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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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{
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if ( skip = = 0 )
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{
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if ( fi . TME & & ( fi . TBP0 = = 0x01400 | | fi . TBP0 = = 0x012c0 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT16 )
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{
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// Mid-texture pointer is a cache miss,
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// luckily we replace a half-screen TS effect with a full-screen one in
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// EmulateTextureShuffleAndFbmask (see #2934).
// While this works for the time being, it's not ideal.
// Skip the unneeded extra TS draw.
skip = 1 ;
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}
}
return true ;
}
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bool GSC_Bully ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( ( Aggressive | | ! s_nativeres ) & & ! fi . TME & & ( fi . FBP = = 0x02300 | | fi . FBP = = 0x02800 ) & & fi . FPSM = = PSM_PSMCT24 )
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{
// ntsc 0x02300, pal 0x02800
// Don't enable hack on native res if crc is below aggressive.
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// Previous value 6, ntsc didn't like it.
skip = 8 ; // Upscaling blur/ghosting
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}
}
return true ;
}
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bool GSC_DBZBT3 ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( ( Aggressive | | ! s_nativeres ) & & 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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// Don't enable hack on native res if crc is below aggressive.
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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_DeathByDegreesTekkenNinaWilliams ( const GSFrameInfo & fi , int & skip )
{
// Note: Game also has issues with texture shuffle not supported on strange clamp mode.
// See https://forums.pcsx2.net/Thread-GSDX-Texture-Cache-Bug-Report-Death-By-Degrees-SLUS-20934-NTSC
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if ( skip = = 0 )
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{
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if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & fi . FBP = = 0 & & fi . TBP0 = = 0x34a0 & & fi . TPSM = = PSM_PSMCT32 )
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{
// Don't enable hack on native res if crc is below aggressive.
// Upscaling issue similar to Tekken 5.
skip = 1 ; // Animation pane
}
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else if ( Aggressive & & fi . FBP = = 0x3500 & & fi . TPSM = = PSM_PSMT8 & & fi . FBMSK = = 0xFFFF00FF )
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{
// Needs to be further tested so put it on Aggressive for now, likely channel shuffle.
skip = 4 ; // Underwater white fog
}
}
else
{
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if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & ( fi . FBP | fi . TBP0 | fi . FPSM | fi . TPSM ) & & fi . FBMSK = = 0x00FFFFFF )
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{
// Needs to be further tested so assume it's related with the upscaling hack.
skip = 1 ; // Animation speed
}
}
return true ;
}
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bool GSC_GiTS ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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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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// Channel effect not properly supported yet
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skip = 9 ;
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}
}
return true ;
}
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bool GSC_GodOfWar2 ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( Aggressive & & fi . TME & & fi . FPSM = = PSM_PSMCT16 & & ( fi . FBP = = 0x00100 | | fi . FBP = = 0x02100 ) & & ( fi . TBP0 = = 0x00100 | | fi . TBP0 = = 0x02100 ) & & fi . TPSM = = PSM_PSMCT16 )
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{
// Can be used as a speed hack.
// Removes shadows.
skip = 1000 ;
}
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else if ( Aggressive & & fi . TME & & fi . TPSM = = PSM_PSMCT24 & & fi . FBP = = 0x1300 & & ( fi . TBP0 = = 0x0F00 | | fi . TBP0 = = 0x1300 | | fi . TBP0 = = 0x2b00 ) ) // || fi.FBP == 0x0100
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{
// Upscaling hack maybe ? Needs to be verified, move it to Aggressive state just in case.
skip = 1 ; // global haze/halo
}
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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
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{
// Upscaling issue.
// Don't enable hack on native res if crc is below aggressive.
