/* * Copyright (C) 2007-2016 Gabest * http://www.gabest.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSState.h" #include "GSdx.h" bool s_nativeres; static CRCHackLevel s_crc_hack_level = CRCHackLevel::Full; // hacks #define Dx_and_OGL (s_crc_hack_level >= CRCHackLevel::Partial) #define Dx_only (s_crc_hack_level >= CRCHackLevel::Full) #define Aggressive (s_crc_hack_level >= CRCHackLevel::Aggressive) CRC::Region g_crc_region = CRC::NoRegion; //////////////////////////////////////////////////////////////////////////////// // Broken on both DirectX and OpenGL // (note: could potentially work with latest OpenGL) //////////////////////////////////////////////////////////////////////////////// bool GSC_BigMuthaTruckers(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00a00) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16) { // A real mess. // Half screen bottom and vertical stripes issues. // // HDR colclip/conclip not supported, // Depth target lookup, // Texture shuffle and SW emulated fbmask. // https://github.com/PCSX2/pcsx2/issues/2449 skip = 3; } } return true; } bool GSC_Bully(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((Aggressive || !s_nativeres) && !fi.TME && (fi.FBP == 0x02300 || fi.FBP == 0x02800) && fi.FPSM == PSM_PSMCT24) { // ntsc 0x02300, pal 0x02800 // Don't enable hack on native res if crc is below aggressive. // skip 9 for pal but maybe 6 is enough, dump looks fine. skip = 6; // Upscaling blur/ghosting } } return true; } // Potentially partially dx only bool GSC_DBZBT2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && /*fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 &&*/ (fi.TBP0 == 0x01c00 || fi.TBP0 == 0x02000) && fi.TPSM == PSM_PSMZ16) { // Sky effect. Depth on texture shuffle. // The hack also causes issues with the blur effects, breaking them. // Note: (PAL skip 5) = (NTSC skip 4) if(g_crc_region == CRC::EU) { // Keep the hack on partial level because we have a half screen issue on EU region. skip = 5; } else if(Aggressive) { skip = 4; } } else if((g_crc_region == CRC::EU || Aggressive || !s_nativeres) && !fi.TME && (fi.FBP == 0x02a00 || fi.FBP == 0x03000) && fi.FPSM == PSM_PSMCT16) { // Character outlines. // Glow/blur effect. Causes ghosting on upscaled resolution. // Don't enable hack on native res if crc(ntsc only) is below aggressive. skip = 10; } } return true; } // Potentially partially dx only bool GSC_DBZBT3(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT16 && fi.TPSM == PSM_PSMZ16) { // Sky effect. Depth on texture shuffle. // The hack also causes issues with the blur effects, breaking them. // Note: Depth Emulation should be disabled when running this hack. It may cause some ground glitches otherwise. // Note2: (PAL skip 5) = (NTSC skip 4) if(g_crc_region == CRC::EU) { // Keep the hack on partial level because we have a half screen issue on EU region. skip = 5; } else if(Aggressive) { skip = 4; } } else if((g_crc_region == CRC::EU || Aggressive || !s_nativeres) && fi.TME && (fi.FBP == 0x03400 || fi.FBP == 0x02e00) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03f00 && fi.TPSM == PSM_PSMCT32) { // Ghosting/Blur effect. Upscaling issue. // Can be fixed with TC X,Y offsets. // Don't enable hack on native res if crc(ntsc only) is below aggressive. skip = 3; } } return true; } bool GSC_DeathByDegreesTekkenNinaWilliams(const GSFrameInfo& fi, int& skip) { // Note: Game also has issues with texture shuffle not supported on strange clamp mode. // See https://forums.pcsx2.net/Thread-GSDX-Texture-Cache-Bug-Report-Death-By-Degrees-SLUS-20934-NTSC if(skip == 0) { if((Aggressive || !s_nativeres) && fi.TME && fi.FBP == 0 && fi.TBP0==0x34a0 && fi.TPSM == PSM_PSMCT32) { // Don't enable hack on native res if crc is below aggressive. // Upscaling issue similar to Tekken 5. skip = 1; // Animation pane } else if(Aggressive && fi.FBP == 0x3500 && fi.TPSM == PSM_PSMT8 && fi.FBMSK == 0xFFFF00FF) { // Needs to be further tested so put it on Aggressive for now, likely channel shuffle. skip = 4; // Underwater white fog } } else { if((Aggressive || !s_nativeres) && fi.TME && (fi.FBP | fi.TBP0 | fi.FPSM | fi.TPSM) && fi.FBMSK == 0x00FFFFFF) { // Needs to be further tested so assume it's related with the upscaling hack. skip = 1; // Animation speed } } return true; } bool GSC_DemonStone(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x01400 && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01000) && fi.TPSM == PSM_PSMCT16) { // Texture shuffle half screen bottom issue. skip = 1000; } } else { if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32) { skip = 2; } } return true; } // Channel effect not properly supported yet bool GSC_GiTS(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x03000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8) { skip = 9; } } return true; } bool GSC_GodOfWar2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(Aggressive && fi.TME && fi.FPSM == PSM_PSMCT16 && (fi.FBP == 0x00100 || fi.FBP == 0x02100) && (fi.TBP0 == 0x00100 || fi.TBP0 == 0x02100) && fi.TPSM == PSM_PSMCT16) { // Can be used as a speed hack. // Removes