PS1 disable dithering w/ Gameshark or Action Replay codes

Discussion in 'Sony Programming and Development' started by demilich, Jan 24, 2018.

  1. demilich

    demilich Spirited Member

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    I recently came across this post. Looks pretty cool to see dithering disabled with Action Replay codes. I wonder how involved it would be to find more codes to run on physical hardware? It reminded me of gameshark codes found for the N64 to disable AA.
    Hacks below found by Chris Covell.
    https://twitter.com/covell_chris/status/946046856064143360
    upload_2018-1-24_20-49-0.png
     
  2. master991

    master991 Enthusiastic Member

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  3. MonkeyBoyJoey

    MonkeyBoyJoey 70's Robot Anime GEPPY-X (PS1) Fanatic

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    How would one find the code for each game? I would love to give this a try on a few games not listed.
     
  4. DaSA

    DaSA Robust Member

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    Well, the author of these codes gave these indications - maybe we could try to reverse his work to see what adresses have in commun :

    @https://twitter.com/covell_chris/status/946047748180140032

    [​IMG]

    [​IMG]
     
  5. Shenmue_Trilogy

    Shenmue_Trilogy Rapidly Rising Member

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    I asked the question about disabling dithering 2 years ago and now its possible. great!
    Esppiral should see this. He is the widescreen master! :D I would love to see Silent Hill on original hardware without dithering!
     
  6. demilich

    demilich Spirited Member

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    Yea I wondered about it for a while too since something similar has been done with N64 to remove AA. I just stumbled on it at random.
     
  7. Esppiral

    Esppiral Gutsy Member

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    That's pretty neat,

    Now those psx games look like Saturn games without dithering but showing banding instead.

    I'd like to see the same done for the Dreamcast, very few titles actually run without dithering on the Dreamcast, and they look impressively clean compared to the ones that use it.
     
  8. DaSA

    DaSA Robust Member

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    Humm, weird.

    I tried to reverse the process of what Chris Covell did in 2 games, to determine which value he replaced by 0000 (in Crash Bandicoot 2 and Ridge Racer).

    In Ridge Racer NTSC-J, at adress 00AD1B08 in Cheat Engine (80046468 - 7F574960), original value is 0200.
    In Crash Bandicoot 2 NTSC-J, at adress 00ADA514 in Cheat Engine (8004EE74 - 7F574960), original value is also 0200.

    Unfortunately, when I replaced 0200 by 0000 in Cheat Engine, nothing happened. :/

    But I noticed 1 thing :

    Ridge Racer :

    [​IMG]

    Crash Bandicoot 2 :

    [​IMG]

    Look how values before and after 0200 are (almost all) the same in these 2 games. Why ?
     
  9. Esppiral

    Esppiral Gutsy Member

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    Silent hill without dithering looks super bad
     
  10. Shenmue_Trilogy

    Shenmue_Trilogy Rapidly Rising Member

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    Hmm on emulator with original resultion, dithering disabled and scanlines it looks IMO good .
     
  11. demilich

    demilich Spirited Member

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  12. demilich

    demilich Spirited Member

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    I do wonder how good games like Metal Gear Solid, Resident Evil, Alone in the Dark would look like without Dithering. I would assume it would look as good as the Dreamcast ports with the exception of it being 240p instead of 480p like on Dreamcast.
     
  13. Shenmue_Trilogy

    Shenmue_Trilogy Rapidly Rising Member

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  14. demilich

    demilich Spirited Member

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  15. Kaeser

    Kaeser Active Member

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    Very cool. I can see this being a game by game preference though. I haven't spent much time on PSX over the years and had no idea how present dithering is.
     
  16. demilich

    demilich Spirited Member

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    Is anyone else interested in using Gameshark codes to run on real hardware with original discs or just HEX patches?
    Just wondering. I've been using Gameshark Module that connects to the back of the I/O port to run games in widescreen. Same thing with the N64 to disable AA and run games in widescreen.
     
  17. Gemini

    Gemini Retro developer

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    I wasn't even aware of dithering on 2D primitives, since they aren't supposed to use any shading by default. I mean, the only instance of dithering should be present on semi-transparent sprites and if you explicitly add a MODE primitive to the draw chain, at least from what I can recall specs.
     
  18. Esppiral

    Esppiral Gutsy Member

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    Sorry to post it here, but may this info help to achieve the same on the Dreamcast?

    http://mc.pp.se/dc/pvr.html

    [​IMG]

    31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
    TH D COL
    The pixel format of the frame buffer to which rendering is to take place.
    TH - Alpha threshold
    Set this to control the alpha threshold level when output colour mode is ARGB1555.
    D - Dither enable
    Setting this bit enables dithering in highcolour modes.
    COL - Colour mode select
    Selects the frame buffer pixel colour mode (all colour modes are little endian, e.g. in RGB888 the blue byte comes first)
    Value Colour mode Bytes per pixel
    0 0 0 RGB555 2
    0 0 1 RGB565 2
    0 1 0 ARGB4444 2
    0 1 1 ARGB1555 2
    1 0 1 RGB888 4
    1 1 0 ARGB888 4
     
  19. demilich

    demilich Spirited Member

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  20. Shenmue_Trilogy

    Shenmue_Trilogy Rapidly Rising Member

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    Tested with Crash Bandcoot. I guess there is small mistake in the code: 800041394 0000 The correct one is: 80041394 0000
    It looks IMO better. Less pixelated when in motion. For people who like to keep a short distance to their TVs will see the most significant difference. The only downside is the shading on non-textured objects which looks rougher. I would love to see game like Silent Hill, RR4, Gran Turismo wtc. without dithering.
    Here some screenshot. I have tested it via OSSC using scanline and without. The combination with scanlines and no dithering is a great one.

    https://img3.picload.org/image/ddppiwor/c2.jpg
    https://img3.picload.org/image/ddppiwaw/c1.jpg
    https://img3.picload.org/image/ddppiwol/c3.jpg
     
    Kaeser and DaSA like this.
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