05-11-2021, 09:35 PM
(This post was last modified: 12-14-2023, 10:50 PM by felixthecat1970.
Edit Reason: update 2023
)
UPDATE 2023: check "PS2 Improvements code, patch list" signature for newest codes
Devil May Cry 3 - Dante's Awakening (Special Edition) (Japan) SLPM_661.60;1) Game CRC = 0x79C952B0
Devil May Cry 3 - Dante's Awakening (Europe) (En,Fr,De,Es,It) (Special Edition) SLES_541.86;1) Game CRC = 0x18C9343F
UPDATE MAY 11 2021: code cleanup, fixes, add features.
+Tweak Game effects (image more clearer withow lossing important effects)
*(remove partial gameplay blur and other related effects, but preserve bloom, depth field, custom blur, door transitions and other effects in special cutscenes/scenarios)
+Hack main menu slow, noise texture and some scenarios slowness
+New No interleacing (bypass function call)
+Progressive mode 224p (is a field renderer game)
+another widescreen code + 2d art correct aspect ratio (text still is streched missinng code/address)
For the code and notes look in my signature or go to thread HERE
@xMichael
the "sharper" word is generic because how game look, i think more tecnically word should be "High resolution framebuffer " ( explained in ps2 standart spec documented in GS user manual), more or less this is my "plain - guess" explanation according **ny GS user manual lecture, ps2 GS put "clean" frame in "framebuffer area ready to be processed (to be adapted to signals NTSC/PAL, custom postprocesing effects in this step, streched/adapted to tv coordinates, pass interleacing, combined images for effects, etc) in "ps2 2 read circuits areas" and then this "proccesed" frame is passed to final display, this kind of codes make show the "frame-buffered" image instead of posprocessed final image (image normally we see with all or more things mentioned):
advantages: bypass interleacing function (modern tv, monitors not require this), show original frame image and size before to be "adapted/streched" to old crt tvs, now we have high-res monitors or tvs, so, old format tv posprocesed image will show blurry or out focus, more o less plain explanation.
the image difference is notable in SW mode, try some codes in this mode, and disable in PCSX2 the Interleacing option to "None"
disvantages: some game effects, textures are rendered / combined in read circuits. so i will be missed or show gliched, example: gran turismo 4 has clean razor sharp image but the hud is rendered another circuit (ps2 has 2 areas/circuits where image/frame is post-procesed) 1 circuit take frame and make all postprocess required, 2 circuit has textured related to hud then image is combined and send to display, the framebuffer code only show clean image (no hud is combined in final image)
they are another type the games named "field rendered games" i dont know how to explain this ok, the image ej: 640x448 will show half-res 640x224 each line in "scanline " of tv, this was used to "save ram " and interleacing function or for create fluidity effect, this games are a combination same image in half 224 + 224 = 448 ver+ res; (i dont know if frame exist full size before this tecnique is executed or frame is programmed to be this size).
*for images comparation i will take some time because forum require upload images another web image service .
in the end on my test games who i can access to this "frame" look better that normal interleacing mode or progressive mode games, notable in SW mode, i recomend to read the "lectures" section in my "no interleacing basic tutorial" look in my signature have many explanations how ps2 works and another tecnicall insigths; also if someone more expert has some tips or better explanation is welcome because still many things i dont understand about ps2 GS or i dont know how to explain correctly.
Devil May Cry 3 - Dante's Awakening (Special Edition) (Japan) SLPM_661.60;1) Game CRC = 0x79C952B0
Devil May Cry 3 - Dante's Awakening (Europe) (En,Fr,De,Es,It) (Special Edition) SLES_541.86;1) Game CRC = 0x18C9343F
UPDATE MAY 11 2021: code cleanup, fixes, add features.
+Tweak Game effects (image more clearer withow lossing important effects)
*(remove partial gameplay blur and other related effects, but preserve bloom, depth field, custom blur, door transitions and other effects in special cutscenes/scenarios)
+Hack main menu slow, noise texture and some scenarios slowness
+New No interleacing (bypass function call)
+Progressive mode 224p (is a field renderer game)
+another widescreen code + 2d art correct aspect ratio (text still is streched missinng code/address)
For the code and notes look in my signature or go to thread HERE
@xMichael
the "sharper" word is generic because how game look, i think more tecnically word should be "High resolution framebuffer " ( explained in ps2 standart spec documented in GS user manual), more or less this is my "plain - guess" explanation according **ny GS user manual lecture, ps2 GS put "clean" frame in "framebuffer area ready to be processed (to be adapted to signals NTSC/PAL, custom postprocesing effects in this step, streched/adapted to tv coordinates, pass interleacing, combined images for effects, etc) in "ps2 2 read circuits areas" and then this "proccesed" frame is passed to final display, this kind of codes make show the "frame-buffered" image instead of posprocessed final image (image normally we see with all or more things mentioned):
advantages: bypass interleacing function (modern tv, monitors not require this), show original frame image and size before to be "adapted/streched" to old crt tvs, now we have high-res monitors or tvs, so, old format tv posprocesed image will show blurry or out focus, more o less plain explanation.
the image difference is notable in SW mode, try some codes in this mode, and disable in PCSX2 the Interleacing option to "None"
disvantages: some game effects, textures are rendered / combined in read circuits. so i will be missed or show gliched, example: gran turismo 4 has clean razor sharp image but the hud is rendered another circuit (ps2 has 2 areas/circuits where image/frame is post-procesed) 1 circuit take frame and make all postprocess required, 2 circuit has textured related to hud then image is combined and send to display, the framebuffer code only show clean image (no hud is combined in final image)
they are another type the games named "field rendered games" i dont know how to explain this ok, the image ej: 640x448 will show half-res 640x224 each line in "scanline " of tv, this was used to "save ram " and interleacing function or for create fluidity effect, this games are a combination same image in half 224 + 224 = 448 ver+ res; (i dont know if frame exist full size before this tecnique is executed or frame is programmed to be this size).
*for images comparation i will take some time because forum require upload images another web image service .
in the end on my test games who i can access to this "frame" look better that normal interleacing mode or progressive mode games, notable in SW mode, i recomend to read the "lectures" section in my "no interleacing basic tutorial" look in my signature have many explanations how ps2 works and another tecnicall insigths; also if someone more expert has some tips or better explanation is welcome because still many things i dont understand about ps2 GS or i dont know how to explain correctly.