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/*
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* Copyright ( C ) 2007 - 2016 Gabest
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* http : //www.gabest.org
*
* This Program is free software ; you can redistribute it and / or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation ; either version 2 , or ( at your option )
* any later version .
*
* This Program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with GNU Make ; see the file COPYING . If not , write to
* the Free Software Foundation , Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA USA .
* http : //www.gnu.org/copyleft/gpl.html
*
*/
# include "stdafx.h"
# include "GSState.h"
# include "GSdx.h"
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bool s_nativeres ;
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static CRCHackLevel s_crc_hack_level = CRCHackLevel : : Full ;
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// hacks
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# define Dx_and_OGL (s_crc_hack_level >= CRCHackLevel::Partial)
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# define Dx_only (s_crc_hack_level >= CRCHackLevel::Full)
# define Aggressive (s_crc_hack_level >= CRCHackLevel::Aggressive)
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CRC : : Region g_crc_region = CRC : : NoRegion ;
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////////////////////////////////////////////////////////////////////////////////
// Broken on both DirectX and OpenGL
// (note: could potentially work with latest OpenGL)
////////////////////////////////////////////////////////////////////////////////
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bool GSC_BigMuthaTruckers ( const GSFrameInfo & fi , int & skip )
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{
if ( skip = = 0 )
{
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if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x00a00 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT16 )
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{
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// A real mess.
// Half screen bottom and vertical stripes issues.
//
// HDR colclip/conclip not supported,
// Depth target lookup,
// Texture shuffle and SW emulated fbmask.
skip = 3 ;
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}
}
return true ;
}
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bool GSC_Bully ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( ( Aggressive | | ! s_nativeres ) & & ! fi . TME & & ( fi . FBP = = 0x02300 | | fi . FBP = = 0x02800 ) & & fi . FPSM = = PSM_PSMCT24 )
{
// ntsc 0x02300, pal 0x02800
// Don't enable hack on native res if crc is below aggressive.
// skip 9 for pal but maybe 6 is enough, dump looks fine.
skip = 6 ; // Upscaling blur/ghosting
}
}
return true ;
}
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// Potentially partially dx only
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bool GSC_DBZBT2 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & /*fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 &&*/ ( fi . TBP0 = = 0x01c00 | | fi . TBP0 = = 0x02000 ) & & fi . TPSM = = PSM_PSMZ16 )
{
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// Sky effect. Depth on texture shuffle.
// The hack also causes issues with the blur effects, breaking them.
// Note: (PAL skip 5) = (NTSC skip 4)
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if ( g_crc_region = = CRC : : EU )
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{
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// Keep the hack on partial level because we have a half screen issue on EU region.
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skip = 5 ;
}
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else if ( Aggressive )
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{
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skip = 4 ;
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}
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}
else if ( ! fi . TME & & ( fi . FBP = = 0x02a00 | | fi . FBP = = 0x03000 ) & & fi . FPSM = = PSM_PSMCT16 )
{
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// Character outlines.
// Glow/blur effect. Causes ghosting on upscaled resolution.
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skip = 10 ;
}
}
return true ;
}
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// Potentially partially dx only
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bool GSC_DBZBT3 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
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if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x00e00 | | fi . FBP = = 0x01000 ) & & fi . FPSM = = PSM_PSMCT16 & & fi . TPSM = = PSM_PSMZ16 )
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{
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// Sky effect. Depth on texture shuffle.
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// The hack also causes issues with the blur effects, breaking them.
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// Note: Depth Emulation should be disabled when running this hack. It may cause some ground glitches otherwise.
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// Note2: (PAL skip 5) = (NTSC skip 4)
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if ( g_crc_region = = CRC : : EU )
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{
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// Keep the hack on partial level because we have a half screen issue on EU region.
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skip = 5 ;
}
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else if ( Aggressive )
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{
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skip = 4 ;
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}
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}
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else if ( fi . TME & & ( fi . FBP = = 0x03400 | | fi . FBP = = 0x02e00 ) & & fi . FPSM = = fi . TPSM & & fi . TBP0 = = 0x03f00 & & fi . TPSM = = PSM_PSMCT32 )
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{
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// Ghosting/Blur effect. Upscaling issue.
// Can be fixed with TC X,Y offsets.
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skip = 3 ;
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}
}
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return true ;
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}
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bool GSC_DemonStone ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x01400 & & fi . FPSM = = fi . TPSM & & ( fi . TBP0 = = 0x00000 | | fi . TBP0 = = 0x01000 ) & & fi . TPSM = = PSM_PSMCT16 )
{
// Texture shuffle half screen bottom issue.
skip = 1000 ;
}
}
else
{
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if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x01000 ) & & fi . FPSM = = PSM_PSMCT32 )
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{
skip = 2 ;
}
}
return true ;
}
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// Channel effect not properly supported yet
bool GSC_GiTS ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
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if ( fi . TME & & fi . FBP = = 0x03000 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT8 )
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{
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skip = 9 ;
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}
}
return true ;
}
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bool GSC_GodOfWar2 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( Aggressive & & fi . TME & & fi . FPSM = = PSM_PSMCT16 & & ( fi . FBP = = 0x00100 | | fi . FBP = = 0x02100 ) & & ( fi . TBP0 = = 0x00100 | | fi . TBP0 = = 0x02100 ) & & fi . TPSM = = PSM_PSMCT16 )
{
// Can be used as a speed hack.
// Removes shadows.
skip = 1000 ;
}
else if ( Aggressive & & fi . TME & & fi . TPSM = = PSM_PSMCT24 & & fi . FBP = = 0x1300 & & ( fi . TBP0 = = 0x0F00 | | fi . TBP0 = = 0x1300 | | fi . TBP0 = = 0x2b00 ) ) // || fi.FBP == 0x0100
{
// Upscaling hack maybe ? Needs to be verified, move it to Aggressive state just in case.
skip = 1 ; // global haze/halo
}
else if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & fi . TPSM = = PSM_PSMCT24 & & ( fi . FBP = = 0x0100 | | fi . FBP = = 0x2100 ) & & ( fi . TBP0 = = 0x2b00 | | fi . TBP0 = = 0x2e80 | | fi . TBP0 = = 0x3100 ) ) // 480P 2e80, interlaced 3100
{
// Upscaling issue.
// Don't enable hack on native res if crc is below aggressive.
skip = 1 ; // water effect and water vertical lines
}
}
else
{
if ( Aggressive & & fi . TME & & ( fi . FBP = = 0x00100 | | fi . FBP = = 0x02100 ) & & fi . FPSM = = PSM_PSMCT16 )
{
skip = 3 ;
}
}
return true ;
}
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bool GSC_WildArmsGames ( const GSFrameInfo & fi , int & skip )
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{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x03100 & & fi . FPSM = = PSM_PSMZ32 & & fi . TBP0 = = 0x01c00 & & fi . TPSM = = PSM_PSMZ32 )
{
skip = 100 ;
}
}
else
{
if ( fi . TME & & fi . FBP = = 0x00e00 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x02a00 & & fi . TPSM = = PSM_PSMCT32 )
{
skip = 1 ;
}
}
return true ;
}
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// Channel effect not properly supported yet
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bool GSC_Manhunt2 ( const GSFrameInfo & fi , int & skip )
{
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/*
* The game readback RT as 8 bits index texture to apply a non - linear brightness / gamma correction on all channel
* It could be written in HLE shader as :
* out = blue_lut [ in . blue ] + green_lut [ in . green ] + blue_lut [ in . blue ]
*
* Unlike others games ( which do all pages of a channel ) , man hunt apply the 3 channel corrections by page .
* ( in short it is loop index / loop page instead of loop page / loop index )
*
* It is very annoying to detect . So in order to fix the effect the best
* solution will be to implement an alternate draw call and then skip the
* useless gs draw call .
*
* Blue Palette correction is located @ 0x3C08 ( TEX0 . CBP of the first draw call that will fire the effect )
* Green Palette correction is located @ 0x3C04
* Blue Palette correction is located @ 0x3C00
* Either we upload the data as a new texture or we could hardcode them in a shader
*
*/
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if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x03c20 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x01400 & & fi . TPSM = = PSM_PSMT8 )
{
skip = 640 ;
}
}
return true ;
}
bool GSC_CrashBandicootWoC ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x008c0 | | fi . FBP = = 0x00a00 ) & & ( fi . TBP0 = = 0x00000 | | fi . TBP0 = = 0x008c0 | | fi . TBP0 = = 0x00a00 ) & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . FPSM = = fi . TPSM )
{
return false ; // allowed
}
if ( fi . TME & & ( fi . FBP = = 0x01e40 | | fi . FBP = = 0x02200 ) & & fi . FPSM = = PSM_PSMZ24 & & ( fi . TBP0 = = 0x01180 | | fi . TBP0 = = 0x01400 ) & & fi . TPSM = = PSM_PSMZ24 )
{
skip = 42 ;
}
}
else
{
if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x008c0 | | fi . FBP = = 0x00a00 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x03c00 & & fi . TPSM = = PSM_PSMCT32 )
{
skip = 0 ;
}
else if ( ! fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x008c0 | | fi . FBP = = 0x00a00 ) )
{
skip = 0 ;
}
}
return true ;
}
bool GSC_SacredBlaze ( const GSFrameInfo & fi , int & skip )
{
//Fix Sacred Blaze rendering glitches
if ( skip = = 0 )
{
if ( fi . TME & & ( fi . FBP = = 0x0000 | | fi . FBP = = 0x0e00 ) & & ( fi . TBP0 = = 0x2880 | | fi . TBP0 = = 0x2a80 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0x0 )
{
skip = 1 ;
}
}
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return true ;
}
bool GSC_Spartan ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
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if ( fi . TME )
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{
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// depth textures (bully, mgs3s1 intro, Front Mission 5)
if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
// General, often problematic post processing
( GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ) )
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{
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skip = 2 ;
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}
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}
}
return true ;
}
bool GSC_IkkiTousen ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
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if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & fi . FBP = = 0x00700 & & fi . FPSM = = PSM_PSMZ24 & & fi . TBP0 = = 0x01180 & & fi . TPSM = = PSM_PSMZ24 )
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{
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// Might not be needed if any of the upscaling hacks fix the issues, needs to be further tested.
