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Full Version: Crash Bandicoot - The Wrath of Cortex [SLUS 20238] (U)
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status=5;
version=1.3.0;
console=PS2;
crc=75182BE5;
img_t=empty;
img_f=empty;
wikiurl=Link;
Code:
empty
PC Specs:

CPU: Intel Core i7 @ 3.4Ghz
GPU: Nvidia GTX 285 768MB

Build Description: PCSX2 24 02 2013 1.1.0 r5576 - Windows
GSdx 5570 SSE41 [23 02 2013]
LilyPad 0.11.0 [13 01 2013]
cdvdGigaherz 0.8.0 [13 01 2013]
USBnull Driver 0.7.0 [13 01 2013]
SPU2-X 2.0.0 [24 02 2013]
DEV9null Driver 0.5.0 [13 01 2013]
FWnull Driver 0.7.0 [13 01 2013]
USA v02.00(14/06/2004) Console
DC and MTGS | VU1Rec and VU0Rec | rCache 0 | Console 1 | Patches 0

EE/VU Clamp modes: Normal/Normal
EE/VU Rounding: Chop/Chop

Speedhacks Used:

N/A

Gamefixes Used:

N/A

Amount of testing done (little/medium/much/completed-game): medium

Comments:

Status is unchanged. Runs above full speed.

Bugs:

Draw distance is bugged in gsdx hardware mode. Looks fine in software mode.

Status
Playable
PC Specs:
CPU: AMD FX 6300 @ 4.4 Ghz
GPU: AMD Radeon HD 7870

Build Description:

PCSX2 1.3.0 (GIT 2014, December 14), Windows
BIOS: v 1.90 (23/06/2003) Console

EE/VU Clamp modes: Normal/Normal
EE/VU Rounding: Chop/Chop

Speedhacks Used:
Tested with none, but also EE cycle rate speedhack. EE hack helps this game a lot if you are having speed issues. It will however cause the game to look less smooth, because it causes the game engine to skip frames internally. Also, MTVU will slow this game down in several locations, so it is not recommended.

Gamefixes Used:

N/A

Amount of testing done (little/medium/much/completed-game):
much

Comments:
Completely playable

Bugs:
A couple of the later levels need software mode, as you can't see anything otherwise. Aside from them, it runs very well in hardware. The draw distance bug mentioned above no longer exists. That means "skipdraw = 4" is no longer needed.

Status
Playable
(12-20-2014, 11:34 PM)Blyss Sarania Wrote: [ -> ]PC Specs:
CPU: AMD FX 6300 @ 4.4 Ghz
GPU: AMD Radeon HD 7870

Build Description:

PCSX2 1.3.0 (GIT 2014, December 14), Windows
BIOS: v 1.90 (23/06/2003) Console

EE/VU Clamp modes: Normal/Normal
EE/VU Rounding: Chop/Chop

Speedhacks Used:
Tested with none, but also EE cycle rate speedhack. EE hack helps this game a lot if you are having speed issues. It will however cause the game to look less smooth, because it causes the game engine to skip frames internally. Also, MTVU will slow this game down in several locations, so it is not recommended.

Gamefixes Used:

N/A

Amount of testing done (little/medium/much/completed-game):
much

Comments:
Completely playable

Bugs:
A couple of the later levels need software mode, as you can't see anything otherwise. Aside from them, it runs very well in hardware. The draw distance bug mentioned above no longer exists. That means "skipdraw = 4" is no longer needed.

Status
Playable

Uhm, if by draw distance bug you mean the fog, i'm pretty sure that one's still present ?
(12-21-2014, 02:56 AM)Coornio Wrote: [ -> ]Uhm, if by draw distance bug you mean the fog, i'm pretty sure that one's still present ?

Not in the 2014, December 14 build. I really highly doubt something specific to my machine or settings could fix, but for reference, I tried with default settings too and it was still fixed.

[Image: 244ab0.png]
[Image: 33dccb.png]
I don't know what's different but i'm still getting the messed up fog effect. Will look into it more tomorrow. In the meantime, can anyone else verify if this new behavior applies to them or not?
Do you happen to be using PAL version? I think it's a CRC hack. If I tick "Disable CRCs" in HW hacks the fog comes back. So I think maybe your CRC isn't added yet.

GSState.cpp line 3343:
Code:
bool GSC_CrashBandicootWoC(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00) && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x008c0 || fi.TBP0 == 0x00a00) && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.FPSM == fi.TPSM)
{
return false; // allowed
}
if(fi.TME && (fi.FBP == 0x01e40 || fi.FBP == 0x02200) && fi.FPSM == PSM_PSMZ24 && (fi.TBP0 == 0x01180 || fi.TBP0 == 0x01400) && fi.TPSM == PSM_PSMZ24)
{
skip = 42;
}
}
else
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00) && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03c00 && fi.TPSM == PSM_PSMCT32)
{
skip = 0;
}
else if(!fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00))
{
skip = 0;
}
}
return true;

Seems to force skipdraw = 42.
(12-23-2014, 03:08 AM)Blyss Sarania Wrote: [ -> ]Do you happen to be using PAL version? I think it's a CRC hack. If I tick "Disable CRCs" in HW hacks the fog comes back. So I think maybe your CRC isn't added yet.

GSState.cpp line 3343:
Code:
bool GSC_CrashBandicootWoC(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00) && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x008c0 || fi.TBP0 == 0x00a00) && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.FPSM == fi.TPSM)
{
return false; // allowed
}
if(fi.TME && (fi.FBP == 0x01e40 || fi.FBP == 0x02200) && fi.FPSM == PSM_PSMZ24 && (fi.TBP0 == 0x01180 || fi.TBP0 == 0x01400) && fi.TPSM == PSM_PSMZ24)
{
skip = 42;
}
}
else
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00) && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03c00 && fi.TPSM == PSM_PSMCT32)
{
skip = 0;
}
else if(!fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00))
{
skip = 0;
}
}
return true;

Seems to force skipdraw = 42.

It does seem to fix the fog issue, but it seriously messes up the angel death animation. Also the water disappears if you're not close enough. Outline boxes are still messed up. It also removes fire particles, smoke particles, snow particles and pretty much everything particle related. Also surfaces with transparency are completely invisible using it.

If this is a CRC hack i suggest it be removed since it breaks a ***** of graphics in order to fix just the fog. AKA not worth it.

EDIT: is there a quick way to up/down the skipdraw hack without having to use the GUI every time?
(12-23-2014, 06:04 PM)Coornio Wrote: [ -> ]It does seem to fix the fog issue, but it seriously messes up the angel death animation. Also the water disappears if you're not close enough. Outline boxes are still messed up. It also removes fire particles, smoke particles, snow particles and pretty much everything particle related. Also surfaces with transparency are completely invisible using it.

If this is a CRC hack i suggest it be removed since it breaks a ***** of graphics in order to fix just the fog. AKA not worth it.

EDIT: is there a quick way to up/down the skipdraw hack without having to use the GUI every time?

Nope, you gotta use the GUI.

IDK why it uses 42, I used to use 4.

Define how outline boxes are messed up? They still look just fine to me. So does water. Particle stuff I haven't noticed, but I didn't check either.

Anyway it comes down to the fact that that fog is there in hardware mode. So are you really gonna play WITH the fog just to get some minor effects back?

The only way to NOT have fog, and to have those effects is software mode, which still works just fine(skipdraw doesn't apply).
Shouldn't this be discussed somewhere else?
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