mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Purge CastlevaniaCoD, CastlevaniaLoI, NanoBreaker crc hacks.
Shadows emulated correctly with accumulation blend, d3d11 misses sw blend for extra accuracy (darker shadow). gsdevice11: Remove unused IsCLR1() variable.
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@ -310,14 +310,6 @@ CRC::Game CRC::m_games[] =
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{0x87844524, RedDeadRevolver, RU, 0}, // Unofficial RU-version
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{0x6DF62AEA, BleachBladeBattlers, JP, 0},
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{0x6EB71AB0, BleachBladeBattlers, JP, 0}, // 2nd
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{0x3A446111, CastlevaniaCoD, US, 0},
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{0xF321BC38, CastlevaniaCoD, EU, 0},
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{0x950876FA, CastlevaniaCoD, KO, 0},
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{0x237B84D3, CastlevaniaCoD, CH, 0},
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{0x28270F7D, CastlevaniaLoI, US, 0},
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{0x306CDADA, CastlevaniaLoI, EU, 0},
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{0xA36CFF6C, CastlevaniaLoI, JP, 0},
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{0x9A93FE5D, CastlevaniaLoI, KO, 0},
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{0xCBB87BF9, EvangelionJo, JP, 0}, // cutie comment
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{0xC5B75C7C, Oneechanbara2Special, JP, 0}, // cutie comment
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{0xC725CC6C, Oneechanbara2Special, JP, 0},
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@ -374,10 +366,6 @@ CRC::Game CRC::m_games[] =
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{0x43AB7214, TalesOfLegendia, US, 0},
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{0x1F8640E0, TalesOfLegendia, JP, 0},
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{0xE4F5DA2B, TalesOfLegendia, KO, 0},
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{0xA79B0491, NanoBreaker, JP, 0},
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{0x98C7B76D, NanoBreaker, US, 0},
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{0x7098BE76, NanoBreaker, KO, 0},
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{0x9B89F425, NanoBreaker, EU, 0},
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{0x519E816B, Kunoichi, US, 0}, // Nightshade
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{0x3FB419FD, Kunoichi, JP, 0},
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{0x086D198E, Kunoichi, CH, 0},
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@ -40,8 +40,6 @@ public:
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BurnoutDominator,
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BurnoutRevenge,
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BurnoutTakedown,
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CastlevaniaCoD,
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CastlevaniaLoI,
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Clannad,
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CrashBandicootWoC,
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DarkCloud,
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@ -97,7 +95,6 @@ public:
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Manhunt2,
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MetalSlug6,
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MidnightClub3,
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NanoBreaker,
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NicktoonsUnite,
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Okami,
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Oneechanbara2Special,
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@ -311,11 +311,6 @@ public:
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operator uint32() {return key & 0x3fff;}
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OMBlendSelector() : key(0) {}
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bool IsCLR1() const
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{
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return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
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}
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};
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#pragma pack(pop)
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@ -988,19 +988,6 @@ bool GSC_GetaWayGames(const GSFrameInfo& fi, int& skip)
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return true;
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}
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bool GSC_NanoBreaker(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.TME && fi.FBP == 0x0 && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 == 0x03800 || fi.TBP0 == 0x03900) && fi.TPSM == PSM_PSMCT16S)
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{
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skip = 2; // Removes shadows
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}
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}
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return true;
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}
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bool GSC_StarOcean3(const GSFrameInfo& fi, int& skip)
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{
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// The game emulate a stencil buffer with the alpha channel of the RT
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@ -1120,31 +1107,6 @@ bool GSC_SlyGames(const GSFrameInfo& fi, int& skip)
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return true;
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}
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bool GSC_CastlevaniaGames(const GSFrameInfo& fi, int& skip)
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{
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if(skip == 0)
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{
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// This hack removes the shadows and globally darker image
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// I think there are 2 issues on GSdx
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//
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// 1/ potential not correctly supported colclip.
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//
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// 2/ use of a 32 bits format to emulate a 16 bit formats
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// For example, if you blend 64 time the value 4 on a dark destination pixels
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//
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// FMT32: 4*64 = 256 <= white pixels
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//
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// FMT16: output of blending will always be 0 because the 3 lsb of color is dropped.
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// Therefore the pixel remains dark !!!
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if(fi.TME && fi.FBP == 0 && fi.TBP0 && fi.TPSM == 10 && fi.FBMSK == 0xFFFFFF)
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{
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skip = 2;
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}
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}
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return true;
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}
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bool GSC_XenosagaE3(const GSFrameInfo& fi, int& skip)
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{
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if(skip == 0)
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@ -1601,23 +1563,14 @@ void GSState::SetupCrcHack()
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lut[CRC::GetaWayBlackMonday] = GSC_GetaWayGames; // Blending High
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lut[CRC::TenchuFS] = GSC_TenchuGames;
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lut[CRC::TenchuWoH] = GSC_TenchuGames;
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// Accumulation blend
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lut[CRC::NanoBreaker] = GSC_NanoBreaker;
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lut[CRC::Sly2] = GSC_SlyGames; // SW blending on fbmask + Upscaling issue
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lut[CRC::Sly3] = GSC_SlyGames; // SW blending on fbmask + Upscaling issue
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// Needs testing
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lut[CRC::Grandia3] = GSC_Grandia3;
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lut[CRC::HauntingGround] = GSC_HauntingGround; // + Texture cache issue + Date
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lut[CRC::XenosagaE3] = GSC_XenosagaE3;
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// These games might requires accurate fbmask
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lut[CRC::Sly2] = GSC_SlyGames; // + Upscaling issue
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lut[CRC::Sly3] = GSC_SlyGames; // + Upscaling issue
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// These games require accurate_colclip (perf)
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lut[CRC::CastlevaniaCoD] = GSC_CastlevaniaGames;
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lut[CRC::CastlevaniaLoI] = GSC_CastlevaniaGames;
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// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to Aggressive)
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// Needs at least Basic Blending,
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// see https://github.com/PCSX2/pcsx2/pull/2921
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