It's not AA, it's just internal target upscaling: X1 and none are the same (x2 mean than every texture x*y have size 2x * y, 4x -- 2x*2y, 8x -- 4x*2y, 16x -- 4x*4y). Name was with us from previous century, so we keep it now.
(06-20-2010, 07:48 PM)Zeydlitz Wrote: [ -> ]It's not AA, it's just internal target upscaling...
Hmm.. I was really wondering how AA could make it look so much better... That explains it then. Keep up the good work.
Steambot Chronicles runs perfectly until (after the short text intro) you actually get into the game and the character goes "ugh" on the beach. There's a whole mess of green lines on the screen obscuring almost everything. The same thing happens in ZeroGS (and a fairly similar thing happens in GSDx Hardware mode).
I'm using ZZogl r3248 with all default settings with PCSX2's r3119 and r3353. I tried to mix and match many of ZZogl's different advanced options afterward, but nothing changes except adding more issues.
my computer:
ATI 4870 1GB with 10.6 Catalyst drivers.
8400 Core 2 Duo @ 3.00
4 gigs ram
Windows XP 32 bit with Service Pack 3
For ZZOgl try using Alpha Fail Hack and Fast Update as for GSDx,did you try running in software mode?I think your CPU can handle it
And take this as an advice.Install Windows 7 and use GSDx DX10/11 mode,its faster for your specs and more optimized
For me Steambot Chronicles is still in blackscreen status.
Final Fantasy X-2 submenu text doesn't work properly on the latest svn. It worked fine on 0.21.212.
Can you do bisect regression testing and find ZZogl-ph release where this issue was introduced? Probably it's one with DummyKey change that Arcum made, but need check.
I've just noticed that using a clean "svn co
http://pcsx2.googlecode.com/svn/trunk/ pcsx2-read-only" creates a folder called "zzogl-pg" on the plugins folder but on the linux wiki there's also this instruction:
Quote:Optional: If you also want to use Zeydlitz's ZeroGS fork, ZZOgl, which I recommend, do the following: go into the plugin folder. Type: svn co http://sanechka.spb.ru/svnroot/ruslan/zerogs/ zzogl Then open the build.sh file in the plugin directory. If there is a # in front of buildplugin zzogl $@, remove it:
Is this step really necessary? I tried not using it and ended up with a zzogl-pg 0.1.0 plugin just as if I'd added the line above.
PS.: I use cmake for compiling pcsx2 and it's plugins.