diff --git a/plugins/GSdx/GSCrc.cpp b/plugins/GSdx/GSCrc.cpp index fef982ccbf..7e4a8afc71 100644 --- a/plugins/GSdx/GSCrc.cpp +++ b/plugins/GSdx/GSCrc.cpp @@ -488,10 +488,6 @@ CRC::Game CRC::m_games[] = {0x399A49CA, GTASanAndreas, US, 0}, {0x2C6BE434, GTASanAndreas, US, 0}, {0x60FE139C, GTASanAndreas, JP, 0}, - {0x2615F542, FrontMission5, JP, 0}, - {0xF60255AC, FrontMission5, JP, 0}, - {0xCB783836, FrontMission5, JP, 0}, - {0xB7532DF6, FrontMission5, JP, 0}, {0xAEDAEE99, GodHand, JP, 0}, {0x6FB69282, GodHand, US, 0}, {0x924C4AA6, GodHand, KO, 0}, diff --git a/plugins/GSdx/GSCrc.h b/plugins/GSdx/GSCrc.h index 6e74a236dc..640279c195 100644 --- a/plugins/GSdx/GSCrc.h +++ b/plugins/GSdx/GSCrc.h @@ -66,7 +66,6 @@ public: FIFA04, FIFA05, FightingBeautyWulong, - FrontMission5, Genji, GetaWay, GetaWayBlackMonday, diff --git a/plugins/GSdx/Renderers/HW/GSHwHack.cpp b/plugins/GSdx/Renderers/HW/GSHwHack.cpp index 8493730e18..bca329fa8a 100644 --- a/plugins/GSdx/Renderers/HW/GSHwHack.cpp +++ b/plugins/GSdx/Renderers/HW/GSHwHack.cpp @@ -1039,41 +1039,17 @@ bool GSC_EternalPoison(const GSFrameInfo& fi, int& skip) return true; } -bool GSC_FrontMission5(const GSFrameInfo& fi, int& skip) -{ - if(skip == 0) - { - if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0) - { - // Texture shuffle and depth support. - // Correctly emulated on OGL. - skip = 1; - } - if(fi.TME && (fi.FBP ==0x1000) && (fi.TBP0 ==0x2e00 || fi.TBP0 ==0x3200) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32) - { - // Shadows, glitchy black ground textures. - // Can be Fixed with Preload Frame Data hw hack, DX needs depth support. - skip = 1; //fi.TBP0 ==0x1f00 - } - } - - return true; -} - bool GSC_HauntingGround(const GSFrameInfo& fi, int& skip) { if(skip == 0) { - if(fi.TME && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16S && fi.FBMSK == 0x03FFF) - { - skip = 1; // Depth dupicated ghost image - } - else if(fi.TME && (fi.FBP ==0x2200) && (fi.TBP0 ==0x3a80) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32) + if(fi.TME && (fi.FBP ==0x2200) && (fi.TBP0 ==0x3a80) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32) { skip = 1; // Blur } else if(fi.FBP ==0x2200 && fi.TBP0==0x3000 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0) { + // Rendered correctly however there's some offset issue on D3D11. skip = 1; // Depth Fog } else if(fi.TME) @@ -1539,7 +1515,7 @@ bool GSC_Tenchu(const GSFrameInfo& fi, int& skip) { if(fi.TME && fi.TPSM == PSM_PSMZ16 && fi.FPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF) { - // Depth issues. D3D only. + // Depth is fine, blending issues remain, crc hack can be adjusted to skip blend wall/fog only. skip = 3; } } @@ -2170,7 +2146,6 @@ void GSState::SetupCrcHack() // Depth lut[CRC::Bully] = GSC_Bully; lut[CRC::BullyCC] = GSC_BullyCC; - lut[CRC::FrontMission5] = GSC_FrontMission5; lut[CRC::GodOfWar2] = GSC_GodOfWar2; lut[CRC::HeavyMetalThunder] = GSC_HeavyMetalThunder; lut[CRC::LordOfTheRingsTwoTowers] = GSC_LordOfTheRingsTwoTowers;