Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

GameDB: game title and Ace Combat updates #6600

Merged
merged 1 commit into from
Jul 21, 2022
Merged

GameDB: game title and Ace Combat updates #6600

merged 1 commit into from
Jul 21, 2022

Conversation

SlyAceZeta
Copy link
Contributor

Description of Changes

  1. Fixed some game titles (Ace Combat, Harry Potter, SpongeBob)
  2. Added halfPixelOffset: 3 to Ace Combat 5 and Ace Combat Zero
  3. Added mergeSprite: 1 to all three Ace Combat games

Rationale behind Changes

  1. Consistent and accurate gamedb
  2. In foggy scenarios, the ground and planes can appear misaligned. Setting halfPixelOffset to 3 is required to fix this.
  3. Align Sprite fixes the black lines when upscaling, but there are still "invisible" lines in their place. Merge Sprite fixes this in all three Ace Combat games. This can be seen in gameplay and in menu screens in all three games.

Suggested Testing Steps

To test halfPixelOffset, play foggy scenarios and test all the options for halfPixelOffset. For AC5, I tested mission 27+ and compared the SOLG's textures. For AC Zero, I tested mission 07 and compared the ground textures.

To test Merge Sprite, simply enable or disable it during gameplay on any of them. For AC5, I did the same test with the SOLG's textures (the rotating arms are very helpful for this). For AC04, the main menu (after pressing start) has its background texture misaligned unless Merge Sprite is enabled.

Fixed some game titles; added halfPixelOffset: 3 to Ace Combat 5 and Zero; adding mergeSprite: 1 to all Ace Combat
@github-actions github-actions bot added the GameDB label Jul 9, 2022
Copy link
Contributor

@github-actions github-actions bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Thank you for submitting a contribution to PCSX2

As this is your first pull request, please be aware of the contributing guidelines.

Additionally, as per recent changes in GitHub Actions, your pull request will need to be approved by a maintainer before GitHub Actions can run against it. You can find more information about this change here.

Please be patient until this happens. In the meantime if you'd like to confirm the builds are passing, you have the option of opening a PR on your own fork, just make sure your fork's master branch is up to date!

@SlyAceZeta SlyAceZeta changed the title Game title and Ace Combat updates gamedb: game title and Ace Combat updates Jul 9, 2022
@SlyAceZeta SlyAceZeta changed the title gamedb: game title and Ace Combat updates GameDB: game title and Ace Combat updates Jul 9, 2022
@mirh
Copy link

mirh commented Jul 10, 2022

Explosions are a big issue with upscaling (and I would probably add a mention to it in the comments).
I also remember autoflush used to be necessary there?

Copy link
Contributor

@lightningterror lightningterror left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Is Align Sprite still needed then?

@SlyAceZeta
Copy link
Contributor Author

@lightningterror

Is Align Sprite still needed then?

It is, otherwise the targeting squares on the HUD become thinner rectangles instead of squares. It's hard to notice in screenshots, but:

Without Align Sprite
gs_20220713222324_Ace Combat 5 - The Unsung War_SLUS-20851

With Align Sprite
gs_20220713222319_Ace Combat 5 - The Unsung War_SLUS-20851

@SlyAceZeta
Copy link
Contributor Author

@mirh

Explosions are a big issue with upscaling (and I would probably add a mention to it in the comments).
I also remember autoflush used to be necessary there?

I'm not currently seeing any change with autoflush enabled or disabled. What explosions were you referring to?

@mirh
Copy link

mirh commented Jul 14, 2022

The burst missile explosions. They are blocky AF in hardware mode, and roundSprite=2 breaks them even further.
On the other hand, you are right.. auto-flush doesn't seem to be doing anything anymore now.
Maybe it's related to #1860 (comment) and #1547 (comment) (and perhaps I switched the rendering settings too many times now).

On the other hand I noticed "disabling safe features" doesn't seem to be doing anything either. And this is so odd though, considering I clearly remember Unscale Point and Line made a huge difference in menus. #6628

@SlyAceZeta
Copy link
Contributor Author

SlyAceZeta commented Jul 14, 2022

@mirh

The burst missile explosions. They are blocky AF in hardware mode, and roundSprite=2 breaks them even further.
On the other hand, you are right.. auto-flush doesn't seem to be doing anything anymore now. Maybe it's related to #1860 (comment) and #1547 (comment) (and perhaps I switched the rendering settings too many times now).

Yeah, I figured you were referring to the burst missiles. I had tried enabling and disabling every option and nothing worked for them. If Auto-Flush fixed them at some point in the past, it doesn't now, though I should note that I'm using Vulkan by default.

On the other hand I noticed "disabling safe features" doesn't seem to be doing anything either. And this is so odd though, considering I clearly remember Unscale Point and Line made a huge difference in menus. #6628

As mentioned above, I'm using Vulkan, and on there disabling safe features indeed breaks the HUD and menus a bit, so that should remain enabled atm.

This PR is primarily to update some names and apply consistently which hacks are enabled by default for Ace Combat for environment rendering. This isn't a monumental update for these games, unfortunately, just what needs to be set at this time.

@mirh
Copy link

mirh commented Jul 15, 2022

Yes, sorry, it's just that a combination of ancient memory and unholy bugs led me astray (fun fact: disabling interlace offset may make for "fuller" screenshots without stupid black border lines, but despite its stated purpose you are actually loosing so much in overall clarity).

Anyhow, I agree on the halfPixelOffset (good call on noticing 3 makes a big difference with fog)
But even putting aside explosions, I'm not totally sold on roundSprite=2. It fixes those little lines around the plane icon, yes, but text in menus gets fat enough that it starts to clip around the characters boundary too.
It's far from unreadable, but I have this little itch it's a bit more difficult to parse (it actually does border unusable, if you were to think to rely on #6553 though)

EDIT: also, while looking at level 5 (Rendezvous) I noticed "half" seems to make for ever so slightly more accurate fog

@SlyAceZeta
Copy link
Contributor Author

Just putting this here somewhere, turns out if you set Blending Accuracy to Minimum, the main menu hover in AC5 gets discolored. Funny thing I just noticed since I was testing AC04 at Minimum.

Also @mirh If the burst missile explosions mean that much to you, I've discovered that you can set the Skipdraw Range to 2 to get rid of the annoying blocks associated with the explosions. It comes with its own visual glitches, most notably hiding the Warning and Score HUD elements every so often, but that might help with investigating what's causing the issue there.

I'm not totally sold on roundSprite=2.

I didn't set that in this PR. It was already present.

EDIT: also, while looking at level 5 (Rendezvous) I noticed "half" seems to make for ever so slightly more accurate fog

I don't think that's fog you're seeing. I think those are the shadows of the not-rendered clouds. Without being able to see the clouds, I can't confirm whether Half or Full works best there. I'd rather leave that for now (after all, I'm hoping to get this PR merged on its own merits, not what else needs editing in the gamedb...and I'd appreciate another review from an authorized user at some point...) until we can confirm the better option.

@mirh
Copy link

mirh commented Jul 17, 2022

They aren't that much of a bother, but half seemed better. Yet, I guess it makes sense not to focus too much on them since they are broken anyway.

@RedDevilus did ship the present fixes in #5673, probably by just focusing very quickly on the HUD (because no way you wouldn't notice full is quite broken without merge sprite)

p.s. another small place where I found half to make a difference is the lights of the streetlamps of the runaway in the last mission. They are slightly off-center with full.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants