Game feature directory

This is a very incomplete list of games to test with if you want to debug a specific feature. Hopefully you can find one that you own.

OS and hardware features

OSK (on-screen keyboard)

  • MotoGP (single-language)
  • PES 2013 (single-language)
  • many more

Microphone (hardware expansion)

  • Beaterator
  • DJ Max Fever
  • Go Explore
  • Infected (shouting into the mic pushes enemies back)
  • Invizimals
  • Rock Band Unplugged
  • Talkman

Camera (hardware expansion)

  • EyePet Adventures
  • Invizimals

GPS

  • ?

GE rendering features and/or techniques

Spline/Bezier patches

  • Loco Roco (all games and variants)
  • Namco Museum: Battle Collection (Pac-Man, more). This still exhibits a small bug (black patch on top of the ghosts)
  • Pursuit Force (both games)
  • Puzzle Bobble Pocket (completely unnecessary! Just used for rotating sprites)
  • one of the snowboarding games

Vertex culling / guardband

  • TOCA Race Driver 2 / DTM Race Driver 2 / V8 Supercars Australia 2 / Race Driver 2006
  • TOCA Race Driver 3 Challenge / DTM Race Driver 3 Challenge / V8 Supercars Australia 3: Shootout

Vertex skinning/bones

  • Crisis Core
  • God of War (both games)
  • Tekken 5
  • Tekken 6
  • many, many more.

Vertex morphing

  • Motorstorm (vehicles, 1-2 weights only)
  • OutRun 2006 (flame rings in 4th level on the left, 4 morph weights IIRC)

Depth buffer reads from the CPU

  • Midnight Club: LA (sun lens flare)
  • Syphon Filter (light halos (lots per frame!))
  • WipEout (sun lens flare). Multiple reads per frame to get an average.
  • a few more

Direct color buffer reads from the CPU

  • Coded Arms: Contagion (reads a single pixel from the alpha/stencil channel to identify enemies to lock-on)
  • Dangan Ronpa, Dangan Ronpa 2 (renders a separate mini buffer to select clues, people)
  • Motorstorm (light adaptation)
  • a few more

Color buffer format aliasing

  • Cars Race-o-rama
  • OutRun 2
  • Split/Second
  • Spongebob

Depth buffer manual swizzling through geometry

This is a mistake that a few games have made - the PSP has hardware to swizzle depth buffers to linear, but instead they use triangles. This applies to the particle effects in these games

  • Jak & Daxter
  • Ratchet & Clank (both games)

Tricks requiring dual source blending

  • Armored Core 3 (issue #11430)
  • Ridge Racer (lens flares)
  • WipEout Pure (bloom effect)

Intra-buffer block copies

  • Tales of Phantasia X/Cross Edition (included as a retro game in Tales of Phantasia: Narikiri Dungeon X), see issue #21098

Block copies to RAM, later used as texture

  • Burnout Legends (sun lens flare)
  • Digimon
  • Tales of Phantasia X

Memcpy framebuffer download/upload

  • Everybody's Golf 2 (line by line, ugh)

Zipped PRX

  • Fired Up

Persistent render targets

  • Mahjong Artifacts (Minis) relies on render targets sticking around.