mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Move GSC_GTASanAndreas crc hack to aggressive state.
Can be used as an upscaling hack, but it removes some nice effect so Aggressive only.
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f41b536682
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eb000f0f41
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@ -1546,19 +1546,6 @@ bool GSC_Grandia3(const GSFrameInfo& fi, int& skip)
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return true;
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return true;
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}
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}
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bool GSC_GTASanAndreas(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 ==0x0a00 || fi.FBP ==0x08c0) && (fi.TBP0 ==0x1b80 || fi.TBP0 ==0x1a40) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
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{
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skip = 1; // Ghosting
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}
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}
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return true;
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}
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bool GSC_YakuzaGames(const GSFrameInfo& fi, int& skip)
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bool GSC_YakuzaGames(const GSFrameInfo& fi, int& skip)
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{
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{
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if(skip == 0)
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if(skip == 0)
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@ -1611,6 +1598,19 @@ bool GSC_BleachBladeBattlers(const GSFrameInfo& fi, int& skip)
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return true;
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return true;
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}
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}
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bool GSC_GTASanAndreas(const GSFrameInfo& fi, int& skip)
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{
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if(Aggressive && skip == 0)
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{
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if(fi.TME && (fi.FBP ==0x0a00 || fi.FBP ==0x08c0) && (fi.TBP0 ==0x1b80 || fi.TBP0 ==0x1a40) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
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{
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skip = 1; // Ghosting
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}
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}
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return true;
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}
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bool GSC_MetalGearSolid3(const GSFrameInfo& fi, int& skip)
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bool GSC_MetalGearSolid3(const GSFrameInfo& fi, int& skip)
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{
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{
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// Halfscreen bottom issue
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// Halfscreen bottom issue
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@ -1992,6 +1992,7 @@ void GSState::SetupCrcHack()
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lut[CRC::FFX2] = GSC_FFXGames;
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lut[CRC::FFX2] = GSC_FFXGames;
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lut[CRC::FFX] = GSC_FFXGames;
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lut[CRC::FFX] = GSC_FFXGames;
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lut[CRC::FFXII] = GSC_FFXGames;
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lut[CRC::FFXII] = GSC_FFXGames;
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lut[CRC::GTASanAndreas] = GSC_GTASanAndreas; // RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly. Can be used as an upscaling hack.
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lut[CRC::ResidentEvil4] = GSC_ResidentEvil4;
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lut[CRC::ResidentEvil4] = GSC_ResidentEvil4;
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lut[CRC::ShinOnimusha] = GSC_ShinOnimusha;
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lut[CRC::ShinOnimusha] = GSC_ShinOnimusha;
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lut[CRC::SimpsonsGame] = GSC_SimpsonsGame;
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lut[CRC::SimpsonsGame] = GSC_SimpsonsGame;
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@ -2050,9 +2051,6 @@ void GSState::SetupCrcHack()
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// Dedicated shader for channel effect
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// Dedicated shader for channel effect
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lut[CRC::TalesOfAbyss] = GSC_TalesOfAbyss;
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lut[CRC::TalesOfAbyss] = GSC_TalesOfAbyss;
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// RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly
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lut[CRC::GTASanAndreas] = GSC_GTASanAndreas;
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// Accumulation blend
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// Accumulation blend
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lut[CRC::NanoBreaker] = GSC_NanoBreaker;
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lut[CRC::NanoBreaker] = GSC_NanoBreaker;
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}
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}
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