GS/HW: Remove JakGames/JakX CRC hack

This commit is contained in:
Stenzek 2023-03-26 22:17:37 +10:00 committed by refractionpcsx2
parent f52e72b026
commit 6d7eceb4f1
3 changed files with 34 additions and 45 deletions

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@ -3976,11 +3976,12 @@ SCES-53286:
region: "PAL-M7" region: "PAL-M7"
gsHWFixes: gsHWFixes:
roundSprite: 1 # Fix lines in the sky. roundSprite: 1 # Fix lines in the sky.
textureInsideRT: 1 # Fixes broken character models.
autoFlush: 1 # Fixes lighting. autoFlush: 1 # Fixes lighting.
mipmap: 2 # Fixes bad textures. mipmap: 2 # Fixes broken textures.
trilinearFiltering: 1 # Fixes smooths texture transitions. trilinearFiltering: 1 # Fixes water textures.
beforeDraw: "OI_JakX" cpuSpriteRenderBW: 2 # Fixes water textures. Can't use BW 4 here because of post effects.
cpuSpriteRenderLevel: 2 # Needed for above.
textureInsideRT: 1 # Fixes broken character models.
memcardFilters: # Reads Ratchet Gladiator data. memcardFilters: # Reads Ratchet Gladiator data.
- "SCES-53286" - "SCES-53286"
- "SCES-53285" - "SCES-53285"
@ -8063,11 +8064,10 @@ SCUS-97374:
gameFixes: gameFixes:
- EETimingHack # Fixes SPR errors while going in-game. - EETimingHack # Fixes SPR errors while going in-game.
gsHWFixes: gsHWFixes:
roundSprite: 1 # Fix lines in the sky. mipmap: 2 # Fixes broken textures.
mipmap: 1 # Fixes broken textures. trilinearFiltering: 1 # Fixes water textures.
textureInsideRT: 1 # Fixes broken character models. cpuSpriteRenderBW: 4 # Fixes character and water textures.
autoFlush: 1 # Fixes lighting. cpuSpriteRenderLevel: 2 # Needed for above.
beforeDraw: "OI_JakX"
SCUS-97377: SCUS-97377:
name: "Syphon Filter - The Omega Strain [Regular Demo]" name: "Syphon Filter - The Omega Strain [Regular Demo]"
region: "NTSC-U" region: "NTSC-U"
@ -8261,11 +8261,12 @@ SCUS-97429:
compat: 5 compat: 5
gsHWFixes: gsHWFixes:
roundSprite: 1 # Fix lines in the sky. roundSprite: 1 # Fix lines in the sky.
textureInsideRT: 1 # Fixes broken character models.
autoFlush: 1 # Fixes lighting. autoFlush: 1 # Fixes lighting.
mipmap: 2 # Fixes bad textures. mipmap: 2 # Fixes broken textures.
trilinearFiltering: 1 # Fixes smooths texture transitions. trilinearFiltering: 1 # Fixes water textures.
beforeDraw: "OI_JakX" cpuSpriteRenderBW: 2 # Fixes water textures. Can't use BW 4 here because of post effects.
cpuSpriteRenderLevel: 2 # Needed for above.
textureInsideRT: 1 # Fixes broken character models.
memcardFilters: memcardFilters:
- "SCUS-97429" - "SCUS-97429"
- "SCUS-97465" - "SCUS-97465"
@ -8534,11 +8535,12 @@ SCUS-97486:
region: "NTSC-U" region: "NTSC-U"
gsHWFixes: gsHWFixes:
roundSprite: 1 # Fix lines in the sky. roundSprite: 1 # Fix lines in the sky.
textureInsideRT: 1 # Fixes broken character models.
autoFlush: 1 # Fixes lighting. autoFlush: 1 # Fixes lighting.
mipmap: 2 # Fixes bad textures. mipmap: 2 # Fixes broken textures.
trilinearFiltering: 1 # Fixes smooths texture transitions. trilinearFiltering: 1 # Fixes water textures.
beforeDraw: "OI_JakX" cpuSpriteRenderBW: 2 # Fixes water textures. Can't use BW 4 here because of post effects.
cpuSpriteRenderLevel: 2 # Needed for above.
textureInsideRT: 1 # Fixes broken character models.
SCUS-97487: SCUS-97487:
name: "Ratchet - Deadlocked [Public Beta v.1]" name: "Ratchet - Deadlocked [Public Beta v.1]"
region: "NTSC-U" region: "NTSC-U"
@ -8556,11 +8558,12 @@ SCUS-97488:
compat: 5 compat: 5
gsHWFixes: gsHWFixes:
roundSprite: 1 # Fix lines in the sky. roundSprite: 1 # Fix lines in the sky.
textureInsideRT: 1 # Fixes broken character models.
autoFlush: 1 # Fixes lighting. autoFlush: 1 # Fixes lighting.
mipmap: 2 # Fixes bad textures. mipmap: 2 # Fixes broken textures.
trilinearFiltering: 1 # Fixes smooths texture transitions. trilinearFiltering: 1 # Fixes water textures.
beforeDraw: "OI_JakX" cpuSpriteRenderBW: 2 # Fixes water textures. Can't use BW 4 here because of post effects.
cpuSpriteRenderLevel: 2 # Needed for above.
textureInsideRT: 1 # Fixes broken character models.
SCUS-97489: SCUS-97489:
name: "SOCOM 3 - U.S. Navy SEALs [Public Beta v.1]" name: "SOCOM 3 - U.S. Navy SEALs [Public Beta v.1]"
region: "NTSC-U" region: "NTSC-U"
@ -8857,11 +8860,12 @@ SCUS-97574:
region: "NTSC-U" region: "NTSC-U"
gsHWFixes: gsHWFixes:
roundSprite: 1 # Fix lines in the sky. roundSprite: 1 # Fix lines in the sky.
textureInsideRT: 1 # Fixes broken character models.
autoFlush: 1 # Fixes lighting. autoFlush: 1 # Fixes lighting.
mipmap: 2 # Fixes bad textures. mipmap: 2 # Fixes broken textures.
trilinearFiltering: 1 # Fixes smooths texture transitions. trilinearFiltering: 1 # Fixes water textures.
beforeDraw: "OI_JakX" cpuSpriteRenderBW: 2 # Fixes water textures. Can't use BW 4 here because of post effects.
cpuSpriteRenderLevel: 2 # Needed for above.
textureInsideRT: 1 # Fixes broken character models.
SCUS-97579: SCUS-97579:
name: "ATV Offroad Fury 4 [Demo]" name: "ATV Offroad Fury 4 [Demo]"
region: "NTSC-U" region: "NTSC-U"
@ -51902,11 +51906,12 @@ TCES-53286:
compat: 5 compat: 5
gsHWFixes: gsHWFixes:
roundSprite: 1 # Fix lines in the sky. roundSprite: 1 # Fix lines in the sky.
textureInsideRT: 1 # Fixes broken character models.
autoFlush: 1 # Fixes lighting. autoFlush: 1 # Fixes lighting.
mipmap: 2 # Fixes bad textures. mipmap: 2 # Fixes broken textures.
trilinearFiltering: 1 # Fixes smooths texture transitions. trilinearFiltering: 1 # Fixes water textures.
beforeDraw: "OI_JakX" cpuSpriteRenderBW: 2 # Fixes water textures. Can't use BW 4 here because of post effects.
cpuSpriteRenderLevel: 2 # Needed for above.
textureInsideRT: 1 # Fixes broken character models.
TCPS-10058: TCPS-10058:
name: "Densha de Go! Shinkansen [with Controller]" name: "Densha de Go! Shinkansen [with Controller]"
region: "NTSC-J" region: "NTSC-J"

