mirror of https://github.com/PCSX2/pcsx2.git
gsdx: Adjust some crc hack comments for some games.
Maybe in the future I'll add github issue links to corresponding crc hacks.
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@ -50,6 +50,7 @@ bool GSC_BigMuthaTruckers(const GSFrameInfo& fi, int& skip)
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// HDR colclip/conclip not supported,
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// Depth target lookup,
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// Texture shuffle and SW emulated fbmask.
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// https://github.com/PCSX2/pcsx2/issues/2449
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skip = 3;
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}
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}
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@ -1771,7 +1772,6 @@ void GSState::SetupCrcHack()
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if (Dx_and_OGL) {
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lut[CRC::AceCombat4] = GSC_AceCombat4;
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lut[CRC::BigMuthaTruckers] = GSC_BigMuthaTruckers;
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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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@ -1814,17 +1814,18 @@ void GSState::SetupCrcHack()
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lut[CRC::LordOfTheRingsThirdAge] = GSC_LordOfTheRingsThirdAge;
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// Half Screen bottom issue
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lut[CRC::DBZBT2] = GSC_DBZBT2;
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lut[CRC::DBZBT3] = GSC_DBZBT3;
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lut[CRC::DemonStone] = GSC_DemonStone;
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lut[CRC::DBZBT2] = GSC_DBZBT2; // Half screen on depth format 16bit
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lut[CRC::DBZBT3] = GSC_DBZBT3; // Half screen on depth format 16bit
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lut[CRC::DemonStone] = GSC_DemonStone; // Half screen on texture shuffle
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lut[CRC::MetalGearSolid3] = GSC_MetalGearSolid3; // + accurate blending
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lut[CRC::SonicUnleashed] = GSC_SonicUnleashed; // + Texture shuffle
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lut[CRC::Tekken5] = GSC_Tekken5;
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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::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 DX only)
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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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lut[CRC::RadiataStories] = GSC_RadiataStories;
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lut[CRC::StarOcean3] = GSC_StarOcean3;
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lut[CRC::ValkyrieProfile2] = GSC_ValkyrieProfile2;
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