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RemoteIndex.xml
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RemoteIndex.xml
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<RemoteConfigs>
<Config Name="007 Everything or Nothing id#4760">
<GameIds>
<GameId>James Bond 007 - Everything or Nothing | SLES-52005</GameId>
<GameId>James Bond 007 - Everything or Nothing | SLPM-65446</GameId>
<GameId>James Bond 007 - Everything or Nothing | SLUS-20751</GameId>
</GameIds>
<Status>g</Status>
<Notes>Round sprite fixes vertical lines in FMVs; very CPU-intensive game, can have some slowdown in intense moments, EE Cycle Rate -2 helps, but don't set to -3 because it will drop frames; same for any EE Cycle Skipping above 0; MTVU has a very weird impact on the game, it seems as though the game runs at half speed with it on, but can then run at 250%+ with the framelimiter off...</Notes>
</Config>
<Config Name="18 Wheeler American Pro Trucker id#7238">
<GameIds>
<GameId>18 Wheeler - American Pro Trucker | SLES-51214</GameId>
<GameId>18 Wheeler - American Pro Trucker | SLUS-20210</GameId>
</GameIds>
<Status>g</Status>
<Notes>D3D is too dark, displays normally in GL</Notes>
</Config>
<Config Name="Ace Combat 04 Shattered Skies id#9620">
<GameIds>
<GameId>Ace Combat 4 - Shattered Skies | SLPS-25052</GameId>
<GameId>Ace Combat 4 - Shattered Skies | SLUS-20152</GameId>
</GameIds>
<Status>y</Status>
<Notes>Has quite a few problems in hardware rendering, including missing clouds and the player's plane is black; some slowdown in software mode in external camera view</Notes>
</Config>
<Config Name="Ace Combat 5 The Unsung War id#3912">
<GameIds>
<GameId>Ace Combat 5 - The Unsung War | SCAJ-20104</GameId>
<GameId>Ace Combat 5 - The Unsung War | SLPS-25418</GameId>
<GameId>Ace Combat 5 - The Unsung War | SLUS-20851</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some occasional slight slowdown in cutscenes - moreso with D3D than GL, so using GL; HPO fixes some blurring around objects; align sprite fixes vertical lines; round sprite fixes horizontal lines in pause screen; using no interlacing patch</Notes>
</Config>
<Config Name="Ace Combat Zero The Belkan War id#4422">
<GameIds>
<GameId>Ace Combat Zero - The Belkan War | SCAJ-20173</GameId>
<GameId>Ace Combat Zero - The Belkan War | SCKA-20070</GameId>
<GameId>Ace Combat Zero - The Belkan War | SLPS-25629</GameId>
<GameId>Ace Combat Zero - The Belkan War | SLUS-21346</GameId>
</GameIds>
<Status>g</Status>
<Notes>HPO fixes some blurring around objects; align sprite fixes vertical lines; round sprite fixes horizontal lines in pause screen; using no interlacing patch</Notes>
</Config>
<Config Name="AirBlade id#5869">
<GameIds>
<GameId>AirBlade | SCES-50246</GameId>
<GameId>AirBlade | SLUS-20346</GameId>
<GameId>Airblade [Demo] | SLUS-29017</GameId>
</GameIds>
<Status>g</Status>
<Notes>Skipdraw removes really ugly blur/depth of field effect in cutscenes, 1 | 1 removes the blur but then some light sources are visible through walls, so using 1 | 2 to remove the glow</Notes>
</Config>
<Config Name="Airforce Delta Strike id#5870">
<GameIds>
<GameId>AirForce Delta Strike | SLKA-25133</GameId>
<GameId>Air Force - Delta Strike | SLUS-20703</GameId>
</GameIds>
<Status>g</Status>
<Notes>A few upscaling lines, mostly fixed by TC Offset</Notes>
</Config>
<Config Name="Alone in the Dark id#9065">
<GameIds>
<GameId>Alone in the Dark | SLES-54883</GameId>
<GameId>Alone in the Dark | SLES-54884</GameId>
<GameId>Alone in the Dark | SLES-55207</GameId>
<GameId>Alone in the Dark | SLUS-21690</GameId>
</GameIds>
<Status>y</Status>
<Notes>Has major z-fighting (texture flicker) issues, can be corrected by switching to software mode (pressing F9) but software has pretty frequent slowdown</Notes>
</Config>
<Config Name="Alone in the Dark The New Nightmare id#17686">
<GameIds>
<GameId>Alone in the Dark 4 | SLES-50185</GameId>
<GameId>Alone in the Dark: The New Nightmare | SLPM-65085</GameId>
</GameIds>
<Status>g</Status>
<Notes>Widescreen patch doesn't adjust aspect ratio properly - config set to use 4:3 AR; choose 50hz when starting otherwise it'll use a weird aspect ratio</Notes>
</Config>
<Config Name="Alter Echo id#5878">
<GameIds>
<GameId>Alter Echo | SLES-51670</GameId>
<GameId>Alter Echo | SLES-51671</GameId>
<GameId>Alter Echo | SLUS-20465</GameId>
<GameId>Alter Echo [Demo] | SLUS-29056</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some screen effects don't fill screen because of widescreen</Notes>
</Config>
<Config Name="Amplitude id#5881">
<GameIds>
<GameId>Amplitude | SCES-51706</GameId>
<GameId>Amplitude | SCUS-97258</GameId>
<GameId>Amplitude [Demo] | SCUS-97262</GameId>
<GameId>Amplitude [Demo] | SCUS-97292</GameId>
</GameIds>
<Status>g</Status>
<Notes>No Vsync improves timing; --fullboot required to start correctly; be aware that disabling framelimiter during loading will make it not finish loading correctly because of Async - can use Timestretch but Async feels a lot better; don't disable framelimiter before title screen otherwise the game will hang; using patch to fix spiky polygon syndrome on characters</Notes>
</Config>
<Config Name="Ape Escape 2 id#9625">
<GameIds>
<GameId>Ape Escape 2 | SCES-50885</GameId>
<GameId>Ape Escape 2 | SCES-51102</GameId>
<GameId>Ape Escape 2 | SCES-51103</GameId>
<GameId>Ape Escape 2 | SCES-51104</GameId>
<GameId>Ape Escape 2 | SCES-51105</GameId>
<GameId>Ape Escape 2 [PlayStation 2 The Best] | SCPS-19206</GameId>
<GameId>Ape Escape 2 | SCPS-55035</GameId>
<GameId>Ape Escape 2 | SLUS-20685</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some occasional flickering of distant geometry (imperfect mipmapping), not present in software rendering</Notes>
</Config>
<Config Name="Ape Escape 3 id#9626">
<GameIds>
<GameId>Ape Escape 3 | SCAJ-20138</GameId>
<GameId>Saru Gechu 3 (Ape Escape 3) | SCAJ-20144</GameId>
<GameId>Ape Escape 3 [PlayStation 2 The Best] | SCAJ-20195</GameId>
<GameId>Ape Escape 3 | SCES-53642</GameId>
<GameId>Ape Escape 3 | SCKA-20062</GameId>
<GameId>Ape Escape 3 [PlayStation 2 the Best - Reprint] | SCPS-19327</GameId>
