GS - PCRTC: [Bug Report] The King of Fighters 2000 [SLPS_251.56]
#21
I got this (PAL 50/60hz selection):
Set GS CRTC configuration. Interlace Progressive. Field Type FRAME. Mode PAL  640x512 @ 50.000 (49.76)

Set GS CRTC configuration. Interlace Interlaced. Field Type FIELD. Mode PAL  640x512 @ 50.000 (49.76)

Set GS CRTC configuration. Interlace Progressive. Field Type FRAME. Mode PAL  640x512 @ 50.000 (49.76)


Then this during the logo's before the game:
Set GS CRTC configuration. Interlace Progressive. Field Type FRAME. Mode NTSC 640x448 @ 59.940 (59.82)

Set GS CRTC configuration. Interlace Interlaced. Field Type FIELD. Mode NTSC 640x448 @ 59.940 (59.82)

Set GS CRTC configuration. Interlace Progressive. Field Type FRAME. Mode NTSC 640x448 @ 59.940 (59.82)

But nothing after the switch to 640x256 and fighting a round.
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#22
which game, exactly? I pushed a branch with a kind of fix.
Quote:gsdx-CRTC-rescaling
Could you test it. If games are still wrong, just generate me a gs dump, I will look into it.
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#23
This may fix the need for the hack i put in a while ago for pool paradise https://github.com/PCSX2/pcsx2/commit/1f...d450145ad4
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#24
(10-26-2015, 10:18 PM)gregory Wrote: which game, exactly? I pushed a branch with a kind of fix.
Could you test it. If games are still wrong, just generate me a gs dump, I will look into it.

KOF 2000.  I tried the latest git build and it doesn't change anything. I've added the GS dump.
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#25
It's not in the latest git build, hang on, i'll make you a gsdx build, just make sure you select it in your config afterwards
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#26
prafullpcsx2 made a build of GSdx (http://www.filedropper.com/gsdx32-ssse3-rescaling) with some additions made by gregory which fixed GitarooMan and DMC3 for me. Can you check if it fixes your own bugs and if it causes any regressions? Post feedback here as well if you can: https://github.com/PCSX2/pcsx2/pull/930
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#27
(10-26-2015, 10:50 PM).r5 Wrote: prafullpcsx2 made a build of GSdx (http://www.filedropper.com/gsdx32-ssse3-rescaling) with some additions made by gregory which fixed GitarooMan and DMC3 for me. Can you check if it fixes your own bugs and if it causes any regressions? Post feedback here as well if you can: https://github.com/PCSX2/pcsx2/pull/930

Good job, I've attached an SSE2 build in case it is required.


Attached Files
.7z   GSdx32-SSE2-CRTC.7z (Size: 317,7 KB / Downloads: 274)
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#28
@ref could test pool paradise (and likely generate me a gs dump, I would be surprise if I didn't completely break it).
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#29
(10-26-2015, 10:50 PM).r5 Wrote: prafullpcsx2 made a build of GSdx (http://www.filedropper.com/gsdx32-ssse3-rescaling) with some additions made by gregory which fixed GitarooMan and DMC3 for me. Can you check if it fixes your own bugs and if it causes any regressions? Post feedback here as well if you can: https://github.com/PCSX2/pcsx2/pull/930
It doesn't fix it, but it does make it worse. Instead of small black bar, the screen is rendered like 640x256 would appear in 640x480(512?) making half the screen a black bar.
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#30
It need some VP2 tests.
Code:
    //Some games (such as Pool Paradise) use alternate line reading and provide a massive height which is really half.
    if (height > 640)
    {
        height /= 2;
    }

Seriously
Code:
            GSVector4i fr = m_renderer->GetFrameRect();

            int ww = (int)(fr.left + m_renderer->GetDisplayRect().width());
            int hh = (int)(fr.top + m_renderer->GetDisplayRect().height());

            if(hh <= m_renderer->GetDeviceSize().y / 2)
            {
                hh *= 2;
            }

            // Gregory: I'm sure this sillyness is related to the usage of a 32bits
            // buffer as a 16 bits format. In this case the height of the buffer is
            // multiplyed by 2 (Hence a scissor bigger than the RT)

            // This vp2 fix doesn't work most of the time

            if(hh < 512 && m_renderer->m_context->SCISSOR.SCAY1 == 511) // vp2
            {
                hh = 512;
            }

@FlatOut,
Please generate me a dump please.
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