Hi
At first, I will describe a common problem which has its origin in the Gsdx PlugIn. to be exact it only appears as dx9 HW interface is selekted. It differs in signification on almost every single game but however it's within upto 90% at all games present and visible like more or less affective. I dunno how to descripe it but it looks like that parts of the gfx are shared into more time parts such are in form of an explizit geometric a basicly retangle however the shapes do differ in size that is random like in differend games but do show a clear verfiyable repeat pattern in relation to the scene. The cutlines did appear in form as I labeled them but they actually are the gap inbetween the shared retangles. The whole thing looks like some lines would have been reasonable set like it looks similiar to a raster field.
Anyway this problem will be become on mean once I try to set a custom dx resolution. That however isn't boiling point already but the fact that for every game a custom res. definatley exits that is flawless like same as nativ res but its upscaled. Further more this res. need to be setup per pix exact neverless these res. also unequals any ratio to the game oirginal res. Now u might have got what really can drive somebody that far into pur desperation.
without a base value i have been forced doing with per pix. step res. run checks.
@ Devs. plz there must be any basic law that offers a way to reserve track these exact pix res. at least something that doesn't take as long as finding its correct Res thats curretly almost match the playtime thats been needed to finish the game.
one example is my second problem(follows later) child is, Teggen Tag Tournament needs run a custom res in 1200x900 this particiular res is the flawless one and only res . do not ask why especially those integer values are match. thats i would have been known about, also.
Ok 2nd and last prob but no way lesser nervous stress than the former mentioned brother. Tekken runs Slow Motion like i would say 25% below standard game speed. The point is, no matter what anyway res. has been set same like unchanged whatever gfx interface u set though sw or hw and still stick on display if u are trying all avalable plugins und to verifiy this problem as it is fulltime present reveals kind a rockstable resitance against all in range measures which are provided by a set of differend options beging from Speed hack and ending on Fix hack, all these options affecting in lesser than nothing once concerning any visible change relation it could be even easier to get visible contact on a less smell charched fard.
Plz. I know I ask for a 2nd time help but it cause an equal urge to become unruly like the other do very the same.
let's go back and become more serious. That must be something part of the emu itself since it's strict results that is present allover the system though anything other ain't like hard coded source doesn't match the contition to get focus on the origin and force the gamespeed upon its used realtime.
I would appreciate even some tipps if u could point me on the specific functions. I can do some little code change and compile the source as long those functions are not inquire to lock up on it's parent class. To be exact I can do thing within a frame such as local variables valid.
Thnkz in advance.
Greetz 8
and move over all spell and typos as I did the same. thz
At first, I will describe a common problem which has its origin in the Gsdx PlugIn. to be exact it only appears as dx9 HW interface is selekted. It differs in signification on almost every single game but however it's within upto 90% at all games present and visible like more or less affective. I dunno how to descripe it but it looks like that parts of the gfx are shared into more time parts such are in form of an explizit geometric a basicly retangle however the shapes do differ in size that is random like in differend games but do show a clear verfiyable repeat pattern in relation to the scene. The cutlines did appear in form as I labeled them but they actually are the gap inbetween the shared retangles. The whole thing looks like some lines would have been reasonable set like it looks similiar to a raster field.
Anyway this problem will be become on mean once I try to set a custom dx resolution. That however isn't boiling point already but the fact that for every game a custom res. definatley exits that is flawless like same as nativ res but its upscaled. Further more this res. need to be setup per pix exact neverless these res. also unequals any ratio to the game oirginal res. Now u might have got what really can drive somebody that far into pur desperation.
without a base value i have been forced doing with per pix. step res. run checks.
@ Devs. plz there must be any basic law that offers a way to reserve track these exact pix res. at least something that doesn't take as long as finding its correct Res thats curretly almost match the playtime thats been needed to finish the game.
one example is my second problem(follows later) child is, Teggen Tag Tournament needs run a custom res in 1200x900 this particiular res is the flawless one and only res . do not ask why especially those integer values are match. thats i would have been known about, also.
Ok 2nd and last prob but no way lesser nervous stress than the former mentioned brother. Tekken runs Slow Motion like i would say 25% below standard game speed. The point is, no matter what anyway res. has been set same like unchanged whatever gfx interface u set though sw or hw and still stick on display if u are trying all avalable plugins und to verifiy this problem as it is fulltime present reveals kind a rockstable resitance against all in range measures which are provided by a set of differend options beging from Speed hack and ending on Fix hack, all these options affecting in lesser than nothing once concerning any visible change relation it could be even easier to get visible contact on a less smell charched fard.
Plz. I know I ask for a 2nd time help but it cause an equal urge to become unruly like the other do very the same.
let's go back and become more serious. That must be something part of the emu itself since it's strict results that is present allover the system though anything other ain't like hard coded source doesn't match the contition to get focus on the origin and force the gamespeed upon its used realtime.
I would appreciate even some tipps if u could point me on the specific functions. I can do some little code change and compile the source as long those functions are not inquire to lock up on it's parent class. To be exact I can do thing within a frame such as local variables valid.
Thnkz in advance.
Greetz 8
and move over all spell and typos as I did the same. thz