GS/HW: Test double buffer offset from target base address on lookup#13135
Merged
lightningterror merged 2 commits intoPCSX2:masterfrom Nov 25, 2025
Merged
GS/HW: Test double buffer offset from target base address on lookup#13135lightningterror merged 2 commits intoPCSX2:masterfrom
lightningterror merged 2 commits intoPCSX2:masterfrom
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Probably this should be checked on silent hill 3, i remember looking similar to what FFX-2 had. I would love to test it but sadly can't, due to not having access to my pc. |
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I've tried a few similar cases but they all seem to not react to this sadly. |
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SH3 wraps around the end of memory with an offset, which is what breaks SH3, it's not a double buffer issue unfortunately. |
Well, that's a shame (At least the softwarefmv hack works fine!). But thank you for explanation. |
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#12510 might be a good check on this with ( it has SWFMV atm) |
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kamfretoz
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Nov 25, 2025
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refractionpcsx2
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Description of Changes
Here's an explanation as I have no idea what this does myself.
"so basically what it's doing is checking if you offset by the size from the base address of the target, does that BP match the requested one, instead of making sure it's completely inside, as the game doesn't necessarily render the entire height, especially if there are black borders, causing the "Inside" check to fail"
Fixes #1140
Rationale behind Changes
This fixes FFX-2s FMV's in hardware mode fully using Tex in RT Inside Target.
Suggested Testing Steps
Test as many games and any FMV's you can this needs a lot of testing.
Did you use AI to help find, test, or implement this issue or feature?
No