<GameId>Ape Escape 3 | SCUS-97501</GameId>
<GameId>Ape Escape 3 [Demo] | SCUS-97548</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some occasional slowdown (like in the theater in Banana Heel); some ghosting in some cutscenes; MTVU causes visual bugs (spiky polygons); game is much more CPU intensive than GPU; MTVU causes graphics corruption</Notes>
</Config>
<Config Name="Arc The Lad Twilight Of The Spirits id#9628">
<GameIds>
<GameId>Arc the Lad - Twilight of the Spirits | SCAJ-20019</GameId>
<GameId>Arc the Lad - Twilight of the Spirits | SCAJ-20038</GameId>
<GameId>Arc the Lad - Twilight of the Spirits | SCES-51910</GameId>
<GameId>Arc the Lad - Twilight of the Spirits | SCUS-97231</GameId>
</GameIds>
<Status>g</Status>
<Notes>DOF effect has major issues and is disabled via skipdraw 1 | 1; some occasional ghosting issues which are fixed by Disable Depth Emulation which removes them; Round Sprite=Full + TC Offset fixes the majority of upscaling lines</Notes>
</Config>
<Config Name="Armored Core 2 Another Age id#5886">
<GameIds>
<GameId>Armored Core 2 - Another Age | SCPS-55024</GameId>
<GameId>Armored Core 2 - Another Age | SLES-50905</GameId>
<GameId>Armored Core 2 - Another Age | SLPS-25040</GameId>
<GameId>Armored Core 2 - Another Age | SLUS-20249</GameId>
</GameIds>
<Status>g</Status>
<Notes>A few lines in text (minor)</Notes>
</Config>
<Config Name="Armored Core 2 id#5365">
<GameIds>
<GameId>Armored Core 2 | SLES-50079</GameId>
<GameId>Armored Core 2 | SLPS-25007</GameId>
<GameId>Armored Core 2 [PlayStation 2 The Best] | SLPS-73403</GameId>
<GameId>Armored Core 2 | SLUS-20014</GameId>
</GameIds>
<Status>g</Status>
<Notes>A few lines in text (minor); the no interlacing patch causes FMVs to jitter, doesn't happen with Bob tff and gameplay looks the same - not using the patch</Notes>
</Config>
<Config Name="Armored Core 3 id#5408">
<GameIds>
<GameId>Armored Core 3 | SCPS-55014</GameId>
<GameId>Armored Core 3 | SLES-51399</GameId>
<GameId>Armored Core 3 Silent Line | SLKA-25041</GameId>
<GameId>Armored Core 3 | SLPM-67524</GameId>
<GameId>Armored Core 3 | SLPS-25112</GameId>
<GameId>Armored Core 3 [PlayStation 2 The Best] | SLPS-73417</GameId>
<GameId>Armored Core 3 | SLUS-20435</GameId>
</GameIds>
<Status>g</Status>
<Notes>A few lines in text (minor); might need EE Round Mode set to positive, but haven't in testing</Notes>
</Config>
<Config Name="Armored Core Last Raven id#12247">
<GameIds>
<GameId>Armored Core - Last Raven | SCAJ-20143</GameId>
<GameId>Armored Core - Last Raven | SLES-53820</GameId>
<GameId>Armored Core - Last Raven | SLPS-25462</GameId>
<GameId>Armored Core - Last Raven | SLUS-21338</GameId>
</GameIds>
<Status>g</Status>
<Notes>Using no interlacing and blur removal patch - unless this is used, Preload Frame Data needs to be enabled if using hardware rendering to prevent black screens during gameplay; Trilinear filtering helps with aliasing in terrain; lighting is wrong in D3D (from less accurate blending mode)</Notes>
</Config>
<Config Name="Armored Core Nine Breaker id#95318">
<GameIds>
<GameId>Armored Core - Nine Breaker | SLES-53819</GameId>
<GameId>Armored Core - Nine Breaker | SLPS-25408</GameId>
<GameId>Armored Core - Nine Breaker | SLUS-21200</GameId>
</GameIds>
<Status>g</Status>
<Notes>In missions game is interlaced which is fixed with Bob tff (makes the game sharper), but this causes all menus to jitter; FXAA has a pretty significant impact on performance and doesn't really do much with the interlacing</Notes>
</Config>
<Config Name="Armored Core Silent Line id#12886">
<GameIds>
<GameId>Armored Core - Silent Line | SLES-52203</GameId>
<GameId>Armored Core - Silent Line | SLUS-20644</GameId>
</GameIds>
<Status>g</Status>
<Notes>A few lines in text (minor), which can be eliminated by setting round sprite to half/full but then the UI jitters from Bob tff, game is missing geometry on some objects unless EE Round Mode is set to Positive</Notes>
</Config>
<Config Name="Baldur's Gate Dark Alliance id#5898">
<GameIds>
<GameId>Baldur's Gate: Dark Alliance | SLES-50672</GameId>
<GameId>Baldur's Gate: Dark Alliance | SLPS-25139</GameId>
<GameId>Baldur's Gate: Dark Alliance | SLUS-20035</GameId>
</GameIds>
<Status>g</Status>
<Notes>Extremely system-intensive game, benefits from both Fast Texture Invalidation and Allow 8-bit Textures; EE cycle rate=3 may also help; MTVU seems to actually have a slightly negative impact on performance; reduce to 2x scaling if struggling with performance; D3D performs worse; graphics corruption on FMVs unless large framebuffer is enabled, which has a negative impact on performance (stuttering around fires) so software FMVs enabled with large framebuffer disabled; FXAA degrades software FMV quality a little bit but the rest of the game looks better; TC Offset improves some upscaling lines; tried the no interlacing patch - doesn't seem to make much of a difference other than making the text look awful so it's not used</Notes>
</Config>
<Config Name="Baldur's Gate Dark Alliance II id#5899">
<GameIds>
<GameId>Baldur's Gate: Dark Alliance II | SLES-52187</GameId>
<GameId>Baldur's Gate: Dark Alliance II | SLES-52188</GameId>
<GameId>Baldur's Gate: Dark Alliance II | SLPM-65845</GameId>
<GameId>Baldur's Gate: Dark Alliance II | SLUS-20675</GameId>
</GameIds>
<Status>g</Status>
<Notes>Extremely system-intensive game, benefits from both Fast Texture Invalidation and Allow 8-bit Textures; EE cycle rate=3 may also help; MTVU seems to actually have a slightly negative impact on performance; reduce to 2x scaling if struggling with performance; D3D performs worse; graphics corruption on FMVs unless large framebuffer is enabled, which has a negative impact on performance (stuttering around fires) so software FMVs enabled with large framebuffer disabled; FXAA degrades software FMV quality a little bit but the rest of the game looks better; TC Offset improves some upscaling lines</Notes>
</Config>
<Config Name="Barbarian id#9631">
<GameIds>
<GameId>Barbarian | SLES-50972</GameId>
<GameId>Barbarian | SLUS-20136</GameId>
</GameIds>