shadows. skip = 1000; } else if(Aggressive && fi.TME && fi.TPSM == PSM_PSMCT24 && fi.FBP == 0x1300 && (fi.TBP0 == 0x0F00 || fi.TBP0 == 0x1300 || fi.TBP0 == 0x2b00)) // || fi.FBP == 0x0100 { // Upscaling hack maybe ? Needs to be verified, move it to Aggressive state just in case. skip = 1; // global haze/halo } else if((Aggressive || !s_nativeres) && fi.TME && fi.TPSM == PSM_PSMCT24 && (fi.FBP == 0x0100 || fi.FBP == 0x2100) && (fi.TBP0 == 0x2b00 || fi.TBP0 == 0x2e80 || fi.TBP0 == 0x3100)) // 480P 2e80, interlaced 3100 { // Upscaling issue. // Don't enable hack on native res if crc is below aggressive. skip = 1; // water effect and water vertical lines } } else { if(Aggressive && fi.TME && (fi.FBP == 0x00100 || fi.FBP == 0x02100) && fi.FPSM == PSM_PSMCT16) { skip = 3; } } return true; } bool GSC_WildArmsGames(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x03100 && fi.FPSM == PSM_PSMZ32 && fi.TBP0 == 0x01c00 && fi.TPSM == PSM_PSMZ32) { skip = 100; } } else { if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x02a00 && fi.TPSM == PSM_PSMCT32) { skip = 1; } } return true; } // Channel effect not properly supported yet bool GSC_Manhunt2(const GSFrameInfo& fi, int& skip) { /* * The game readback RT as 8 bits index texture to apply a non-linear brightness/gamma correction on all channel * It could be written in HLE shader as: * out = blue_lut[in.blue] + green_lut[in.green] + blue_lut[in.blue] * * Unlike others games (which do all pages of a channel), man hunt apply the 3 channel corrections by page. * (in short it is loop index/loop page instead of loop page/loop index) * * It is very annoying to detect.So in order to fix the effect the best * solution will be to implement an alternate draw call and then skip the * useless gs draw call. * * Blue Palette correction is located @ 0x3C08 (TEX0.CBP of the first draw call that will fire the effect) * Green Palette correction is located @ 0x3C04 * Blue Palette correction is located @ 0x3C00 * Either we upload the data as a new texture or we could hardcode them in a shader * */ if(skip == 0) { if(fi.TME && fi.FBP == 0x03c20 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x01400 && fi.TPSM == PSM_PSMT8) { skip = 640; } } return true; } bool GSC_CrashBandicootWoC(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00) && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x008c0 || fi.TBP0 == 0x00a00) && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.FPSM == fi.TPSM) { return false; // allowed } if(fi.TME && (fi.FBP == 0x01e40 || fi.FBP == 0x02200) && fi.FPSM == PSM_PSMZ24 && (fi.TBP0 == 0x01180 || fi.TBP0 == 0x01400) && fi.TPSM == PSM_PSMZ24) { skip = 42; } } else { if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00) && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03c00 && fi.TPSM == PSM_PSMCT32) { skip = 0; } else if(!fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00)) { skip = 0; } } return true; } bool GSC_SacredBlaze(const GSFrameInfo& fi, int& skip) { //Fix Sacred Blaze rendering glitches if(skip == 0) { if(fi.TME && (fi.FBP==0x0000 || fi.FBP==0x0e00) && (fi.TBP0==0x2880 || fi.TBP0==0x2a80 ) && fi.FPSM==fi.TPSM && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0x0) { skip = 1; } } return true; } bool GSC_Spartan(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME) { // depth textures (bully, mgs3s1 intro, Front Mission 5) if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) || // General, often problematic post processing (GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) ) { skip = 2; } } } return true; } bool GSC_IkkiTousen(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((Aggressive || !s_nativeres) && fi.TME && fi.FBP == 0x00700 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x01180 && fi.TPSM == PSM_PSMZ24) { // Might not be needed if any of the upscaling hacks fix the issues, needs to be further tested. // Don't enable hack on native res if crc is below aggressive. skip = 11; // Upscaling blur/ghosting } } return true; } bool GSC_Onimusha3(const GSFrameInfo& fi, int& skip) { if(fi.TME /*&& (fi.FBP == 0x00000 || fi.FBP == 0x00700)*/ && (fi.TBP0 == 0x01180 || fi.TBP0 == 0x00e00 || fi.TBP0 == 0x01000 || fi.TBP0 == 0x01200) && (fi.TPSM == PSM_PSMCT32 || fi.TPSM == PSM_PSMCT24)) { skip = 1; } return true; } bool GSC_Genji(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x01500 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00e00 && fi.TPSM == PSM_PSMZ16) { // likely fixed in openGL (texture shuffle) // Missing block at the top left if (Dx_only) skip = 6; else return false; } else if(fi.TPSM == PSM_PSMCT24 && fi.TME ==0x0001 && fi.TBP0==fi.FBP) { skip = 1; // Blur } else if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0) { skip = 1; // White Fog } } return true; } bool GSC_EvangelionJo(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((Aggressive || !s_nativeres) && fi.TME && fi.TBP0 == 0x2BC0 || (fi.FBP == 0 || fi.FBP == 0x1180) && (fi.FPSM | fi.TPSM) == 0) { // Don't enable hack on native res if crc is below aggressive. // Removes blur/glow. Fixes ghosting when resolution is upscaled. skip = 1; } } return true; } bool GSC_Oneechanbara2Special(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((Aggressive || !s_nativeres) && fi.TPSM == PSM_PSMCT24 && fi.TME && fi.FBP == 0x01180) { // Don't enable hack on native res if crc is below aggressive. // Ghosting upscaling issue, bottom and right red lines also by upscaling. skip = 1; } } return true; } bool GSC_NarutimateAccel(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(!fi.TME && fi.FBP == 0x3800 && fi.TBP0 == 0x1E00 && fi.FPSM == 0 && fi.TPSM == 49 && fi.FBMSK == 0xFF000000) { skip = 1; } } else { if(fi.FBP == 0 && fi.TBP0 == 0x3800 && fi.TME && (fi.FPSM | fi.TPSM) == 0) { skip = 1; } } return true; } bool GSC_Naruto(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(!fi.TME && fi.FBP == 0x3800 && fi.TBP0 == 0x1E00 && fi.FPSM == 0 && fi.TPSM == 49 && fi.FBMSK == 0xFF000000) { skip = 0; } } else { if(fi.FBP == 0 && fi.TBP0 == 0x3800 && fi.TME && (fi.FPSM | fi.TPSM) == 0) { skip = 1; } } return true; } bool GSC_SakuraTaisen(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(!fi.TME && (fi.FBP == 0x0 || fi.FBP == 0x1180) && (fi.TBP0!=0x3fc0 && fi.TBP0!=0x3c9a && fi.TBP0 !=0x3dec /*fi.TBP0 ==0x38d0 || fi.TBP0==0x3912 ||fi.TBP0==0x3bdc ||fi.TBP0==0x3ab3 ||fi.TBP0<=0x3a92*/) && fi.FPSM == PSM_PSMCT32 && (fi.TPSM == PSM_PSMT8 || fi.TPSM == PSM_PSMT4) && (fi.FBMSK == 0x00FFFFFF || !fi.FBMSK)) { skip = 0; //3dec 3fc0 3c9a } if(!fi.TME && (fi.FBP | fi.TBP0) !=0 && (fi.FBP | fi.TBP0) !=0x1180 && (fi.FBP | fi.TBP0) !=0x3be0 && (fi.FBP | fi.TBP0) !=0x3c80 && fi.TBP0!=0x3c9a && (fi.FBP | fi.TBP0) !=0x3d80 && fi.TBP0 !=0x3dec&& fi.FPSM == PSM_PSMCT32 && (fi.FBMSK==0)) { skip =0; //3dec 3fc0 3c9a } if(!fi.TME && (fi.FBP | fi.TBP0) !=0 && (fi.FBP | fi.TBP0) !=0x1180 && (fi.FBP | fi.TBP0) !=0x3be0 && (fi.FBP | fi.TBP0) !=0x3c80 && (fi.FBP | fi.TBP0) !=0x3d80 && fi.TBP0!=0x3c9a && fi.TBP0 !=0x3de && fi.FPSM == PSM_PSMCT32 && (fi.FBMSK==0)) { skip =1; //3dec 3fc0 3c9a } else if(fi.TME && (fi.FBP == 0 || fi.FBP == 0x1180) && fi.TBP0 == 0x35B8 && fi.TPSM == PSM_PSMT4) { skip = 1; } else { if(!fi.TME && (fi.FBP | fi.TBP0) ==0x38d0 && fi.FPSM == PSM_PSMCT32 ) { skip = 1; //3dec 3fc0 3c9a } } } return true; } bool GSC_ShadowofRome(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.FBP && fi.TPSM == PSM_PSMT8H && ( fi.FBMSK ==0x00FFFFFF)) { // Depth issues on all renders, white wall and white duplicate characters. skip = 1; } else if(fi.TME ==0x0001 && (fi.TBP0==0x1300 || fi.TBP0==0x0f00) && fi.FBMSK>=0xFFFFFF) { // Cause a grey transparent wall (D3D) and a transparent vertical grey line (all renders) on the left side of the screen. // Blur effect maybe ? skip = 1; } else if(fi.TME && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 ==0x0160 ||fi.TBP0==0x01e0 || fi.TBP0<=0x0800) && fi.TPSM == PSM_PSMT8) { skip = 1; // Speedhack ? } } return true; } bool GSC_SFEX3(const GSFrameInfo& fi, int& skip) { if (skip == 0) { if (fi.TME && fi.FBP == 0x00500 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00f00 && fi.TPSM == PSM_PSMCT16) { // Not an upscaling issue. // Elements on the screen show double/distorted. skip = 2; } } return true; } bool GSC_TimeSplitters2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x00e00 || fi.TBP0 == 0x01000) && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0x0FF000000) { skip = 1; } } return true; } bool GSC_LordOfTheRingsThirdAge(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(!fi.TME && fi.FBP == 0x03000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4 && fi.FBMSK == 0xFF000000) { skip = 1000; //shadows } } else { if (fi.TME && (fi.FBP == 0x0 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03000 && fi.TPSM == PSM_PSMCT24) { skip = 1; } } return true; } bool GSC_Tekken5(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((Aggressive || !s_nativeres) && fi.TME && (fi.FBP == 0x02d60 || fi.FBP == 0x02d80 || fi.FBP == 0x02ea0 || fi.FBP == 0x03620 || fi.FBP == 0x03640) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32) { // Don't enable hack on native res if crc is below aggressive. // Fixes/removes ghosting/blur effect and white lines appearing in stages: Moonfit Wilderness, Acid Rain - caused by upscaling. // Downside is it also removes the channel effect which is fixed on OpenGL. // Let's enable this hack for Aggressive only since it's an upscaling issue for both renders. skip = 95; } else if(fi.TME && (fi.FBP == 0x02bc0 || fi.FBP == 0x02be0 || fi.FBP == 0x02d00 || fi.FBP == 0x03480 || fi.FBP == 0x034a0) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32) { // The moving display effect(flames) is not emulated properly in the entire screen so let's remove the effect in the stage: Burning Temple. Related to half screen bottom issue. // Fixes black lines in the stage: Burning Temple - caused by upscaling. Note the black lines can also be fixed with Merge Sprite hack. skip = 2; } } return true; } bool GSC_TombRaiderAnniversary(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x01000 && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32) { skip = 1; // Garbage TC } } return true; } bool GSC_TombRaiderLegend(const GSFrameInfo& fi, int& skip) { if(skip == 0) { // ||fi.TBP0 ==0x2F00 if(fi.TME && fi.FBP == 0x01000 && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32 && (fi.TBP0 == 0x2b60 ||fi.TBP0 == 0x2b80 || fi.TBP0 == 0x2E60 ||fi.TBP0 ==0x3020 ||fi.TBP0 == 0x3200 || fi.TBP0 == 0x3320)) { skip = 1; // Garbage TC } else if(fi.TPSM == PSM_PSMCT32 && (fi.TPSM | fi.FBP)==0x2fa0 && (fi.TBP0==0x2bc0 ) && fi.FBMSK ==0) { skip = 2; // Underwater black screen } } return true; } bool GSC_TombRaiderUnderWorld(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x01000 && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32 && (fi.TBP0 == 0x2B60 /*|| fi.TBP0 == 0x2EFF || fi.TBP0 ==0x2F00 || fi.TBP0 == 0x3020*/ || fi.TBP0 >= 0x2C01 && fi.TBP0!