mirror of https://github.com/PCSX2/pcsx2.git
gsdx hw: add an hack for Jak3
I'm disappointed... Read back palette written by the GPU. Avoid strange color on the skin.
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@ -502,6 +502,12 @@ CRC::Game CRC::m_games[] =
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{0XE1BF5DCA, SuperManReturns, US, 0},
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{0XE1BF5DCA, SuperManReturns, US, 0},
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{0x06A7506A, SacredBlaze, JP, 0},
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{0x06A7506A, SacredBlaze, JP, 0},
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{0x4CE7FB04, ItadakiStreet, JP, 0},
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{0x4CE7FB04, ItadakiStreet, JP, 0},
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{0x9C712FF0, Jak1, EU, 0},
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{0x472E7699, Jak1, US, 0},
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{0x2479F4A9, Jak2, EU, 0},
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{0x12804727, Jak3, EU, 0},
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{0x644CFD03, Jak3, US, 0},
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{0xDF659E77, JakX, EU, 0},
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};
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};
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map<uint32, CRC::Game*> CRC::m_map;
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map<uint32, CRC::Game*> CRC::m_map;
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@ -169,6 +169,10 @@ public:
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SacredBlaze,
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SacredBlaze,
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SuperManReturns,
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SuperManReturns,
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ItadakiStreet,
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ItadakiStreet,
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Jak1,
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Jak2,
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Jak3,
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JakX,
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TitleCount,
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TitleCount,
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};
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};
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@ -852,6 +852,7 @@ GSRendererHW::Hacks::Hacks()
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m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OO_DBZBT2));
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m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OO_DBZBT2));
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m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::OO_MajokkoALaMode2));
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m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::OO_MajokkoALaMode2));
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m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::Jak3, CRC::RegionCount, &GSRendererHW::OO_Jak));
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m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::CU_DBZBT2));
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m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::CU_DBZBT2));
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m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::CU_MajokkoALaMode2));
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m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::CU_MajokkoALaMode2));
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@ -1529,6 +1530,27 @@ void GSRendererHW::OO_MajokkoALaMode2()
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}
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}
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}
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}
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void GSRendererHW::OO_Jak()
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{
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// FIXME might need a CU_Jak too
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GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
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GSVector4i r_p = GSVector4i(0, 0, 16, 16);
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if(!PRIM->FST && PRIM->TME && (r == r_p).alltrue() && m_context->TEX0.TW == 4 && m_context->TEX0.TH == 4 && m_context->TEX0.PSM == PSM_PSMCT32) {
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// Game will render a texture directly into a palette.
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uint32 FBP = m_context->FRAME.Block();
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GL_INS("OO_Jak read back 0x%x", FBP);
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GIFRegBITBLTBUF BITBLTBUF;
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BITBLTBUF.SBP = FBP;
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BITBLTBUF.SBW = 1;
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BITBLTBUF.SPSM = PSM_PSMCT32;
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InvalidateLocalMem(BITBLTBUF, GSVector4i(0, 0, 16, 16));
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}
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}
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// Can Upscale hacks: disable upscaling for some draw calls
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// Can Upscale hacks: disable upscaling for some draw calls
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bool GSRendererHW::CU_DBZBT2()
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bool GSRendererHW::CU_DBZBT2()
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@ -71,6 +71,7 @@ private:
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void OO_DBZBT2();
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void OO_DBZBT2();
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void OO_MajokkoALaMode2();
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void OO_MajokkoALaMode2();
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void OO_Jak();
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bool CU_DBZBT2();
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bool CU_DBZBT2();
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bool CU_MajokkoALaMode2();
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bool CU_MajokkoALaMode2();
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