skip = 1 ; // water effect and water vertical lines
}
}
else
{
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if ( Aggressive & & fi . TME & & ( fi . FBP = = 0x00100 | | fi . FBP = = 0x02100 ) & & fi . FPSM = = PSM_PSMCT16 )
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{
skip = 3 ;
}
}
return true ;
}
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bool GSC_WildArmsGames ( 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 . FBP = = 0x03100 & & fi . FPSM = = PSM_PSMZ32 & & fi . TBP0 = = 0x01c00 & & fi . TPSM = = PSM_PSMZ32 )
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{
skip = 100 ;
}
}
else
{
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if ( fi . TME & & fi . FBP = = 0x00e00 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x02a00 & & fi . TPSM = = PSM_PSMCT32 )
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{
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 )
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{
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if ( fi . TME & & fi . FBP = = 0x03c20 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x01400 & & fi . TPSM = = PSM_PSMT8 )
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{
skip = 640 ;
}
}
return true ;
}
bool GSC_CrashBandicootWoC ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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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 )
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{
return false ; // allowed
}
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if ( fi . TME & & ( fi . FBP = = 0x01e40 | | fi . FBP = = 0x02200 ) & & fi . FPSM = = PSM_PSMZ24 & & ( fi . TBP0 = = 0x01180 | | fi . TBP0 = = 0x01400 ) & & fi . TPSM = = PSM_PSMZ24 )
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{
skip = 42 ;
}
}
else
{
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if ( fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x008c0 | | fi . FBP = = 0x00a00 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x03c00 & & fi . TPSM = = PSM_PSMCT32 )
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{
skip = 0 ;
}
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else if ( ! fi . TME & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x008c0 | | fi . FBP = = 0x00a00 ) )
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{
skip = 0 ;
}
}
return true ;
}
bool GSC_SacredBlaze ( const GSFrameInfo & fi , int & skip )
{
//Fix Sacred Blaze rendering glitches
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if ( skip = = 0 )
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{
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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 )
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{
skip = 1 ;
}
}
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return true ;
}
bool GSC_Spartan ( const GSFrameInfo & fi , int & skip )
{
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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)
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if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
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// General, often problematic post processing
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( 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 )
{
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if ( skip = = 0 )
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{
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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 ;
}
bool GSC_EvangelionJo ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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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 )
{
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if ( skip = = 0 )
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{
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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_SakuraTaisen ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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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 ) )
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{
skip = 0 ; //3dec 3fc0 3c9a
}
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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 ) )
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{
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skip = 0 ; //3dec 3fc0 3c9a
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}
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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 ) )
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{
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skip = 1 ; //3dec 3fc0 3c9a
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}
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else if ( fi . TME & & ( fi . FBP = = 0 | | fi . FBP = = 0x1180 ) & & fi . TBP0 = = 0x35B8 & & fi . TPSM = = PSM_PSMT4 )
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{
skip = 1 ;
}
else
{
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if ( ! fi . TME & & ( fi . FBP | fi . TBP0 ) = = 0x38d0 & & fi . FPSM = = PSM_PSMCT32 )
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{
skip = 1 ; //3dec 3fc0 3c9a
}
}
}
return true ;
}
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bool GSC_ShadowofRome ( 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 . FBP & & fi . TPSM = = PSM_PSMT8H & & ( fi . FBMSK = = 0x00FFFFFF ) )
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{
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// Depth issues on all renders, white wall and white duplicate characters.
skip = 1 ;
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}
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else if ( fi . TME = = 0x0001 & & ( fi . TBP0 = = 0x1300 | | fi . TBP0 = = 0x0f00 ) & & fi . FBMSK > = 0xFFFFFF )
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{
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// Cause a grey transparent wall (D3D) and a transparent vertical grey line (all renders) on the left side of the screen.
// Blur effect maybe ?
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skip = 1 ;
}
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else if ( fi . TME & & fi . FPSM = = PSM_PSMCT32 & & ( fi . TBP0 = = 0x0160 | | fi . TBP0 = = 0x01e0 | | fi . TBP0 < = 0x0800 ) & & fi . TPSM = = PSM_PSMT8 )
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{
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skip = 1 ; // Speedhack ?
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}
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}
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return true ;
}
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bool GSC_SFEX3 ( const GSFrameInfo & fi , int & skip )
{
if ( skip = = 0 )
{
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if ( fi . TME & & fi . FBP = = 0x00500 & & fi . FPSM = = PSM_PSMCT16 & & fi . TBP0 = = 0x00f00 & & fi . TPSM = = PSM_PSMCT16 )
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{
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// Not an upscaling issue.
// Elements on the screen show double/distorted.
skip = 2 ;
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}
}
return true ;
}
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bool GSC_LordOfTheRingsThirdAge ( 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 . FBP = = 0x03000 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4 & & fi . FBMSK = = 0xFF000000 )
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{
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skip = 1000 ; //shadows
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}
}
else
{
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if ( fi . TME & & ( fi . FBP = = 0x0 | | fi . FBP = = 0x00e00 | | fi . FBP = = 0x01000 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x03000 & & fi . TPSM = = PSM_PSMCT24 )
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{
skip = 1 ;
}
}
return true ;
}
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bool GSC_Tekken5 ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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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 )
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{
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// Don't enable hack on native res if crc is below aggressive.