=0x3029 && fi.TBP0!=0x302d)) { skip = 1; // Garbage TC } else if(fi.TPSM == PSM_PSMCT32 && (fi.TPSM | fi.FBP)==0x2c00 && (fi.TBP0 ==0x0ee0) && fi.FBMSK ==0) { skip = 2; // Underwater black screen } } return true; } bool GSC_DevilMayCry3(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(Dx_only && fi.TME && fi.FBP == 0x01800 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x01000 && fi.TPSM == PSM_PSMZ16) { skip = 32; } if(fi.TME && fi.FBP == 0x01800 && fi.FPSM == PSM_PSMZ32 && fi.TBP0 == 0x0800 && fi.TPSM == PSM_PSMT8H) { skip = 16; } if(fi.TME && fi.FBP == 0x01800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x0 && fi.TPSM == PSM_PSMT8H) { skip = 24; } } return true; } bool GSC_StarWarsForceUnleashed(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x038a0 || fi.FBP == 0x03ae0) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x02300 && fi.TPSM == PSM_PSMZ24) { skip = 1000; //9, shadows } } else { if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x034a0 || fi.TBP0 == 0x36e0) && fi.TPSM == PSM_PSMCT16) { skip = 2; } } return true; } bool GSC_BurnoutGames(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x01dc0 || fi.FBP == 0x01c00 || fi.FBP == 0x01f00 || fi.FBP == 0x01d40 || fi.FBP == 0x02200 || fi.FBP == 0x02000) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x01dc0 || fi.TBP0 == 0x01c00 || fi.TBP0 == 0x01f00 || fi.TBP0 == 0x01d40 || fi.TBP0 == 0x02200 || fi.TBP0 == 0x02000) && fi.TPSM == PSM_PSMCT32) { // 0x01dc0 01c00(MP) ntsc, 0x01f00 0x01d40(MP) ntsc progressive, 0x02200(MP) pal. // Yellow stripes. // Multiplayer tested only on Takedown. skip = 4; } else if (fi.TME && (fi.FBP == 0x02d60 || fi.FBP == 0x033a0) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x02d60 || fi.TBP0 == 0x033a0) && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0x0) { skip = 2; // impact screen } } return true; } bool GSC_MidnightClub3(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP > 0x01d00 && fi.FBP <= 0x02a00) && fi.FPSM == PSM_PSMCT32 && (fi.FBP >= 0x01600 && fi.FBP < 0x03260) && fi.TPSM == PSM_PSMT8H) { skip = 1; } } return true; } bool GSC_TalesOfLegendia(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x3f80 || fi.FBP == 0x03fa0) && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8) { skip = 3; // 3, 9 } if(fi.TME && fi.FBP == 0x3800 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMZ32) { skip = 2; } if(fi.TME && fi.FBP && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x3d80) { skip = 1; // Missing block 2a00 in the upper left } if(fi.TME && fi.FBP ==0x1c00 && (fi.TBP0==0x2e80 ||fi.TBP0==0x2d80) && fi.TPSM ==0 && fi.FBMSK == 0xff000000) { skip = 1; // Ghosting } if(!fi.TME && fi.FBP ==0x2a00 && (fi.TBP0==0x1C00 ) && fi.TPSM ==0 && fi.FBMSK == 0x00FFFFFF) { skip = 1; // Poisoned layer dislocation } } return true; } bool GSC_Kunoichi(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(!fi.TME && (fi.FBP == 0x0 || fi.FBP == 0x00700 || fi.FBP == 0x00800) && fi.FPSM == PSM_PSMCT32 && fi.FBMSK == 0x00FFFFFF) { // Removes depth effects(shadows) not rendered correctly on all renders. skip = 3; } if(fi.TME && (fi.FBP ==0x0700 || fi.FBP==0) && fi.TBP0==0x0e00 && fi.TPSM ==0 && fi.FBMSK == 0) { skip = 1; // Removes black screen (not needed anymore maybe)? } if(Aggressive && fi.TME) { // depth textures (bully, mgs3s1 intro, Front Mission 5) if((fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) || // General, often problematic post processing (GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) ) { // Removes burning air effect, the effect causes major slowdowns. skip = 1; } } } else { if(fi.TME && (fi.FBP == 0x0e00) && fi.FPSM == PSM_PSMCT32 && fi.FBMSK == 0xFF000000) { skip = 0; } } return true; } bool GSC_ZettaiZetsumeiToshi2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.TPSM == PSM_PSMCT16S && (fi.FBMSK >= 0x6FFFFFFF || fi.FBMSK ==0) ) { skip = 1000; } else if(fi.TME && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0xFF000000) { skip = 2; // Fog } else if((fi.FBP | fi.TBP0)&& fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x3FFF) { // Note start of the effect (texture shuffle) is fixed in openGL but maybe not the extra draw // call.... skip = 1000; } } else { if(!fi.TME && fi.TPSM == PSM_PSMCT32 && fi.FBP==0x1180 && fi.TBP0==0x1180 && (fi.FBMSK ==0)) { skip = 0; } if(fi.TME && fi.TPSM == PSM_PSMT4 && fi.FBP && (fi.TBP0!