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// Don't enable hack on native res if crc is below aggressive.
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skip = 11 ; // Upscaling blur/ghosting
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}
}
return true ;
}
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bool GSC_Onimusha3 ( const GSFrameInfo & fi , int & skip )
{
if ( fi . TME /*&& (fi.FBP == 0x00000 || fi.FBP == 0x00700)*/ & & ( fi . TBP0 = = 0x01180 | | fi . TBP0 = = 0x00e00 | | fi . TBP0 = = 0x01000 | | fi . TBP0 = = 0x01200 ) & & ( fi . TPSM = = PSM_PSMCT32 | | fi . TPSM = = PSM_PSMCT24 ) )
{
skip = 1 ;
}
return true ;
}
bool GSC_Genji ( const GSFrameInfo & fi , int & skip )
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{
if ( skip = = 0 )
{
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if ( fi . TME & & fi . FBP = = 0x01500 & & fi . FPSM = = PSM_PSMCT16 & & fi . TBP0 = = 0x00e00 & & fi . TPSM = = PSM_PSMZ16 )
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{
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// likely fixed in openGL (texture shuffle)
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// Missing block at the top left
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if ( Dx_only )
skip = 6 ;
else
return false ;
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}
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else if ( fi . TPSM = = PSM_PSMCT24 & & fi . TME = = 0x0001 & & fi . TBP0 = = fi . FBP )
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{
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skip = 1 ; // Blur
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}
else if ( fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0 )
{
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skip = 1 ; // White Fog
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}
}
return true ;
}
bool GSC_EvangelionJo ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
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if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & fi . TBP0 = = 0x2BC0 | | ( fi . FBP = = 0 | | fi . FBP = = 0x1180 ) & & ( fi . FPSM | fi . TPSM ) = = 0 )
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{
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// Don't enable hack on native res if crc is below aggressive.
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// Removes blur/glow. Fixes ghosting when resolution is upscaled.
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skip = 1 ;
}
}
return true ;
}
bool GSC_Oneechanbara2Special ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
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if ( ( Aggressive | | ! s_nativeres ) & & fi . TPSM = = PSM_PSMCT24 & & fi . TME & & fi . FBP = = 0x01180 )
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{
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// Don't enable hack on native res if crc is below aggressive.
// Ghosting upscaling issue, bottom and right red lines also by upscaling.
skip = 1 ;
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}
}
return true ;
}
bool GSC_NarutimateAccel ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
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if ( ! fi . TME & & fi . FBP = = 0x3800 & & fi . TBP0 = = 0x1E00 & & fi . FPSM = = 0 & & fi . TPSM = = 49 & & fi . FBMSK = = 0xFF000000 )
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{
skip = 1 ;
}
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}
else
{
if ( fi . FBP = = 0 & & fi . TBP0 = = 0x3800 & & fi . TME & & ( fi . FPSM | fi . TPSM ) = = 0 )
{
skip = 1 ;
}
}
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return true ;
}
bool GSC_Naruto ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
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if ( ! fi . TME & & fi . FBP = = 0x3800 & & fi . TBP0 = = 0x1E00 & & fi . FPSM = = 0 & & fi . TPSM = = 49 & & fi . FBMSK = = 0xFF000000 )
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{
skip = 0 ;
}
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}
else
{
if ( fi . FBP = = 0 & & fi . TBP0 = = 0x3800 & & fi . TME & & ( fi . FPSM | fi . TPSM ) = = 0 )
{
skip = 1 ;
}
}
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return true ;
}
bool GSC_SakuraTaisen ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( ! fi . TME & & ( fi . FBP = = 0x0 | | fi . FBP = = 0x1180 ) & & ( fi . TBP0 ! = 0x3fc0 & & fi . TBP0 ! = 0x3c9a & & fi . TBP0 ! = 0x3dec /*fi.TBP0 ==0x38d0 || fi.TBP0==0x3912 ||fi.TBP0==0x3bdc ||fi.TBP0==0x3ab3 ||fi.TBP0<=0x3a92*/ ) & & fi . FPSM = = PSM_PSMCT32 & & ( fi . TPSM = = PSM_PSMT8 | | fi . TPSM = = PSM_PSMT4 ) & & ( fi . FBMSK = = 0x00FFFFFF | | ! fi . FBMSK ) )
{
skip = 0 ; //3dec 3fc0 3c9a
}
if ( ! fi . TME & & ( fi . FBP | fi . TBP0 ) ! = 0 & & ( fi . FBP | fi . TBP0 ) ! = 0x1180 & & ( fi . FBP | fi . TBP0 ) ! = 0x3be0 & & ( fi . FBP | fi . TBP0 ) ! = 0x3c80 & & fi . TBP0 ! = 0x3c9a & & ( fi . FBP | fi . TBP0 ) ! = 0x3d80 & & fi . TBP0 ! = 0x3dec & & fi . FPSM = = PSM_PSMCT32 & & ( fi . FBMSK = = 0 ) )
{
skip = 0 ; //3dec 3fc0 3c9a
}
if ( ! fi . TME & & ( fi . FBP | fi . TBP0 ) ! = 0 & & ( fi . FBP | fi . TBP0 ) ! = 0x1180 & & ( fi . FBP | fi . TBP0 ) ! = 0x3be0 & & ( fi . FBP | fi . TBP0 ) ! = 0x3c80 & & ( fi . FBP | fi . TBP0 ) ! = 0x3d80 & & fi . TBP0 ! = 0x3c9a & & fi . TBP0 ! = 0x3de & & fi . FPSM = = PSM_PSMCT32 & & ( fi . FBMSK = = 0 ) )
{
skip = 1 ; //3dec 3fc0 3c9a
}
else if ( fi . TME & & ( fi . FBP = = 0 | | fi . FBP = = 0x1180 ) & & fi . TBP0 = = 0x35B8 & & fi . TPSM = = PSM_PSMT4 )
{
skip = 1 ;
}
else
{
if ( ! fi . TME & & ( fi . FBP | fi . TBP0 ) = = 0x38d0 & & fi . FPSM = = PSM_PSMCT32 )
{
skip = 1 ; //3dec 3fc0 3c9a
}
}
}
return true ;
}
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bool GSC_ShadowofRome ( const GSFrameInfo & fi , int & skip )
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{
if ( skip = = 0 )
{
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if ( fi . FBP & & fi . TPSM = = PSM_PSMT8H & & ( fi . FBMSK = = 0x00FFFFFF ) )
{
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// Depth issues on all renders, white wall and white duplicate characters.
skip = 1 ;
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}
else if ( fi . TME = = 0x0001 & & ( fi . TBP0 = = 0x1300 | | fi . TBP0 = = 0x0f00 ) & & fi . FBMSK > = 0xFFFFFF )
{
2018-03-29 06:45:04 +00:00
// Cause a grey transparent wall (D3D) and a transparent vertical grey line (all renders) on the left side of the screen.
// Blur effect maybe ?
2016-04-30 10:45:06 +00:00
skip = 1 ;
}
else if ( fi . TME & & fi . FPSM = = PSM_PSMCT32 & & ( fi . TBP0 = = 0x0160 | | fi . TBP0 = = 0x01e0 | | fi . TBP0 < = 0x0800 ) & & fi . TPSM = = PSM_PSMT8 )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Speedhack ?
2016-04-30 10:45:06 +00:00
}
2016-04-30 10:24:08 +00:00
}
2016-04-30 10:45:06 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
2017-11-11 20:09:07 +00:00
bool GSC_SFEX3 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
2018-10-18 14:13:45 +00:00
if ( fi . TME & & fi . FBP = = 0x00500 & & fi . FPSM = = PSM_PSMCT16 & & fi . TBP0 = = 0x00f00 & & fi . TPSM = = PSM_PSMCT16 )
2017-11-11 20:09:07 +00:00
{
2018-10-18 14:13:45 +00:00
// Not an upscaling issue.
// Elements on the screen show double/distorted.
skip = 2 ;
2017-11-11 20:09:07 +00:00
}
}
return true ;
}
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bool GSC_TimeSplitters2 ( const GSFrameInfo & fi , int & skip )
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{
if ( skip = = 0 )
{
2016-04-30 10:45:06 +00:00
if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x00e00 | | fi . FBP = = 0x01000 ) & & fi . FPSM = = fi . TPSM & & ( fi . TBP0 = = 0x00000 | | fi . TBP0 = = 0x00e00 | | fi . TBP0 = = 0x01000 ) & & fi . TPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0x0FF000000 )
2016-04-30 10:24:08 +00:00
{
2016-04-30 10:45:06 +00:00
skip = 1 ;
2016-04-30 10:24:08 +00:00
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_LordOfTheRingsThirdAge ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
if ( skip = = 0 )
{
2016-04-30 10:45:06 +00:00
if ( ! fi . TME & & fi . FBP = = 0x03000 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4 & & fi . FBMSK = = 0xFF000000 )
2016-04-30 10:24:08 +00:00
{
2016-04-30 10:45:06 +00:00
skip = 1000 ; //shadows
2016-04-30 10:24:08 +00:00
}
}
else
{
2016-04-30 10:45:06 +00:00
if ( fi . TME & & ( fi . FBP = = 0x0 | | fi . FBP = = 0x00e00 | | fi . FBP = = 0x01000 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x03000 & & fi . TPSM = = PSM_PSMCT24 )
2016-04-30 10:24:08 +00:00
{
skip = 1 ;
}
}
return true ;
}
bool GSC_RedDeadRevolver ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( ! fi . TME & & ( fi . FBP = = 0x02420 | | fi . FBP = = 0x025e0 ) & & fi . FPSM = = PSM_PSMCT24 )
{
skip = 1200 ;
}
else if ( fi . TME & & ( fi . FBP = = 0x00800 | | fi . FBP = = 0x009c0 ) & & fi . FPSM = = fi . TPSM & & ( fi . TBP0 = = 0x01600 | | fi . TBP0 = = 0x017c0 ) & & fi . TPSM = = PSM_PSMCT32 )
{
skip = 2 ; //filter
}
2018-10-15 02:05:43 +00:00
else if ( ( Aggressive | | ! s_nativeres ) & & fi . FBP = = 0x03700 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMCT24 )
2016-04-30 10:24:08 +00:00
{
2018-10-15 02:05:43 +00:00
// Don't enable hack on native res if crc is below aggressive.
