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===================================================================================
=====
# compat.ini for PPSSPP
#
===================================================================================
=====
#
# This file is not meant to be user-editable, although is kept as a separate ini
# file instead of compiled into the code for debugging purposes.
#
# The uses cases are strict:
# * Enable fixes for things we can't reasonably emulate without completely
ruining
# performance for other games, such as the screen copies in Dangan Ronpa
# * Disabling accuracy features like 16-bit depth rounding, when we can't seem to
# implement them at all in a 100% compatible way
# * Emergency game-specific compatibility fixes before releases, such as the GTA
# music problem where every attempted fix has reduced compatibility with other
games
# * Enable "unsafe" performance optimizations that some games can tolerate and
# others cannot. We do not currently have any of those.
#
# This functionality should NOT be used for any of the following:
# * Cheats
# * Fun hacks, like enlarged heads or whatever
# * Fixing general compatibility issues. First try to find a general solution.
Try hard.
#
# Game IDs can be looked up at GameFAQs, for example:
# http://www.gamefaqs.com/psp/925776-grand-theft-auto-liberty-city-stories/data
# Sometimes the information may be incomplete though.
#
#
===================================================================================
=====
# Issue numbers refer to issues on https://github.com/hrydgard/ppsspp/issues
#
===================================================================================
=====
[VertexDepthRounding]
# Phantasy Star Portable needs depth rounding to 16-bit precision for text to show
up.
# It's enough to do it at the vertex granularity. #3777
# Phantasy Star Portable
ULJM05309 = true
ULUS10410 = true
ULES01218 = true
ULJM08023 = true
ULES01218 = true
# Phantasy Star Portable 1 Demo
NPUH90023 = true
# Phantasy Star Portable 2
ULES01439 = true
ULUS10529 = true
ULJM05493 = true
NPJH50043 = true
ULJM08030 = true
NPUH90023 = true
ULJM91014 = true
NPJH90002 = true
ULJM05732 = true
NPJH50332 = true
# Phantasy Star Portable 2 JP Demo
ULJM91018 = true
NPJH90062 = true
# Phantasy Star Portable Infinity Demo
NPJH90157 = true # Infinity demo
[PixelDepthRounding]
# Heroes Phantasia requires pixel depth rounding. #6485 (flickering overlaid
sprites)
NPJH50558 = true
ULJS00456 = true
ULJS00454 = true
# Nayuta no Kiseki might improve with pixel depth rounding. See issue #8744.
ULJM06113 = true
NPJH50625 = true
ULJM08069 = true
NPJH50625 = true
[DepthRangeHack]
# Phantasy Star Portable 2 and Infinity both use viewport depth outside [0, 1].
# This gets clamped in our current implementation, but attempts to fix it run into
# Other bugs, so we've restored this hack for now.
# Phantasy Star Portable
ULJM05309 = true
ULUS10410 = true
ULES01218 = true
ULJM08023 = true
ULES01218 = true
# Phantasy Star Portable 1 Demo
NPUH90023 = true
# Phantasy Star Portable 2
ULES01439 = true
ULUS10529 = true
ULJM05493 = true
NPJH50043 = true
ULJM08030 = true
NPUH90023 = true
ULJM91014 = true
NPJH90002 = true
ULJM05732 = true
NPJH50332 = true
# Phantasy Star Portable 2 JP Demo
ULJM91018 = true
NPJH90062 = true
# Phantasy Star Portable Infinity Demo
NPJH90157 = true # Infinity demo
[ClearToRAM]
# SOCOM Navy Seals games require this. See issue #8973.
# Navy Seals : Tactical Strike
UCES00855 = true
UCUS98649 = true
NPJG00035 = true
NPJG90068 = true
UCJS10102 = true
# Tactical Strike demo
NPUG70003 = true
# Fireteam Bravo
UCKS45021 = true
UCUS98615 = true
UCES00038 = true
ULES00038 = true
# Fireteam Bravo 2
UCES00543 = true
UCUS98645 = true
# Fireteam Bravo 2 Demo
UCUS98677 = true
UCUS98691 = true
[Force04154000Download]
# This applies a hack to Dangan Ronpa, its demo, and its sequel.
# The game draws solid colors to a small framebuffer, and then reads this directly
in VRAM.
