mirror of https://github.com/PCSX2/pcsx2.git
Merge pull request #2017 from lightningterror/dbzbt3-crcfixup
GSdx: Adjust CRC hack for DBZ BT3
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commit
31400b29c3
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@ -78,35 +78,28 @@ bool GSC_DBZBT3(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 == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8H)
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if(Aggressive && fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0x00000)
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{
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if (Aggressive) { // Partially works on D3D. OpenGL has no such issues.
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if(fi.FBMSK == 0x00000)
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{
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// Hack removes character outlines as well as black borders on the sides of the screen.
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// Without the hack one of the borders at the bottom of the screen can start shaking when using the Direct3D 9 renderer. This is caused by resolution upscale.
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// This can be fixed by using the TC Offsets x and y hardware hacks or using Native resolution.
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skip = 28;
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}
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}
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// Partially works on D3D. OpenGL has no such issues.
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// Hack removes character outlines as well as black borders on the sides of the screen.
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// Without the hack one of the borders at the bottom of the screen can start shaking when using the Direct3D 9 renderer. This is caused by resolution upscale.
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// This can also be fixed by using the TC Offsets x and y hardware hacks or using Native resolution.
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skip = 28;
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}
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else 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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// Texture shuffling must work on openGL
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if (Dx_only)
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skip = 5; // Sky texture (depth related). On Direct3D the blue sky texture is shown on the whole screen in front of the player if hack is disabled.
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// Texture shuffling works on OpenGL only for the NTSC version. The PAL version still has some issues.
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// Sky texture (depth related). On Direct3D the blue sky texture is shown on the whole screen in front of the player if hack is disabled.
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if(g_crc_region == CRC::EU || Dx_only)
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{
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skip = 5;
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}
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}
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else if(fi.TME && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03f00 && fi.TPSM == PSM_PSMCT32)
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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 (glow) effect. Ghosting appears when resolution is upscaled. Doesn't appear on native resolution.
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if (fi.FBP == 0x03400)
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{
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skip = 1; // PAL
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}
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if(fi.FBP == 0x02e00)
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{
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skip = 3; // NTSC
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}
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// This can also be fixed by using the TC Offsets x and y hardware hacks or using Native resolution.
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skip = 3;
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}
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}
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