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// 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 ;
}
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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 )
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{
// 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 ;
}
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bool GSC_TombRaiderAnniversary ( 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 . FBP = = 0x01000 & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 )
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{
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skip = 1 ; // Garbage TC
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}
}
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return true ;
}
bool GSC_TombRaiderLegend ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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// ||fi.TBP0 ==0x2F00
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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 ) )
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{
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skip = 1 ; // Garbage TC
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}
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else if ( fi . TPSM = = PSM_PSMCT32 & & ( fi . TPSM | fi . FBP ) = = 0x2fa0 & & ( fi . TBP0 = = 0x2bc0 ) & & fi . FBMSK = = 0 )
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{
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skip = 2 ; // Underwater black screen
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}
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}
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return true ;
}
bool GSC_TombRaiderUnderWorld ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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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 ) )
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{
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skip = 1 ; // Garbage TC
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}
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else if ( fi . TPSM = = PSM_PSMCT32 & & ( fi . TPSM | fi . FBP ) = = 0x2c00 & & ( fi . TBP0 = = 0x0ee0 ) & & fi . FBMSK = = 0 )
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{
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skip = 2 ; // Underwater black screen
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}
}
return true ;
}
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bool GSC_BurnoutGames ( 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 . FBP = = 0x01dc0 | | fi . FBP = = 0x01c00 | | fi . FBP = = 0x01f00 | | fi . FBP = = 0x01d40 | | fi . FBP = = 0x02200 | | fi . FBP = = 0x02000 ) & & fi . FPSM = = fi . TPSM & & ( fi . TBP0 = = 0x01dc0 | | fi . TBP0 = = 0x01c00 | | fi . TBP0 = = 0x01f00 | | fi . TBP0 = = 0x01d40 | | fi . TBP0 = = 0x02200 | | fi . TBP0 = = 0x02000 ) & & fi . TPSM = = PSM_PSMCT32 )
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{
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// 0x01dc0 01c00(MP) ntsc, 0x01f00 0x01d40(MP) ntsc progressive, 0x02200(MP) pal.
// Yellow stripes.
// Multiplayer tested only on Takedown.
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skip = 4 ;
}
}
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return true ;
}
bool GSC_MidnightClub3 ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( fi . TME & & ( fi . FBP > 0x01d00 & & fi . FBP < = 0x02a00 ) & & fi . FPSM = = PSM_PSMCT32 & & ( fi . FBP > = 0x01600 & & fi . FBP < 0x03260 ) & & fi . TPSM = = PSM_PSMT8H )
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{
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// Vram usage.
// Tested: tokyo default cruise.
// Move around a bit, stop car, wait as vram goes down, start moving again, vram spike.
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skip = 1 ;
}
}
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return true ;
}
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bool GSC_TalesOfLegendia ( 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 . FBP = = 0x3f80 | | fi . FBP = = 0x03fa0 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT8 )
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{
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skip = 3 ; // 3, 9
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}
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if ( fi . TME & & fi . FBP = = 0x3800 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMZ32 )
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{
skip = 2 ;
}
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if ( fi . TME & & fi . FBP & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x3d80 )
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{
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skip = 1 ; // Missing block 2a00 in the upper left
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}
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if ( fi . TME & & fi . FBP = = 0x1c00 & & ( fi . TBP0 = = 0x2e80 | | fi . TBP0 = = 0x2d80 ) & & fi . TPSM = = 0 & & fi . FBMSK = = 0xff000000 )
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{
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skip = 1 ; // Ghosting
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}
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if ( ! fi . TME & & fi . FBP = = 0x2a00 & & ( fi . TBP0 = = 0x1C00 ) & & fi . TPSM = = 0 & & fi . FBMSK = = 0x00FFFFFF )
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{
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skip = 1 ; // Poisoned layer dislocation
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}
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}
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return true ;
}
bool GSC_Kunoichi ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( ! fi . TME & & ( fi . FBP = = 0x0 | | fi . FBP = = 0x00700 | | fi . FBP = = 0x00800 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0x00FFFFFF )
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{
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// Removes depth effects(shadows) not rendered correctly on all renders.
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skip = 3 ;
}
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if ( fi . TME & & ( fi . FBP = = 0x0700 | | fi . FBP = = 0 ) & & fi . TBP0 = = 0x0e00 & & fi . TPSM = = 0 & & fi . FBMSK = = 0 )
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{
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skip = 1 ; // Removes black screen (not needed anymore maybe)?
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}
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if ( Aggressive & & fi . TME )
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{
// depth textures (bully, mgs3s1 intro, Front Mission 5)
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if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
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// General, often problematic post processing
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( GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ) )
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{
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// Removes burning air effect, the effect causes major slowdowns.
