remove obsolete zelda depth comparison threshold hack

This commit is contained in:
zeromus 2017-03-04 01:45:32 -06:00
parent 23c8955551
commit 3c48d83376
6 changed files with 0 additions and 16 deletions

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@ -484,7 +484,6 @@ extern struct TCommonSettings
, GFX3D_Fog(true)
, GFX3D_Texture(true)
, GFX3D_LineHack(true)
, GFX3D_Zelda_Shadow_Depth_Hack(0)
, GFX3D_Renderer_Multisample(false)
, GFX3D_Renderer_TextureScalingFactor(1) // Possible values: 1, 2, 4
, GFX3D_Renderer_TextureDeposterize(false)
@ -546,7 +545,6 @@ extern struct TCommonSettings
bool GFX3D_Fog;
bool GFX3D_Texture;
bool GFX3D_LineHack;
int GFX3D_Zelda_Shadow_Depth_Hack;
bool GFX3D_Renderer_Multisample;
int GFX3D_Renderer_TextureScalingFactor;
bool GFX3D_Renderer_TextureDeposterize;

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@ -63,7 +63,6 @@ CommandLine::CommandLine()
#endif
, _console_type(NULL)
, _advanscene_import(NULL)
, depth_threshold(-1)
, load_slot(-1)
, arm9_gdb_port(0)
, arm7_gdb_port(0)
@ -367,9 +366,6 @@ bool CommandLine::parse(int argc,char **argv)
CommonSettings.jit_max_block_size = _jit_size;
}
#endif
if(depth_threshold != -1)
CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack = depth_threshold;
//process console type
CommonSettings.DebugConsole = false;

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@ -44,7 +44,6 @@ class CommandLine
public:
//actual options: these may move to another struct
int load_slot;
int depth_threshold;
int autodetect_method;
int render3d;
int texture_upscale;

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@ -2991,8 +2991,6 @@ int _main()
CommonSettings.gamehacks.en = GetPrivateProfileBool("Emulation", "GameHacks", true, IniName);
CommonSettings.StylusJitter = GetPrivateProfileBool("Emulation", "StylusJitter", false, IniName);
CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack = GetPrivateProfileInt("3D", "ZeldaShadowDepthHack", 0, IniName);
CommonSettings.GFX3D_PrescaleHD = GetPrivateProfileInt("3D", "PrescaleHD", 1, IniName);
CommonSettings.GFX3D_Renderer_TextureScalingFactor = GetPrivateProfileInt("3D", "TextureScalingFactor ", 1, IniName);
CommonSettings.GFX3D_Renderer_TextureDeposterize = GetPrivateProfileBool("3D", "TextureDeposterize ", 0, IniName);
@ -6349,7 +6347,6 @@ LRESULT CALLBACK GFX3DSettingsDlgProc(HWND hw, UINT msg, WPARAM wp, LPARAM lp)
CheckDlgButton(hw,IDC_3DSETTINGS_LINEHACK, CommonSettings.GFX3D_LineHack);
CheckDlgButton(hw,IDC_3DSETTINGS_ANTIALIASING, CommonSettings.GFX3D_Renderer_Multisample);
CheckDlgButton(hw,IDC_TXTHACK, CommonSettings.GFX3D_TXTHack);
SetDlgItemInt (hw,IDC_ZELDA_SHADOW_DEPTH_HACK,CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack,FALSE);
if(CommonSettings.GFX3D_Renderer_TextureScalingFactor == 1) CheckDlgButton(hw,IDC_TEXSCALE_1,CommonSettings.GFX3D_Texture);
if(CommonSettings.GFX3D_Renderer_TextureScalingFactor == 2) CheckDlgButton(hw,IDC_TEXSCALE_2,CommonSettings.GFX3D_Texture);
@ -6380,7 +6377,6 @@ LRESULT CALLBACK GFX3DSettingsDlgProc(HWND hw, UINT msg, WPARAM wp, LPARAM lp)
CommonSettings.GFX3D_Texture = IsDlgCheckboxChecked(hw,IDC_3DSETTINGS_TEXTURE);
CommonSettings.GFX3D_LineHack = IsDlgCheckboxChecked(hw,IDC_3DSETTINGS_LINEHACK);
CommonSettings.GFX3D_Renderer_Multisample = IsDlgCheckboxChecked(hw,IDC_3DSETTINGS_ANTIALIASING);
CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack = GetDlgItemInt(hw,IDC_ZELDA_SHADOW_DEPTH_HACK,NULL,FALSE);
CommonSettings.GFX3D_TXTHack = IsDlgCheckboxChecked(hw,IDC_TXTHACK);
CommonSettings.GFX3D_PrescaleHD = SendDlgItemMessage(hw, IDC_NUD_PRESCALEHD, UDM_GETPOS, 0, 0);
if(IsDlgCheckboxChecked(hw,IDC_TEXSCALE_1)) CommonSettings.GFX3D_Renderer_TextureScalingFactor = 1;
@ -6404,7 +6400,6 @@ LRESULT CALLBACK GFX3DSettingsDlgProc(HWND hw, UINT msg, WPARAM wp, LPARAM lp)
WritePrivateProfileBool("3D", "EnableEdgeMark", CommonSettings.GFX3D_EdgeMark, IniName);
WritePrivateProfileBool("3D", "EnableFog", CommonSettings.GFX3D_Fog, IniName);
WritePrivateProfileBool("3D", "EnableTexture", CommonSettings.GFX3D_Texture, IniName);
WritePrivateProfileInt ("3D", "ZeldaShadowDepthHack", CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack, IniName);
WritePrivateProfileInt ("3D", "EnableLineHack", CommonSettings.GFX3D_LineHack, IniName);
WritePrivateProfileInt ("3D", "EnableAntiAliasing", CommonSettings.GFX3D_Renderer_Multisample, IniName);
WritePrivateProfileInt ("3D", "EnableTXTHack", CommonSettings.GFX3D_TXTHack, IniName);

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@ -848,8 +848,6 @@
#define IDC_CPU 6002
#define IDC_R4_FOLDER 6003
#define IDC_R4_ROM 6004
#define ID_LABEL_ZELDA_SHADOW_DEPTH_HACK 9000
#define IDC_ZELDA_SHADOW_DEPTH_HACK 9001
#define ID_LABEL_ZELDA_SHADOW_DEPTH_HACK2 9003
#define IDD_CHEAT_ADD_XX_CODE 10005
#define IDD_GBASLOT_GUITARGRIP 10009

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@ -121,8 +121,6 @@ BEGIN
CONTROL "Enable Edge Marking",IDC_3DSETTINGS_EDGEMARK,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,13,74,84,10
CONTROL "Enable Fog",IDC_3DSETTINGS_FOG,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,13,86,52,10
CONTROL "Enable Textures",IDC_3DSETTINGS_TEXTURE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,13,98,67,10
LTEXT "Depth Comparison Threshold : \n -0=normal behavior (recommended) \n -bigger value can help Zelda PH/ST shadow issue",ID_LABEL_ZELDA_SHADOW_DEPTH_HACK,15,111,165,35
EDITTEXT IDC_ZELDA_SHADOW_DEPTH_HACK,113,106,44,12
CONTROL "Enable Anti-Aliasing",IDC_3DSETTINGS_ANTIALIASING,
"Button",BS_AUTOCHECKBOX | WS_TABSTOP,11,178,78,10
EDITTEXT IDC_TEXT_PRESCALEHD,245,61,20,14,ES_AUTOHSCROLL