2016-04-30 10:24:08 +00:00
skip = 2 ; //blur
}
}
else
{
if ( fi . TME & & ( fi . FBP = = 0x00800 | | fi . FBP = = 0x009c0 ) & & fi . FPSM = = PSM_PSMCT32 )
{
skip = 1 ;
}
}
return true ;
}
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bool GSC_Tekken5 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
2018-10-15 02:05:43 +00:00
if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & ( fi . FBP = = 0x02d60 | | fi . FBP = = 0x02d80 | | fi . FBP = = 0x02ea0 | | fi . FBP = = 0x03620 | | fi . FBP = = 0x03640 ) & & fi . FPSM = = fi . TPSM & & fi . TBP0 = = 0x00000 & & fi . TPSM = = PSM_PSMCT32 )
2017-12-04 09:36:07 +00:00
{
2018-10-15 02:05:43 +00:00
// Don't enable hack on native res if crc is below aggressive.
2017-12-04 09:36:07 +00:00
// Fixes/removes ghosting/blur effect and white lines appearing in stages: Moonfit Wilderness, Acid Rain - caused by upscaling.
// Downside is it also removes the channel effect which is fixed on OpenGL.
// Let's enable this hack for Aggressive only since it's an upscaling issue for both renders.
skip = 95 ;
}
2018-06-09 08:15:55 +00:00
else if ( fi . TME & & ( fi . FBP = = 0x02bc0 | | fi . FBP = = 0x02be0 | | fi . FBP = = 0x02d00 | | fi . FBP = = 0x03480 | | fi . FBP = = 0x034a0 ) & & fi . FPSM = = fi . TPSM & & fi . TBP0 = = 0x00000 & & fi . TPSM = = PSM_PSMCT32 )
2017-12-04 09:36:07 +00:00
{
// The moving display effect(flames) is not emulated properly in the entire screen so let's remove the effect in the stage: Burning Temple. Related to half screen bottom issue.
// Fixes black lines in the stage: Burning Temple - caused by upscaling. Note the black lines can also be fixed with Merge Sprite hack.
skip = 2 ;
}
}
return true ;
}
2018-11-12 20:15:12 +00:00
bool GSC_TombRaiderAnniversary ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x01000 & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Garbage TC
2016-04-30 10:24:08 +00:00
}
}
2018-09-03 02:36:11 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
bool GSC_TombRaiderLegend ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
2018-09-03 02:51:53 +00:00
// ||fi.TBP0 ==0x2F00
2016-04-30 10:24:08 +00:00
if ( fi . TME & & fi . FBP = = 0x01000 & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 & & ( fi . TBP0 = = 0x2b60 | | fi . TBP0 = = 0x2b80 | | fi . TBP0 = = 0x2E60 | | fi . TBP0 = = 0x3020 | | fi . TBP0 = = 0x3200 | | fi . TBP0 = = 0x3320 ) )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Garbage TC
2016-04-30 10:24:08 +00:00
}
2016-04-30 10:45:06 +00:00
else if ( fi . TPSM = = PSM_PSMCT32 & & ( fi . TPSM | fi . FBP ) = = 0x2fa0 & & ( fi . TBP0 = = 0x2bc0 ) & & fi . FBMSK = = 0 )
2016-04-30 10:24:08 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 2 ; // Underwater black screen
2016-04-30 10:24:08 +00:00
}
2018-09-03 02:51:53 +00:00
}
2016-04-30 10:24:08 +00:00
return true ;
}
bool GSC_TombRaiderUnderWorld ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x01000 & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 & & ( fi . TBP0 = = 0x2B60 /*|| fi.TBP0 == 0x2EFF || fi.TBP0 ==0x2F00 || fi.TBP0 == 0x3020*/ | | fi . TBP0 > = 0x2C01 & & fi . TBP0 ! = 0x3029 & & fi . TBP0 ! = 0x302d ) )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Garbage TC
2016-04-30 10:24:08 +00:00
}
2016-04-30 10:45:06 +00:00
else if ( fi . TPSM = = PSM_PSMCT32 & & ( fi . TPSM | fi . FBP ) = = 0x2c00 & & ( fi . TBP0 = = 0x0ee0 ) & & fi . FBMSK = = 0 )
2016-04-30 10:24:08 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 2 ; // Underwater black screen
2016-04-30 10:24:08 +00:00
}
}
return true ;
}
bool GSC_DevilMayCry3 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( Dx_only & & fi . TME & & fi . FBP = = 0x01800 & & fi . FPSM = = PSM_PSMCT16 & & fi . TBP0 = = 0x01000 & & fi . TPSM = = PSM_PSMZ16 )
{
skip = 32 ;
}
if ( fi . TME & & fi . FBP = = 0x01800 & & fi . FPSM = = PSM_PSMZ32 & & fi . TBP0 = = 0x0800 & & fi . TPSM = = PSM_PSMT8H )
{
skip = 16 ;
}
if ( fi . TME & & fi . FBP = = 0x01800 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x0 & & fi . TPSM = = PSM_PSMT8H )
{
skip = 24 ;
}
}
2016-04-30 10:45:06 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
bool GSC_StarWarsForceUnleashed ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & ( fi . FBP = = 0x038a0 | | fi . FBP = = 0x03ae0 ) & & fi . FPSM = = fi . TPSM & & fi . TBP0 = = 0x02300 & & fi . TPSM = = PSM_PSMZ24 )
{
skip = 1000 ; //9, shadows
}
}
else
{
if ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = fi . TPSM & & ( fi . TBP0 = = 0x034a0 | | fi . TBP0 = = 0x36e0 ) & & fi . TPSM = = PSM_PSMCT16 )
{
2016-04-30 10:45:06 +00:00
skip = 2 ;
2016-04-30 10:24:08 +00:00
}
}
2016-04-30 10:45:06 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
bool GSC_BlackHawkDown ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( Dx_only & & fi . TME & & fi . FBP = = 0x00800 & & fi . FPSM = = PSM_PSMCT16 & & fi . TBP0 = = 0x01800 & & fi . TPSM = = PSM_PSMZ16 )
{
skip = 2 ; //wall of fog
}
if ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT8 )
{
skip = 5 ; //night filter
}
}
2016-04-30 10:45:06 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
2018-11-12 20:15:12 +00:00
bool GSC_BurnoutGames ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
if ( skip = = 0 )
{
2018-12-11 11:59:18 +00:00
if ( fi . TME & & ( fi . FBP = = 0x01dc0 | | fi . FBP = = 0x01f00 | | fi . FBP = = 0x02200 ) & & fi . FPSM = = fi . TPSM & & ( fi . TBP0 = = 0x01dc0 | | fi . TBP0 = = 0x01f00 | | fi . TBP0 = = 0x02200 ) & & fi . TPSM = = PSM_PSMCT32 )
2016-04-30 10:24:08 +00:00
{
2018-12-11 11:59:18 +00:00
// 0x01dc0 ntsc, 0x01f00 ntsc progressive
2016-04-30 10:24:08 +00:00
skip = 4 ;
}
else if ( fi . TME & & ( fi . FBP = = 0x02d60 | | fi . FBP = = 0x033a0 ) & & fi . FPSM = = fi . TPSM & & ( fi . TBP0 = = 0x02d60 | | fi . TBP0 = = 0x033a0 ) & & fi . TPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0x0 )
{
2018-12-11 11:59:18 +00:00
skip = 2 ; // impact screen
2016-04-30 10:24:08 +00:00
}
}
2016-04-30 10:45:06 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
bool GSC_MidnightClub3 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & ( fi . FBP > 0x01d00 & & fi . FBP < = 0x02a00 ) & & fi . FPSM = = PSM_PSMCT32 & & ( fi . FBP > = 0x01600 & & fi . FBP < 0x03260 ) & & fi . TPSM = = PSM_PSMT8H )
{
skip = 1 ;
}
}
2016-04-30 10:45:06 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
2017-01-12 00:27:03 +00:00
bool GSC_TalesOfLegendia ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
if ( skip = = 0 )
{
2017-01-12 00:27:03 +00:00
if ( fi . TME & & ( fi . FBP = = 0x3f80 | | fi . FBP = = 0x03fa0 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT8 )
{
2018-11-17 02:09:43 +00:00
skip = 3 ; // 3, 9
2017-01-12 00:27:03 +00:00
}
if ( fi . TME & & fi . FBP = = 0x3800 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMZ32 )
2016-04-30 10:24:08 +00:00
{
skip = 2 ;
}
2017-01-12 00:27:03 +00:00
if ( fi . TME & & fi . FBP & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x3d80 )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Missing block 2a00 in the upper left
2017-01-12 00:27:03 +00:00
}
if ( fi . TME & & fi . FBP = = 0x1c00 & & ( fi . TBP0 = = 0x2e80 | | fi . TBP0 = = 0x2d80 ) & & fi . TPSM = = 0 & & fi . FBMSK = = 0xff000000 )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Ghosting
2017-01-12 00:27:03 +00:00
}
if ( ! fi . TME & & fi . FBP = = 0x2a00 & & ( fi . TBP0 = = 0x1C00 ) & & fi . TPSM = = 0 & & fi . FBMSK = = 0x00FFFFFF )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Poisoned layer dislocation
2017-01-12 00:27:03 +00:00
}
2016-04-30 10:24:08 +00:00
}
2016-04-30 10:45:06 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
bool GSC_Kunoichi ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( ! fi . TME & & ( fi . FBP = = 0x0 | | fi . FBP = = 0x00700 | | fi . FBP = = 0x00800 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0x00FFFFFF )
{
2018-07-12 18:31:24 +00:00
// Removes depth effects(shadows) not rendered correctly on all renders.
