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[Feature Request]: Final Fantasy X GameDB Config #10885

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vcx33 opened this issue Mar 4, 2024 · 3 comments
Open

[Feature Request]: Final Fantasy X GameDB Config #10885

vcx33 opened this issue Mar 4, 2024 · 3 comments
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Enhancement / Feature Request Floating Point Accuracy FR: High Complexity Requires in depth PCSX2 knowledge. FR: Medium Priority The request can bring some quality of life to the average emulator user.

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@vcx33
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vcx33 commented Mar 4, 2024

Description

The current GameDB for FFX has EE Rounding mode set to Negative which breaks a major cutscene in the game by having a character run into a wall. A perfect FPU config for this game is not possible at the moment, as all combinations that fix some issues always break other parts of the game. After playing through the game multiple times i came up with one that fixes most of them, leaving only a few minor ones. which are:

  • The lift bug in the omega ruins ([BUG]: Final Fantasy X Tidus Falls Through Lift #8228), which can be fixed by setting EE Rounding Mode to Negative and EE Division Rounding Mode to Negative or Chop/Zero.
  • On the airship before fighting sin for the first time, when the hymn of the fayth starts playing, the camera has Yuna off-center when she has her hand on her chest, which can be fixed by setting EE Rounding Mode to Negative and EE Division Rounding Mode to Chop/Zero.
    Bug: https://youtu.be/PaKtaEhhXDA?feature=shared&t=4627
    Correct Behavior: https://youtu.be/tdecRIqwoQc?feature=shared&t=70
  • The first screen with the tetris blocks in the Zanarkand cloister of trials is missing the noise effect and is slightly off center which can be fixed by setting EE Rounding Mode to Nearest or Chop/Zero.
  • Out of place meshes that cause gaps between them in Mt Gagazet's Cave and several other areas, also inaccurate coordinates or "out of place" for non-static models such as skyboxes, water, doors, trees, screens, pedestals, lifts, etc. Which can be fixed by setting EE Rounding Mode to Nearest or Chop/Zero.
    Image

The GameDB FPU config for all versions of Final Fantasy X should be changed to the following:

EE Rounding Mode: Positive
EE Division Rounding Mode: Nearest (Default)
EE Clamping Mode: Full

VU0 Clamping Mode: Extra

EE Rounding fixes the vast majority of cutscene, animations and pathfinding bugs.
EE Clamping fixes reverse controls in some areas and characters and enemies facing the wrong way during certain battles.
VU0 Clamping fixes Yojimbo's cloak flickering bug while EE Clamping is set to full (#7424).

Reason

Fixes the vast majority of FFX's FPU related bugs

@bigol83
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bigol83 commented Mar 4, 2024

I checked what i think were the most visually noticeable bugs like the wrong attack animations and they are still good with these settings, so i agree that if a major cutscene is broken it's better to change to these settings.

@stenzek
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stenzek commented Mar 5, 2024

Ugh. I guess we might need per block rounding/clamping modes after all :/

@F0bes F0bes added FR: Awaiting Consideration The feature request is awaiting a team members consideration. Floating Point Accuracy FR: Medium Priority The request can bring some quality of life to the average emulator user. FR: High Complexity Requires in depth PCSX2 knowledge. and removed FR: Awaiting Consideration The feature request is awaiting a team members consideration. labels Sep 14, 2024
@vcx33
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vcx33 commented Sep 22, 2024

To clarify: Changing EE Rounding Mode to Positive, does not break anything more than what the current config does and also fixes a major cutscene issue.

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Labels
Enhancement / Feature Request Floating Point Accuracy FR: High Complexity Requires in depth PCSX2 knowledge. FR: Medium Priority The request can bring some quality of life to the average emulator user.
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