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Merge pull request #693 from thecozies/revert_frustratio
added USE_FRUSTRATIO2 define
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@@ -2902,7 +2902,9 @@ const Gfx dl_waterbox_rgba16_begin[] = {
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gsDPSetCombineMode(G_CC_MODULATERGBA, G_CC_MODULATERGBA),
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gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
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#ifdef USE_FRUSTRATIO2
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gsSPClipRatio(FRUSTRATIO_1),
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#endif
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gsDPTileSync(),
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gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, (G_TX_WRAP | G_TX_NOMIRROR), 5, G_TX_NOLOD, (G_TX_WRAP | G_TX_NOMIRROR), 5, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, ((32 - 1) << G_TEXTURE_IMAGE_FRAC), ((32 - 1) << G_TEXTURE_IMAGE_FRAC)),
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@@ -2915,7 +2917,9 @@ const Gfx dl_waterbox_ia16_begin[] = {
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gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
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gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
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#ifdef USE_FRUSTRATIO2
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gsSPClipRatio(FRUSTRATIO_1),
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#endif
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gsDPTileSync(),
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gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, (G_TX_WRAP | G_TX_NOMIRROR), 5, G_TX_NOLOD, (G_TX_WRAP | G_TX_NOMIRROR), 5, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, ((32 - 1) << G_TEXTURE_IMAGE_FRAC), ((32 - 1) << G_TEXTURE_IMAGE_FRAC)),
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@@ -2925,7 +2929,9 @@ const Gfx dl_waterbox_ia16_begin[] = {
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// 0x02014810 - 0x02014838
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const Gfx dl_waterbox_end[] = {
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
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#ifdef USE_FRUSTRATIO2
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gsSPClipRatio(FRUSTRATIO_2),
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#endif
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gsDPPipeSync(),
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gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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@@ -155,3 +155,10 @@
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* Makes use of the tex edge render mode to deliver smooth transition textures
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*/
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// #define SHARP_TRANSITION_TEXTURES
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/**
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* Uses frustratio of 2 instead of 1.
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* Can improve performance in some circumstances, though it can also cause large tris to warp if cut off from the camera.
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* Only use this if you can test the difference of your hack with and without this change on console.
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*/
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// #define USE_FRUSTRATIO2
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@@ -1999,7 +1999,9 @@ static const Gfx ccm_seg7_dl_0701C5C8[] = {
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// 0x0701CC40 - 0x0701CE30
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static const Gfx ccm_seg7_dl_0701CC40[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, snow_09001000),
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#ifdef USE_FRUSTRATIO2
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gsSPClipRatio(FRUSTRATIO_1),
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#endif
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPVertex(ccm_seg7_vertex_0701AB50, 16, 0),
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@@ -2036,7 +2038,9 @@ static const Gfx ccm_seg7_dl_0701CC40[] = {
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gsSPVertex(ccm_seg7_vertex_0701B040, 10, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 2, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 7, 8, 9, 0x0),
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#ifdef USE_FRUSTRATIO2
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gsSPClipRatio(FRUSTRATIO_2),
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#endif
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gsSPEndDisplayList(),
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};
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@@ -136,7 +136,11 @@ const Gfx init_rsp[] = {
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gsSPClearGeometryMode(G_CULL_FRONT | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD),
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gsSPSetGeometryMode(G_SHADE | G_SHADING_SMOOTH | G_CULL_BACK | G_LIGHTING),
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gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_OFF),
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#ifdef USE_FRUSTRATIO2
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gsSPClipRatio(FRUSTRATIO_2),
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#else
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gsSPClipRatio(FRUSTRATIO_1),
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#endif
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gsSPEndDisplayList(),
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};
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