mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Adjust Black/Burnout sky CRC hack
Apparently some stages use a sky height of 128 instead of 256?
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@ -297,7 +297,7 @@ bool GSHwHack::GSC_BlackAndBurnoutSky(GSRendererHW& r, int& skip)
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if (RPRIM->PRIM == GS_SPRITE && !RPRIM->IIP && RPRIM->TME && !RPRIM->FGE && RPRIM->ABE && !RPRIM->AA1 && !RPRIM->FST && !RPRIM->FIX &&
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if (RPRIM->PRIM == GS_SPRITE && !RPRIM->IIP && RPRIM->TME && !RPRIM->FGE && RPRIM->ABE && !RPRIM->AA1 && !RPRIM->FST && !RPRIM->FIX &&
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ALPHA.A == ALPHA.B && ALPHA.D == 0 && FRAME.PSM == PSMCT32 && TEX0.CPSM == PSMCT32 && TEX0.TCC && !TEX0.TFX && !TEX0.CSM)
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ALPHA.A == ALPHA.B && ALPHA.D == 0 && FRAME.PSM == PSMCT32 && TEX0.CPSM == PSMCT32 && TEX0.TCC && !TEX0.TFX && !TEX0.CSM)
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{
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{
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if (TEX0.TBW == 16 && TEX0.TW == 10 && TEX0.PSM == PSMT8 && TEX0.TH == 8 && FRAME.FBW == 16)
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if (TEX0.TBW == 16 && TEX0.TW == 10 && TEX0.PSM == PSMT8 && TEX0.TH >= 7 && FRAME.FBW == 16)
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{
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{
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// Readback clouds being rendered during level loading.
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// Readback clouds being rendered during level loading.
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// Later the alpha channel from the 32 bit frame buffer is used as an 8 bit indexed texture to draw
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// Later the alpha channel from the 32 bit frame buffer is used as an 8 bit indexed texture to draw
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