# We force this framebuffer to 1x and force download it automatically.
NPJH50631 = true
NPJH50372 = true
NPJH90164 = true
NPJH50515 = true
# Let's also apply to Me & My Katamari.
ULUS10094 = true
ULES00339 = true
ULJS00033 = true
UCKS45022 = true
ULJS19009 = true
NPJH50141 = true
[DrawSyncEatCycles]
# This replaced Crash Tag Team Racing hack to also fix Gundam games
# It makes sceGeDrawSync eat a lot of cycles which can affect timing in lots of
games,
# might be negative for others, but happens to fix games below.
# Gundam Battle Royale might need it to avoid crashes when certain Ace enemies
shows up
ULJS00083 = true
ULKS46104 = true
ULJS19015 = true
# Gundam Battle Chronicle needs it to avoid crashes after most battles
ULJS00122 = true
ULKS46158 = true
ULJS19021 = true
# Gundam Battle Universe same problem as above
ULJS00145 = true
ULKS46183 = true
ULJS00260 = true
ULJS19041 = true
NPJH50843 = true
# Helps with Jeanne d'Arc weird 40/40 fps problem #5154
UCAS40129 = true
UCJS10048 = true
UCKS45033 = true
UCJS18014 = true
UCUS98700 = true
NPJG00032 = true
UCJX90019 = true
# Fixes some double framerate issues in Patapon 2, contributed by pamford45
UCJS10089 = true
NPJG00010 = true
PSPJ30000 = true
UCAS40232 = true
UCAS40239 = true
UCES01177 = true
UCUS98732 = true
UCJS18036 = true
UCAS40292 = true
UCJS18053 = true
# Rewrite
# fixes softlocks, see #15904
ULJM06364 = true
ULJM06365 = true
# Crash Tag Team Racing used to need it to pass checking memory stick screen.
# ULES00168 = true
# ULES00169 = true
# ULES00170 = true
# ULES00171 = true
# ULES00172 = true
# ULJM05036 = true
# ULUS10044 = true
[KernelGetSystemTimeLowEatMoreCycles]
# Brothers in Arms: D-Day works around weird FPS(falling under 100% even on
powerful hardware) as well as it's animation speed #18509
# recommend to OC PSP CPU to at least twice as much as real PSP to get constant 60
fps
ULES00608 = true
ULUS10193 = true
[DrawSyncInstant]
# Bizarre timing issue in Sakura-sou no Pet na Kanojo, see issue #15224. Note that
an instant DrawSync is not logical.
NPJH50745 = true
[FakeMipmapChange]
# This hacks separates each mipmap to independent textures to display wrong-size
mipmaps.
# For example this requires games like Tactics Ogre(Japanese) to display multi
bytes fonts stored in mipmaps.
# See issue #5350.
# Tactics Ogre (Japanese)
ULJM05753 = true
NPJH50348 = true
ULJM06009 = true
# We handle the US/EU versions by detecting its weird use of two identical mipmaps
and treating it as a normal 2D texture (#17491 / #17980)
[RequireBufferedRendering]
# Warn the user that the game will not work and have issue, if buffered rendering
is not enabled.
# Midnight Club: LA Remix
ULUS10383 = true
ULES01144 = true
ULJS00180 = true
ULJS00267 = true
ULJM05904 = true
NPJH50440 = true
# Midnight Club 3 : DUB edition
ULUS10021 = true
ULES00108 = true
# GTA : VCS
ULUS10160 = true
ULES00502 = true
ULES00503 = true
ULJM05297 = true
ULJM05395 = true
ULJM05884 = true
NPJH50827 = true
# GTA : LCS
ULUS10041 = true
ULES00151 = true
ULES00182 = true
ULJM05255 = true
ULJM05359 = true
ULJM05885 = true
NPJH50825 = true
ULKS46157 = true
# Sindacco Chronicles total conversion
ULUS01826 = true
[RequireBlockTransfer]
# Warn the user that the game will have issue graphic, if simulate block transfer
is not enabled.
