mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Ease crc hack for DBZ BT3.
Fixes some ground black texture flickering on some stages on the ntsc version.
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@ -85,29 +85,36 @@ bool GSC_DBZBT2(const GSFrameInfo& fi, int& skip)
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// Potentially partially dx only
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// Potentially partially dx only
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bool GSC_DBZBT3(const GSFrameInfo& fi, int& skip)
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bool GSC_DBZBT3(const GSFrameInfo& fi, int& skip)
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{
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{
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// Note: As of 29 Nov 2018 the behaviour of these hacks has slightly changed due to increase in emulator accuracy I think.
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if(skip == 0)
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if(skip == 0)
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{
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{
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if(Aggressive && fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0x00000)
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if(Aggressive && fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0x00000)
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{
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{
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// Partially works on D3D. OpenGL has no such issues.
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// Upscaling issue. Removes character outlines.
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// Hack removes character outlines as well as black borders on the sides of the screen.
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// Can be fixed with TC X,Y offsets.
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// Without the hack one of the borders at the bottom of the screen can start shaking when using the Direct3D 9 renderer. This is caused by resolution upscale.
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// This can also be fixed by using the TC Offsets x and y hardware hacks or using Native resolution.
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skip = 28;
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skip = 28;
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}
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}
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else if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT16 && fi.TPSM == PSM_PSMZ16)
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else if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT16 && fi.TPSM == PSM_PSMZ16)
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{
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{
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// Sky texture (Depth) is properly rendered on OpenGL only for the NTSC version. The PAL version still has some issues (half screen bottom issue).
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// Sky texture (Depth) is properly rendered on OpenGL only for the NTSC version. The PAL version still has some issues (half screen bottom issue).
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if(g_crc_region == CRC::EU || Dx_only)
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if(g_crc_region == CRC::EU)
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{
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{
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// Note: Depth Emulation should be disabled when running this hack. It may cause some ground glitches otherwise.
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// Note2: skip 4 causes black texture flickering on some stages, also skip 5 breaks glow effect on native res.
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skip = 5;
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skip = 5;
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}
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}
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else
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{
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// Note: Skip 5 causes an entire black screen on some stages.
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if(Dx_only)
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skip = 4;
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}
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}
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}
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else if((g_crc_region == CRC::EU || Dx_only || !s_nativeres) && fi.TME && (fi.FBP == 0x03400 || fi.FBP == 0x02e00) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03f00 && fi.TPSM == PSM_PSMCT32)
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else if((g_crc_region == CRC::EU || Dx_only || !s_nativeres) && fi.TME && (fi.FBP == 0x03400 || fi.FBP == 0x02e00) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03f00 && fi.TPSM == PSM_PSMCT32)
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{
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{
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// Don't enable hack on native res if crc is below DX level.
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// Don't enable hack on native res if crc is below DX level.
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// Ghosting (glow) effect. Ghosting appears when resolution is upscaled. Doesn't appear on native resolution.
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// Ghosting/Blur effect. Upscaling issue.
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// This can also be fixed by using the TC Offsets x and y hardware hacks or using Native resolution.
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// Can be fixed with TC X,Y offsets.
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skip = 3;
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skip = 3;
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}
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}
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}
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}
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