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skip = 1 ;
}
}
}
else
{
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if ( fi . TME & & ( fi . FBP = = 0x0e00 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0xFF000000 )
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{
skip = 0 ;
}
}
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return true ;
}
bool GSC_ZettaiZetsumeiToshi2 ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( fi . TME & & fi . TPSM = = PSM_PSMCT16S & & ( fi . FBMSK > = 0x6FFFFFFF | | fi . FBMSK = = 0 ) )
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{
skip = 1000 ;
}
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else if ( fi . TME & & fi . TPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0xFF000000 )
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{
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skip = 2 ; // Fog
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}
else if ( ( fi . FBP | fi . TBP0 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x3FFF )
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{
// Note start of the effect (texture shuffle) is fixed in openGL but maybe not the extra draw
// call....
skip = 1000 ;
}
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}
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else
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{
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if ( ! fi . TME & & fi . TPSM = = PSM_PSMCT32 & & fi . FBP = = 0x1180 & & fi . TBP0 = = 0x1180 & & ( fi . FBMSK = = 0 ) )
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{
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skip = 0 ;
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}
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if ( fi . TME & & fi . TPSM = = PSM_PSMT4 & & fi . FBP & & ( fi . TBP0 ! = 0x3753 ) )
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{
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skip = 0 ;
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}
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if ( fi . TME & & fi . TPSM = = PSM_PSMT8H & & fi . FBP = = 0x22e0 & & fi . TBP0 = = 0x36e0 )
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{
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skip = 0 ;
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}
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if ( ! fi . TME & & fi . TPSM = = PSM_PSMT8H & & fi . FBP = = 0x22e0 )
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{
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skip = 0 ;
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}
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if ( fi . TME & & fi . TPSM = = PSM_PSMT8 & & ( fi . FBP = = 0x1180 | | fi . FBP = = 0 ) & & ( fi . TBP0 ! = 0x3764 & & fi . TBP0 ! = 0x370f ) )
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{
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skip = 0 ;
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}
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if ( fi . TME & & fi . TPSM = = PSM_PSMCT16S & & ( fi . FBP = = 0x1180 ) )
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{
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skip = 2 ;
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}
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}
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return true ;
}
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bool GSC_SakuraWarsSoLongMyLove ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( fi . TME = = 0 & & fi . FBP ! = fi . TBP0 & & fi . TBP0 & & fi . FBMSK = = 0x00FFFFFF )
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{
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skip = 3 ; // Remove darkness
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}
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else if ( fi . TME = = 0 & & fi . FBP = = fi . TBP0 & & ( fi . TBP0 = = 0x1200 | | fi . TBP0 = = 0x1180 | | fi . TBP0 = = 0 ) & & fi . FBMSK = = 0x00FFFFFF )
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{
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skip = 3 ; // Remove darkness
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}
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else if ( fi . TME & & ( fi . FBP = = 0 | | fi . FBP = = 0x1180 ) & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x3F3F & & fi . TPSM = = PSM_PSMT8 )
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{
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skip = 1 ; // Floodlight
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}
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}
return true ;
}
bool GSC_FightingBeautyWulong ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & ( fi . TBP0 = = 0x0700 | | fi . TBP0 = = 0x0a80 ) & & ( fi . TPSM = = PSM_PSMCT32 | | fi . TPSM = = PSM_PSMCT24 ) )
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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 glow/blur which cause ghosting and other sprite issues similar to Tekken 5
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skip = 1 ;
}
}
return true ;
}
bool GSC_GodHand ( 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 . FBP = = 0x0 ) & & ( fi . TBP0 = = 0x2800 ) & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 )
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{
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skip = 1 ; // Blur
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}
}
return true ;
}
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bool GSC_KnightsOfTheTemple2 ( 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 . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0 )
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{
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skip = 1 ; // Ghosting
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}
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else if ( fi . TPSM = = 0x00000 & & PSM_PSMCT24 & & fi . TME & & ( fi . FBP = = 0x3400 | | fi . FBP = = 0x3a00 ) )
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{
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skip = 1 ; // Light source
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}
}
return true ;
}
bool GSC_UltramanFightingEvolution ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( ( Aggressive | | ! s_nativeres ) & & fi . TME & & fi . FBP = = 0x2a00 & & fi . FPSM = = PSM_PSMZ24 & & fi . TBP0 = = 0x1c00 & & fi . TPSM = = PSM_PSMZ24 )
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{
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// Don't enable hack on native res if crc is below aggressive.