<Status>g</Status>
<Notes>FXAA impacts performance at higher scaling</Notes>
</Config>
<Config Name="Baroque id#12947">
<GameIds>
<GameId>Baroque | SLES-55216</GameId>
<GameId>Baroque | SLPM-66747</GameId>
<GameId>Baroque | SLUS-21714</GameId>
</GameIds>
<Status>g</Status>
<Notes>Lighting isn't quite right with D3D (bloom/bright)</Notes>
</Config>
<Config Name="Battle Assault 3 id#5902">
<GameIds>
<GameId>Gundam Battle Assault 3 featuring Gundam Seed | SLUS-20929</GameId>
</GameIds>
<Status>y</Status>
<Notes>Hardware rendering is slow unless fast texture invalidation is used, which causes dark area on right side of screen; some visual effects don't work correctly in hardware rendering</Notes>
</Config>
<Config Name="Beat Down Fists of Vengeance id#27852">
<GameIds>
<GameId>Beat Down - Fists of Vengeance | SLES-53505</GameId>
<GameId>Beat Down - Fists of Vengeance | SLPM-66181</GameId>
<GameId>Beat Down - Fists of Vengeance | SLUS-21150</GameId>
</GameIds>
<Status>y</Status>
<Notes>Frequent z-fighting (flickering) on distant objects</Notes>
</Config>
<Config Name="Blood Omen 2 The Legacy Of Kain id#10243">
<GameIds>
<GameId>Legacy of Kain - Blood Omen 2 | SLUS-20024</GameId>
</GameIds>
<Status>g</Status>
</Config>
<Config Name="Blood Will Tell id#12794">
<GameIds>
<GameId>Blood Will Tell | SLES-52755</GameId>
<GameId>Blood Will Tell | SLUS-20782</GameId>
</GameIds>
<Status>y</Status>
<Notes>Upscaling doesn't work correctly during prologue (first two levels) but does afterwards; D3D doesn't perform as well as GL; medium blending needed for text to be correct color (white, not gray) slowdown at 5x+ upscaling</Notes>
</Config>
<Config Name="Bloody Roar 3 id#11912">
<GameIds>
<GameId>Bloody Roar 3 | SLES-50203</GameId>
<GameId>Bloody Roar 3 | SLPM-62055</GameId>
<GameId>Bloody Roar 3 [Konami The Best] | SLPM-62133</GameId>
<GameId>Bloody Roar 3 | SLUS-20212</GameId>
</GameIds>
<Status>g</Status>
<Notes>Using no interlacing patch</Notes>
</Config>
<Config Name="Bloody Roar 4 id#9634">
<GameIds>
<GameId>Bloody Roar 4 | SLES-51877</GameId>
<GameId>Bloody Roar 4 | SLKA-25130</GameId>
<GameId>Bloody Roar 4 | SLPM-65499</GameId>
<GameId>Bloody Roar 4 | SLUS-20795</GameId>
</GameIds>
<Status>g</Status>
</Config>
<Config Name="Bombastic id#9955">
<GameIds>
<GameId>Bombastic | SLES-51966</GameId>
<GameId>Bombastic | SLUS-20764</GameId>
</GameIds>
<Status>g</Status>
<Notes>The game seems to have a slow boot/start time for some reason, it acts as though it's hanging, no issues during play though ; FXAA has a pretty big impact on maximum performance at 6x (about 100%)</Notes>
</Config>
<Config Name="Breath of Fire Dragon Quarter id#9636">
<GameIds>
<GameId>Breath of Fire: Dragon Quarter | SLES-51496</GameId>
<GameId>Breath of Fire: Dragon Quarter | SLUS-20499</GameId>
</GameIds>
<Status>g</Status>
<Notes>Character stroke lines aren't quite right with D3D unless Disable Safe Features is set; a few minor upscaling lines, improved by TC Offset; occasionally slows to less than 100% speed at 6x; using no interlacing patch; little bit of interlacing jitter on the map</Notes>
</Config>
<Config Name="Bujingai The Forsaken City id#5907">
<GameIds>
<GameId>Bujingai - The Forsaken City | SLUS-20895</GameId>
</GameIds>
<Status>g</Status>
<Notes>TC Offset improves a few upscaling lines; using no interlacing patch</Notes>
</Config>
<Config Name="Burnout 3 Takedown id#4158">
<GameIds>
<GameId>Burnout 3 - Takedown | SLAJ-25053</GameId>
<GameId>Burnout 3 - Takedown | SLES-52584</GameId>
<GameId>Burnout 3 - Takedown | SLES-52585</GameId>
<GameId>Burnout 3 - Takedown | SLPM-65719</GameId>
<GameId>Burnout 3 - Takedown | SLUS-21050</GameId>
</GameIds>
<Status>g</Status>
<Notes>Sun is visible through objects (Auto Flush doesn't fix it) and blur looks a little odd in hardware rendering, but otherwise very playable at 3x; higher blending accuracy causes huge slowdown; HPO fixes line in distance</Notes>
</Config>
<Config Name="Castlevania Lament Of Innocence id#11966">
<GameIds>
<GameId>Castlevania - Lament of Innocence | SLES-52118</GameId>
<GameId>Castlevania - Lament of Innocence | SLKA-25082</GameId>
<GameId>Castlevania - Lament of Innocence | SLPM-65444</GameId>
<GameId>Castlevania - Lament of Innocence | SLUS-20733</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some occasional z-fighting in outdoor areas - some of which can be eliminated by setting texture filtering to nearest, but not all; artifacts (lines) in shadows in D3D unless "Disable Safe Features" is set; EE clamp mode fixes freeze before doppleganger fight; FXAA does have an impact on performance, but still runs at 200% at 5x, disable (PgUp) if needed for speed</Notes>
</Config>
<Config Name="Champions Of Norrath id#5923">
<GameIds>
<GameId>Champions of Norrath | SLUS-20565</GameId>
</GameIds>
<Status>g</Status>
<Notes>Benefits from both Fast Texture Invalidation and Allow 8-bit Textures; TC Offset improves some upscaling lines; 4x+ upscaling introduces some additional lines in UI; tried the no interlacing patch - doesn't seem to make much of a difference other than making the text look awful so it's not used</Notes>
</Config>
<Config Name="Champions Return To Arms id#5924">
<GameIds>
<GameId>Champions - Return to Arms | SLES-53039</GameId>
<GameId>Champions - Return to Arms | SLUS-20973</GameId>
</GameIds>
<Status>g</Status>
<Notes>Benefits from both Fast Texture Invalidation and Allow 8-bit Textures; TC Offset improves some upscaling lines; 4x+ upscaling introduces some additional lines in UI; tried the no interlacing patch - doesn't seem to make much of a difference other than making the text look awful so it's not used</Notes>
</Config>
<Config Name="Chaos Legion id#12915">
<GameIds>
<GameId>Chaos Legion | SLES-51553</GameId>
<GameId>Chaos Legion | SLKA-25026</GameId>
<GameId>Chaos Legion | SLPM-65249</GameId>
<GameId>Chaos Legion | SLUS-20695</GameId>
</GameIds>
<Status>g</Status>
<Notes>Summoned legions have squares underneath; VU Clamp mode fixes item menu; align sprite fixes vertical lines; Round Sprite fixes vertical line in the center of the screen during cutscenes, although there's still a slight transparent "seam"; FXAA does have an impact on performance, disable (PgUp) if necessary</Notes>
