is 640
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// 512 X 448 is the resolution generally used by NTSC, saturating the height value seems to get rid of the black borders.
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// Testcases : PS logo (640x512) , Resident Evil:CVX (640x480). potentially more test cases...
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// Though it's quite a bad hack as it affects binaries which are patched to run on a non-native video mode.
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if (Vmode_NTSC && h > 448 && w < 640 && m_NTSC_Saturation)
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if (Vmode_NTSC && h > 448 && w < 640)
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h = 448;
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h = 448;
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if (m_regs->SMODE2.INT && m_regs->SMODE2.FFMD && h > 1)
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if (m_regs->SMODE2.INT && m_regs->SMODE2.FFMD && h > 1)
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@ -195,12 +195,13 @@ public:
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GSDrawingContext* m_context;
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GSDrawingContext* m_context;
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GSPerfMon m_perfmon;
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GSPerfMon m_perfmon;
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uint32 m_crc;
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uint32 m_crc;
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CRC::Game m_game;
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GSDump m_dump;
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int m_options;
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int m_options;
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int m_frameskip;
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int m_frameskip;
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bool m_crcinited;
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bool m_crcinited;
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bool m_framelimit;
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bool m_framelimit;
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CRC::Game m_game;
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bool m_NTSC_Saturation;
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GSDump m_dump;
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bool m_nativeres;
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bool m_nativeres;
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bool m_mipmap;
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bool m_mipmap;
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