# The Legend of Heroes: Trails in the Sky need it to fix graphical glitch in menu
screen. See issues #8053
ULUS10540 = true
ULUS10578 = true
ULES01556 = true
ULJM05170 = true
ULJM08033 = true
NPJH50373 = true
NPUH10191 = true
NPUH10197 = true
# Grand Knights History need it to fix blackboxes on characters and flickering
texture . See issues #2135, #6099
ULJS00394 = true
ULJS19068 = true
NPJH50518 = true
# Gradius Collection (see #13887)
ULUS10103 = true
ULES00381 = true
ULJM05091 = true
# GachiTora! Abarenbou Kyoushi in High School need it to render shadows properly
(see #14136)
ULJS00355 = true
NPJH50409 = true
# MegaMan Maverick Hunter X (see #10085)
ULES00251 = true
ULUS10068 = true
ULJM05043 = true
[DisableAccurateDepth]
# Midnight Club: LA Remix
ULUS10383 = true
ULES01144 = true
ULJS00180 = true
ULJS00267 = true
ULJM05904 = true
NPJH50440 = true
# Midnight Club 3 : DUB edition
ULUS10021 = true
ULES00108 = true
# Burnout games have problems with this on Mali, and have no use for it
# Legends
#ULES00125 = true
#ULUS10025 = true
#ULJM05228 = true
#NPJH50305 = true
#ULJM05049 = true
#ULKS46027 = true
#ULAS42019 = true
# Dominator
ULUS10236 = true
ULES00750 = true
ULJM05242 = true
ULJM05371 = true
NPJH50304 = true
ULES00703 = true
ULAS42095 = true
[RequireDefaultCPUClock]
# GOW : Ghost of Sparta
UCUS98737 = true
UCAS40323 = true
NPHG00092 = true
NPEG00044 = true
NPEG00045 = true
NPJG00120 = true
NPUG80508 = true
UCJS10114 = true
UCES01401 = true
UCES01473 = true
# GOW : Ghost of Sparta Demo
NPJG90095 = true
NPEG90035 = true
NPUG70125 = true
# Tekken 6
ULUS10466 = true
ULES01376 = true
ULJS00224 = true
NPUH10047 = true
ULAS42214 = true
ULJS19054 = true
NPJH50184 = true
[MGS2AcidHack]
ULUS10006 = true # Metal Gear Acid
ULES00008 = true
ULJM05001 = true
ULAS42007 = true
ULJM08001 = true
ULUS10077 = true # Metal Gear Acid 2
ULAS42035 = true
ULES00284 = true
ULJM05047 = true
ULKS46065 = true
ULJM08011 = true
[SonicRivalsHack]
ULES00622 = true # SR1
ULUS10195 = true # SR1
ULUS10323 = true # SR2
ULES00940 = true # SR2
ULET00958 = true
[BlockTransferAllowCreateFB]
# Digimon Adventure (JP and English patches)
NPJH50686 = true
ULJS00541 = true
ULAS42340 = true
# MotoGP
ULUS10153 = true
UCES00373 = true
ULJS00078 = true
UCAS40104 = true
# Burnout Legends
ULES00125 = true
ULUS10025 = true
ULJM05228 = true
NPJH50305 = true
ULJM05049 = true
ULKS46027 = true
ULAS42019 = true
# Burnout Dominator
ULUS10236 = true
ULES00750 = true
ULJM05242 = true
ULJM05371 = true
NPJH50304 = true
ULES00703 = true
# Gradius Collection
ULUS10103 = true
ULES00381 = true
ULJM05091 = true
ULJM05222 = true
ULAS42040 = true
ULKS46064 = true
# Cars Race-o-rama
ULUS10428 = true
ULES01333 = true
# MX vs ATV Reflex
ULES01375 = true
ULUS10429 = true
[IntraVRAMBlockTransferAllowCreateFB]
# Final Fantasy - Type 0
ULJM05900 = true
ULJM05901 = true
NPJH50443 = true
NPJH50444 = true
ULJM06217 = true
ULJM06218 = true
UCAS40346 = true
UCAS40347 = true
[ForceUMDDelay]