</Config>
<Config Name="Chulip id#5932">
<GameIds>
<GameId>Chulip | SLPS-20230</GameId>
<GameId>Chulip [Super Best Collection] | SLPS-20471</GameId>
<GameId>Chulip | SLUS-20742</GameId>
</GameIds>
<Status>g</Status>
</Config>
<Config Name="City Crisis id#21551">
<GameIds>
<GameId>City Crisis | SLES-50364</GameId>
<GameId>City Crisis | SLPS-20101</GameId>
<GameId>City Crisis | SLUS-20274</GameId>
</GameIds>
<Status>g</Status>
</Config>
<Config Name="Clock Tower 3 id#9644">
<GameIds>
<GameId>Clock Tower 3 | SLES-51619</GameId>
<GameId>Clock Tower 3 | SLKA-25051</GameId>
<GameId>Clock Tower 3 | SLPM-65221</GameId>
<GameId>Clock Tower 3 | SLPM-74416</GameId>
<GameId>Clock Tower 3 | SLUS-20633</GameId>
</GameIds>
<Status>g</Status>
<Notes>FXAA does have an impact on performance</Notes>
</Config>
<Config Name="Cold Fear id#10829">
<GameIds>
<GameId>Cold Fear | SLES-53158</GameId>
<GameId>Cold Fear | SLUS-21047</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some occasionally glitching shadows; *has native widescreen support, but needs to be enabled from the options menu</Notes>
</Config>
<Config Name="Contra Shattered Soldier id#5405">
<GameIds>
<GameId>Contra - Shattered Soldier | SLES-51284</GameId>
<GameId>Contra - Shattered Soldier | SLUS-20306</GameId>
</GameIds>
<Status>g</Status>
<Notes>TC Offset improves some upscaling lines</Notes>
</Config>
<Config Name="Crimson Sea 2 id#13064">
<GameIds>
<GameId>Crimson Sea 2 | SLES-52556</GameId>
<GameId>Crimson Sea 2 | SLES-52557</GameId>
<GameId>Crimson Sea 2 | SLES-52558</GameId>
<GameId>Crimson Sea 2 | SLPM-65477</GameId>
<GameId>Crimson Sea 2 | SLUS-20877</GameId>
</GameIds>
<Status>g</Status>
<Notes>Small amout of jitter in cutscenes (from Bob tff); some characters have line in the middle from TC offset (which removes lines in text and UI); some horizontal lines in the graphical effect that appears when new enemies appear on the radar - only seems to be fixable with software rendering; using no interlacing patch</Notes>
</Config>
<Config Name="Crimson Tears id#12821">
<GameIds>
<GameId>Crimson Tears | SLES-52534</GameId>
<GameId>Crimson Tears | SLPM-65575</GameId>
<GameId>Crimson Tears | SLUS-20948</GameId>
</GameIds>
<Status>g</Status>
<Notes>Has bloom misalignment in some areas, half pixel offset and TC Offset correct some of this, but not all; game is interlaced, but Bob modes cause either the UI to jitter or the gameplay; occasional slowdown spikes at 6x</Notes>
</Config>
<Config Name="Curse The Eye Of Isis id#30683">
<GameIds>
<GameId>Curse - The Eye of Isis | SLES-51934</GameId>
</GameIds>
<Status>g</Status>
</Config>
<Config Name="Cyber Troopers Virtual-On Marz id#31713">
<GameIds>
<GameId>Virtual On - Marz | SLAJ-25014</GameId>
<GameId>Virtual On - Marz | SLPM-65303</GameId>
<GameId>Virtual On - Marz [PlayStation 2 The Best] | SLPM-74421</GameId>
<GameId>Virtual On Marz | SLUS-20674</GameId>
</GameIds>
<Status>g</Status>
</Config>
<Config Name="Dark Angel Vampire Apocalypse id#15210">
<GameIds>
<GameId>Dark Angel - Vampire Apocalypse | SLUS-20131</GameId>
</GameIds>
<Status>g</Status>
<Notes>A few upscaling lines, mostly removed by TC Offset; Bob deinterlacing makes inventory and map jitter, switch to Auto if it bothers you</Notes>
</Config>
<Config Name="Dark Cloud 2 id#9649">
<GameIds>
<GameId>Dark Cloud 2 | SCUS-97213</GameId>
<GameId>Dark Cloud 2 [Demo] | SCUS-97229</GameId>
</GameIds>
<Status>g</Status>
<Notes>Round sprite fixes lines in text</Notes>
</Config>
<Config Name="Dark Cloud id#7201">
<GameIds>
<GameId>Dark Cloud | SCES-50295</GameId>
<GameId>Dark Cloud | SCPS-15004</GameId>
<GameId>Dark Cloud [PlayStation 2 The Best] | SCPS-19203</GameId>
<GameId>Dark Cloud | SCUS-97111</GameId>
<GameId>Dark Cloud [Demo] | SCUS-97152</GameId>
</GameIds>
<Status>g</Status>
<Notes>MTVU negatively impacts performance; FXAA has an impact on performance and isn't very noticeable due to interlacing so it's not used; using no interlacing patch (big improvement because Bob tff isn't really viable because it makes shadows, text boxes etc. jitter)</Notes>
</Config>
<Config Name="Dawn Of Mana id#12916">
<GameIds>
<GameId>Dawn of Mana | SLUS-21574</GameId>
</GameIds>
<Status>g</Status>
<Notes>D3D has some slowdown; Async in SPU can cause a hang if disabling the framelimiter; TC offset improves bloom alignment - can use HPO: Normal instead but this causes problems with shadows in some areas and texture alignment - TC offset fixes the issue without causing those problems</Notes>
</Config>
<Config Name="Dead To Rights id#2313">
<GameIds>
<GameId>Dead to Rights | SLES-51581</GameId>
<GameId>Dead to Rights | SLUS-20220</GameId>
</GameIds>
<Status>g</Status>
<Notes>FXAA has an impact on performance</Notes>
</Config>
<Config Name="Def Jam Fight For NY id#7205">
<GameIds>
<GameId>Def Jam - Fight for NY | SLUS-21004</GameId>
</GameIds>
<Status>g</Status>
<Notes>Minor issues with bloom, improved by HPO; MTVU can cause hangs</Notes>
</Config>
<Config Name="Devil Kings id#7210">
<GameIds>
<GameId>Devil Kings | SLES-53870</GameId>
<GameId>Devil Kings | SLUS-21297</GameId>
</GameIds>
<Status>g</Status>
<Notes>HPO fixes bloom alignment; FXAA has about a 50% impact on maximum speed at 6x scaling; using no interlacing + progressive scan patch</Notes>
</Config>
<Config Name="Devil May Cry 3 Special Edition id#4930">
<GameIds>
<GameId>Devil May Cry 3 - Dante's Awakening | SLES-53038</GameId>
<GameId>Devil May Cry 3 - Dante's Awakening [Special Edition] | SLES-54186</GameId>
<GameId>Devil May Cry 3 | SLKA-25265</GameId>
<GameId>Devil May Cry 3 [Trial Version] | SLPM-60251</GameId>
<GameId>Devil May Cry [Demo] [BioHazard - Code Veronica - Perfect Version - Bonus Disc] | SLPM-65023</GameId>
<GameId>Devil May Cry 3 | SLPM-65880</GameId>
<GameId>Devil May Cry 3 [Special Edition] | SLPM-66160</GameId>
<GameId>Devil May Cry 3 [Special Edition] [PlayStation 2 The Best] | SLPM-74242</GameId>
<GameId>Devil May Cry 3 | SLUS-20964</GameId>