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skip = 5 ; // blur
}
}
return true ;
}
bool GSC_TalesofSymphonia ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
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{
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if ( fi . TME & & fi . FPSM = = PSM_PSMCT32 & & ( fi . TBP0 = = 0x2bc0 | | fi . TBP0 < = 0x0200 ) & & ( fi . FBMSK = = 0xFF000000 | | fi . FBMSK = = 0x00FFFFFF ) )
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{
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skip = 1 ; //fi.FBMSK==0 Causing an animated black screen to speed up the battle
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}
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if ( fi . TME & & ( fi . TBP0 = = 0x1180 | | fi . TBP0 = = 0x1a40 | | fi . TBP0 = = 0x2300 ) & & fi . FBMSK > = 0xFF000000 )
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{
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skip = 1 ; // Afterimage
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}
}
return true ;
}
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bool GSC_Simple2000Vol114 ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +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 ;
}
2020-09-17 17:53:24 +00:00
if ( fi . TME & & ( fi . FBP = = 0x0e00 ) & & ( fi . TBP0 = = 0x1000 ) & & ( fi . FBMSK = = 0x0000 ) )
2016-04-30 10:45:06 +00:00
{
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 )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = 0x0000 & & fi . TBP0 = = 0x3980 & & fi . FPSM = = fi . TPSM & & fi . TPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0x0 )
2016-04-30 10:45:06 +00:00
{
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 )
{
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if ( skip = = 0 )
2018-05-22 18:08:45 +00:00
{
2020-09-17 17:53:24 +00:00
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 )
2018-05-22 18:08:45 +00:00
{
skip = 1 ; // Huge Vram usage
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_SteambotChronicles ( const GSFrameInfo & fi , int & skip )
{
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if ( skip = = 0 )
2016-04-30 10:45:06 +00:00
{
// Author: miseru99 on forums.pcsx2.net
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . TPSM = = PSM_PSMCT16S )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . FBP = = 0x1180 )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +00:00
skip = 1 ; // 1 deletes some of the glitched effects
2016-04-30 10:45:06 +00:00
}
2020-09-17 17:53:24 +00:00
else if ( fi . FBP = = 0 )
2016-04-30 10:45:06 +00:00
{
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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
}
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else if ( Aggressive & & fi . FBP ! = 0 ) // Aggressive CRC
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{
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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 ;
}
2019-03-05 11:39:07 +00:00
bool GSC_YakuzaGames ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2019-03-05 11:39:07 +00:00
{
2020-09-17 17:53:24 +00:00
if ( ( Aggressive | | ! s_nativeres ) & & ! 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
2019-03-05 11:39:07 +00:00
/*&& fi.FBMSK == 0xffffff && fi.TZTST && !GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)*/ )
{
// Don't enable hack on native res if crc is below aggressive.
// Upscaling issues, removes glow/blur effect which fixes ghosting.
skip = 3 ;
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
////////////////////////////////////////////////////////////////////////////////
// Correctly emulated on OpenGL but can be used as potential speed hack
////////////////////////////////////////////////////////////////////////////////
2016-05-07 10:07:14 +00:00
2018-11-12 20:15:12 +00:00
bool GSC_GetaWayGames ( const GSFrameInfo & fi , int & skip )
2016-09-25 08:17:08 +00:00
{
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if ( skip = = 0 )
2016-09-25 08:17:08 +00:00
{
2020-09-17 17:53:24 +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 ;
}
2016-04-30 10:45:06 +00:00
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)
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH )
2016-04-30 10:45:06 +00:00
{
skip = 1000 ; //
}
}
else
{
2020-09-17 17:53:24 +00:00
if ( ! ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH ) )
2016-04-30 10:45:06 +00:00
{
skip = 0 ;
}
}
return true ;
}
bool GSC_ValkyrieProfile2 ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH )
2016-04-30 10:45:06 +00:00
{
// GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue.
skip = 1000 ; //
}
}
else
{
2020-09-17 17:53:24 +00:00
if ( ! ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH ) )
2016-04-30 10:45:06 +00:00
{
skip = 0 ;
}
}
return true ;
}
bool GSC_RadiataStories ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH )
2016-04-30 10:45:06 +00:00
{
// GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue.
skip = 1000 ;
}
}
else
{
2020-09-17 17:53:24 +00:00
if ( ! ( fi . TME & & fi . FBP = = fi . TBP0 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMT4HH ) )
2016-04-30 10:45:06 +00:00
{
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
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . TPSM = = PSM_PSMZ16 & & fi . FPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
2016-04-30 10:45:06 +00:00
{
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 ;
}
2019-01-28 20:58:30 +00:00
bool GSC_SlyGames ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2016-04-30 10:45:06 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FPSM = = fi . TPSM & & ( fi . FBP = = 0x00000 | | fi . FBP = = 0x00700 | | fi . FBP = = 0x00800 | | fi . FBP = = 0x008c0 | | fi . FBP = = 0x00a80 | | fi . FBP = = 0x00e00 ) & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
// 0x00a80, 0x00e00 from Sly 3
2016-04-30 10:45:06 +00:00
{
2019-01-28 20:58:30 +00:00
// Upscaling issue with texture shuffle on dx and gl. Also removes shadows on gl.