2016-04-30 10:24:08 +00:00
skip = 3 ;
}
if ( fi . TME & & ( fi . FBP = = 0x0700 | | fi . FBP = = 0 ) & & fi . TBP0 = = 0x0e00 & & fi . TPSM = = 0 & & fi . FBMSK = = 0 )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Removes black screen (not needed anymore maybe)?
2016-04-30 10:24:08 +00:00
}
2018-07-12 18:31:24 +00:00
if ( Aggressive & & fi . TME )
2016-04-30 10:24:08 +00:00
{
// depth textures (bully, mgs3s1 intro, Front Mission 5)
2018-07-12 18:31:24 +00:00
if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
2016-04-30 10:24:08 +00:00
// General, often problematic post processing
( GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ) )
{
2018-07-12 18:31:24 +00:00
// Removes burning air effect, the effect causes major slowdowns.
2016-04-30 10:24:08 +00:00
skip = 1 ;
}
}
}
else
{
if ( fi . TME & & ( fi . FBP = = 0x0e00 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0xFF000000 )
{
skip = 0 ;
}
}
2016-04-30 10:45:06 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
bool GSC_ZettaiZetsumeiToshi2 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
2018-09-03 02:36:11 +00:00
if ( fi . TME & & fi . TPSM = = PSM_PSMCT16S & & ( fi . FBMSK > = 0x6FFFFFFF | | fi . FBMSK = = 0 ) )
{
skip = 1000 ;
}
else if ( fi . TME & & fi . TPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0xFF000000 )
{
2018-11-17 02:09:43 +00:00
skip = 2 ; // Fog
2018-09-03 02:36:11 +00:00
}
else if ( ( fi . FBP | fi . TBP0 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x3FFF )
{
// Note start of the effect (texture shuffle) is fixed in openGL but maybe not the extra draw
// call....
skip = 1000 ;
}
2016-04-30 10:24:08 +00:00
}
2016-04-30 10:45:06 +00:00
else
2016-04-30 10:24:08 +00:00
{
2018-09-03 02:36:11 +00:00
if ( ! fi . TME & & fi . TPSM = = PSM_PSMCT32 & & fi . FBP = = 0x1180 & & fi . TBP0 = = 0x1180 & & ( fi . FBMSK = = 0 ) )
{
2018-11-17 01:19:36 +00:00
skip = 0 ;
2018-09-03 02:36:11 +00:00
}
if ( fi . TME & & fi . TPSM = = PSM_PSMT4 & & fi . FBP & & ( fi . TBP0 ! = 0x3753 ) )
{
2018-11-17 01:19:36 +00:00
skip = 0 ;
2018-09-03 02:36:11 +00:00
}
if ( fi . TME & & fi . TPSM = = PSM_PSMT8H & & fi . FBP = = 0x22e0 & & fi . TBP0 = = 0x36e0 )
{
2018-11-17 01:19:36 +00:00
skip = 0 ;
2018-09-03 02:36:11 +00:00
}
if ( ! fi . TME & & fi . TPSM = = PSM_PSMT8H & & fi . FBP = = 0x22e0 )
{
2018-11-17 01:19:36 +00:00
skip = 0 ;
2018-09-03 02:36:11 +00:00
}
if ( fi . TME & & fi . TPSM = = PSM_PSMT8 & & ( fi . FBP = = 0x1180 | | fi . FBP = = 0 ) & & ( fi . TBP0 ! = 0x3764 & & fi . TBP0 ! = 0x370f ) )
{
2018-11-17 01:19:36 +00:00
skip = 0 ;
2018-09-03 02:36:11 +00:00
}
if ( fi . TME & & fi . TPSM = = PSM_PSMCT16S & & ( fi . FBP = = 0x1180 ) )
{
2018-11-17 01:19:36 +00:00
skip = 2 ;
2018-09-03 02:36:11 +00:00
}
2016-04-30 10:24:08 +00:00
}
2016-04-30 10:45:06 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_SakuraWarsSoLongMyLove ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME = = 0 & & fi . FBP ! = fi . TBP0 & & fi . TBP0 & & fi . FBMSK = = 0x00FFFFFF )
{
2018-11-17 02:09:43 +00:00
skip = 3 ; // Remove darkness
2016-04-30 10:45:06 +00:00
}
else if ( fi . TME = = 0 & & fi . FBP = = fi . TBP0 & & ( fi . TBP0 = = 0x1200 | | fi . TBP0 = = 0x1180 | | fi . TBP0 = = 0 ) & & fi . FBMSK = = 0x00FFFFFF )
{
2018-11-17 02:09:43 +00:00
skip = 3 ; // Remove darkness
2016-04-30 10:45:06 +00:00
}
else if ( fi . TME & & ( fi . FBP = = 0 | | fi . FBP = = 0x1180 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x3F3F & & fi . TPSM = = PSM_PSMT8 )
2016-04-30 10:24:08 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Floodlight
2016-04-30 10:24:08 +00:00
}
2016-04-30 10:45:06 +00:00
}
return true ;
}
2018-05-19 06:48:24 +00:00
bool GSC_SonicUnleashed ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FPSM = = PSM_PSMCT16S & & fi . TBP0 = = 0x00000 & & fi . TPSM = = PSM_PSMCT16 )
{
// Improper Texture shuffle emulation.
// Half Screen bottom issue.
skip = 1000 ; // shadow
}
}
else
{
if ( fi . TME & & fi . FBP = = 0x00000 & & fi . FPSM = = PSM_PSMCT16 & & fi . TPSM = = PSM_PSMCT16S )
{
skip = 2 ;
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_FightingBeautyWulong ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
2018-10-15 02:05:43 +00:00
if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & ( fi . TBP0 = = 0x0700 | | fi . TBP0 = = 0x0a80 ) & & ( fi . TPSM = = PSM_PSMCT32 | | fi . TPSM = = PSM_PSMCT24 ) )
2016-04-30 10:24:08 +00:00
{
2018-10-15 02:05:43 +00:00
// Don't enable hack on native res if crc is below aggressive.
2018-01-12 05:44:32 +00:00
// removes glow/blur which cause ghosting and other sprite issues similar to Tekken 5
2016-04-30 10:45:06 +00:00
skip = 1 ;
}
}
return true ;
}
bool GSC_GodHand ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
if ( skip = = 0 )
{
2016-04-30 10:45:06 +00:00
if ( fi . TME & & ( fi . FBP = = 0x0 ) & & ( fi . TBP0 = = 0x2800 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 )
2016-04-30 10:24:08 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Blur
2016-04-30 10:24:08 +00:00
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_KnightsOfTheTemple2 ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
if ( skip = = 0 )
{
2016-04-30 10:45:06 +00:00
if ( fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0 )
2016-04-30 10:24:08 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Ghosting
2016-04-30 10:24:08 +00:00
}
2016-04-30 10:45:06 +00:00
else if ( fi . TPSM = = 0x00000 & & PSM_PSMCT24 & & fi . TME & & ( fi . FBP = = 0x3400 | | fi . FBP = = 0x3a00 ) )
2016-04-30 10:24:08 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Light source
2016-04-30 10:45:06 +00:00
}
}
return true ;
}
bool GSC_UltramanFightingEvolution ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
2018-10-15 02:05:43 +00:00
if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & fi . FBP = = 0x2a00 & & fi . FPSM = = PSM_PSMZ24 & & fi . TBP0 = = 0x1c00 & & fi . TPSM = = PSM_PSMZ24 )
2016-04-30 10:45:06 +00:00
{
2018-10-15 02:05:43 +00:00
// Don't enable hack on native res if crc is below aggressive.
2016-04-30 10:45:06 +00:00
skip = 5 ; // blur
}
}
return true ;
}
bool GSC_TalesofSymphonia ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FPSM = = PSM_PSMCT32 & & ( fi . TBP0 = = 0x2bc0 | | fi . TBP0 < = 0x0200 ) & & ( fi . FBMSK = = 0xFF000000 | | fi . FBMSK = = 0x00FFFFFF ) )
2016-04-30 10:24:08 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; //fi.FBMSK==0 Causing an animated black screen to speed up the battle
2016-04-30 10:45:06 +00:00
}
if ( fi . TME & & ( fi . TBP0 = = 0x1180 | | fi . TBP0 = = 0x1a40 | | fi . TBP0 = = 0x2300 ) & & fi . FBMSK > = 0xFF000000 )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Afterimage
2016-04-30 10:24:08 +00:00
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_Simple2000Vol114 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
2018-10-15 02:05:43 +00:00
if ( ( Aggressive | | ! s_nativeres ) & & fi . TME = = 0 & & ( fi . FBP = = 0x1500 ) & & ( fi . TBP0 = = 0x2c97 | | fi . TBP0 = = 0x2ace | | fi . TBP0 = = 0x03d0 | | fi . TBP0 = = 0x2448 ) & & ( fi . FBMSK = = 0x0000 ) )
2016-04-30 10:45:06 +00:00
{
2018-10-15 02:05:43 +00:00
// Don't enable hack on native res if crc is below aggressive.
2018-03-18 11:23:28 +00:00
// Upscaling issues, removes glow/blur effect which fixes ghosting.