<GameId>Devil May Cry 3 - Dante's Awakening [Special Edition] | SLUS-21361</GameId>
</GameIds>
<Status>g</Status>
<Notes>D3D performs worse than GL; there is slowdown in pause menu with 5x+ upscaling on GL (or at 4x with D3D); EE Round Mode fixes doors not able to be opened on Mission 18; HPO fixes bloom alignment; TC Offset fixes a line in FMVs</Notes>
</Config>
<Config Name="Devil May Cry id#15">
<GameIds>
<GameId>Devil May Cry [Demo] | SLED-50359</GameId>
<GameId>Devil May Cry | SLES-50358</GameId>
<GameId>Devil May Cry [Trial Version] | SLPM-61010</GameId>
<GameId>Devil May Cry [Demo] [BioHazard - Code Veronica - Perfect Version - Bonus Disc] | SLPM-65023</GameId>
<GameId>Devil May Cry | SLPM-65038</GameId>
<GameId>Devil May Cry [Mega Hits] | SLPM-66502</GameId>
<GameId>Devil May Cry | SLPM-67502</GameId>
<GameId>Devil May Cry [PlayStation 2 The Best] | SLPM-74230</GameId>
<GameId>Devil May Cry | SLUS-20216</GameId>
<GameId>Devil May Cry [Demo] | SLUS-29009</GameId>
</GameIds>
<Status>g</Status>
<Notes>HPO fixes bloom alignment; upper quarter of the screen has some weird blur/artifacting; slight amount of jitter in backgrounds from Bob tff; no interlacing patch doesn't work consistently - sometimes turns off when picking up some objects/going to the inventory screen - not using it</Notes>
</Config>
<Config Name="Dirge Of Cerberus Final Fantasy Vii id#839">
<GameIds>
<GameId>Dirge of Cerberus - Final Fantasy VII | SCAJ-20169</GameId>
<GameId>Dirge of Cerberus - Final Fantasy VII | SLES-54185</GameId>
<GameId>Dirge of Cerberus - Final Fantasy VII | SLPM-66271</GameId>
<GameId>Dirge of Cerberus - Final Fantasy VII | SLUS-21419</GameId>
</GameIds>
<Status>g</Status>
<Notes>GL performs worse than D3D; HPO improves bloom alignment; has occasional slowdown; MTVU provides a very slight speed improvement (about 15%)</Notes>
</Config>
<Config Name="Disaster Report id#7214">
<GameIds>
<GameId>Disaster Report | SLUS-20561</GameId>
<GameId>Disaster Report [Trade Demo] | SLUS-28025</GameId>
</GameIds>
<Status>g</Status>
<Notes>Skipdraw removes blur; cursor is missing in dialogue choices, but always starts at the top; relationship menu is blank - both issues can be resolved by temporarily switching to software mode via F9, or permanently setting the renderer to software; TC Offset fixes some upscaling lines</Notes>
</Config>
<Config Name="Disgaea 2 Cursed Memories id#7215">
<GameIds>
<GameId>Disgaea 2: Cursed Memories | SLES-54454</GameId>
<GameId>Disgaea 2: Cursed Memories | SLUS-21397</GameId>
</GameIds>
<Status>g</Status>
<Notes>Using 951555A0.pnach "cheat" to remove blur layer; some jitter in cutscenes from interlacing; Nearest texture filtering improves sprite quality; TC Offset fixes upscaling lines</Notes>
</Config>
<Config Name="Disgaea Hour Of Darkness id#7216">
<GameIds>
<GameId>Disgaea: Hour of Darkness | SLES-52458</GameId>
<GameId>Disgaea: Hour of Darkness | SLUS-20666</GameId>
</GameIds>
<Status>g</Status>
<Notes>Nearest texture filtering improves sprite quality; TC Offset fixes upscaling lines</Notes>
</Config>
<Config Name="Dot Hack Infection id#7218">
<GameIds>
<GameId>dot Hack - Part 1 - Infection | SLES-52237</GameId>
<GameId>dot Hack - Part 1 - Infection | SLUS-20267</GameId>
</GameIds>
<Status>g</Status>
<Notes>HPO fixes bloom alignment</Notes>
</Config>
<Config Name="Dot Hack Mutation id#7219">
<GameIds>
<GameId>dot Hack - Part 2 - Mutation | SLES-52467</GameId>
<GameId>dot Hack - Part 2 - Mutation | SLUS-20562</GameId>
</GameIds>
<Status>g</Status>
<Notes>HPO fixes bloom alignment</Notes>
</Config>
<Config Name="Dot Hack Outbreak id#7220">
<GameIds>
<GameId>dot Hack - Part 3 - Outbreak | SLES-52469</GameId>
<GameId>dot Hack - Part 3 - Outbreak | SLUS-20563</GameId>
</GameIds>
<Status>g</Status>
<Notes>HPO fixes bloom alignment</Notes>
</Config>
<Config Name="Dot Hack Quarantine id#7221">
<GameIds>
<GameId>dot Hack - Part 4 - Quarantine | SLES-52468</GameId>
<GameId>dot Hack - Part 4 - Quarantine | SLUS-20564</GameId>
</GameIds>
<Status>g</Status>
<Notes>HPO fixes bloom alignment</Notes>
</Config>
<Config Name="Downhill Domination id#21114">
<GameIds>
<GameId>Downhill Domination | SCUS-97177</GameId>
<GameId>Downhill Domination [Demo] | SCUS-97329</GameId>
<GameId>Downhill Domination | SLES-52202</GameId>
</GameIds>
<Status>g</Status>
<Notes>Lens (sun) flares are visible through terrain in D3D (works in GL); MTVU causes graphical corruption; using no interlacing patch</Notes>
</Config>
<Config Name="Dr. Muto id#7229">
<GameIds>
<GameId>Dr. Muto | SLES-50710</GameId>
<GameId>Dr. Muto | SLUS-20458</GameId>
<GameId>Dr. Muto [Demo] | SLUS-29040</GameId>
</GameIds>
<Status>g</Status>
<Notes>Slowdown at 6x+ scaling; DSF fixes lines in shadows in D3D</Notes>
</Config>
<Config Name="Dragon Quest VIII Journey Of The Cursed King id#7226">
<GameIds>
<GameId>Dragon Quest VIII - Sora to Daichi to Norowareshi Himegimi | SCAJ-20110</GameId>
<GameId>Dragon Quest VIII - Journey of the Cursed King | SLES-53974</GameId>
<GameId>Dragon Quest VIII [Premium Disc] | SLPM-62490</GameId>
<GameId>Dragon Quest VIII | SLPM-65888</GameId>
<GameId>Dragon Quest VIII [Ultimate Hits] | SLPM-66481</GameId>
<GameId>Dragon Quest VIII - Journey of the Cursed King | SLUS-21207</GameId>
<GameId>Dragon Quest VIII - Journey of the Cursed King [Demo] | SLUS-29157</GameId>
</GameIds>
<Status>g</Status>
<Notes>HPO (mostly) fixes black lines at the bottom and right of the screen, using Normal (Vertex) clears it out more but it also creates lines in certain textures, like water; can increase TC Offset X to completely remove the black lines but this creates lines elsewhere, like in menus; Round Sprite fixes lines in text (and Full improves the black lines too); DSF fixes ugly outline effect in GL (looks normal in D3D without it); lens flares are visible through walls in D3D (work correctly in GL); may need to use Software mode (F9) in Dark Realm to see Empyria's Shadow (unconfirmed)</Notes>
</Config>
<Config Name="Drakan The Ancients' Gates id#7227">
<GameIds>
<GameId>Drakan - The Ancients' Gates | SCES-50006</GameId>
