mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
HTB123 on our forums came up with a hack that removes the broken main character shadow in hardware rendering in SMT Nocturne. This should work for all GSdx recognized versions / regions of the game (tested EU and NTSC-U). git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5819 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
parent
c2aa4ff3fd
commit
55eea6317b
|
@ -387,6 +387,7 @@ GSRendererHW::Hacks::Hacks()
|
|||
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SpyroNewBeginning, CRC::RegionCount, &GSRendererHW::OI_SpyroNewBeginning));
|
||||
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SpyroEternalNight, CRC::RegionCount, &GSRendererHW::OI_SpyroEternalNight));
|
||||
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::TalesOfLegendia, CRC::RegionCount, &GSRendererHW::OI_TalesOfLegendia));
|
||||
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SMTNocturne, CRC::RegionCount, &GSRendererHW::OI_SMTNocturne));
|
||||
|
||||
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OO_DBZBT2));
|
||||
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::OO_MajokkoALaMode2));
|
||||
|
@ -813,6 +814,30 @@ bool GSRendererHW::OI_TalesOfLegendia(GSTexture* rt, GSTexture* ds, GSTextureCac
|
|||
return true;
|
||||
}
|
||||
|
||||
bool GSRendererHW::OI_SMTNocturne(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
||||
{
|
||||
uint32 FBMSK = m_context->FRAME.FBMSK;
|
||||
uint32 FBP = m_context->FRAME.Block();
|
||||
uint32 FBW = m_context->FRAME.FBW;
|
||||
uint32 FPSM = m_context->FRAME.PSM;
|
||||
|
||||
if(FBMSK == 16777215 && m_vertex.head != 2 && m_vertex.tail != 4 && m_vertex.next != 4)
|
||||
{
|
||||
|
||||
GIFRegTEX0 TEX0;
|
||||
|
||||
TEX0.TBP0 = FBP;
|
||||
TEX0.TBW = FBW;
|
||||
TEX0.PSM = FPSM;
|
||||
if (GSTextureCache::Target* ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
|
||||
{
|
||||
m_dev->ClearDepth(ds->m_texture, 0);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GSRendererHW::OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
||||
{
|
||||
|
|
|
@ -58,6 +58,7 @@ private:
|
|||
bool OI_SpyroNewBeginning(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
|
||||
bool OI_SpyroEternalNight(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
|
||||
bool OI_TalesOfLegendia(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
|
||||
bool OI_SMTNocturne(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
|
||||
bool OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
|
||||
void OO_DBZBT2();
|
||||
void OO_MajokkoALaMode2();
|
||||
|
|
Loading…
Reference in New Issue