# F1 2006 won't boot at all with our standard unrealistically fast timing.
UCES00238 = true
UCJS10045 = true
# F1 2005, japan only?
UCJS10019 = true
# Arctic Adventures - Polar's Puzzles
NPEZ00219 = true
NPUZ00114 = true
[GoWFramerateHack60]
# Replaces ForceMax60FPS for GOW games, should provide smoother experience
# Also works around softlock in GOW:GOS , see #8299
# GOW : Ghost of Sparta
UCUS98737 = true
UCAS40323 = true
NPHG00092 = true
NPEG00044 = true
NPEG00045 = true
NPJG00120 = true
NPUG80508 = true
UCJS10114 = true
UCES01401 = true
UCES01473 = true
# GOW : Ghost of Sparta Demo
NPEG90035 = true
NPUG70125 = true
NPJG90095 = true
# GOW : Chains Of Olympus
UCAS40198 = true
UCUS98653 = true
UCES00842 = true
ULJM05438 = true
ULJM05348 = true
UCKS45084 = true
NPUG80325 = true
NPEG00023 = true
NPHG00027 = true
NPHG00028 = true
NPJH50170 = true
UCET00844 = true
# GOW: Chains of Olympus Demo
UCUS98705 = true
UCED00971 = true
UCUS98713 = true
[FramerateHack30]
# Note that this hack is not universal, will not work for games simply added to the
list
# 30 fps hacks for games that run well are disabled by default since it's only an
option for users with very weak hardware
# GOW in 30 fps doesn't suffer from softlock #8299, so the hack is actually simpler
# GOW : Ghost of Sparta
# UCUS98737 = true
# UCAS40323 = true
# NPHG00092 = true
# NPEG00044 = true
# NPEG00045 = true
# NPJG00120 = true
# NPUG80508 = true
# UCJS10114 = true
# UCES01401 = true
# UCES01473 = true
# GOW : Ghost of Sparta Demo
# NPEG90035 = true
# NPUG70125 = true
# NPJG90095 = true
# GOW : Chains Of Olympus
# UCAS40198 = true
# UCUS98653 = true
# UCES00842 = true
# ULJM05438 = true
# ULJM05348 = true
# UCKS45084 = true
# NPUG80325 = true
# NPEG00023 = true
# NPHG00027 = true
# NPHG00028 = true
# NPJH50170 = true
# UCET00844 = true
# GOW: Chains of Olympus Demo
# UCUS98705 = true
# UCED00971 = true
# UCUS98713 = true
# Blitz: Overtime
# workaround for incorrect fps/game speed
ULUS10200 = true
[ForceMax60FPS]
# Some games are very heavy and render as fast as they can. They benefit greatly
from
# capping the framerate at 60fps.
# F1 2006 has extremely long loading times if we don't limit the framerate.
UCES00238 = true
UCJS10045 = true
# F1 2005, japan only?
UCJS10019 = true
# The Transformers games are also afflicted with long loading times and render too
fast like GoW.
# Tekken 6
ULUS10466 = true
ULES01376 = true
ULJS00224 = true
NPUH10047 = true
ULAS42214 = true
ULJS19054 = true
NPJH50184 = true
# Homebrew Kurok (we don't normally add homebrew here but it has a distinctive
GameID)
KURO00767 = true
# Tron Evolution
ULUS10548 = true
ULES01494 = true
ULES01495 = true
# Resistance Retribution
UCES01184 = true
UCUS98668 = true
UCJP00174 = true
# Spider-Man 3
ULES00938 = true
ULUS10317 = true
# NBA 2K13
ULUS10598 = true
ULES01578 = true
# Infected
ULES00337 = true
ULES00338 = true
ULUS10054 = true
[JitInvalidationHack]
# This is an absolutely awful hack that somehow prevents issues when clearing the
JIT,
# if the game has copied code with EmuHack opcodes or something. Hopefully will be
able
# to remove this in the future.
# See #3854.
# Tony Hawk's Underground
ULUS10014 = true
ULES00033 = true
ULES00034 = true
ULES00035 = true
# MTX MotoTrax
ULUS10138 = true
ULES00581 = true
[HideISOFiles]
# DJ Max Portable has some crude copy-protection functionality where it looks for
ISO/CSO files
# in a few directories. Prevent this by hiding the files from the game.
# To be sure, catch all versions and remixes of the game that's been seen in
reports.