<GameId>Drakan - The Ancients' Gates | SCUS-97128</GameId>
</GameIds>
<Status>g</Status>
<Notes>TC Offset improves upscaling lines; lens flares are visible through objects in D3D</Notes>
</Config>
<Config Name="Drakengard id#7228">
<GameIds>
<GameId>Drakengard | SLES-52322</GameId>
<GameId>Drakengard | SLUS-20732</GameId>
</GameIds>
<Status>g</Status>
<Notes>Bob tff causes small amout of jitter in cutscenes, but gameplay is sharper; Merge Sprite fixes lines in level completion screens; using no interlacing patch</Notes>
</Config>
<Config Name="Echo Night Beyond id#12412">
<GameIds>
<GameId>Echo Night - Beyond | SLES-53414</GameId>
<GameId>Echo Night - Beyond | SLUS-20928</GameId>
</GameIds>
<Status>y</Status>
<Notes>No longer has rendering issues in hardware, but has severe slowdown at times; widescreen hack causes graphical issues (black spiky polygons) and is disabled - widescreen mode can be enabled in-game, but will need to change screen size setting to 16:9 in PCSX2</Notes>
</Config>
<Config Name="Eoe Eve Of Extinction id#7245">
<GameIds>
<GameId>Eve of Extinction | SCPS-55025</GameId>
<GameId>Eve of Extinction | SLES-50758</GameId>
<GameId>Eve of Extinction | SLUS-20270</GameId>
</GameIds>
<Status>g</Status>
<Notes>One vertical line in pause screen (minor)</Notes>
</Config>
<Config Name="Espgaluda id#30544">
<GameIds>
<GameId>Espgaluda | SLPS-25352</GameId>
</GameIds>
<Status>g</Status>
<Notes>Software renderer avoids graphics problems and upscaling is pointless since the game is entirely sprite-based; not using any texture filtering so image is sharper</Notes>
</Config>
<Config Name="Eternal Ring id#12639">
<GameIds>
<GameId>Eternal Ring | SLES-50051</GameId>
<GameId>Eternal Ring | SLPS-25001</GameId>
<GameId>Eternal Ring | SLUS-20015</GameId>
</GameIds>
<Status>g</Status>
</Config>
<Config Name="Everblue 2 id#7246">
<GameIds>
<GameId>Everblue 2 | SLES-51381</GameId>
<GameId>Ever Blue 2 | SLPM-62214</GameId>
<GameId>Everblue 2 | SLUS-20598</GameId>
</GameIds>
<Status>g</Status>
<Notes>Has some slowdown at 6x scaling; using a patch to fix an issue where the edges of the screen aren't drawn when they should be, and unload earlier than they should, creating empty space where there shouldn't be - this is not the result of the widescreen patch as the issue persists even without it, tried all EE/IOP and VU options, no change - no issues with the patch; DSF is needed to fix lines in some textures - not needed in GL; D3D performs significantly better than GL (about 50% higher max speed)</Notes>
</Config>
<Config Name="EverGrace id#9656">
<GameIds>
<GameId>Evergrace | SLES-50050</GameId>
<GameId>Evergrace | SLPS-25003</GameId>
<GameId>Evergrace | SLUS-20016</GameId>
</GameIds>
<Status>g</Status>
<Notes>TC Offset improves some upscaling lines</Notes>
</Config>
<Config Name="Extermination id#12924">
<GameIds>
<GameId>Extermination | SCES-50240</GameId>
<GameId>Extermination | SCPS-15011</GameId>
<GameId>Extermination [PlayStation 2 The Best] | SCPS-19202</GameId>
<GameId>Extermination | SCUS-97112</GameId>
<GameId>Extermination [Demo] | SCUS-97160</GameId>
</GameIds>
<Status>g</Status>
<Notes>TC Offset fixes blur/depth of field alignment; Half Pixel Offset: Normal also fixes this but makes a thin lined box appear around the character until you refresh the screen (like by pressing F9 twice) - the TC Offset resolves the issue without creating the box; TC Offset can sometimes cause some lines in text which can be removed by toggling between software rendering and back (pressing F9 twice) - seems kindof random; FMVs don't appear in HW renderers; FMVs look a bit worse because of FXAA but the rest of the game looks better; Software FMV hack isn't entirely stable in D3D (can cause hangs) so using GL; using no interlacing patch (big improvement because Bob deinterlacing causes some occasional jitter in depth of field effects)</Notes>
</Config>
<Config Name="Fantavision id#9687">
<GameIds>
<GameId>FantaVision | SCES-50002</GameId>
<GameId>Fantavision | SCPS-11002</GameId>
<GameId>Fantavision | SCPS-15030</GameId>
<GameId>Fantavision | SCUS-97105</GameId>
</GameIds>
<Status>g</Status>
<Notes>FXAA has an impact on performance; using no interlacing patch</Notes>
</Config>
<Config Name="Fatal Frame id#7250">
<GameIds>
<GameId>Fatal Frame | SCPS-55043</GameId>
<GameId>Fatal Frame | SCPS-56008</GameId>
<GameId>Fatal Frame [PlayStation 2 the Best - Reprint] | SLPS-73255</GameId>
<GameId>Fatal Frame | SLUS-20388</GameId>
</GameIds>
<Status>g</Status>
<Notes>Align Sprite fixes vertical lines in some graphical effects; DSF fixes lines in photos; every once in a while the previously taken photo will flash on screen when first pulling out the camera; OPH Flag Hack hangs the game at the first FMV</Notes>
</Config>
<Config Name="Fatal Frame II Crimson Butterfly id#7251">
<GameIds>
<GameId>Fatal Frame 2 - Crimson Butterfly | SCAJ-20050</GameId>
<GameId>Fatal Frame 2 - Crimson Butterfly | SLUS-20766</GameId>
</GameIds>
<Status>g</Status>
<Notes>DSF fixes lines in certain frames; FXAA has an impact on performance</Notes>
</Config>
<Config Name="Fatal Frame III The Tormented id#7252">
<GameIds>
<GameId>Fatal Frame 3 - The Tormented | SLUS-21244</GameId>
</GameIds>
<Status>g</Status>
<Notes>DSF fixes lines in certain frames; MTVU causes graphics corruption (blank textures)</Notes>
</Config>
<Config Name="Final Fantasy X id#20">
<GameIds>
<GameId>Final Fantasy X [Demo] [Final Fantasy VI PS1 - Bonus Disc] | SCED-50642</GameId>
<GameId>Final Fantasy X [Bonus Disc - Beyond Final Fantasy] | SCED-50907</GameId>
<GameId>Final Fantasy X | SCES-50490</GameId>
<GameId>Final Fantasy X | SCES-50491</GameId>
<GameId>Final Fantasy X | SCES-50492</GameId>
<GameId>Final Fantasy X | SCES-50493</GameId>
<GameId>Final Fantasy X | SCES-50494</GameId>
<GameId>Final Fantasy X International | SLPM-65115</GameId>
<GameId>Final Fantasy X [Ultimate Hits] | SLPM-66124</GameId>
<GameId>Final Fantasy X International | SLPM-67513</GameId>
<GameId>Final Fantasy X | SLPS-25050</GameId>
<GameId>Final Fantasy X International | SLPS-25088</GameId>