2016-04-30 10:45:06 +00:00
skip = 1 ;
}
if ( fi . TME & & ( fi . FBP = = 0x0e00 ) & & ( fi . TBP0 = = 0x1000 ) & & ( fi . FBMSK = = 0x0000 ) )
{
2018-03-18 11:23:28 +00:00
// Depth shadows, they don't work properly on OpenGL as well.
2016-04-30 10:45:06 +00:00
skip = 1 ;
}
}
2018-09-03 02:36:11 +00:00
2016-04-30 10:45:06 +00:00
return true ;
}
bool GSC_UrbanReign ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x0000 & & fi . TBP0 = = 0x3980 & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0x0 )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Black shadow
2016-04-30 10:45:06 +00:00
}
}
2018-09-03 02:36:11 +00:00
2016-04-30 10:45:06 +00:00
return true ;
}
2018-05-22 18:08:45 +00:00
bool GSC_SkyGunner ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( ! fi . TME & & ! ( fi . FBP = = 0x0 | | fi . FBP = = 0x00800 | | fi . FBP = = 0x008c0 | | fi . FBP = = 0x03e00 ) & & fi . FPSM = = PSM_PSMCT32 & & ( fi . TBP0 = = 0x0 | | fi . TBP0 = = 0x01800 ) & & fi . TPSM = = PSM_PSMCT32 )
{
skip = 1 ; // Huge Vram usage
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_SteambotChronicles ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
// Author: miseru99 on forums.pcsx2.net
if ( fi . TME & & fi . TPSM = = PSM_PSMCT16S )
{
if ( fi . FBP = = 0x1180 )
{
2017-03-29 15:15:50 +00:00
skip = 1 ; // 1 deletes some of the glitched effects
2016-04-30 10:45:06 +00:00
}
else if ( fi . FBP = = 0 )
{
2017-03-29 15:15:50 +00:00
skip = 100 ; // deletes most others(too high deletes the buggy sea completely;c, too low causes glitches to be visible)
2016-04-30 10:45:06 +00:00
}
2017-03-29 15:15:50 +00:00
else if ( Aggressive & & fi . FBP ! = 0 ) // Aggressive CRC
2016-04-30 10:45:06 +00:00
{
2017-03-29 15:15:50 +00:00
skip = 19 ; // "speedhack", makes the game very light, vaporized water can disappear when not looked at directly, possibly some interface still, other value to try: 6 breaks menu background, possibly nothing(?) during gameplay, but it's slower, hence not much of a speedhack anymore
2016-04-30 10:45:06 +00:00
}
}
}
2018-09-03 02:36:11 +00:00
2016-04-30 10:45:06 +00:00
return true ;
}
////////////////////////////////////////////////////////////////////////////////
// Correctly emulated on OpenGL but can be used as potential speed hack
////////////////////////////////////////////////////////////////////////////////
2016-05-07 10:07:14 +00:00
2016-10-19 19:10:44 +00:00
bool GSC_HauntingGround ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
2018-12-20 01:11:08 +00:00
if ( fi . TME & & ( fi . FBP = = 0x2200 ) & & ( fi . TBP0 = = 0x3a80 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 )
2016-10-19 19:10:44 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Blur
2016-10-19 19:10:44 +00:00
}
else if ( fi . FBP = = 0x2200 & & fi . TBP0 = = 0x3000 & & fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0 )
{
2018-12-20 01:11:08 +00:00
// Rendered correctly however there's some offset issue on D3D11.
2018-11-17 20:20:27 +00:00
skip = 1 ; // Depth Fog
2016-10-19 19:10:44 +00:00
}
else if ( fi . TME )
{
// depth textures (bully, mgs3s1 intro, Front Mission 5)
if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
// General, often problematic post processing
( GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ) )
{
skip = 1 ;
}
}
}
return true ;
}
2018-11-12 20:15:12 +00:00
bool GSC_GetaWayGames ( const GSFrameInfo & fi , int & skip )
2016-09-25 08:17:08 +00:00
{
2018-03-29 06:45:04 +00:00
if ( skip = = 0 )
2016-09-25 08:17:08 +00:00
{
2018-03-29 06:45:04 +00:00
if ( ( fi . FBP = = 0 | | fi . FBP = = 0x1180 | | fi . FBP = = 0x1400 ) & & fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0 )
2016-09-25 08:17:08 +00:00
{
2018-03-29 06:45:04 +00:00
skip = 1 ; // Removes fog wall.
2016-09-25 08:17:08 +00:00
}
}
return true ;
}
2017-04-18 18:33:27 +00:00
bool GSC_NanoBreaker ( const GSFrameInfo & fi , int & skip )
2016-09-25 08:11:43 +00:00
{
if ( skip = = 0 )
{
2017-04-18 18:33:27 +00:00
if ( fi . TME & & fi . FBP = = 0x0 & & fi . FPSM = = PSM_PSMCT32 & & ( fi . TBP0 = = 0x03800 | | fi . TBP0 = = 0x03900 ) & & fi . TPSM = = PSM_PSMCT16S )
2016-09-25 08:11:43 +00:00
{
2017-04-18 18:33:27 +00:00
skip = 2 ; // Removes shadows
2016-09-25 08:11:43 +00:00
}
}
return true ;
}
2016-05-07 10:07:14 +00:00
bool GSC_TalesOfAbyss ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x00e00 ) & & fi . TBP0 = = 0x01c00 & & fi . TPSM = = PSM_PSMT8 ) // copies the z buffer to the alpha channel of the fb
{
skip = 1000 ;
}
else if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x00e00 ) & & ( fi . TBP0 = = 0x03560 | | fi . TBP0 = = 0x038e0 ) & & fi . TPSM = = PSM_PSMCT32 )
{
skip = 1 ;
}
}
else
{
if ( fi . TME & & fi . TPSM ! = PSM_PSMT8 )
{
skip = 0 ;
}
}
return true ;
}
2016-04-30 14:14:49 +00:00
bool GSC_DeathByDegreesTekkenNinaWilliams ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & ( fi . FBP = = 0 ) & & fi . TBP0 = = 0x34a0 & & ( fi . TPSM = = PSM_PSMCT32 ) )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Animation pane
2016-04-30 14:14:49 +00:00
}
else if ( ( fi . FBP = = 0x3500 ) & & fi . TPSM = = PSM_PSMT8 & & fi . FBMSK = = 0xFFFF00FF )
{
2018-11-17 02:09:43 +00:00
skip = 4 ; // Underwater white fog
2016-04-30 14:14:49 +00:00
}
}
if ( fi . TME )
2018-09-03 02:51:53 +00:00
{
if ( ( fi . FBP | fi . TBP0 | fi . FPSM | fi . TPSM ) & & ( fi . FBMSK = = 0x00FFFFFF ) )
2016-04-30 14:14:49 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Animation speed
2016-04-30 14:14:49 +00:00
}
2018-09-03 02:51:53 +00:00
}
2018-09-03 02:36:11 +00:00
2016-04-30 14:14:49 +00:00
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_Okami ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x00e00 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x00000 & & fi . TPSM = = PSM_PSMCT32 )
{
skip = 1000 ;
}
}
else
{
if ( fi . TME & & fi . FBP = = 0x00e00 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x03800 & & fi . TPSM = = PSM_PSMT4 )
{
skip = 0 ;
}
}
return true ;
}
bool GSC_OnePieceGrandAdventure ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x02d00 & & fi . FPSM = = PSM_PSMCT16 & & ( fi . TBP0 = = 0x00000 | | fi . TBP0 = = 0x00e00 | | fi . TBP0 = = 0x00f00 ) & & fi . TPSM = = PSM_PSMCT16 )
{
skip = 4 ;
}
}
return true ;
}
bool GSC_OnePieceGrandBattle ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x02d00 & & fi . FPSM = = PSM_PSMCT16 & & ( fi . TBP0 = = 0x00000 | | fi . TBP0 = = 0x00f00 ) & & fi . TPSM = = PSM_PSMCT16 )
{
skip = 4 ;
}
}
return true ;
}
bool GSC_StarOcean3 ( const GSFrameInfo & fi , int & skip )
{
// The game emulate a stencil buffer with the alpha channel of the RT
// The operation of the stencil is selected with the palette
// For example -1 wrap will be [240, 16, 32, 48 ....]
// i.e. p[A>>4] = (A - 16) % 256
//
// The fastest and accurate solution will be to replace this pseudo stencil
// by a dedicated GPU draw call
// 1/ Use future GPU capabilities to do a "kind" of SW blending
// 2/ Use a real stencil/atomic image, and then compute the RT alpha value
//
// Both of those solutions will increase code complexity (and only avoid upscaling
// glitches)
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH )
{
skip = 1000 ; //
}
}
else
{
if ( ! ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH ) )
{
skip = 0 ;
}
}
return true ;
}
bool GSC_ValkyrieProfile2 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
/*if(fi.TME && (fi.FBP == 0x018c0 || fi.FBP == 0x02180) && fi.FPSM == fi.TPSM && fi.TBP0 >= 0x03200 && fi.TPSM == PSM_PSMCT32) //NTSC only, !(fi.TBP0 == 0x03580 || fi.TBP0 == 0x03960)
{
skip = 1 ; //red garbage in lost forest, removes other effects...
}
if ( fi . TME & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
{
skip = 1 ; // //garbage in cutscenes, doesn't remove completely, better use "Alpha Hack"
2018-09-03 02:36:11 +00:00
} */
2016-04-30 10:45:06 +00:00
if ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH )
{
// GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue.
skip = 1000 ; //
}
}
else
{
if ( ! ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH ) )
{
skip = 0 ;
}
}
return true ;
}
bool GSC_RadiataStories ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
2018-09-03 02:36:11 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // CMV vertical stripes
2018-09-03 02:36:11 +00:00
}
2016-04-30 10:45:06 +00:00
else if ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH )
{
// GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue.