# It checks the following directories:
# /
# /PSP/
# /PSP/COMMON
# /PSP/GAME
ULKS46116 = true
ULKS46189 = true
ULKS46190 = true
ULKS46236 = true
ULKS46240 = true
ULKS46059 = true
ULUS10403 = true
ULUS10538 = true
ULKS46050 = true
ULJM05836 = true
ULJM46236 = true
ULJM06034 = true
NPHH00260 = true
CF0020046 = true
CF0020074 = true
NPJH50471 = true
ULJM06033 = true
NPJH50559 = true
NPEH00030 = true
[MoreAccurateVMMUL]
# Fixes leg shaking in Tekken 6. The potential for slowdown in other games is large
enough
# that we will not generally apply this accurate mode where not needed.
ULUS10466 = true
ULES01376 = true
ULJS00224 = true
NPUH10047 = true
ULAS42214 = true
ULJS19054 = true
NPJH50184 = true
[ForceSoftwareRenderer]
# Darkstalkers
ULES00016 = true
ULUS10005 = true
ULJM05005 = true
[DarkStalkersPresentHack]
# Darkstalkers
ULES00016 = true
ULUS10005 = true
ULJM05005 = true
[ReportSmallMemStick]
# Harry Potter and the Goblet of Fire - issue #13266
ULUS10032 = true
ULES00210 = true
ULES00214 = true
ULES00215 = true
ULES00216 = true
ULKS46047 = true
# Street Fighter Alpha 3 MAX - issue #10462
ULJM05082 = true
ULUS10062 = true
ULES00235 = true
ULJM05225 = true
CPCS01043 = true
ULUS10062 = true
# LEGO Star Wars II: The Original Trilogy
ULES00479 = true
ULUS10155 = true
# Tony Hawk's Underground 2 Remix
ULES00033 = true
ULUS10014 = true
# Virtua Tennis: World Tour
ULES00126 = true
ULJM05079 = true
ULKS46023 = true
ULUS10037 = true
# Warriors Orochi - issue #16827
ULJM05314 = true
ULUS10341 = true
ULES01054 = true
ULJM08022 = true
NPJH50126 = true
ULJM08052 = true
ULAS42316 = true
# Doko Demo Issho - issue #18420
UCJS10002 = true
UCJS10039 = true
UCJS18012 = true
[MemstickFixedFree]
ULJM05571 = true
ULES01367 = true
NPEH00029 = true
ULUS10455 = true
[BlueToAlpha]
# Some games render first to RGB of a 4444 texture, then they switch to 565 and
render masked to blue,
# just to be able to render to the alpha channel of the 4444. We can detect that
and reroute rendering
# to avoid problems.
# Split/Second
ULES01402 = true
ULUS10513 = true
ULJM05812 = true
NPJH50371 = true
[ForceMaxDepthResolution]