2016-04-30 10:45:06 +00:00
skip = 1000 ;
}
}
else
{
2020-09-17 17:53:24 +00:00
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 ;
}
2016-04-30 10:45:06 +00:00
////////////////////////////////////////////////////////////////////////////////
2017-03-29 15:15:50 +00:00
// Aggressive only hack
2016-04-30 10:45:06 +00:00
////////////////////////////////////////////////////////////////////////////////
2017-03-29 15:15:50 +00:00
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.
2018-12-28 03:48:38 +00:00
if ( skip = = 0 )
2017-03-29 15:15:50 +00:00
{
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 ;
}
2018-01-10 01:17:44 +00:00
bool GSC_BleachBladeBattlers ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2018-01-10 01:17:44 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = 0x01180 & & fi . FPSM = = fi . TPSM & & fi . TBP0 = = 0x03fc0 & & fi . TPSM = = PSM_PSMCT32 )
2018-01-10 01:17:44 +00:00
{
// Removes body shading. Not needed but offers a very decent speed boost.
skip = 1 ;
}
}
return true ;
}
2019-01-13 15:26:09 +00:00
bool GSC_GodOfWar ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2019-01-13 15:26:09 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = 0x00000 & & fi . FPSM = = PSM_PSMCT16 & & fi . TBP0 = = 0x00000 & & fi . TPSM = = PSM_PSMCT16 & & fi . FBMSK = = 0x03FFF )
2019-01-13 15:26:09 +00:00
{
// Can be used as a speed hack.
// Removes shadows.
skip = 1000 ;
}
2020-09-17 17:53:24 +00:00
else if ( fi . TME & & fi . FBP = = 0x00000 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x00000 & & fi . TPSM = = PSM_PSMCT32 & & fi . FBMSK = = 0xff000000 )
2019-01-13 15:26:09 +00:00
{
// Upscaling hack maybe ? Needs to be verified, move it to Aggressive state just in case.
skip = 1 ; // blur
}
}
else
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = 0x00000 & & fi . FPSM = = PSM_PSMCT16 )
2019-01-13 15:26:09 +00:00
{
skip = 3 ;
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
bool GSC_SoTC ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
2018-09-03 02:36:11 +00:00
// Not needed anymore? What did it fix anyway? (rama)
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2018-09-03 02:36:11 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME /*&& fi.FBP == 0x03d80*/ & & fi . FPSM = = 0 & & fi . TBP0 = = 0x03fc0 & & fi . TPSM = = 1 )
2018-09-03 02:36:11 +00:00
{
2020-09-17 17:53:24 +00:00
skip = 48 ; // Removes sky bloom
2018-09-03 02:36:11 +00:00
}
}
2016-04-30 10:45:06 +00:00
return true ;
}
2018-01-10 01:17:44 +00:00
bool GSC_FFXGames ( const GSFrameInfo & fi , int & skip )
2016-04-30 10:24:08 +00:00
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2016-04-30 10:24:08 +00:00
{
2020-09-17 17:53:24 +00:00
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)
2020-09-17 17:53:24 +00:00
if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
2016-04-30 10:45:06 +00:00
// General, often problematic post processing
2020-09-17 17:53:24 +00:00
( GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ) )
2016-04-30 10:45:06 +00:00
{
skip = 1 ;
}
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 ;
}
2019-03-08 18:23:03 +00:00
bool GSC_Okami ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2019-03-08 18:23:03 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = 0x00e00 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x00000 & & fi . TPSM = = PSM_PSMCT32 )
2019-03-08 18:23:03 +00:00
{
skip = 1000 ;
}
}
else
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = 0x00e00 & & fi . FPSM = = PSM_PSMCT32 & & fi . TBP0 = = 0x03800 & & fi . TPSM = = PSM_PSMT4 )
2019-03-08 18:23:03 +00:00
{
skip = 0 ;
}
}
return true ;
}
2019-05-25 15:19:17 +00:00
bool GSC_RedDeadRevolver ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2019-05-25 15:19:17 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . FBP = = 0x03700 & & fi . FPSM = = PSM_PSMCT32 & & fi . TPSM = = PSM_PSMCT24 )
2019-05-25 15:19:17 +00:00
{
skip = 2 ; // Blur
}
}
return true ;
}
2018-08-01 09:25:24 +00:00
bool GSC_ShinOnimusha ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2018-08-01 09:25:24 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TME & & fi . FBP = = 0x001000 & & ( fi . TBP0 = = 0 | | fi . TBP0 = = 0x0800 ) & & fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0x00FFFFFF )
2018-08-01 09:25:24 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 0 ; // Water ripple not needed ?
