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.
This commit is contained in:
lightningterror 2018-12-20 02:11:08 +01:00
parent d9da9f4bc2
commit 415e27136e
3 changed files with 3 additions and 33 deletions

View File

@ -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},

View File

@ -66,7 +66,6 @@ public:
FIFA04,
FIFA05,
FightingBeautyWulong,
FrontMission5,
Genji,
GetaWay,
GetaWayBlackMonday,

View File

@ -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;