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@ -1094,20 +1094,6 @@ bool GSHwHack::OI_ArTonelico2(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GST
return true; return true;
} }
bool GSHwHack::OI_JakX(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
if (RCONTEXT->FRAME.FBW != 1 || !(r.m_r == GSVector4i(0, 0, 16, 16)).alltrue())
return true; // Only 16x16 draws.
if (!r.CanUseSwSpriteRender())
return true;
// Render 16x16 palette via CPU.
r.SwSpriteRender();
return false; // Skip current draw.
}
bool GSHwHack::OI_BurnoutGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) bool GSHwHack::OI_BurnoutGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{ {
if (!OI_PointListPalette(r, rt, ds, t)) if (!OI_PointListPalette(r, rt, ds, t))
@ -1236,7 +1222,6 @@ const GSHwHack::Entry<GSRendererHW::OI_Ptr> GSHwHack::s_before_draw_functions[]
CRC_F(OI_RozenMaidenGebetGarden, CRCHackLevel::Minimum), CRC_F(OI_RozenMaidenGebetGarden, CRCHackLevel::Minimum),
CRC_F(OI_SonicUnleashed, CRCHackLevel::Minimum), CRC_F(OI_SonicUnleashed, CRCHackLevel::Minimum),
CRC_F(OI_ArTonelico2, CRCHackLevel::Minimum), CRC_F(OI_ArTonelico2, CRCHackLevel::Minimum),
CRC_F(OI_JakX, CRCHackLevel::Minimum),
CRC_F(OI_BurnoutGames, CRCHackLevel::Minimum), CRC_F(OI_BurnoutGames, CRCHackLevel::Minimum),
CRC_F(OI_Battlefield2, CRCHackLevel::Minimum), CRC_F(OI_Battlefield2, CRCHackLevel::Minimum),
}; };

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@ -61,7 +61,6 @@ public:
static bool OI_RozenMaidenGebetGarden(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t); static bool OI_RozenMaidenGebetGarden(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool OI_SonicUnleashed(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t); static bool OI_SonicUnleashed(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool OI_ArTonelico2(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t); static bool OI_ArTonelico2(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool OI_JakX(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool OI_BurnoutGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t); static bool OI_BurnoutGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool OI_Battlefield2(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t); static bool OI_Battlefield2(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);