2018-08-01 09:25:24 +00:00
}
2020-09-17 17:53:24 +00:00
else if ( fi . TPSM = = PSM_PSMCT24 & & fi . TME & & fi . FBP = = 0x01000 ) // || fi.FBP == 0x00000
2018-08-01 09:25:24 +00:00
{
skip = 28 ; //28 30 56 64
}
2020-09-17 17:53:24 +00:00
else if ( fi . FBP & & fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0xFFFFFF )
2018-08-01 09:25:24 +00:00
{
skip = 0 ; //24 33 40 9
}
2020-09-17 17:53:24 +00:00
else if ( fi . TPSM = = PSM_PSMT8H & & fi . FBMSK = = 0xFF000000 )
2018-08-01 09:25:24 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // White fog when picking up things
2018-08-01 09:25:24 +00:00
}
2020-09-17 17:53:24 +00:00
else if ( fi . TME & & ( fi . TBP0 = = 0x1400 | | fi . TBP0 = = 0x1000 | | fi . TBP0 = = 0x1200 ) & & ( fi . TPSM = = PSM_PSMCT32 | | fi . TPSM = = PSM_PSMCT24 ) )
2018-08-01 09:25:24 +00:00
{
2018-11-17 02:09:43 +00:00
skip = 1 ; // Eliminate excessive flooding, water and other light and shadow
2018-08-01 09:25:24 +00:00
}
}
return true ;
}
2020-01-29 22:40:05 +00:00
bool GSC_XenosagaE3 ( const GSFrameInfo & fi , int & skip )
{
2020-09-17 17:53:24 +00:00
if ( skip = = 0 )
2020-01-29 22:40:05 +00:00
{
2020-09-17 17:53:24 +00:00
if ( fi . TPSM = = PSM_PSMT8H & & fi . FBMSK > = 0xEFFFFFFF )
2020-01-29 22:40:05 +00:00
{
skip = 73 ; // Animation
}
2020-09-17 17:53:24 +00:00
else if ( fi . TME & & fi . FBP = = 0x03800 & & fi . TBP0 & & fi . TPSM = = 0 & & fi . FBMSK = = 0 )
2020-01-29 22:40:05 +00:00
{
skip = 1 ; // Ghosting
}
else
{
2020-09-17 17:53:24 +00:00
if ( fi . TME )
2020-01-29 22:40:05 +00:00
{
// depth textures (bully, mgs3s1 intro, Front Mission 5)
2020-09-17 17:53:24 +00:00
if ( ( fi . TPSM = = PSM_PSMZ32 | | fi . TPSM = = PSM_PSMZ24 | | fi . TPSM = = PSM_PSMZ16 | | fi . TPSM = = PSM_PSMZ16S ) | |
2020-01-29 22:40:05 +00:00
// General, often problematic post processing
2020-09-17 17:53:24 +00:00
( GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) ) )
2020-01-29 22:40:05 +00:00
{
skip = 1 ;
}
}
}
}
return true ;
}
2016-04-30 10:45:06 +00:00
////////////////////////////////////////////////////////////////////////////////
2016-05-05 14:03:48 +00:00
void GSState : : SetupCrcHack ( )
{
GetSkipCount lut [ CRC : : TitleCount ] ;
2018-10-15 02:05:43 +00:00
s_nativeres = m_nativeres ;
2016-12-05 21:55:53 +00:00
s_crc_hack_level = m_crc_hack_level ;
2016-05-05 14:03:48 +00:00
memset ( lut , 0 , sizeof ( lut ) ) ;
2020-09-17 17:53:24 +00:00
if ( Dx_and_OGL )
{
2016-05-05 14:03:48 +00:00
lut [ CRC : : CrashBandicootWoC ] = GSC_CrashBandicootWoC ;
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 : : 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 ;
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lut [ CRC : : SFEX3 ] = GSC_SFEX3 ;
2017-01-12 00:27:03 +00:00
lut [ CRC : : TalesOfLegendia ] = GSC_TalesOfLegendia ;
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lut [ CRC : : TalesofSymphonia ] = GSC_TalesofSymphonia ;
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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 ;
2018-05-04 18:00:38 +00:00
// Colclip not supported
lut [ CRC : : LordOfTheRingsThirdAge ] = GSC_LordOfTheRingsThirdAge ;
2019-03-17 04:34:13 +00:00
// Depth Issue
lut [ CRC : : BurnoutDominator ] = GSC_BurnoutGames ;
lut [ CRC : : BurnoutRevenge ] = GSC_BurnoutGames ;
lut [ CRC : : BurnoutTakedown ] = GSC_BurnoutGames ;
2018-03-29 06:45:04 +00:00
// Half Screen bottom issue
lut [ CRC : : Tekken5 ] = GSC_Tekken5 ;
2019-01-18 12:17:28 +00:00
// Texture shuffle
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lut [ CRC : : BigMuthaTruckers ] = GSC_BigMuthaTruckers ;
2019-03-08 18:33:28 +00:00
