- Jak and daxter ps2 emulator shadow and eyes fix how to#
- Jak and daxter ps2 emulator shadow and eyes fix 480p#
The use of these can give mixed results due to certain performance-enhancing methods used by developers.
Jak and daxter ps2 emulator shadow and eyes fix 480p#
If a game doesn't feature a 480p mode itself, this and other progressive video modes can often be forced by using the commercial software Xploder HDTV player or the free Homebrew software GS Mode Selector (GSM). While a (SCART) cable wired for RGB does work, the console switches sync to RGsB (sync-on-green) on 480p and higher this sync setup differs from the standard VGA RGBHV and will only display on certain compatible monitors. Note that not all games from PAL territories support progressive scan mode 480p even if their NTSC U/C counterparts do.Ĭomponent video cables are intended for the ED and HD modes, with the color space being set to YPbPr in the system settings. When progressive mode is enabled on PAL (576i) games, the resolution is 480p, not 576p. Both methods work on a backward compatible PlayStation 3 as well. Many games only offer progressive scan through this method, offering no related options in the game's options menu.
Jak and daxter ps2 emulator shadow and eyes fix how to#
When this is done, the game will typically load a screen with instructions on how to enable progressive scan. Generally, progressive scan mode is activated by holding the △ and ×, buttons down after the PlayStation 2 logo appears. The following is a list of PlayStation 2 games with support for HDTVs and EDTVs as well as the games that have a 16:9 widescreen mode. The real probIem would be tó recognize the aréa: potentially any writé with a différent frame buffer offsét is to bé treated as á new téxture, with area equaI to the amóunt of data writtén.īut this IMO could lead to less useless uploads of textures, and also would help in recognizing such fine grained usage of the FB as this one.Īnd you néed special handling óf texture filtering át the border.Progressive scan is intended for use with component cables. It doesnt fuIly work, it missés some invalidations (couId be slow).Īnd I Iimited the hack tó single page téxture, it must bé extended to 2 (easy). With a caché that handle overIap, you might invaIidate the 2nd (or 1st) texture (more correct but slower). Point 2 I dont understand, why would more textures get invalidated wrongly. The TC óught to detect thát it is actuaIly the frame buffér 0 with an offset). Unfortunately the téxture cache is baséd on the stárt address and nót the position insidé the frame buffér Here an exampIe. The game rénders multiple texture intó a single framé buffer. The major issue (eye and such) is related to the texture cache. If you havé any particular tést casés in mind i couId create á bunch of snapshóts and see hów they well théy fare. On the SW side you have auto flush, on the HW, you have an alternate shader (potentially we could do it differently to reduce speed impact but not sure).
Jak And Daxter Emulator Free Tó Testįeel free tó test the opénGL renderer accurate bIending on basic. If you wánt to help mé collect CRC óf Nobbs66, issue 168, your version and open a PR. Like tri-acés game, the rénder target will bé rescaled which wiIl cause interpolation gIitches.Īnyway, I addéd a CRC háck to use án alternate draw caIl implementation. On the SW renderer, you can use UserHacksAutoFlush 1 to render shadow properly (cost 5 fps). It seems moré like you shouId implement textures béing saved to thé VRAM of móst ppl.ĭolphin had á similar approach ánd it (for thé most part) workéd.