mirror of https://github.com/PCSX2/pcsx2.git
GSdx: CRC hackfixes for Silent Hill 2/3 (half screen issue), Castlevania (removes shadows which were broken and caused darkness in different areas) and Bleach Blade Battlers 1/2 (shadows that caused a huge slowdown when casted on the characters).
Few changes to the Simpsons hackfix. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4593 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -162,6 +162,8 @@ CRC::Game CRC::m_games[] =
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{0x8C913264, SonicUnleashed, EU, 0},
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{0x4C7BB3C8, SimpsonsGame, NoRegion, 0},
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{0x4C94B32C, SimpsonsGame, NoRegion, 0},
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{0x206779D8, SimpsonsGame, EU, 0},
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{0xBBE4D862, SimpsonsGame, US, 0},
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{0xD71B57F4, Genji, NoRegion, 0},
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{0xE04EA200, StarOcean3, EU, 0},
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{0x23A97857, StarOcean3, US, 0},
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@ -213,6 +215,15 @@ CRC::Game CRC::m_games[] =
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{0xE2E67E23, RedDeadRevolver, EU, 0},
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{0xEDDD6573, SpidermanWoS, US, 0}, //Web of Shadows
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{0xF56C7948, HeavyMetalThunder, JP, 0},
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{0x2498951B, SilentHill3, US, 0},
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{0x5088CCDB, SilentHill3, EU, 0},
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{0x8E8E384B, SilentHill2, US, 0},
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{0x6DF62AEA, BleachBladeBattlers, JP, 0},
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{0x6EB71AB0, BleachBladeBattlers, JP, 0}, //2nd
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{0x3A446111, CastlevaniaCoD, US, 0},
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{0xF321BC38, CastlevaniaCoD, EU, 0},
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{0x28270F7D, CastlevaniaLoI, US, 0},
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{0xA36CFF6C, CastlevaniaLoI, JP, 0},
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};
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hash_map<uint32, CRC::Game*> CRC::m_map;
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@ -96,6 +96,11 @@ public:
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RedDeadRevolver,
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SpidermanWoS,
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HeavyMetalThunder,
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SilentHill3,
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SilentHill2,
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BleachBladeBattlers,
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CastlevaniaCoD,
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CastlevaniaLoI,
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TitleCount,
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};
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@ -185,7 +185,7 @@ class GSRendererHW : public GSRendererT<Vertex>
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uint32 FBW = m_context->FRAME.FBW;
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uint32 FPSM = m_context->FRAME.PSM;
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if(FBP == 0x01800 && FPSM == PSM_PSMZ24)
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if((FBP == 0x01500 || FBP == 0x01800) && FPSM == PSM_PSMZ24) //0x1800 pal, 0x1500 ntsc
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{
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// instead of just simply drawing a full height 512x512 sprite to clear the z buffer,
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// it uses a 512x256 sprite only, yet it is still able to fill the whole surface with zeros,
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@ -339,8 +339,18 @@ GSVector2i GSState::GetDeviceSize(int i)
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}*/
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//Fixme : Just slightly better than the hack above
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD && h > 1){
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if (!IsEnabled(0) || !IsEnabled(1)){h >>= 1;}
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD && h > 1)
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{
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if (IsEnabled(0) || IsEnabled(1))
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{
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h >>= 1;
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}
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}
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//Fixme: These games elude the code above, worked with the old hack
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else if(m_game.title == CRC::SilentHill2 || m_game.title == CRC::SilentHill3)
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{
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h /= 2;
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}
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return GSVector2i(w, h);
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@ -2418,6 +2428,26 @@ bool GSC_SonicUnleashed(const GSFrameInfo& fi, int& skip)
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return true;
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}
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bool GSC_SimpsonsGame(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 == fi.TBP0 && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03000 && fi.TPSM == PSM_PSMCT32)
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{
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skip = 100;
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}
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}
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else
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{
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if(fi.TME && fi.FBP == 0x03000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8H)
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{
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skip = 2;
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}
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}
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return true;
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}
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bool GSC_Genji(const GSFrameInfo& fi, int& skip)
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{
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if(skip == 0)
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@ -2734,6 +2764,32 @@ bool GSC_HeavyMetalThunder(const GSFrameInfo& fi, int& skip)
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return true;
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}
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bool GSC_BleachBladeBattlers(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 == 0x01180 && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03fc0 && fi.TPSM == PSM_PSMCT32)
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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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bool GSC_Castlevania(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 == 0x00000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMCT16S && fi.FBMSK == 0x00FFFFFF)
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{
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skip = 2;
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}
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}
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return true;
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}
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bool GSState::IsBadFrame(int& skip, int UserHacks_SkipDraw)
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{
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GSFrameInfo fi;
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@ -2785,6 +2841,7 @@ bool GSState::IsBadFrame(int& skip, int UserHacks_SkipDraw)
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map[CRC::Onimusha3] = GSC_Onimusha3;
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map[CRC::TalesOfAbyss] = GSC_TalesOfAbyss;
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map[CRC::SonicUnleashed] = GSC_SonicUnleashed;
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map[CRC::SimpsonsGame] = GSC_SimpsonsGame;
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map[CRC::Genji] = GSC_Genji;
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map[CRC::StarOcean3] = GSC_StarOcean3;
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map[CRC::ValkyrieProfile2] = GSC_ValkyrieProfile2;
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@ -2802,6 +2859,9 @@ bool GSState::IsBadFrame(int& skip, int UserHacks_SkipDraw)
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map[CRC::LordOfTheRingsTwoTowers] = GSC_LordOfTheRingsTwoTowers;
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map[CRC::RedDeadRevolver] = GSC_RedDeadRevolver;
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map[CRC::HeavyMetalThunder] = GSC_HeavyMetalThunder;
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map[CRC::BleachBladeBattlers] = GSC_BleachBladeBattlers;
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map[CRC::CastlevaniaCoD] = GSC_Castlevania;
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map[CRC::CastlevaniaLoI] = GSC_Castlevania;
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}
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// TODO: just set gsc in SetGameCRC once
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