mirror of https://github.com/PCSX2/pcsx2.git
gsdx: Forgot to move the crc state for mgs3 and ace combat 4.
crc hacks are aggressive only. Fixes regressions mentioned in https://forums.pcsx2.net/Thread-Metal-Gear-Solid-3-OpenGL-Issue-with-Latest-Builds
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@ -1700,7 +1700,6 @@ void GSState::SetupCrcHack()
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memset(lut, 0, sizeof(lut));
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memset(lut, 0, sizeof(lut));
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if (Dx_and_OGL) {
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if (Dx_and_OGL) {
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lut[CRC::AceCombat4] = GSC_AceCombat4;
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lut[CRC::BurnoutDominator] = GSC_BurnoutGames;
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lut[CRC::BurnoutDominator] = GSC_BurnoutGames;
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lut[CRC::BurnoutRevenge] = GSC_BurnoutGames;
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lut[CRC::BurnoutRevenge] = GSC_BurnoutGames;
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lut[CRC::BurnoutTakedown] = GSC_BurnoutGames;
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lut[CRC::BurnoutTakedown] = GSC_BurnoutGames;
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@ -1746,7 +1745,6 @@ void GSState::SetupCrcHack()
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lut[CRC::DBZBT2] = GSC_DBZBT2; // Half screen on depth format 16bit
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lut[CRC::DBZBT2] = GSC_DBZBT2; // Half screen on depth format 16bit
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lut[CRC::DBZBT3] = GSC_DBZBT3; // Half screen on depth format 16bit
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lut[CRC::DBZBT3] = GSC_DBZBT3; // Half screen on depth format 16bit
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lut[CRC::DemonStone] = GSC_DemonStone; // Half screen on texture shuffle
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lut[CRC::DemonStone] = GSC_DemonStone; // Half screen on texture shuffle
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lut[CRC::MetalGearSolid3] = GSC_MetalGearSolid3; // + accurate blending
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lut[CRC::Tekken5] = GSC_Tekken5;
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lut[CRC::Tekken5] = GSC_Tekken5;
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// Texture shuffle
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// Texture shuffle
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@ -1805,12 +1803,14 @@ void GSState::SetupCrcHack()
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}
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}
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if (Aggressive) {
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if (Aggressive) {
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lut[CRC::AceCombat4] = GSC_AceCombat4;
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lut[CRC::BleachBladeBattlers] = GSC_BleachBladeBattlers;
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lut[CRC::BleachBladeBattlers] = GSC_BleachBladeBattlers;
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lut[CRC::FFX2] = GSC_FFXGames;
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lut[CRC::FFX2] = GSC_FFXGames;
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lut[CRC::FFX] = GSC_FFXGames;
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lut[CRC::FFX] = GSC_FFXGames;
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lut[CRC::FFXII] = GSC_FFXGames;
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lut[CRC::FFXII] = GSC_FFXGames;
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lut[CRC::GodOfWar] = GSC_GodOfWar;
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lut[CRC::GodOfWar] = GSC_GodOfWar;
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lut[CRC::GTASanAndreas] = GSC_GTASanAndreas; // RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly. Can be used as an upscaling hack.
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lut[CRC::GTASanAndreas] = GSC_GTASanAndreas; // RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly. Can be used as an upscaling hack.
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lut[CRC::MetalGearSolid3] = GSC_MetalGearSolid3; // Half screen issue + accurate blending
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lut[CRC::ResidentEvil4] = GSC_ResidentEvil4;
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lut[CRC::ResidentEvil4] = GSC_ResidentEvil4;
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lut[CRC::ShinOnimusha] = GSC_ShinOnimusha;
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lut[CRC::ShinOnimusha] = GSC_ShinOnimusha;
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lut[CRC::SimpsonsGame] = GSC_SimpsonsGame;
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lut[CRC::SimpsonsGame] = GSC_SimpsonsGame;
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