mirror of https://github.com/PCSX2/pcsx2.git
Gsdx: Adjust Ikkitousen CRC hacks.
Move hacks that disabled shadows to DX level since OpenGL renders shadows properly with Depth Emulation. Some other upscaling issues appear with the disabled hack like a small black border on the bottom of the screen or some ui elements but those can be fixed with TC X,Y Offset hack.
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@ -217,16 +217,16 @@ bool GSC_Spartan(const GSFrameInfo& fi, int& skip)
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}
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else
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{
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if(fi.TME)
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if(fi.TME)
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{
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// depth textures (bully, mgs3s1 intro, Front Mission 5)
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if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) ||
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// General, often problematic post processing
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(GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) )
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{
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// depth textures (bully, mgs3s1 intro, Front Mission 5)
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if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) ||
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// General, often problematic post processing
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(GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) )
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{
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skip = 1;
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}
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skip = 1;
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}
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}
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}
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}
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@ -237,7 +237,7 @@ bool GSC_IkkiTousen(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 == 0x00a80 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x01180 && fi.TPSM == PSM_PSMZ24)
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if(Dx_only && fi.TME && fi.FBP == 0x00a80 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x01180 && fi.TPSM == PSM_PSMZ24)
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{
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skip = 1000; // shadow (result is broken without depth copy, also includes 16 bit)
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}
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@ -248,7 +248,7 @@ bool GSC_IkkiTousen(const GSFrameInfo& fi, int& skip)
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}
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else if(skip > 7)
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{
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if(fi.TME && fi.FBP == 0x00700 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00700 && fi.TPSM == PSM_PSMCT16)
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if(Dx_only && fi.TME && fi.FBP == 0x00700 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00700 && fi.TPSM == PSM_PSMCT16)
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{
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skip = 7; // the last steps of shadow drawing
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}
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@ -291,9 +291,6 @@ bool GSC_Genji(const GSFrameInfo& fi, int& skip)
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skip = 1;
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}
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}
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else
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{
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}
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return true;
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}
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@ -317,9 +314,9 @@ bool GSC_CaptainTsubasa(const GSFrameInfo& fi, int& skip)
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if(skip == 0)
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{
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if(fi.TME && fi.FBP == 0x1C00 && !fi.FBMSK)
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{
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skip = 1;
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}
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{
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skip = 1;
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}
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}
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return true;
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}
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