// Fixed on openGL
skip = 1000 ;
}
}
else
{
if ( ! ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH ) )
{
skip = 0 ;
}
}
return true ;
}
2018-12-20 12:55:26 +00:00
bool GSC_TenchuGames ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:45:06 +00:00
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . TPSM = = PSM_PSMZ16 & & fi . FPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
{
2018-12-20 01:11:08 +00:00
// Depth is fine, blending issues remain, crc hack can be adjusted to skip blend wall/fog only.
2016-04-30 10:45:06 +00:00
skip = 3 ;
}
}
return true ;
}
bool GSC_Sly3 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x00700 | | fi . FBP = = 0x00a80 | | fi . FBP = = 0x00e00 ) & & fi . FPSM = = fi . TPSM & & ( fi . TBP0 = = 0x00000 | | fi . TBP0 = = 0x00700 | | fi . TBP0 = = 0x00a80 | | fi . TBP0 = = 0x00e00 ) & & fi . TPSM = = PSM_PSMCT16 )
{
skip = 1000 ;
}
}
else
{
if ( fi . TME & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
{
skip = 3 ;
}
}
return true ;
}
bool GSC_Sly2 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
2018-03-25 14:50:20 +00:00
if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x00700 | | fi . FBP = = 0x00800 | | fi . FBP = = 0x008c0 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
2016-04-30 10:45:06 +00:00
{
skip = 1000 ;
}
}
else
{
if ( fi . TME & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
2016-04-30 10:24:08 +00:00
{
2016-04-30 10:45:06 +00:00
skip = 3 ;
2016-04-30 10:24:08 +00:00
}
}
return true ;
}
2018-11-12 20:15:12 +00:00
bool GSC_CastlevaniaGames ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
if ( skip = = 0 )
{
2016-04-30 10:45:06 +00:00
// This hack removes the shadows and globally darker image
// I think there are 2 issues on GSdx
//
// 1/ potential not correctly supported colclip.
//
// 2/ use of a 32 bits format to emulate a 16 bit formats
// For example, if you blend 64 time the value 4 on a dark destination pixels
//
// FMT32: 4*64 = 256 <= white pixels
//
// FMT16: output of blending will always be 0 because the 3 lsb of color is dropped.
// Therefore the pixel remains dark !!!
if ( fi . TME & & fi . FBP = = 0 & & fi . TBP0 & & fi . TPSM = = 10 & & fi . FBMSK = = 0xFFFFFF )
2016-04-30 10:24:08 +00:00
{
2016-04-30 10:45:06 +00:00
skip = 2 ;
2016-04-30 10:24:08 +00:00
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_CrashNburn ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME )
2016-04-30 10:24:08 +00:00
{
2016-04-30 10:45:06 +00:00
// depth textures (bully, mgs3s1 intro, Front Mission 5)
if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
// General, often problematic post processing
( GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ) )
2016-04-30 10:24:08 +00:00
{
skip = 1 ;
}
}
2016-04-30 10:45:06 +00:00
}
2016-04-30 10:24:08 +00:00
return true ;
}
2018-12-20 22:11:42 +00:00
bool GSC_XenosagaE3 ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
if ( skip = = 0 )
{
2016-04-30 10:45:06 +00:00
if ( fi . TPSM = = PSM_PSMT8H & & fi . FBMSK > = 0xEFFFFFFF )
{
2018-11-17 02:09:43 +00:00
skip = 73 ; // Animation
2016-04-30 10:45:06 +00:00
}
else if ( fi . TME & & fi . FBP = = 0x03800 & & fi . TBP0 & & fi . TPSM = = 0 & & fi . FBMSK = = 0 )
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Ghosting
2016-04-30 10:45:06 +00:00
}
else
{
2018-09-03 02:36:11 +00:00
if ( fi . TME )
{
// depth textures (bully, mgs3s1 intro, Front Mission 5)
if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
// General, often problematic post processing
( GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ) )
2016-04-30 10:45:06 +00:00
{
2018-09-03 02:36:11 +00:00
skip = 1 ;
2016-04-30 10:45:06 +00:00
}
2018-09-03 02:36:11 +00:00
}
2016-04-30 10:24:08 +00:00
}
}
2018-09-03 02:36:11 +00:00
2016-04-30 10:24:08 +00:00
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_Grandia3 ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
if ( skip = = 0 )
{
if ( fi . TME & & ( fi . FBP = = 0x0 | | fi . FBP = = 0x0e00 ) & & ( fi . TBP0 = = 0x2a00 | | fi . TBP0 = = 0x0e00 | | fi . TBP0 = = 0 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 )
{
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skip = 1 ; // Blur
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}
}
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return true ;
}
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bool GSC_YakuzaGames ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( ! fi . TME & & ( fi . FBP = = 0x1c20 | | fi . FBP = = 0x1e20 | | fi . FBP = = 0x1620 ) & & ( fi . TBP0 = = 0xe00 | | fi . TBP0 = = 0x1000 | | fi . TBP0 = = 0x800 ) & & fi . TPSM = = PSM_PSMZ24 & & fi . FPSM = = PSM_PSMCT32
/*&& fi.FBMSK == 0xffffff && fi.TZTST && !GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)*/ )
{
// Removes depth effect not rendered properly on D3D.
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// Needs to be looked further, might be some upscaling issues present.
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skip = 3 ;
}
}
return true ;
}
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////////////////////////////////////////////////////////////////////////////////
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// Aggressive only hack
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////////////////////////////////////////////////////////////////////////////////
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bool GSC_AceCombat4 ( const GSFrameInfo & fi , int & skip )
{
// Removes clouds for a good speed boost, removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds.
// Removes blur from player airplane.
// This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data,
// causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether.
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if ( skip = = 0 )
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{
if ( fi . TME & & fi . FBP = = 0x02a00 & & fi . FPSM = = PSM_PSMZ24 & & fi . TBP0 = = 0x01600 & & fi . TPSM = = PSM_PSMZ24 )
{
skip = 71 ; // clouds (z, 16-bit)
}
}
return true ;
}
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bool GSC_BleachBladeBattlers ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
if ( fi . TME & & fi . FBP = = 0x01180 & & fi . FPSM = = fi . TPSM & & fi . TBP0 = = 0x03fc0 & & fi . TPSM = = PSM_PSMCT32 )
{
// Removes body shading. Not needed but offers a very decent speed boost.
skip = 1 ;
}
}
return true ;
}
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bool GSC_GodOfWar ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
if ( fi . TME & & fi . FBP = = 0x00000 & & fi . FPSM = = PSM_PSMCT16 & & fi . TBP0 = = 0x00000 & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
{
// Can be used as a speed hack.
// Removes shadows.
skip = 1000 ;
}
else if ( fi . TME & & fi . FBP = = 0x00000 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x00000 & & fi . TPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0xff000000 )
{
// Upscaling hack maybe ? Needs to be verified, move it to Aggressive state just in case.
skip = 1 ; // blur
}
}
else
{
if ( fi . TME & & fi . FBP = = 0x00000 & & fi . FPSM = = PSM_PSMCT16 )
{
skip = 3 ;
}
}
return true ;
}
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bool GSC_GTASanAndreas ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
if ( fi . TME & & ( fi . FBP = = 0x0a00 | | fi . FBP = = 0x08c0 ) & & ( fi . TBP0 = = 0x1b80 | | fi . TBP0 = = 0x1a40 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 )
{
skip = 1 ; // Ghosting
}
}
return true ;
}
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bool GSC_MetalGearSolid3 ( const GSFrameInfo & fi , int & skip )
{
// Halfscreen bottom issue
// Hack is old that was used to remove channel shuffle and likely needs to be updated.
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if ( skip = = 0 )
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{
if ( fi . TME & & fi . FBP = = 0x02000 & & fi . FPSM = = PSM_PSMCT32 & & ( fi . TBP0 = = 0x00000 | | fi . TBP0 = = 0x01000 ) & & fi . TPSM = = PSM_PSMCT24 )
{
skip = 1000 ; // 76, 79
}
else if ( fi . TME & & fi . FBP = = 0x02800 & & fi . FPSM = = PSM_PSMCT24 & & ( fi . TBP0 = = 0x00000 | | fi . TBP0 = = 0x01000 ) & & fi . TPSM = = PSM_PSMCT32 )
{
skip = 1000 ; // 69
}
}
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else
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{
if ( ! fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x01000 ) & & fi . FPSM = = PSM_PSMCT32 )
{
skip = 0 ;
}
else if ( ! fi . TME & & fi . FBP = = fi . TBP0 & & fi . TBP0 = = 0x2000 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMCT24 )
{
if ( g_crc_region = = CRC : : US | | g_crc_region = = CRC : : JP | | g_crc_region = = CRC : : KO )
{
skip = 119 ; //ntsc
}
else
{
skip = 136 ; //pal
}
}
}
return true ;
}
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template < uptr state_addr >
bool GSC_SMTNocturneDDS ( const GSFrameInfo & fi , int & skip )
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{
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// stop the motion blur on the main character and
// smudge filter from being drawn on USA versions of
// Nocturne, Digital Devil Saga 1 and Digital Devil Saga 2
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if ( g_crc_region = = CRC : : US & & skip = = 0 & & fi . TBP0 = = 0xE00 & & fi . TME )
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{
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// Note: it will crash if the core doesn't allocate the EE mem in 0x2000_0000 (unlikely but possible)
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// Aggressive hacks are evil anyway
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// Nocturne:
// -0x5900($gp), ref at 0x100740
const int state = * ( int * ) ( state_addr ) ;
if ( state = = 23 | | state = = 24 | | state = = 25 )
skip = 1 ;
}
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return true ;
}
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bool GSC_LegoBatman ( const GSFrameInfo & fi , int & skip )
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{
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if ( skip = = 0 )
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{
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if ( fi . TME & & fi . TPSM = = PSM_PSMZ16 & & fi . FPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x00000 )
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{
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skip = 3 ;
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}
}
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return true ;
}
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bool GSC_SoTC ( const GSFrameInfo & fi , int & skip )
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{
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// Not needed anymore? What did it fix anyway? (rama)
if ( skip = = 0 )
{
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if ( fi . TME /*&& fi.FBP == 0x03d80*/ & & fi . FPSM = = 0 & & fi . TBP0 = = 0x03fc0 & & fi . TPSM = = 1 )
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{
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skip = 48 ; // Removes sky bloom
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}
}
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return true ;
}
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bool GSC_FFXGames ( const GSFrameInfo & fi , int & skip )
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{
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if ( skip = = 0 )
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{
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if ( fi . TME )
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{
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// depth textures (bully, mgs3s1 intro, Front Mission 5)
if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
// General, often problematic post processing
( GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ) )
{
skip = 1 ;
}
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}
}
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return true ;
}
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bool GSC_ResidentEvil4 ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
if ( fi . TME & & fi . FBP = = 0x03100 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x01c00 & & fi . TPSM = = PSM_PSMZ24 )
{
skip = 176 ; // Removes fog, but no longer required, does offer a decent speed boost.