# See #17014 - some games don't need our heuristics that drop down to 16-bit depth.
# Split/Second
ULES01402 = true
ULUS10513 = true
ULJM05812 = true
NPJH50371 = true
# Cars Race-o-rama
ULUS10428 = true
ULES01333 = true
[DateLimited]
# Car Jack Streets - issue #12698
NPUZ00043 = true
NPEZ00198 = true
[ShaderColorBitmask]
# Colin McRae's DiRT 2 - issue #13012 (water)
ULUS10471 = true
ULJM05533 = true
NPJH50006 = true
ULES01301 = true
# Outrun 2006: Coast to Coast - issue #11358 (car reflections), #11928 (water)
ULES00262 = true
ULUS10064 = true
ULKS46087 = true
[DisableFirstFrameReadback]
# Wipeout Pure: Temporary workaround for lens flare flicker. See #13344
UCUS98612 = true
UCJS10007 = true
UCES00001 = true
UCKS45008 = true
NPJG00059 = true
# SOCOM: Fireteam Bravo 3 (see issue #18958, hopefully fixes crash in Stockpile
mission, #10461)
UCES-01242 = true
NPJG-00035 = true
NPHG-00032 = true
[MpegAvcWarmUp]
# God Eater issue #13527 ,It is custom mpeg library that required sceMpegGetAvcAu
return ERROR_MPEG_NO_DATA but break FIFA 14 issue #14086
# God Eater 1
ULJS00237 = true
ULKS46238 = true
# God Eater 2
ULJS00597 = true
NPJH50832 = true
ULJS19093 = true
NPJH50832 = true
# God Eater Burst
ULJS00351 = true
NPJH50352 = true
ULJS00350 = true
ULKS46263 = true
ULUS10563 = true
ULES01519 = true
ULJS19056 = true
NPJH50352 = true
ULUS10563FV = true
ULJS19081 = true
NPJH50352 = true
[CenteredLines]
# Echochrome looks better with these. Related: #15556
UCES01011 = true
UCAS40197 = true
NPEG00006 = true
NPUG80135 = true
[ZZT3SelectHack]
# Bypass softlock on Zettai Zetsumei Toshi 3 character select screen #4901
# This problem affects the game also on PS3
ULJS00191 = true
UCAS40252 = true
UCKS45119 = true
NPJH50907 = true
UCAS40328 = true
ULJS19050 = true
NPJH50907 = true
[AllowLargeFBTextureOffsets]
# Final Fantasy - Type 0, see #18879
ULJM05900 = true
ULJM05901 = true
NPJH50443 = true
NPJH50444 = true
ULJM06217 = true
ULJM06218 = true
UCAS40346 = true
UCAS40347 = true
[FramebufferAllowLargeVerticalOffset]
# Tokimeki Memorial 4 (see #6379)
NPJH50127 = true
ULKS46226 = true
ULAS42206 = true
ULJM05541 = true
[AtracLoopHack]
#Atrac looped incorrectly see #7601 #13773 #11586 #10139 #12083
#Gripshift
ULUS10040 = true
ULES00177 = true
ULKS46040 = true
ULJM05089 = true
#Shrek smash
ULUS10194 = true
ULES00618 = true
# Silver Fall
ULES00808 = true
ULUS10270 = true
[DeswizzleDepth]
UCUS98633 = true
UCAS40145 = true
UCES00420 = true
UCJS10052 = true
UCKS45048 = true
UCJS18030 = true
UCJS18047 = true
NPJG00015 = true
[SplitFramebufferMargin]
# Killzone: Liberation (see issue #6207)
UCES00279 = true
UCKS45041 = true
UCUS98646 = true
UCET00278 = true
UCUS98670 = true
UCUS98646 = true
[UseFFMPEGFindStreamInfo]
# The Warriors: Works around regression (#8991) by reverting to the old behavior
ULUS10213 = true
ULES00483 = true
[ForceLowerResolutionForEffectsOn]
# The water effect of DiRT 2 and Outrun doesn't work in higher resolutions.
# Outrun 2006: Coast to Coast - issue #11358 (car reflections), #11928 (water)
ULES00262 = true
ULUS10064 = true
ULKS46087 = true
[ForceLowerResolutionForEffectsOff]
# Some games really don't work with this. Ratchet & Clank looks terrible.
UCUS98633 = true
UCAS40145 = true
UCES00420 = true
UCJS10052 = true
UCKS45048 = true
UCES00420 = true
UCJS18030 = true
UCJS18047 = true
NPJG00015 = true
# Cars Race-o-rama
ULUS10428 = true
ULES01333 = true
# MX vs ATV Reflex
ULES01375 = true
ULUS10429 = true
# MX vs ATV Untamed
ULUS10330 = true
ULES00993 = true
ULKS46176 = true
[NearestFilteringOnFramebufferCreate]
# Ridge Racer speedometer dynamic CLUT problem - they rely on some palette entries
# from memory, and render to the rest of the palette. The palette entries loaded
from memory
# must not be blurred by filtering, so nearest it is. See issue #8509
# Ridge Racer
ULJS00001 = true
ULUS10001 = true
UCKS45002 = true
UCES00002 = true
ULJS19002 = true
UCKS45053 = true
NPJH50140 = true
# Ridge Racer 2
ULJS00080 = true
UCKS45032 = true
UCES00422 = true
UCAS40273 = true
NPJH50366 = true
[AllowDownloadCLUT]
# Temporary compatibility option, while working on the GPU CLUT-from-framebuffer
path.
