mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Update a few crc issue categories for several games.
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@ -1676,12 +1676,8 @@ void GSState::SetupCrcHack()
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memset(lut, 0, sizeof(lut));
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if (Dx_and_OGL) {
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lut[CRC::BurnoutDominator] = 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::CrashBandicootWoC] = GSC_CrashBandicootWoC;
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lut[CRC::DevilMayCry3] = GSC_DevilMayCry3;
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lut[CRC::Genji] = GSC_Genji;
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lut[CRC::GodHand] = GSC_GodHand;
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lut[CRC::KnightsOfTheTemple2] = GSC_KnightsOfTheTemple2;
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lut[CRC::Kunoichi] = GSC_Kunoichi;
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@ -1723,9 +1719,15 @@ void GSState::SetupCrcHack()
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lut[CRC::DemonStone] = GSC_DemonStone; // Half screen on texture shuffle
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lut[CRC::Tekken5] = GSC_Tekken5;
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// Needs testing
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lut[CRC::Genji] = GSC_Genji;
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// Texture shuffle
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lut[CRC::BigMuthaTruckers] = GSC_BigMuthaTruckers; // + Half screen on texture shuffle
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lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams;
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lut[CRC::BurnoutDominator] = GSC_BurnoutGames; // Could be a depth effect too
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lut[CRC::BurnoutRevenge] = GSC_BurnoutGames; // Could be a depth effect too
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lut[CRC::BurnoutTakedown] = GSC_BurnoutGames; // Could be a depth effect too
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lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams; // + Upscaling issues
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lut[CRC::SonicUnleashed] = GSC_SonicUnleashed; // + Half screen on texture shuffle
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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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@ -1756,10 +1758,10 @@ void GSState::SetupCrcHack()
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// Accumulation blend
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lut[CRC::NanoBreaker] = GSC_NanoBreaker;
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lut[CRC::XenosagaE3] = GSC_XenosagaE3;
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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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// Those games might requires accurate fbmask
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lut[CRC::Sly2] = GSC_SlyGames; // + Upscaling issue
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@ -1768,9 +1770,6 @@ void GSState::SetupCrcHack()
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// Those 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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// Unknown status
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lut[CRC::Grandia3] = GSC_Grandia3;
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}
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if (Aggressive) {
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@ -1785,13 +1784,13 @@ void GSState::SetupCrcHack()
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lut[CRC::SMTDDS1] = GSC_SMTNocturneDDS<0x203BA820>;
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lut[CRC::SMTDDS2] = GSC_SMTNocturneDDS<0x20435BF0>;
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lut[CRC::SMTNocturne] = GSC_SMTNocturneDDS<0x2054E870>;
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lut[CRC::SoTC] = GSC_SoTC;
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// Upscaling issues
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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::Okami] = GSC_Okami;
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lut[CRC::SimpsonsGame] = GSC_SimpsonsGame;
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lut[CRC::SoTC] = GSC_SoTC;
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}
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m_gsc = lut[m_game.title];
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