lut [ CRC : : DeathByDegreesTekkenNinaWilliams ] = GSC_DeathByDegreesTekkenNinaWilliams ; // + Upscaling issues
2019-01-18 12:17:28 +00:00
2018-12-24 13:06:52 +00:00
// Upscaling hacks
lut [ CRC : : Bully ] = GSC_Bully ;
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lut [ CRC : : DBZBT3 ] = GSC_DBZBT3 ;
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lut [ CRC : : EvangelionJo ] = GSC_EvangelionJo ;
lut [ CRC : : FightingBeautyWulong ] = GSC_FightingBeautyWulong ;
2019-01-13 15:26:09 +00:00
lut [ CRC : : GodOfWar2 ] = GSC_GodOfWar2 ;
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lut [ CRC : : IkkiTousen ] = GSC_IkkiTousen ;
lut [ CRC : : Oneechanbara2Special ] = GSC_Oneechanbara2Special ;
lut [ CRC : : UltramanFightingEvolution ] = GSC_UltramanFightingEvolution ;
2019-03-05 11:39:07 +00:00
lut [ CRC : : Yakuza ] = GSC_YakuzaGames ;
lut [ CRC : : Yakuza2 ] = GSC_YakuzaGames ;
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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
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lut [ CRC : : GetaWay ] = GSC_GetaWayGames ; // Blending High
2018-12-20 12:55:26 +00:00
lut [ CRC : : GetaWayBlackMonday ] = GSC_GetaWayGames ; // Blending High
lut [ CRC : : TenchuFS ] = GSC_TenchuGames ;
lut [ CRC : : TenchuWoH ] = GSC_TenchuGames ;
2019-06-13 11:38:24 +00:00
lut [ CRC : : Sly2 ] = GSC_SlyGames ; // SW blending on fbmask + Upscaling issue
lut [ CRC : : Sly3 ] = GSC_SlyGames ; // SW blending on fbmask + Upscaling issue
2019-02-22 16:18:58 +00:00
2019-04-16 20:51:17 +00:00
// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to Aggressive)
// Needs at least Basic Blending,
// see https://github.com/PCSX2/pcsx2/pull/2921
lut [ CRC : : RadiataStories ] = GSC_RadiataStories ;
lut [ CRC : : StarOcean3 ] = GSC_StarOcean3 ;
lut [ CRC : : ValkyrieProfile2 ] = GSC_ValkyrieProfile2 ;
2016-05-05 14:03:48 +00:00
}
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if ( Aggressive )
{
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lut [ CRC : : AceCombat4 ] = GSC_AceCombat4 ;
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lut [ CRC : : BleachBladeBattlers ] = GSC_BleachBladeBattlers ;
lut [ CRC : : FFX2 ] = GSC_FFXGames ;
lut [ CRC : : FFX ] = GSC_FFXGames ;
lut [ CRC : : FFXII ] = GSC_FFXGames ;
2019-05-25 15:19:17 +00:00
lut [ CRC : : RedDeadRevolver ] = GSC_RedDeadRevolver ;
2018-12-28 03:48:38 +00:00
lut [ CRC : : ShinOnimusha ] = GSC_ShinOnimusha ;
2019-03-08 18:33:28 +00:00
lut [ CRC : : SoTC ] = GSC_SoTC ;
2020-01-29 22:40:05 +00:00
lut [ CRC : : XenosagaE3 ] = GSC_XenosagaE3 ;
2019-03-08 18:23:03 +00:00
// Upscaling issues
lut [ CRC : : GodOfWar ] = GSC_GodOfWar ;
lut [ CRC : : Okami ] = GSC_Okami ;
2018-12-28 03:48:38 +00:00
}
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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 ;
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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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{
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if ( fi . TME )
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{
// depth textures (bully, mgs3s1 intro, Front Mission 5)
2016-05-05 13:46:21 +00:00
// General, often problematic post processing
if ( GSLocalMemory : : m_psm [ fi . TPSM ] . depth | | GSUtil : : HasSharedBits ( fi . FBP , fi . FPSM , fi . TBP0 , fi . TPSM ) )
2016-04-30 10:24:08 +00:00
{
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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 - - ;
2016-04-30 10:24:08 +00:00
2018-08-02 19:55:14 +00:00
if ( m_skip_offset > 1 )
m_skip_offset - - ;
else
return true ;
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}
return false ;
}