}
}
return true ;
}
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bool GSC_ShinOnimusha ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
if ( fi . TME & & fi . FBP = = 0x001000 & & ( fi . TBP0 = = 0 | | fi . TBP0 = = 0x0800 ) & & fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0x00FFFFFF )
{
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skip = 0 ; // Water ripple not needed ?
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}
else if ( fi . TPSM = = PSM_PSMCT24 & & fi . TME & & fi . FBP = = 0x01000 ) // || fi.FBP == 0x00000
{
skip = 28 ; //28 30 56 64
}
else if ( fi . FBP & & fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0xFFFFFF )
{
skip = 0 ; //24 33 40 9
}
else if ( fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0xFF000000 )
{
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skip = 1 ; // White fog when picking up things
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}
else if ( fi . TME & & ( fi . TBP0 = = 0x1400 | | fi . TBP0 = = 0x1000 | | fi . TBP0 = = 0x1200 ) & & ( fi . TPSM = = PSM_PSMCT32 | | fi . TPSM = = PSM_PSMCT24 ) )
{
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skip = 1 ; // Eliminate excessive flooding, water and other light and shadow
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}
}
return true ;
}
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bool GSC_SimpsonsGame ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
if ( fi . TME & & fi . FBP = = 0x03000 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT8H )
{
// Removes character outlines, similar to DBZ BT3.
// Upscaling causes the outlines to be out of place but can be fixed with TC Offsets.
// The hack can be used to increase slight performance.
skip = 2 ;
}
}
return true ;
}
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////////////////////////////////////////////////////////////////////////////////
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# ifdef ENABLE_DYNAMIC_CRC_HACK
# include <sys/stat.h>
/***************************************************************************
AutoReloadLibrary : Automatically reloads a dll if the file was modified .
Uses a temporary copy of the watched dll such that the original
can be modified while the copy is loaded and used .
NOTE : The API is not platform specific , but current implementation is Win32 .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
class AutoReloadLibrary
{
private :
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std : : string m_dllPath , m_loadedDllPath ;
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DWORD m_minMsBetweenProbes ;
time_t m_lastFileModification ;
DWORD m_lastProbe ;
HMODULE m_library ;
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std : : string GetTempName ( )
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{
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std : : string result = m_loadedDllPath + " .tmp " ; //default name
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TCHAR tmpPath [ MAX_PATH ] , tmpName [ MAX_PATH ] ;
DWORD ret = GetTempPath ( MAX_PATH , tmpPath ) ;
if ( ret & & ret < = MAX_PATH & & GetTempFileName ( tmpPath , TEXT ( " GSdx " ) , 0 , tmpName ) )
result = tmpName ;
return result ;
} ;
void UnloadLib ( )
{
if ( ! m_library )
return ;
FreeLibrary ( m_library ) ;
m_library = NULL ;
// If can't delete (might happen when GSdx closes), schedule delete on reboot
if ( ! DeleteFile ( m_loadedDllPath . c_str ( ) ) )
MoveFileEx ( m_loadedDllPath . c_str ( ) , NULL , MOVEFILE_DELAY_UNTIL_REBOOT ) ;
}
public :
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AutoReloadLibrary ( const std : : string dllPath , const int minMsBetweenProbes = 100 )
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: m_minMsBetweenProbes ( minMsBetweenProbes )
, m_dllPath ( dllPath )
, m_lastFileModification ( 0 )
, m_lastProbe ( 0 )
, m_library ( 0 )
{ } ;
~ AutoReloadLibrary ( ) { UnloadLib ( ) ; } ;
// If timeout has ellapsed, probe the dll for change, and reload if it was changed.
// If it returns true, then the dll was freed/reloaded, and any symbol addresse previously obtained is now invalid and needs to be re-obtained.
// Overhead is very low when when probe timeout has not ellapsed, and especially if current timestamp is supplied as argument.
// Note: there's no relation between the file modification date and currentMs value, so it need'nt neccessarily be an actual timestamp.
// Note: isChanged is guarenteed to return true at least once
// (even if the file doesn't exist, at which case the following GetSymbolAddress will return NULL)
bool isChanged ( const DWORD currentMs = 0 )
{
DWORD current = currentMs ? currentMs : GetTickCount ( ) ;
if ( current > = m_lastProbe & & ( current - m_lastProbe ) < m_minMsBetweenProbes )
return false ;
bool firstTime = ! m_lastProbe ;
m_lastProbe = current ;
struct stat s ;
if ( stat ( m_dllPath . c_str ( ) , & s ) )
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{
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// File doesn't exist or other error, unload dll
bool wasLoaded = m_library ? true : false ;
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UnloadLib ( ) ;
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return firstTime | | wasLoaded ; // Changed if previously loaded or the first time accessing this method (and file doesn't exist)
}
if ( m_lastFileModification = = s . st_mtime )
return false ;
m_lastFileModification = s . st_mtime ;
// File modified, reload
UnloadLib ( ) ;
if ( ! CopyFile ( m_dllPath . c_str ( ) , ( m_loadedDllPath = GetTempName ( ) ) . c_str ( ) , false ) )
return true ;
m_library = LoadLibrary ( m_loadedDllPath . c_str ( ) ) ;
return true ;
} ;
// Return value is NULL if the dll isn't loaded (failure or doesn't exist) or if the symbol isn't found.
void * GetSymbolAddress ( const char * name ) { return m_library ? GetProcAddress ( m_library , name ) : NULL ; } ;
} ;
// Use DynamicCrcHack function from a dll which can be modified while GSdx/PCSX2 is running.
// return value is true if the call succeeded or false otherwise (If the hack could not be invoked: no dll/function/etc).
// result contains the result of the hack call.
typedef uint32 ( __cdecl * DynaHackType ) ( uint32 , uint32 , uint32 , uint32 , uint32 , uint32 , uint32 , int32 * , uint32 , int32 ) ;
typedef uint32 ( __cdecl * DynaHackType2 ) ( uint32 , uint32 , uint32 , uint32 , uint32 , uint32 , uint32 , int32 * , uint32 , int32 , uint32 ) ; // Also accept CRC
bool IsInvokedDynamicCrcHack ( GSFrameInfo & fi , int & skip , int region , bool & result , uint32 crc )
{
static AutoReloadLibrary dll ( DYNA_DLL_PATH ) ;
static DynaHackType dllFunc = NULL ;
static DynaHackType2 dllFunc2 = NULL ;
if ( dll . isChanged ( ) )
{
dllFunc = ( DynaHackType ) dll . GetSymbolAddress ( " DynamicCrcHack " ) ;
dllFunc2 = ( DynaHackType2 ) dll . GetSymbolAddress ( " DynamicCrcHack2 " ) ;
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printf ( " GSdx: Dynamic CRC-hacks%s: %s \n " ,
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( ( dllFunc & & ! dllFunc2 ) ? " [Old dynaDLL - No CRC support] " : " " ) ,
dllFunc ? " Loaded OK (-> overriding internal hacks) " :
" Not available (-> using internal hacks) " ) ;
}
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if ( ! dllFunc2 & & ! dllFunc )
return false ;
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int32 skip32 = skip ;
bool hasSharedBits = GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ;
if ( dllFunc2 )
result = dllFunc2 ( fi . FBP , fi . FPSM , fi . FBMSK , fi . TBP0 , fi . TPSM , fi . TZTST , ( uint32 ) fi . TME , & skip32 , ( uint32 ) region , ( uint32 ) ( hasSharedBits ? 1 : 0 ) , crc ) ? true : false ;
else
result = dllFunc ( fi . FBP , fi . FPSM , fi . FBMSK , fi . TBP0 , fi . TPSM , fi . TZTST , ( uint32 ) fi . TME , & skip32 , ( uint32 ) region , ( uint32 ) ( hasSharedBits ? 1 : 0 ) ) ? true : false ;
skip = skip32 ;
return true ;
}
# endif
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void GSState : : SetupCrcHack ( )
{
GetSkipCount lut [ CRC : : TitleCount ] ;
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s_nativeres = m_nativeres ;
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s_crc_hack_level = m_crc_hack_level ;
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memset ( lut , 0 , sizeof ( lut ) ) ;
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if ( Dx_and_OGL ) {
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lut [ CRC : : AceCombat4 ] = GSC_AceCombat4 ;
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lut [ CRC : : BigMuthaTruckers ] = GSC_BigMuthaTruckers ;
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lut [ CRC : : BlackHawkDown ] = GSC_BlackHawkDown ;
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lut [ CRC : : BurnoutDominator ] = GSC_BurnoutGames ;
lut [ CRC : : BurnoutRevenge ] = GSC_BurnoutGames ;
lut [ CRC : : BurnoutTakedown ] = GSC_BurnoutGames ;
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lut [ CRC : : CrashBandicootWoC ] = GSC_CrashBandicootWoC ;
lut [ CRC : : DevilMayCry3 ] = GSC_DevilMayCry3 ;
lut [ CRC : : Genji ] = GSC_Genji ;
lut [ CRC : : GodHand ] = GSC_GodHand ;