=0x3753)) { skip = 0; } if(fi.TME && fi.TPSM == PSM_PSMT8H && fi.FBP ==0x22e0 && fi.TBP0 ==0x36e0 ) { skip = 0; } if(!fi.TME && fi.TPSM == PSM_PSMT8H && fi.FBP ==0x22e0 ) { skip = 0; } if(fi.TME && fi.TPSM == PSM_PSMT8 && (fi.FBP==0x1180 || fi.FBP==0) && (fi.TBP0 !=0x3764 && fi.TBP0!=0x370f)) { skip = 0; } if(fi.TME && fi.TPSM == PSM_PSMCT16S && (fi.FBP==0x1180 )) { skip = 2; } } return true; } bool GSC_SakuraWarsSoLongMyLove(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME==0 && fi.FBP != fi.TBP0 && fi.TBP0 && fi.FBMSK == 0x00FFFFFF) { skip = 3; // Remove darkness } else if(fi.TME==0 && fi.FBP == fi.TBP0 && (fi.TBP0 ==0x1200 ||fi.TBP0 ==0x1180 ||fi.TBP0 ==0) && fi.FBMSK == 0x00FFFFFF) { skip = 3; // Remove darkness } else if(fi.TME && (fi.FBP ==0 || fi.FBP ==0x1180) && fi.FPSM == PSM_PSMCT32 && fi.TBP0 ==0x3F3F && fi.TPSM == PSM_PSMT8) { skip = 1; // Floodlight } } return true; } bool GSC_SonicUnleashed(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FPSM == PSM_PSMCT16S && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT16) { // Improper Texture shuffle emulation. // Half Screen bottom issue. skip = 1000; // shadow } } else { if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TPSM == PSM_PSMCT16S) { skip = 2; } } return true; } bool GSC_FightingBeautyWulong(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((Aggressive || !s_nativeres) && fi.TME && (fi.TBP0 ==0x0700 || fi.TBP0 ==0x0a80) && (fi.TPSM == PSM_PSMCT32 || fi.TPSM == PSM_PSMCT24)) { // Don't enable hack on native res if crc is below aggressive. // removes glow/blur which cause ghosting and other sprite issues similar to Tekken 5 skip = 1; } } return true; } bool GSC_GodHand(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP ==0x0) && (fi.TBP0 ==0x2800) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32) { skip = 1; // Blur } } return true; } bool GSC_KnightsOfTheTemple2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0) { skip = 1; // Ghosting } else if(fi.TPSM ==0x00000 && PSM_PSMCT24 && fi.TME && (fi.FBP ==0x3400 ||fi.FBP==0x3a00)) { skip = 1 ; // Light source } } return true; } bool GSC_UltramanFightingEvolution(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((Aggressive || !s_nativeres) && fi.TME && fi.FBP==0x2a00 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x1c00 && fi.TPSM == PSM_PSMZ24) { // Don't enable hack on native res if crc is below aggressive. skip = 5; // blur } } return true; } bool GSC_TalesofSymphonia(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 == 0x2bc0 || fi.TBP0 <= 0x0200) && (fi.FBMSK==0xFF000000 ||fi.FBMSK==0x00FFFFFF)) { skip = 1; //fi.FBMSK==0 Causing an animated black screen to speed up the battle } if(fi.TME && (fi.TBP0==0x1180 || fi.TBP0==0x1a40 || fi.TBP0==0x2300) && fi.FBMSK>=0xFF000000) { skip = 1; // Afterimage } } return true; } bool GSC_Simple2000Vol114(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((Aggressive || !s_nativeres) && fi.TME==0 && (fi.FBP==0x1500) && (fi.TBP0==0x2c97 || fi.TBP0==0x2ace || fi.TBP0==0x03d0 || fi.TBP0==0x2448) && (fi.FBMSK == 0x0000)) { // Don't enable hack on native res if crc is below aggressive. // Upscaling issues, removes glow/blur effect which fixes ghosting. skip = 1; } if(fi.TME && (fi.FBP==0x0e00) && (fi.TBP0==0x1000) && (fi.FBMSK == 0x0000)) { // Depth shadows, they don't work properly on OpenGL as well. skip = 1; } } return true; } bool GSC_UrbanReign(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP==0x0000 && fi.TBP0==0x3980 && fi.FPSM==fi.TPSM && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0x0) { skip = 1; // Black shadow } } return true; } bool GSC_SkyGunner(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(!fi.TME && !(fi.FBP == 0x0 || fi.FBP == 0x00800 || fi.FBP == 0x008c0 || fi.FBP == 0x03e00) && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 == 0x0 || fi.TBP0 == 0x01800) && fi.TPSM == PSM_PSMCT32) { skip = 1; // Huge Vram usage } } return true; } bool GSC_SteambotChronicles(const GSFrameInfo& fi, int& skip) { if(skip == 0) { // Author: miseru99 on forums.pcsx2.net if(fi.TME && fi.TPSM == PSM_PSMCT16S) { if(fi.FBP == 0x1180) { skip=1; // 1 deletes some of the glitched effects } else if(fi.FBP == 0) { skip=100; // deletes most others(too high deletes the buggy sea completely;c, too low causes glitches to be visible) } else if(Aggressive && fi.FBP != 0) // Aggressive CRC { skip=19; // "speedhack", makes the game very light, vaporized water can disappear when not looked at directly, possibly some interface still, other value to try: 6 breaks menu background, possibly nothing(?) during gameplay, but it's slower, hence not much of a speedhack anymore } } } return true; } bool GSC_YakuzaGames(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((Aggressive || !s_nativeres) && !fi.TME && (fi.FBP == 0x1c20 || fi.FBP == 0x1e20 || fi.FBP == 0x1620) && (fi.TBP0 == 0xe00 || fi.TBP0 == 0x1000 || fi.TBP0 == 0x800) && fi.TPSM == PSM_PSMZ24 && fi.FPSM == PSM_PSMCT32 /*&& fi.FBMSK == 0xffffff && fi.TZTST && !GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)*/) { // Don't enable hack on native