# Not required for any games now that it works, but might be useful for
development.
[SecondaryTextureCache]
# Was previously the "Retain changed textures" setting.
# See https://github.com/hrydgard/ppsspp/issues/16339#issuecomment-1304826656
# Popolocrois
UCJS10005 = true
UCAS40009 = true
ULUS10018 = true
UCJS18003 = true
ULES00291 = true
NPJG00033 = true
[EnglishOrJapaneseOnly]
# Twinbee Portable, see issue #16382
ULAS42089 = true
ULJM05221 = true
ULJM05323 = true
[OldAdrenoPixelDepthRoundingGL]
# See #16015
# Persona 3 Portable
ULES01523 = true
ULUS10512 = true
UCAS40288 = true
ULJM05489 = true
UCKS45140 = true
ULJM08044 = true
NPJH50040 = true
UCKS45175 = true
# Hack/Link
ULJS00266 = true
ULJS00279 = true
ULJS19058 = true
# ModNation Racers
UCES01327 = true
UCUS98741 = true
UCAS40306 = true
UCJS10112 = true
NPJG00116 = true
NPUG70097 = true # Demo
[ForceCircleButtonConfirm]
# Shining Ark, issue #15663
NPJH50717 = true
ULJM06223 = true
# Shining Blade
NPJH50530 = true
[DisallowFramebufferAtOffset]
# Little Big Planet, see #16030
UCUS98744 = true
UCES01264 = true
UCJS10107 = true
NPJG00073 = true
UCAS40262 = true
[RockmanDash2SoundFix]
# Rockman Dash 2, see #11442
ULJM05037 = true
ULJM05216 = true
NPJH50181 = true
[ReadbackDepth]
# Syphon Filter - Dark Mirror
UCES00310 = true
UCUS98641 = true
UCUS98656 = true
UCUS98656 = true # Demo
[BlockTransferDepth]
# Iron Man - see issue #16530
# Note that this option also requires IntraVRAMBlockTransferAllowCreateFB.
ULES01070 = true
ULES01071 = true
ULUS10347 = true
[DaxterRotatedAnalogStick]
# Daxter (see issue #17015)
UCUS98618 = true
UCUS98654 = true
UCES00044 = true
NPUG80329 = true
NPEG00025 = true
UCKS45025 = true
[SOCOMClut8Replacement]
# SOCOM and other games use CLUT8 with crafty sampling as if it was CLUT16. Issue
#16210
UCES00855 = true
UCUS98649 = true
NPUG70003 = true # demo
UCUS98714 = true # demo
[Fontltn12Hack]
# optimumFont do not return ltn12.pgf see #11055
NPJH00052 = true
[LoadCLUTFromCurrentFrameOnly]
# Helps Syphon Filter: Logan's Shadow color issue, # where we accidentally load a
CLUT from an outdated framebuffer.
# Perhaps this should be the default.
UCUS98606 = true
UCES00710 = true
NPUG80173 = true
NPUA80013 = true # Demo
UCUS98704 = true # Demo
NPEG90002 = true # Demo
SYPH04036 = true # Prototype?
[ForceUMDReadSpeed]
# Aces of War required slow read speed (even in Real PSP), see #11062
ULES00590 = true
ULJM05075 = true
# Sengoku Musou 3Z Special DLC see #9993
ULJM06024 = true
# Bejeweled 2. This shouldn't really fix anything since it's a PSN game that didn't
run from UMD,
# but apparently it does work around the timing error. See issue #15304 .
NPUG30038 = true
NPEG00036 = true
[AllowDelayedReadbacks]
# NOTE: This only affects Vulkan currently.
# Added for easy experimentation. Many games using readbacks do not work well
delaying them, though.
# For example, Motorstorm lighting adaptation goes into self-oscillation (!)
# UCES01250 = true
[TacticsOgreEliminateDebugReadback]
ULUS10565 = true
ULES01500 = true
ULJM05753 = true
NPJH50348 = true
ULJM06009 = true
UCKS45164 = true
[DisableMemcpySlicing]
UCES01184 = true
UCUS98668 = true
UCJP00174 = true