lut [ CRC : : KnightsOfTheTemple2 ] = GSC_KnightsOfTheTemple2 ;
lut [ CRC : : Kunoichi ] = GSC_Kunoichi ;
lut [ CRC : : Manhunt2 ] = GSC_Manhunt2 ;
lut [ CRC : : MidnightClub3 ] = GSC_MidnightClub3 ;
lut [ CRC : : NarutimateAccel ] = GSC_NarutimateAccel ;
lut [ CRC : : Naruto ] = GSC_Naruto ;
lut [ CRC : : Onimusha3 ] = GSC_Onimusha3 ;
lut [ CRC : : RedDeadRevolver ] = GSC_RedDeadRevolver ;
lut [ CRC : : SacredBlaze ] = GSC_SacredBlaze ;
lut [ CRC : : SakuraTaisen ] = GSC_SakuraTaisen ;
lut [ CRC : : SakuraWarsSoLongMyLove ] = GSC_SakuraWarsSoLongMyLove ;
lut [ CRC : : ShadowofRome ] = GSC_ShadowofRome ;
lut [ CRC : : Simple2000Vol114 ] = GSC_Simple2000Vol114 ;
lut [ CRC : : Spartan ] = GSC_Spartan ;
lut [ CRC : : StarWarsForceUnleashed ] = GSC_StarWarsForceUnleashed ;
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lut [ CRC : : SFEX3 ] = GSC_SFEX3 ;
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lut [ CRC : : TalesOfLegendia ] = GSC_TalesOfLegendia ;
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lut [ CRC : : TalesofSymphonia ] = GSC_TalesofSymphonia ;
lut [ CRC : : TimeSplitters2 ] = GSC_TimeSplitters2 ;
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lut [ CRC : : TombRaiderAnniversary ] = GSC_TombRaiderAnniversary ;
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lut [ CRC : : TombRaiderLegend ] = GSC_TombRaiderLegend ;
lut [ CRC : : TombRaiderUnderworld ] = GSC_TombRaiderUnderWorld ;
lut [ CRC : : UrbanReign ] = GSC_UrbanReign ;
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lut [ CRC : : WildArms4 ] = GSC_WildArmsGames ;
lut [ CRC : : WildArms5 ] = GSC_WildArmsGames ;
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lut [ CRC : : ZettaiZetsumeiToshi2 ] = GSC_ZettaiZetsumeiToshi2 ;
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// Channel Effect
lut [ CRC : : GiTS ] = GSC_GiTS ;
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lut [ CRC : : SkyGunner ] = GSC_SkyGunner ; // Maybe not a channel effect
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lut [ CRC : : SteambotChronicles ] = GSC_SteambotChronicles ;
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// Colclip not supported
lut [ CRC : : LordOfTheRingsThirdAge ] = GSC_LordOfTheRingsThirdAge ;
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// Half Screen bottom issue
lut [ CRC : : DBZBT2 ] = GSC_DBZBT2 ;
lut [ CRC : : DBZBT3 ] = GSC_DBZBT3 ;
lut [ CRC : : DemonStone ] = GSC_DemonStone ;
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lut [ CRC : : MetalGearSolid3 ] = GSC_MetalGearSolid3 ; // + accurate blending
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lut [ CRC : : SonicUnleashed ] = GSC_SonicUnleashed ; // + Texture shuffle
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lut [ CRC : : Tekken5 ] = GSC_Tekken5 ;
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// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to DX only)
lut [ CRC : : RadiataStories ] = GSC_RadiataStories ;
lut [ CRC : : StarOcean3 ] = GSC_StarOcean3 ;
lut [ CRC : : ValkyrieProfile2 ] = GSC_ValkyrieProfile2 ;
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// Upscaling hacks
lut [ CRC : : Bully ] = GSC_Bully ;
lut [ CRC : : EvangelionJo ] = GSC_EvangelionJo ;
lut [ CRC : : FightingBeautyWulong ] = GSC_FightingBeautyWulong ;
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lut [ CRC : : GodOfWar2 ] = GSC_GodOfWar2 ;
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lut [ CRC : : IkkiTousen ] = GSC_IkkiTousen ;
lut [ CRC : : Oneechanbara2Special ] = GSC_Oneechanbara2Special ;
lut [ CRC : : UltramanFightingEvolution ] = GSC_UltramanFightingEvolution ;
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}
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// Hacks that were fixed on OpenGL
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if ( Dx_only ) {
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// Accurate Blending
lut [ CRC : : GetaWay ] = GSC_GetaWayGames ; // Blending High
lut [ CRC : : GetaWayBlackMonday ] = GSC_GetaWayGames ; // Blending High
lut [ CRC : : TenchuFS ] = GSC_TenchuGames ;
lut [ CRC : : TenchuWoH ] = GSC_TenchuGames ;
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// Depth
lut [ CRC : : Okami ] = GSC_Okami ;
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lut [ CRC : : XenosagaE3 ] = GSC_XenosagaE3 ;
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lut [ CRC : : Yakuza ] = GSC_YakuzaGames ;
lut [ CRC : : Yakuza2 ] = GSC_YakuzaGames ;
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// Depth + Texture cache issue + Date (AKA a real mess)
lut [ CRC : : HauntingGround ] = GSC_HauntingGround ;
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// Not tested but must be fixed with texture shuffle
lut [ CRC : : CrashNburn ] = GSC_CrashNburn ; // seem to be a basic depth effect
lut [ CRC : : LegoBatman ] = GSC_LegoBatman ;
// Those games might requires accurate fbmask
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lut [ CRC : : OnePieceGrandAdventure ] = GSC_OnePieceGrandAdventure ;
lut [ CRC : : OnePieceGrandBattle ] = GSC_OnePieceGrandBattle ;
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lut [ CRC : : Sly2 ] = GSC_Sly2 ;
lut [ CRC : : Sly3 ] = GSC_Sly3 ;
// Those games require accurate_colclip (perf)
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lut [ CRC : : CastlevaniaCoD ] = GSC_CastlevaniaGames ;
lut [ CRC : : CastlevaniaLoI ] = GSC_CastlevaniaGames ;
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// Unknown status
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lut [ CRC : : Grandia3 ] = GSC_Grandia3 ;
// Channel Effect
lut [ CRC : : DeathByDegreesTekkenNinaWilliams ] = GSC_DeathByDegreesTekkenNinaWilliams ;
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// Dedicated shader for channel effect
lut [ CRC : : TalesOfAbyss ] = GSC_TalesOfAbyss ;
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// Accumulation blend
lut [ CRC : : NanoBreaker ] = GSC_NanoBreaker ;
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}
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if ( Aggressive ) {
lut [ CRC : : BleachBladeBattlers ] = GSC_BleachBladeBattlers ;
lut [ CRC : : FFX2 ] = GSC_FFXGames ;
lut [ CRC : : FFX ] = GSC_FFXGames ;
lut [ CRC : : FFXII ] = GSC_FFXGames ;
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lut [ CRC : : GodOfWar ] = GSC_GodOfWar ;
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lut [ CRC : : GTASanAndreas ] = GSC_GTASanAndreas ; // RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly. Can be used as an upscaling hack.
lut [ CRC : : ResidentEvil4 ] = GSC_ResidentEvil4 ;
lut [ CRC : : ShinOnimusha ] = GSC_ShinOnimusha ;
lut [ CRC : : SimpsonsGame ] = GSC_SimpsonsGame ;
lut [ CRC : : SMTDDS1 ] = GSC_SMTNocturneDDS < 0x203BA820 > ;
lut [ CRC : : SMTDDS2 ] = GSC_SMTNocturneDDS < 0x20435BF0 > ;
lut [ CRC : : SMTNocturne ] = GSC_SMTNocturneDDS < 0x2054E870 > ;
lut [ CRC : : SoTC ] = GSC_SoTC ;
}
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m_gsc = lut [ m_game . title ] ;
g_crc_region = m_game . region ;
}
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# undef Dx_and_OGL
# undef Dx_only
# undef Aggressive
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bool GSState : : IsBadFrame ( )
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{
GSFrameInfo fi ;
fi . FBP = m_context - > FRAME . Block ( ) ;
fi . FPSM = m_context - > FRAME . PSM ;
fi . FBMSK = m_context - > FRAME . FBMSK ;
fi . TME = PRIM - > TME ;
fi . TBP0 = m_context - > TEX0 . TBP0 ;
fi . TPSM = m_context - > TEX0 . PSM ;
fi . TZTST = m_context - > TEST . ZTST ;
# ifdef ENABLE_DYNAMIC_CRC_HACK
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bool res = false ; if ( IsInvokedDynamicCrcHack ( fi , m_skip , g_crc_region , res , m_crc ) ) { if ( ! res ) return false ; } else
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# endif
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if ( m_gsc & & ! m_gsc ( fi , m_skip ) )
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{
return false ;
}
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if ( m_skip = = 0 & & ( m_userhacks_skipdraw > 0 ) )
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{
if ( fi . TME )
{
// depth textures (bully, mgs3s1 intro, Front Mission 5)
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// General, often problematic post processing
if ( GSLocalMemory : : m_psm [ fi . TPSM ] . depth | | GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) )
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{
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m_skip_offset = m_userhacks_skipdraw_offset ;
m_skip = std : : max ( m_userhacks_skipdraw , m_skip_offset ) ;
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}
}
}
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if ( m_skip > 0 )
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{
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m_skip - - ;
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if ( m_skip_offset > 1 )
m_skip_offset - - ;
else
return true ;
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}
return false ;
}