<GameId>Final Fantasy X [Mega Hits] | SLPS-72501</GameId>
<GameId>Final Fantasy X | SLUS-20312</GameId>
</GameIds>
<Status>g</Status>
<Notes>A few upscaling lines in text/UI, mostly resolved by Round Sprite and TC Offset; lines appear in character's faces at TC Offset Y: 200+; skipdraw removes buggy depth of field</Notes>
</Config>
<Config Name="Final Fantasy XII id#87">
<GameIds>
<GameId>Final Fantasy XII | SCAJ-20172</GameId>
<GameId>Final Fantasy XII | SCKA-20073</GameId>
<GameId>Final Fantasy XII | SLES-54354</GameId>
<GameId>Final Fantasy XII | SLES-54355</GameId>
<GameId>Final Fantasy XII | SLES-54356</GameId>
<GameId>Final Fantasy XII | SLES-54357</GameId>
<GameId>Final Fantasy XII | SLES-54358</GameId>
<GameId>Final Fantasy XII | SLPM-66320</GameId>
<GameId>Final Fantasy XII | SLUS-20963</GameId>
<GameId>Final Fantasy XII [Collector's Edition] | SLUS-21475</GameId>
<GameId>Final Fantasy XII [Demo] | SLUS-29171</GameId>
</GameIds>
<Status>g</Status>
<Notes>TC offset is to minimize garbage around FMVs, can use software FMV hack instead but that can cause stability issues; *has native widescreen support, but needs to be enabled from the options menu</Notes>
</Config>
<Config Name="Fireblade id#7260">
<GameIds>
<GameId>Fireblade | SLES-50716</GameId>
<GameId>Fireblade | SLES-50995</GameId>
<GameId>Fire Blade | SLUS-20198</GameId>
<GameId>Fire Blade [Demo] | SLUS-29030</GameId>
</GameIds>
<Status>g</Status>
<Notes>MTVU negatively impacts performance; has some occasional slowdown</Notes>
</Config>
<Config Name="Flipnic Ultimate Pinball id#7263">
<GameIds>
<GameId>Flipnic - Ultimate Pinball | SLUS-21157</GameId>
</GameIds>
<Status>g</Status>
<Notes>Disabled vsync to help reduce latency; FXAA has an impact on performance</Notes>
</Config>
<Config Name="Forbidden Siren 2 id#17692">
<GameIds>
<GameId>Siren 2 | SCAJ-20161</GameId>
<GameId>Siren 2 | SCAJ-20167</GameId>
<GameId>Forbidden Siren - Viviendo la Pesadilla | SCES-52330</GameId>
<GameId>Forbidden Siren 2 | SCES-53851</GameId>
<GameId>Siren 2 | SCKA-20069</GameId>
<GameId>Siren 2 | SCPS-15106</GameId>
<GameId>Siren 2 [PlayStation 2 The Best] | SCPS-19326</GameId>
</GameIds>
<Status>g</Status>
<Notes>FXAA is diabled because of software FMVs; Merge Sprite fixes vertical lines; Software FMV hack isn't entirely stable in D3D (can cause hangs) so using GL; FXAA does have an impact on performance</Notes>
</Config>
<Config Name="Forever Kingdom id#12780">
<GameIds>
<GameId>Forever Kingdom | SLUS-20343</GameId>
</GameIds>
<Status>y</Status>
<Notes>Missing some graphical elements with HW renderer</Notes>
</Config>
<Config Name="Forgotten Realms Demon Stone id#7265">
<GameIds>
<GameId>Forgotten Realms - Demon Stone | SLES-52669</GameId>
<GameId>Forgotten Realms - Demon Stone | SLKA-25252</GameId>
<GameId>Forgotten Realms - Demon Stone | SLPM-65927</GameId>
<GameId>Forgotten Realms - Demon Stone | SLUS-20804</GameId>
</GameIds>
<Status>y</Status>
<Notes>Some effects (fire/smoke) flicker in HW render; some occasional slowdown</Notes>
</Config>
<Config Name="Frequency id#7266">
<GameIds>
<GameId>Frequency | SCES-50791</GameId>
<GameId>Frequency | SCUS-97125</GameId>
<GameId>Frequency [Demo] | SCUS-97157</GameId>
</GameIds>
<Status>g</Status>
<Notes>Turning off vsync makes timing easier</Notes>
</Config>
<Config Name="Front Mission 4 id#7268">
<GameIds>
<GameId>Front Mission 4 | SCAJ-20057</GameId>
<GameId>Front Mission 4 | SLPM-65443</GameId>
<GameId>Front Mission 4 [Ultimate Hits] | SLPM-66420</GameId>
<GameId>Front Mission 4 | SLUS-20888</GameId>
</GameIds>
<Status>y</Status>
<Notes>Shadows are messed up with hardware rendering</Notes>
</Config>
<Config Name="Galerians Ash id#13855">
<GameIds>
<GameId>Galerians - Ash | SLES-51343</GameId>
<GameId>Galerians - Ash | SLUS-20560</GameId>
</GameIds>
<Status>y</Status>
<Notes>Has missing graphics and screen flashes colors in HW rendering</Notes>
</Config>
<Config Name="Gauntlet Dark Legacy id#7274">
<GameIds>
<GameId>Gauntlet - Dark Legacy | SLES-50211</GameId>
<GameId>Gauntlet - Dark Legacy | SLPM-62125</GameId>
<GameId>Gauntlet - Dark Legacy | SLUS-20047</GameId>
</GameIds>
<Status>g</Status>
<Notes>D3D has some slowdown; some upscaling lines in text, improved by TC Offset</Notes>
</Config>
<Config Name="Gauntlet Seven Sorrows id#7275">
<GameIds>
<GameId>Gauntlet - Seven Sorrows | SLES-53667</GameId>
<GameId>Gauntlet - Seven Sorrows | SLUS-21077</GameId>
</GameIds>
<Status>g</Status>
</Config>
<Config Name="Ghosthunter id#7278">
<GameIds>
<GameId>Ghosthunter | SCES-51463</GameId>
<GameId>Ghost Hunter | SLPM-65701</GameId>
<GameId>Ghosthunter | SLUS-20993</GameId>
</GameIds>
<Status>g</Status>
<Notes>Game has some occasional slowdown during certain effects at 4x+ (like when the first ghost appears and takes Jones); the audio has some very slight "pops" on occasion which aren't from slowdown, I tried alternate sync modes, alternate interpolation modes, and alternate output modules - none of them seemed to completely remedy the problem; Async mode is to help deal with some occasional slight blips in speed in heavy scenes; *has native widescreen support, but needs to be enabled from the options menu</Notes>
</Config>
<Config Name="Glass Rose id#30686">
<GameIds>
<GameId>Glass Rose | SLES-52358</GameId>
<GameId>Glass Rose | SLPM-65373</GameId>
</GameIds>
<Status>y</Status>
<Notes>Select 60hz mode; character model is invisible in hardware rendering</Notes>
</Config>
<Config Name="Global Defence Force id#15133">
<GameIds>
<GameId>Global Defence Force | SLES-54464</GameId>
</GameIds>
<Status>g</Status>
<Notes>Skipdraw disables horizontal lines around objects; game has slowdown internally, even when emulation is running at 100% speed; bloom alignment issues on some levels; worse performance with GL; 8-bit textures improve performance; TC Offset improves some upscaling lines and bloom alignment</Notes>
</Config>
<Config Name="God Hand id#25">
<GameIds>
<GameId>God Hand | SCKA-20090</GameId>
<GameId>God Hand | SLES-54490</GameId>
<GameId>God Hand | SLPM-66550</GameId>
<GameId>God Hand [PlayStation 2 The Best] | SLPM-74241</GameId>
