If you want play in the original aspect ration than extract the "Normal_Main_menu.zip" in the 'Menu' folder and overwrite the dds files. Xenosaga Episode I: Der Wille zur Macht | 80% completed | Status: Playable And all three games has issues with the font, I hope the Pcsx2 devs will fix these bugs later.įor the best experience use these with the uncensored/undubed versions! There are some emulation limitation, at the moment we can't dump the Battle Hud in ep.1, the Battle portraits in ep.2, and the chat images in ep.3. Xenosaga3 shadow error without mergesprite.I am working on the Xenosaga games to bring them to HD. I attached a GSdump relevant to shadows in OGL HW in case it is needed There are a few other hiccups specific to certain scenes. So basically you need either "Merge sprite" and 1680x1050 custom res or "Merge sprite" and "disable safe features" for town/dungeon shadows to look right when upscaling.Īlso perhaps worth noting that "preload frame data" and "Half Pixel Offset-Special (texture)" - to mitigate a bloom alignment issue when upscaling - were two other hacks I found basically needed for XS3 to allow most of the game to look correct on OGL HW. I tested angreis's suggestion of a specific custom resolution 1680x1050, and it causes the black box error to not appear in OGL so it can substitute for needing the hack "disable safe features" - but also doesn't show any shadows by my testing without also enabling the "merge sprite" hack. Sorry I didn't check back sooner to see the questions. The "disable safe features" hack is also needed to get rid of the black "shadow box" on the ground that also occurs beside the character if upscaling (see the image in the GSdump zip later in this post for what it tends to look like). The "Merge Sprite" hack allows character shadows to appear in OGL HW. (though at the time this issue was started - 2017 - I wasn't able to use OGL HW well so I had not tested OGL HW until 2019). To respond to some of the previous questions: if no hacks are applied, then yes XS3 shadows are also a current issue in OGL HW as of 1.5. I have not played further to see how many other areas the bug is present in. If one turns off "alpha correction" in DX9 (it is on by default), something similar but not exactly the same will happen with a giant grey box (a transparent shadow effect) appearing under Shion in place of her shadow. The shadow of Shion looks slightly different in DX9 (has sort of a dark outline) which may have something to do with why the bug is not appearing in that renderer, The DX9 renderer not having the issue may hint at what is causing it or how to fix it in DX11. What is interesting is that the shadows display slightly differently in the DX9 renderer and the bug is not really present in that renderer with no other settings changed besides the renderer itself. Here is the bug with the half pixel offset on: It then appears behind Shion on the right rather than in front of her on the left. It also slightly changes when it appears. Strangely enough, the "half pixel offset" hack-which is only available when playing above native res-alters the look of, although does not fix, the bug. A skipdraw of 99 did not remove the box either although I would've thought it would have. Brief experimentation with the "TC Offset" hacks did not seem to fix it. The "alpha" and "alpha stencil" hacks do not fix this bug. At some points, depending on where Shion is in the room, it will disappear but mainly it will appear where the room turns from a larger area to a smaller corridor. Seems to have something to do with the shadow system of the game is my best guess. To Replicate: Start a new game, Skip the cutscenes and begin walking forward once you gain control of the player character.Ī large black box appears on the ground and moves/changes in relation to the player character (Shion) in the first room in the game that you gain control of a character in. Not really present in Software mode or DX9 hardware mode DX11 renderer - native res and up (Hardware mode only)
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