mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Adjust/remove crc hacks GSC_FrontMission5, GSC_HauntingGround.
Remove one crc hack for GSC_HauntingGround. It skipped some depth effects. Correctly rendered now Remove all crc hacks for GSC_FrontMission5. Texture shuffle, depth emulation and enabling Preload Frame Data emulates the effects correctly. Add a note for GSC_Tenchu for future testing.
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@ -488,10 +488,6 @@ CRC::Game CRC::m_games[] =
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{0x399A49CA, GTASanAndreas, US, 0},
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{0x399A49CA, GTASanAndreas, US, 0},
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{0x2C6BE434, GTASanAndreas, US, 0},
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{0x2C6BE434, GTASanAndreas, US, 0},
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{0x60FE139C, GTASanAndreas, JP, 0},
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{0x60FE139C, GTASanAndreas, JP, 0},
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{0x2615F542, FrontMission5, JP, 0},
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{0xF60255AC, FrontMission5, JP, 0},
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{0xCB783836, FrontMission5, JP, 0},
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{0xB7532DF6, FrontMission5, JP, 0},
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{0xAEDAEE99, GodHand, JP, 0},
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{0xAEDAEE99, GodHand, JP, 0},
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{0x6FB69282, GodHand, US, 0},
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{0x6FB69282, GodHand, US, 0},
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{0x924C4AA6, GodHand, KO, 0},
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{0x924C4AA6, GodHand, KO, 0},
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@ -66,7 +66,6 @@ public:
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FIFA04,
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FIFA04,
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FIFA05,
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FIFA05,
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FightingBeautyWulong,
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FightingBeautyWulong,
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FrontMission5,
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Genji,
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Genji,
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GetaWay,
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GetaWay,
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GetaWayBlackMonday,
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GetaWayBlackMonday,
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@ -1039,41 +1039,17 @@ bool GSC_EternalPoison(const GSFrameInfo& fi, int& skip)
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return true;
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return true;
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}
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}
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bool GSC_FrontMission5(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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// Texture shuffle and depth support.
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// Correctly emulated on OGL.
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skip = 1;
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}
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if(fi.TME && (fi.FBP ==0x1000) && (fi.TBP0 ==0x2e00 || fi.TBP0 ==0x3200) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
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{
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// Shadows, glitchy black ground textures.
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// Can be Fixed with Preload Frame Data hw hack, DX needs depth support.
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skip = 1; //fi.TBP0 ==0x1f00
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}
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}
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return true;
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}
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bool GSC_HauntingGround(const GSFrameInfo& fi, int& skip)
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bool GSC_HauntingGround(const GSFrameInfo& fi, int& skip)
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{
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{
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if(skip == 0)
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if(skip == 0)
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{
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{
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if(fi.TME && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16S && fi.FBMSK == 0x03FFF)
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if(fi.TME && (fi.FBP ==0x2200) && (fi.TBP0 ==0x3a80) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
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{
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skip = 1; // Depth dupicated ghost image
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}
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else if(fi.TME && (fi.FBP ==0x2200) && (fi.TBP0 ==0x3a80) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
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{
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{
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skip = 1; // Blur
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skip = 1; // Blur
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}
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}
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else if(fi.FBP ==0x2200 && fi.TBP0==0x3000 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
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else if(fi.FBP ==0x2200 && fi.TBP0==0x3000 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
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{
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{
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// Rendered correctly however there's some offset issue on D3D11.
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skip = 1; // Depth Fog
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skip = 1; // Depth Fog
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}
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}
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else if(fi.TME)
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else if(fi.TME)
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@ -1539,7 +1515,7 @@ bool GSC_Tenchu(const GSFrameInfo& fi, int& skip)
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{
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{
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if(fi.TME && fi.TPSM == PSM_PSMZ16 && fi.FPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
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if(fi.TME && fi.TPSM == PSM_PSMZ16 && fi.FPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
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{
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{
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// Depth issues. D3D only.
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// Depth is fine, blending issues remain, crc hack can be adjusted to skip blend wall/fog only.
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skip = 3;
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skip = 3;
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}
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}
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}
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}
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@ -2170,7 +2146,6 @@ void GSState::SetupCrcHack()
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// Depth
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// Depth
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lut[CRC::Bully] = GSC_Bully;
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lut[CRC::Bully] = GSC_Bully;
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lut[CRC::BullyCC] = GSC_BullyCC;
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lut[CRC::BullyCC] = GSC_BullyCC;
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lut[CRC::FrontMission5] = GSC_FrontMission5;
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lut[CRC::GodOfWar2] = GSC_GodOfWar2;
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lut[CRC::GodOfWar2] = GSC_GodOfWar2;
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lut[CRC::HeavyMetalThunder] = GSC_HeavyMetalThunder;
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lut[CRC::HeavyMetalThunder] = GSC_HeavyMetalThunder;
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lut[CRC::LordOfTheRingsTwoTowers] = GSC_LordOfTheRingsTwoTowers;
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lut[CRC::LordOfTheRingsTwoTowers] = GSC_LordOfTheRingsTwoTowers;
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