mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Update GSC_DBZBT2, GSC_DBZBT3 crc hacks.
Purge dbz bt3 crc hack that removed outlines, I don't want to mix it with the depth effect hack that I also moved to aggressive. Move depth hacks for ntsc region to aggressive state.
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@ -64,14 +64,15 @@ bool GSC_DBZBT2(const GSFrameInfo& fi, int& skip)
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{
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if(fi.TME && /*fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 &&*/ (fi.TBP0 == 0x01c00 || fi.TBP0 == 0x02000) && fi.TPSM == PSM_PSMZ16)
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{
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// Alpha channel (red line issue has been fixed).
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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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// Note: (PAL skip 5) = (NTSC skip 4)
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// Sky effect. Depth on texture shuffle.
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// The hack also causes issues with the blur effects, breaking them.
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// Note: (PAL skip 5) = (NTSC skip 4)
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if(g_crc_region == CRC::EU)
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{
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// Keep the hack on partial level because we have a half screen issue on EU region.
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skip = 5;
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}
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else if(Dx_only)
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else if(Aggressive)
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{
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skip = 4;
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}
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@ -90,26 +91,20 @@ bool GSC_DBZBT2(const GSFrameInfo& fi, int& skip)
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// Potentially partially dx only
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bool GSC_DBZBT3(const GSFrameInfo& fi, int& skip)
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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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{
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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(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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// Upscaling issue. Removes character outlines.
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// Can be fixed with TC X,Y offsets.
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skip = 28;
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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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{
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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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// Note: Depth Emulation should be disabled when running this hack. It may cause some ground glitches otherwise.
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// Sky effect. Depth on texture shuffle.
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// The hack also causes issues with the blur effects, breaking them.
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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: (PAL skip 5) = (NTSC skip 4)
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if(g_crc_region == CRC::EU)
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{
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// Keep the hack on partial level because we have a half screen issue on EU region.
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skip = 5;
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}
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else if(Dx_only)
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else if(Aggressive)
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{
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skip = 4;
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}
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