<GameId>God Hand | SLUS-21503</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some occasional z-fighting; merge sprite fixes bluriness; wild arms offset fixes artifacts in cutscenes; slowdown at 5x+ upscaling; using no interlacing patch - doesn't jitter without it, but it cleans up the backbuffer a lot and makes it look sharper and brighter</Notes>
</Config>
<Config Name="God Of War id#26">
<GameIds>
<GameId>God of War | SCAJ-30010</GameId>
<GameId>God of War | SCES-51533</GameId>
<GameId>God of War | SCES-53133</GameId>
<GameId>God of War | SCKA-30002</GameId>
<GameId>God of War | SCUS-97399</GameId>
<GameId>God of War [Demo] | SCUS-97467</GameId>
<GameId>God of War | SLPM-66167</GameId>
<GameId>God of War | SLPM-67010</GameId>
<GameId>God of War [CapKore] | SLPM-67011</GameId>
<GameId>God of War [Best Price] | SLPM-67012</GameId>
</GameIds>
<Status>g</Status>
<Notes>Fairly system-heavy game; large framebuffer on negatively impacts performance; occasional very brief dips below 60 fps which are pretty negligible with Async mode, set to 3x scaling if it's an issue or performance in general is poor; some missing graphical effects with D3D (fog)</Notes>
</Config>
<Config Name="Gradius V id#9604">
<GameIds>
<GameId>Gradius V | SLES-52095</GameId>
<GameId>Gradius V | SLKA-15032</GameId>
<GameId>Gradius V | SLPM-62462</GameId>
<GameId>Gradius V [Konami The Best] | SLPM-62621</GameId>
<GameId>Gradius V | SLUS-20712</GameId>
</GameIds>
<Status>g</Status>
<Notes>FXAA does have an impact on performance, but still runs at 250%+ with it on</Notes>
</Config>
<Config Name="Grand Theft Auto III id#4165">
<GameIds>
<GameId>Grand Theft Auto III | SLES-50330</GameId>
<GameId>Grand Theft Auto III | SLES-50793</GameId>
<GameId>Grand Theft Auto III | SLPM-65382</GameId>
<GameId>Grand Theft Auto III [Capcom The Best] | SLPM-65760</GameId>
<GameId>Grand Theft Auto III [Best Price] | SLPM-66789</GameId>
<GameId>Grand Theft Auto III | SLUS-20062</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some occasional flickering (z-fighting) on distant textures (minor)</Notes>
</Config>
<Config Name="Grandia III id#12761">
<GameIds>
<GameId>Grandia III | SCAJ-20141</GameId>
<GameId>Grandia III [Disc1of2] | SLPM-65976</GameId>
<GameId>Grandia III [Disc2of2] | SLPM-65977</GameId>
<GameId>Grandia III [Disc1of2] | SLUS-21334</GameId>
<GameId>Grandia III [Disc2of2] | SLUS-21345</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some occasional bloom alignment issues; "safe features" creates some small lines on character faces in D3D (not present in GL); title screen doesn't look quite right because of widescreen hack; FXAA has an impact on performance</Notes>
</Config>
<Config Name="Gregory Horror Show id#29918">
<GameIds>
<GameId>Gregory Horror Show | SLES-51933</GameId>
<GameId>Gregory Horror Show | SLKA-25033</GameId>
<GameId>Gregory Horror Show - Soul Collector | SLPM-65234</GameId>
<GameId>Gregory Horror Show - Soul Collector | SLPM-65324</GameId>
</GameIds>
<Status>y</Status>
<Notes>Has audio skipping/repeating issues; FXAA has an impact on performance; some upscaling lines in text, not remedied by round sprite and TC offset just makes them worse; the no interlacing patch for this game causes FMVs to jitter whereas they don't with Bob tff deinterlacing and the difference during gameplay is negligible - not using it</Notes>
</Config>
<Config Name="Gun id#8377">
<GameIds>
<GameId>Gun | SLES-53523</GameId>
<GameId>Gun | SLES-53647</GameId>
<GameId>Gun | SLUS-21139</GameId>
</GameIds>
<Status>g</Status>
<Notes>MTVU causes the game to hang; GL has weird color banding issues if Blending Accuracy is above None (doesn't happen in D3D); TC Offset fixes bloom alignment; D3D needs DSF to prevent lines in shadows, but this causes weird image flashing (like it does in Radiata Stories) - DSF isn't needed in GL; has some occasional slowdown at 4x+; *has native widescreen support, but needs to be enabled from the options menu - also recommend enabling progressive scan mode</Notes>
</Config>
<Config Name="Gungrave Overdose id#10245">
<GameIds>
<GameId>Gungrave - Overdose | SLES-52941</GameId>
<GameId>GunGrave - OverDose | SLUS-21020</GameId>
</GameIds>
<Status>g</Status>
<Notes>Round sprite + TC Offset fixes most upscaling lines in text and fixes garbage in FMVs from hardware rendering; text in text boxes extend beyond the box (from widescreen hack); some slowdown at 6x+ upscaling; disabling large framebuffer significantly improves performance</Notes>
</Config>
<Config Name="Hard Hitter Tennis id#13972">
<GameIds>
<GameId>Hardhitter Tennis | SLUS-20568</GameId>
</GameIds>
<Status>g</Status>
<Notes>Some occasional slowdown at 6x scaling</Notes>
</Config>
<Config Name="Haunting Ground id#9710">
<GameIds>
<GameId>Haunting Ground | SLES-52877</GameId>
<GameId>Haunting Ground | SLUS-21075</GameId>
</GameIds>
<Status>g</Status>
<Notes>Lighting / shadows don't work correctly in D3D; TC Offset fixes bloom alignment, can use HPO: Normal instead, but this creates lines in some textures and menus</Notes>
</Config>
<Config Name="Haven Call Of The King id#7294">
<GameIds>
<GameId>Haven - Call of the King | SLES-51209</GameId>
<GameId>Haven - Call of the King | SLUS-20157</GameId>
<GameId>Haven - Call of the King | SLUS-20517</GameId>
</GameIds>
<Status>g</Status>
<Notes>Blending accuracy has to be set to high for shadows to display properly; GL performs a little better than D3D in general, but GL has brief performance drop spikes not present in D3D; Align Sprite fixes some lines in shadows; TC Offset improves bloom/DOF alignment, although it does create two small lines in the menu (very minor)</Notes>
</Config>
<Config Name="Herdy Gerdy id#7972">
<GameIds>
<GameId>Herdy Gerdy | SCAJ-20009</GameId>
<GameId>Herdy Gerdy | SLES-50751</GameId>
<GameId>Herdy Gerdy | SLUS-20231</GameId>
</GameIds>
<Status>g</Status>
<Notes>Widescreen hack cuts off some of the screen and impacts performance - disabled and running in 4:3; D3D has performance problems</Notes>
</Config>
<Config Name="Hunter The Reckoning Wayward id#17005">