Add XgKickHack gamefix for Dog of Bay., fixes corrupt textures. Issue
#3041
Add some crc ids. Big Mutha JP version(Bakusou Convoy Densetsu - Otoko
Hanamichi America Roman),
Jak X Public Beta v.1 US, Sly 3 EU Prototype.
Fixes the noise generator outputting a 4.8 kHz tone instead of white noise. The random number generator used in GetNoiseValues currently repeats every 10 samples, which is really really awful for a random number generator.
New code based on http://problemkaputt.de/psx-spx.htm#spunoisegenerator
Developed a new SW sprite render function, which is used to fix
Jak and Daxter colors in Jak games and to remove the old Jak games hack
which yielded wrong colors and clashed with TC search texture in RT function.
- Remove OO_JakGames hack for palette readback from framebuffer (slow,
clashes with texture in RT TC function, clashes with Target readback logic)
- Developed new method SwSpriteRender with CPU rendering logic
- Add OI_JakGames method using SwSpriteRender for CPU palette rendering (fast,
does not clash with texture in RT TC function, no readback required)
Bonus: fps also sees an improvement in Jak games 3-5 increase.
* Refactor build.sh. Restructure finding plugins. Remove legacy code. Add --clean-plugins option. Document --no-trans option.
Don't do setcap if dev9ghzdrk isn't being built. List dependencies if they are missing. Remove code related to zerospu2, and misc plugins we aren't building. Minor message changes.
It will allow to render the shadows properly.
Rendering pattern is:
Save RG channel with a kind of a TS (replaced by a copy in this hack),
compute shadow in RG,
save result in alpha with a TS,
Restore RG channel that we previously copied to render shadows.
Seems like Texture shuffle/depth is not handled properly in all cases so
revert the change until we fix it properly. Move it to gl level too.
Commit:
11cd6b56cd
With the sprite hack removed it was no longer possible to toggle this
hack on nvidia gpus, the toggle has been moved to Disable Safe Features.
It some issues caused by the hack in sotc, fatal frame and border offset
issues.
The adapter ID was needed to be passed before for a legacy DX9 hack which is no longer present, I figured it could cause a potential conflict when the adapter value stored at INI is outdated. (which is now a possibility after
lightning removed reference device)
The other alternative would be to just force set the INI value on dialog initialization to avoid unavailable values in the INI file, but that would be a rough for a person transitioning from debug build to release build using the reference device
option, so just removing this outdated variable for now, I rather doubt we'd be needing it in the future, in case we need adapter passing to subdialogs, the former suggestion needs to be implemented. Not implementing it right now since there's no need for it.
in vs 2019, the system xhash used by unordered_map uses Target in its template definition. pcsx2 #defines this in the r5900 and r3000 headers which leak cause a cryptic compilation error. A quick fix here is just to undef it in gamebase.h. A better fix would be to encapsulate the definition or use something more c++ to avoid the pre-processor. Add a comment to explain the _Target_ undef.
tap.h did not have string defined. I guess this was included transitively somewhere with an earlier set of system headers.
Biostools, the file is opened in text mode which causes the bios to be partially read. I'm not sure that's vs2019 specific but it's wrong in any case. Maybe the default mode parameter changed at some point. Maybe wxFile would be a better choice here rather than WxFFile because wxFile always open s in binary mode.
It is quite complex to handle rescaling on ComputeFixedTEX0
so this function is less stricter than GetSizeFixedTEX0,
therefore we remove the reduce optimization,
and we don't handle bilinear filtering which might create wrong interpolation at the border.
Fixes FFX upscaling issues on Bilinear filter during cutscenes.
comment
Remove some crc lookups for gamefix patches that share the same serial
and patch codes. It will allow game versions with different crc ids to
use the patches. Close#2654
Add JP version to automatic mipmapping.
Typical shuffle case is 1/2 height so other half is undesired
In dbz we split the depth buffer.
- Sample first half, write to `0x0`.
- Sample second half, write to `0x800`
- Finally, sample `0x0` though `0xffc`
Crash Twinsanity is a similar case.
A short summary how d3d option behaves compared to gl.
None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.
Note: Medium and High options are mostly intended for debug use.
Add the remaining code and separate it in levels because dx sux.
Basic blending mode -> doesn't enable fbmask on texture shuffle and
triangle primitives.
Medium -> doesn't enable fbmask on triangle primitives.
High mode- > fully enables fbmask, note it's still not on par with
opengl because we miss sw blending for some games.
Also keep in mind that High Blending option on d3d11 is like 1/3 of
Basic Blending option on GL.