![]() ![]() ![]() Various graphic glitches, but still playable.īios v2.0 was used. For some odd reason, the language and text are Japanese, even though this is a US copy of the game. In Software mode you get a normal color palette and almost no FPS, but under Hardware mode, you get all kinds of glitches and full speed on the video. I cannot get SSE3 or SSE4 to work under AMD. I got the framerate up using the D3D9/D3D11 hardware renderers. There is also a new array of characters such as Torn, Erol, Krew, Kor, Ashelin, and Sig, as well as some returning ones, such as Samos and Keira.īIOS: USA v01.60(), Emulation Settings: Set VU0 to Super VU recompiler, VU1 to microVU, turn on ALL speed hack s, EE Cyclerate: 3, VU Cycle Stealing 3. As in the previous game, the player takes on the dual role of recurring protagonists Jak and Daxter. The game's plot was noted for being much darker than its predecessor's. The game features new weapons and devices, new playable areas, and a storyline that picks up after the events of The Precursor Legacy. Armed with powerful weapons, a high-tech jetboard, an impenetrable mech suit, and a number of vehicles at your disposal, you have no excuse for failure. Accompanied by your trusty friend Daxter, unleash the dark powers on multiple enemies and witness amazing transformations. In Jak II, experiments with Dark Eco gone wrong leave Jak with an uncontrollable dark side, and after two years in prison, Jak seeks vengeance. Game description: Jak is back in another action-packed adventure, but he's not the same. Game review links: GameRankings: 88/100, Metacritic: 87/100 Publisher(s): SCEA (US), SCE Australia (AU), SCEE (EU), SCEI (KO, JP) Most game will do a normal rendering, but for example I saw some game uses an huge draw to clear the full memory.NTSC-U cover Game general and emulation properties: ![]() So you can render anywhere from any color/depth buffer. The real size of GS framebuffer is 2048x2048 which is basically all the GS memory. I mean you can have overlapping frame buffer without bothering with invalidation. But current behavior allow to virtualize a bit the GS memory. There is a lots of crazyness in the GS emulation. I don't get why the procedure (that considers all the pages) that is currently used to invalidate non m_target textures wouldn't work also for m_target textures. With off (memory info) and rect (size of the rendering), you should be able to compute the end_block. So basically the first if must be replaced with a bpp loop that range from bp to end_block. It is the same behavior for Jak except it isn't half frame buffer but random part of it. Those games cut the frame buffer in half and extract 2 textures from it. The above code is for snowblind engine games. If(GSUtil::HasSharedBits(bbp, psm, s->m_TEX0.TBP0, s->m_TEX0.PSM)) If (bw >= 16 & bbp & m = m_src.m_map įor(list::const_iterator i = m.begin() i != m.end() ) So more texture conversion and more pcie transfer. it will wrongly invalidate more textures so less cache hit.it will require to search harder in the texture cache (need to compute the area of all frame/depth buffers).It will badly impact the perf for 2 reasons (The TC ought to detect that it is actually the frame buffer 0 with an offset)Īs a side note, most of the remaining issue are related to this texture cache limitation. the texture cache won't detect that address 0x20 is a previous frame buffer.Then render right eye on the character with texture=0x20.the texture cache will detect that address 0 is a previous frame buffer.Then render the left eye on the character with texture=0.draw right eye at FB=0 position (64, 0).Unfortunately the texture cache is based on the start address and not the position inside the frame buffer Then the game read back the frame buffer as input texture. The game renders multiple texture into a single frame buffer. The major issue (eye and such) is related to the texture cache. Well I understand the various issues of the game. ![]()
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