mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Remove/purge commented out hacks "GSHwHacks.cpp.
List: GSC_Tekken5, GSC_TombRaiderUnderWorld, GSC_XE3, GSC_AceCombat4, GSC_SoTC, GSC_ResidentEvil4. Note: I left GSC_ValkyrieProfile2 in there because it might need to be re enabled for dx, someday will look in to it when I'm up for the task.
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@ -550,15 +550,6 @@ bool GSC_Tekken5(const GSFrameInfo& fi, int& skip)
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// Fixes black lines in the stage: Burning Temple - caused by upscaling. Note the black lines can also be fixed with Merge Sprite hack.
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skip = 2;
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}
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// It's unknown what this hack does so let's comment it out since it doesn't cause any issues when disabled it seems.
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/*else if(fi.TME)
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{
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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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(GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) )
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{
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skip = 24;
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}
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}*/
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}
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return true;
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@ -607,10 +598,6 @@ bool GSC_TombRaiderUnderWorld(const GSFrameInfo& fi, int& skip)
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{
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skip = 2;
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}
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/*else if(fi.TPSM == PSM_PSMCT16 && (fi.TPSM | fi.FBP)>=0x0 && (fi.TBP0 >=0x0) && fi.FBMSK ==0)
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{
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skip = 600;
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}*/
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}
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return true;
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@ -805,27 +792,27 @@ bool GSC_ZettaiZetsumeiToshi2(const GSFrameInfo& fi, int& skip)
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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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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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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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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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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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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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skip = 2;
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}
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}
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@ -1737,14 +1724,6 @@ bool GSC_XE3(const GSFrameInfo& fi, int& skip)
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{
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skip = 1;
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}
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/*else if(fi.TPSM ==0x00000 && PSM_PSMCT24 && fi.TME && fi.FBP == 0x03800)
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{
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skip = 1 ;
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}*/
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/*else if(fi.TME ==0 && (fi.FBP ==0 ) && fi.FPSM == PSM_PSMCT32 && ( fi.TPSM == PSM_PSMT8 || fi.TPSM == PSM_PSMT4) && (fi.FBMSK == 0x00FFFFFF || fi.FBMSK == 0xFF000000))
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{
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skip = 1;
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}*/
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else
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{
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if(fi.TME)
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@ -1821,10 +1800,6 @@ bool GSC_AceCombat4(const GSFrameInfo& fi, int& skip)
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{
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skip = 71; // clouds (z, 16-bit)
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}
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/*else if (fi.TME && fi.FBP == 0x02900 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT24)
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{
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skip = 28; // blur (seems applied by the above hack)
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}*/
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}
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return true;
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@ -1888,19 +1863,6 @@ bool GSC_SoTC(const GSFrameInfo& fi, int& skip)
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{
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skip = 48; //removes sky bloom
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}
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/*
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if(fi.TME && fi.FBP == 0x02b80 && fi.FPSM == PSM_PSMCT24 && fi.TBP0 == 0x01e80 && fi.TPSM == PSM_PSMCT24)
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{
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skip = 9;
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}
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else if(fi.TME && fi.FBP == 0x01c00 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03800 && fi.TPSM == PSM_PSMCT32)
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{
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skip = 8;
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}
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else if(fi.TME && fi.FBP == 0x01e80 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03880 && fi.TPSM == PSM_PSMCT32)
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{
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skip = 8;
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}*/
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}
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return true;
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@ -1933,10 +1895,6 @@ bool GSC_ResidentEvil4(const GSFrameInfo& fi, int& skip)
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{
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skip = 176; // Removes fog, but no longer required, does offer a decent speed boost.
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}
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else if (fi.TME && fi.FBP == 0x03100 && (fi.TBP0 == 0x2a00 || fi.TBP0 == 0x3480) && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0)
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{
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//skip = 1; // Disabled as it doesn't seem to fix any issue, doesn't offer a further speed boost, and it creates an offset regression in fire effects.
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}
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}
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return true;
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