mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Remove no longer required CRCs
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@ -35,52 +35,6 @@ static bool s_nativeres;
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// Partial level, broken on all renderers.
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////////////////////////////////////////////////////////////////////////////////
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bool GSHwHack::GSC_DeathByDegreesTekkenNinaWilliams(GSRendererHW& r, int& skip)
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{
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// Note: Game also has issues with texture shuffle not supported on strange clamp mode.
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// See https://forums.pcsx2.net/Thread-GSDX-Texture-Cache-Bug-Report-Death-By-Degrees-SLUS-20934-NTSC
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if (skip == 0)
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{
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if (!s_nativeres && RTME && RFBP == 0 && RTBP0 == 0x34a0 && RTPSM == PSMCT32)
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{
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// Don't enable hack on native res if crc is below aggressive.
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// Upscaling issue similar to Tekken 5.
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skip = 1; // Animation pane
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}
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#if 0
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else if (RFBP == 0x3500 && RTPSM == PSMT8 && RFBMSK == 0xFFFF00FF)
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{
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// Needs to be further tested so put it on Aggressive for now, likely channel shuffle.
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skip = 4; // Underwater white fog
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}
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#endif
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}
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else
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{
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if (!s_nativeres && RTME && (RFBP | RTBP0 | RFPSM | RTPSM) && RFBMSK == 0x00FFFFFF)
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{
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// Needs to be further tested so assume it's related with the upscaling hack.
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skip = 1; // Animation speed
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}
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}
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return true;
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}
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bool GSHwHack::GSC_GiTS(GSRendererHW& r, int& skip)
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{
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if (skip == 0)
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{
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if (RTME && RFBP == 0x03000 && RFPSM == PSMCT32 && RTPSM == PSMT8)
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{
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// Channel effect not properly supported yet
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skip = 9;
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}
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}
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return true;
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}
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// Channel effect not properly supported yet
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bool GSHwHack::GSC_Manhunt2(GSRendererHW& r, int& skip)
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{
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@ -873,44 +827,6 @@ bool GSHwHack::GSC_MetalGearSolid3(GSRendererHW& r, int& skip)
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return true;
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}
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bool GSHwHack::GSC_BigMuthaTruckers(GSRendererHW& r, int& skip)
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{
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// Rendering pattern:
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// CRTC frontbuffer at 0x0 is interlaced (half vertical resolution),
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// game needs to do a depth effect (so green channel to alpha),
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// but there is a vram limitation so green is pushed into the alpha channel of the CRCT buffer,
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// vertical resolution is half so only half is processed at once
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// We, however, don't have this limitation so we'll replace the draw with a full-screen TS.
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const GIFRegTEX0& Texture = RTEX0;
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GIFRegTEX0 Frame = {};
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Frame.TBW = RFRAME.FBW;
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Frame.TBP0 = RFRAME.Block();
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const int frame_offset_pal = GSLocalMemory::GetEndBlockAddress(0xa00, 10, PSMCT32, GSVector4i(0, 0, 640, 256)) + 1;
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const int frame_offset_ntsc = GSLocalMemory::GetEndBlockAddress(0xa00, 10, PSMCT32, GSVector4i(0, 0, 640, 224)) + 1;
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const GSVector4i rect = GSVector4i(r.m_vt.m_min.p.x, r.m_vt.m_min.p.y, r.m_vt.m_max.p.x, r.m_vt.m_max.p.y);
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if (RPRIM->TME && Frame.TBW == 10 && Texture.TBW == 10 && Texture.PSM == PSMCT16 && ((rect.w == 512 && Frame.TBP0 == frame_offset_pal) || (Frame.TBP0 == frame_offset_ntsc && rect.w == 448)))
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{
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// 224 ntsc, 256 pal.
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GL_INS("GSC_BigMuthaTruckers half bottom offset %d", r.m_context->XYOFFSET.OFX >> 4);
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const size_t count = r.m_vertex.next;
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GSVertex* v = &r.m_vertex.buff[0];
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const u16 offset = (u16)rect.w * 16;
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for (size_t i = 0; i < count; i++)
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v[i].XYZ.Y += offset;
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r.m_vt.m_min.p.y += rect.w;
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r.m_vt.m_max.p.y += rect.w;
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r.m_cached_ctx.FRAME.FBP = 0x50; // 0xA00 >> 5
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}
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return true;
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}
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bool GSHwHack::GSC_HitmanBloodMoney(GSRendererHW& r, int& skip)
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{
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// The game does a stupid thing where it backs up the last 2 pages of the framebuffer with shuffles, uploads a CT32 texture to it
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@ -1500,7 +1416,6 @@ const GSHwHack::Entry<GSRendererHW::GSC_Ptr> GSHwHack::s_get_skip_count_function
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CRC_F(GSC_HitmanBloodMoney),
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// Channel Effect
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CRC_F(GSC_GiTS),
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CRC_F(GSC_SteambotChronicles),
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// Depth Issue
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@ -1509,10 +1424,6 @@ const GSHwHack::Entry<GSRendererHW::GSC_Ptr> GSHwHack::s_get_skip_count_function
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// Half Screen bottom issue
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CRC_F(GSC_Tekken5),
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// Texture shuffle
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CRC_F(GSC_DeathByDegreesTekkenNinaWilliams), // + Upscaling issues
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CRC_F(GSC_BigMuthaTruckers),
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// Upscaling hacks
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CRC_F(GSC_UltramanFightingEvolution),
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};
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@ -6,8 +6,6 @@
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class GSHwHack
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{
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public:
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static bool GSC_DeathByDegreesTekkenNinaWilliams(GSRendererHW& r, int& skip);
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static bool GSC_GiTS(GSRendererHW& r, int& skip);
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static bool GSC_Manhunt2(GSRendererHW& r, int& skip);
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static bool GSC_SacredBlaze(GSRendererHW& r, int& skip);
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static bool GSC_GuitarHero(GSRendererHW& r, int& skip);
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@ -30,7 +28,6 @@ public:
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static bool GSC_NFSUndercover(GSRendererHW& r, int& skip);
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static bool GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip);
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static bool GSC_MetalGearSolid3(GSRendererHW& r, int& skip);
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static bool GSC_BigMuthaTruckers(GSRendererHW& r, int& skip);
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static bool GSC_HitmanBloodMoney(GSRendererHW& r, int& skip);
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static bool OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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