res if crc is below aggressive. // Upscaling issues, removes glow/blur effect which fixes ghosting. skip = 3; } } return true; } //////////////////////////////////////////////////////////////////////////////// // Correctly emulated on OpenGL but can be used as potential speed hack //////////////////////////////////////////////////////////////////////////////// bool GSC_HauntingGround(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP ==0x2200) && (fi.TBP0 ==0x3a80) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32) { skip = 1; // Blur } else if(fi.TME) { // depth textures (bully, mgs3s1 intro, Front Mission 5) if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) || // General, often problematic post processing (GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) ) { skip = 1; } } } return true; } bool GSC_GetaWayGames(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if((fi.FBP == 0 || fi.FBP == 0x1180 || fi.FBP == 0x1400) && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0) { skip = 1; // Removes fog wall. } } return true; } bool GSC_NanoBreaker(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x0 && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 == 0x03800 || fi.TBP0 == 0x03900) && fi.TPSM == PSM_PSMCT16S) { skip = 2; // Removes shadows } } return true; } bool GSC_TalesOfAbyss(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00) && fi.TBP0 == 0x01c00 && fi.TPSM == PSM_PSMT8) // copies the z buffer to the alpha channel of the fb { skip = 1000; } else if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00) && (fi.TBP0 == 0x03560 || fi.TBP0 == 0x038e0) && fi.TPSM == PSM_PSMCT32) { skip = 1; } } else { if(fi.TME && fi.TPSM != PSM_PSMT8) { skip = 0; } } return true; } bool GSC_Okami(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32) { skip = 1000; } } else { if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03800 && fi.TPSM == PSM_PSMT4) { skip = 0; } } return true; } bool GSC_StarOcean3(const GSFrameInfo& fi, int& skip) { // The game emulate a stencil buffer with the alpha channel of the RT // The operation of the stencil is selected with the palette // For example -1 wrap will be [240, 16, 32, 48 ....] // i.e. p[A>>4] = (A - 16) % 256 // // The fastest and accurate solution will be to replace this pseudo stencil // by a dedicated GPU draw call // 1/ Use future GPU capabilities to do a "kind" of SW blending // 2/ Use a real stencil/atomic image, and then compute the RT alpha value // // Both of those solutions will increase code complexity (and only avoid upscaling // glitches) if(skip == 0) { if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH) { skip = 1000; // } } else { if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)) { skip = 0; } } return true; } bool GSC_ValkyrieProfile2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { /*if(fi.TME && (fi.FBP == 0x018c0 || fi.FBP == 0x02180) && fi.FPSM == fi.TPSM && fi.TBP0 >= 0x03200 && fi.TPSM == PSM_PSMCT32) //NTSC only, !(fi.TBP0 == 0x03580 || fi.TBP0 == 0x03960) { skip = 1; //red garbage in lost forest, removes other effects... } if(fi.TME && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF) { skip = 1; // //garbage in cutscenes, doesn't remove completely, better use "Alpha Hack" }*/ if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH) { // GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue. skip = 1000; // } } else { if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)) { skip = 0; } } return true; } bool GSC_RadiataStories(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH) { // GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue. skip = 1000; } } else { if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)) { skip = 0; } } return true; } bool GSC_TenchuGames(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.TPSM == PSM_PSMZ16 && fi.FPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF) { // Depth is fine, blending issues remain, crc hack can be adjusted to skip blend wall/fog only. skip = 3; } } return true; } bool GSC_SlyGames(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FPSM == fi.TPSM && (fi.FBP == 0x00000 || fi.FBP == 0x00700 || fi.FBP == 0x00800 || fi.FBP == 0x008c0 || fi.FBP == 0x00a80 || fi.FBP == 0x00e00) && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF) // 0x00a80, 0x00e00 from Sly 3 { // Upscaling issue with texture shuffle on dx and gl. Also removes shadows on gl. skip = 1000; } } else { if(fi.TME && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF) { skip = 3; } } return true; } bool GSC_CastlevaniaGames(const GSFrameInfo& fi, int& skip) { if(skip == 0) { // This hack removes the shadows and globally darker image // I think there are 2 issues on GSdx // // 1/ potential not correctly supported colclip. // // 2/ use of a 32 bits format to emulate a 16 bit formats // For example, if you blend 64 time the value 4 on a dark destination pixels // // FMT32: 4*64 = 256 <= white pixels // // FMT16: output of blending will always be 0 because the 3 lsb of color is dropped. // Therefore the pixel remains dark !!! if(fi.TME && fi.FBP == 0 && fi.TBP0 && fi.TPSM == 10 && fi.FBMSK == 0xFFFFFF) { skip = 2; } } return true; } bool GSC_XenosagaE3(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TPSM == PSM_PSMT8H && fi.FBMSK >= 0xEFFFFFFF) { skip = 73; // Animation } else if(fi.TME && fi.FBP ==0x03800 && fi.TBP0 && fi.TPSM ==0 && fi.FBMSK == 0) { skip = 1; // Ghosting } else { if(fi.TME) { // depth textures (bully, mgs3s1 intro, Front Mission 5) if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) || // General, often problematic post processing (GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) ) { skip = 1; } } } } return true; } bool GSC_Grandia3(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP ==0x0 || fi.FBP ==0x0e00) && (fi.TBP0 ==0x2a00 ||fi.TBP0==0x0e00 ||fi.TBP0==0) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32) { skip = 1; // Blur } } return true; } //////////////////////////////////////////////////////////////////////////////// // Aggressive only hack //////////////////////////////////////////////////////////////////////////////// bool GSC_AceCombat4(const GSFrameInfo& fi, int& skip) { // Removes clouds for a good speed boost, removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds. // Removes blur from player airplane. // This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data, // causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether. if (skip == 0) { if (fi.TME && fi.FBP == 0x02a00 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x01600 && fi.TPSM == PSM_PSMZ24) { skip = 71; // clouds (z, 16-bit) } } return true; } bool GSC_BleachBladeBattlers(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x01180 && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03fc0 && fi.TPSM == PSM_PSMCT32) { // Removes body shading. Not needed but offers a very decent speed boost. skip = 1; } } return true; } bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF) { // Can be used as a speed hack. // Removes shadows. skip = 1000; } else if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0xff000000) { // Upscaling hack maybe ? Needs to be verified, move it to Aggressive state just in case. skip = 1; // blur } } else { if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16) { skip = 3; } } return true; } bool GSC_GTASanAndreas(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP ==0x0a00 || fi.FBP ==0x08c0) && (fi.TBP0 ==0x1b80 || fi.TBP0 ==0x1a40) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32) { skip = 1; // Ghosting } } return true; } bool GSC_MetalGearSolid3(const GSFrameInfo& fi, int& skip) { // Halfscreen bottom issue // Hack is old that was used to remove channel shuffle and likely needs to be updated. if(skip == 0) { if(fi.TME && fi.FBP == 0x02000 && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01000) && fi.TPSM == PSM_PSMCT24) { skip = 1000; // 76, 79 } else if(fi.TME && fi.FBP == 0x02800 && fi.FPSM == PSM_PSMCT24 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01000) && fi.TPSM == PSM_PSMCT32) { skip = 1000; // 69 } } else { if(!fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32) { skip = 0; } else if(!fi.TME && fi.FBP == fi.TBP0 && fi.TBP0 == 0x2000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMCT24) { if(g_crc_region == CRC::US || g_crc_region == CRC::JP || g_crc_region == CRC::KO) { skip = 119; //ntsc } else { skip = 136; //pal } } } return true; } template bool GSC_SMTNocturneDDS(const GSFrameInfo& fi, int& skip) { // stop the motion blur on the main character and // smudge filter from being drawn on USA versions of // Nocturne, Digital Devil Saga 1 and Digital Devil Saga 2 if(g_crc_region == CRC::US && skip == 0 && fi.TBP0 == 0xE00 && fi.TME) { // Note: it will crash if the core doesn't allocate the EE mem in 0x2000_0000 (unlikely but possible) // Aggressive hacks are evil anyway // Nocturne: // -0x5900($gp), ref at 0x100740 const int state = *(int*)(state_addr); if (state == 23 || state == 24 || state == 25) skip = 1; } return true; } bool GSC_SoTC(const GSFrameInfo& fi, int& skip) { // Not needed anymore? What did it fix anyway? (rama) if(skip == 0) { if(fi.TME /*&& fi.FBP == 0x03d80*/ && fi.FPSM == 0 && fi.TBP0 == 0x03fc0 && fi.TPSM == 1) { skip = 48; // Removes sky bloom } } return true; } bool GSC_FFXGames(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME) { // depth textures (bully, mgs3s1 intro, Front Mission 5) if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) || // General, often problematic post processing (GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) ) { skip = 1; } } } return true; } bool GSC_ResidentEvil4(const GSFrameInfo& fi, int& skip) { if (skip == 0) { if (fi.TME && fi.FBP == 0x03100 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x01c00 && fi.TPSM == PSM_PSMZ24) { skip = 176; // Removes fog, but no longer required, does offer a decent speed boost. } } return true; } bool GSC_ShinOnimusha(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x001000 && (fi.TBP0 ==0 || fi.TBP0 == 0x0800) && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0x00FFFFFF) { skip = 0; // Water ripple not needed ? } else if(fi.TPSM == PSM_PSMCT24 && fi.TME && fi.FBP == 0x01000) // || fi.FBP == 0x00000 { skip = 28; //28 30 56 64 } else if(fi.FBP && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0xFFFFFF) { skip = 0; //24 33 40 9 } else if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0xFF000000) { skip = 1; // White fog when picking up things } else if(fi.TME && (fi.TBP0 ==0x1400 || fi.TBP0 ==0x1000 ||fi.TBP0 == 0x1200) && (fi.TPSM == PSM_PSMCT32 || fi.TPSM == PSM_PSMCT24)) { skip = 1; // Eliminate excessive flooding, water and other light and shadow } } return true; } bool GSC_SimpsonsGame(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x03000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8H) { // Removes character outlines, similar to DBZ BT3. // Upscaling causes the outlines to be out of place but can be fixed with TC Offsets. // The hack can be used to increase slight performance. skip = 2; } } return true; } //////////////////////////////////////////////////////////////////////////////// #ifdef ENABLE_DYNAMIC_CRC_HACK #include /*************************************************************************** AutoReloadLibrary : Automatically reloads a dll if the file was modified. Uses a temporary copy of the watched dll such that the original can be modified while the copy is loaded and used. NOTE: The API is not platform specific, but current implementation is Win32. ***************************************************************************/ class AutoReloadLibrary { private: std::string m_dllPath, m_loadedDllPath; DWORD m_minMsBetweenProbes; time_t m_lastFileModification; DWORD m_lastProbe; HMODULE m_library; std::string GetTempName() { std::string result = m_loadedDllPath + ".tmp"; //default name TCHAR tmpPath[MAX_PATH], tmpName[MAX_PATH]; DWORD ret = GetTempPath(MAX_PATH, tmpPath); if(ret && ret <= MAX_PATH && GetTempFileName(tmpPath, TEXT("GSdx"), 0, tmpName)) result = tmpName; return result; }; void UnloadLib() { if( !m_library ) return; FreeLibrary( m_library ); m_library = NULL; // If can't delete (might happen when GSdx closes), schedule delete on reboot if(!DeleteFile( m_loadedDllPath.c_str() ) ) MoveFileEx( m_loadedDllPath.c_str(), NULL, MOVEFILE_DELAY_UNTIL_REBOOT ); } public: AutoReloadLibrary( const std::string dllPath, const int minMsBetweenProbes=100 ) : m_minMsBetweenProbes( minMsBetweenProbes ) , m_dllPath( dllPath ) , m_lastFileModification( 0 ) , m_lastProbe( 0 ) , m_library( 0 ) {}; ~AutoReloadLibrary(){ UnloadLib(); }; // If timeout has ellapsed, probe the dll for change, and reload if it was changed. // If it returns true, then the dll was freed/reloaded, and any symbol addresse previously obtained is now invalid and needs to be re-obtained. // Overhead is very low when when probe timeout has not ellapsed, and especially if current timestamp is supplied as argument. // Note: there's no relation between the file modification date and currentMs value, so it need'nt neccessarily be an actual timestamp. // Note: isChanged is guarenteed to return true at least once // (even if the file doesn't exist, at which case the following GetSymbolAddress will return NULL) bool isChanged( const DWORD currentMs=0 ) { DWORD current = currentMs? currentMs : GetTickCount(); if( current >= m_lastProbe && ( current - m_lastProbe ) < m_minMsBetweenProbes ) return false; bool firstTime = !m_lastProbe; m_lastProbe = current; struct stat s; if( stat( m_dllPath.c_str(), &s ) ) { // File doesn't exist or other error, unload dll bool wasLoaded = m_library?true:false; UnloadLib(); return firstTime || wasLoaded; // Changed if previously loaded or the first time accessing this method (and file doesn't exist) } if( m_lastFileModification == s.st_mtime ) return false; m_lastFileModification = s.st_mtime; // File modified, reload UnloadLib(); if( !CopyFile( m_dllPath.c_str(), ( m_loadedDllPath = GetTempName() ).c_str(), false ) ) return true; m_library = LoadLibrary( m_loadedDllPath.c_str() ); return true; }; // Return value is NULL if the dll isn't loaded (failure or doesn't exist) or if the symbol isn't found. void* GetSymbolAddress( const char* name ){ return m_library? GetProcAddress( m_library, name ) : NULL; }; }; // Use DynamicCrcHack function from a dll which can be modified while GSdx/PCSX2 is running. // return value is true if the call succeeded or false otherwise (If the hack could not be invoked: no dll/function/etc). // result contains the result of the hack call. typedef uint32 (__cdecl* DynaHackType)(uint32, uint32, uint32, uint32, uint32, uint32, uint32, int32*, uint32, int32); typedef uint32 (__cdecl* DynaHackType2)(uint32, uint32, uint32, uint32, uint32, uint32, uint32, int32*, uint32, int32, uint32); // Also accept CRC bool IsInvokedDynamicCrcHack( GSFrameInfo &fi, int& skip, int region, bool &result, uint32 crc ) { static AutoReloadLibrary dll( DYNA_DLL_PATH ); static DynaHackType dllFunc = NULL; static DynaHackType2 dllFunc2 = NULL; if( dll.isChanged() ) { dllFunc = (DynaHackType)dll.GetSymbolAddress( "DynamicCrcHack" ); dllFunc2 = (DynaHackType2)dll.GetSymbolAddress( "DynamicCrcHack2" ); printf( "GSdx: Dynamic CRC-hacks%s: %s\n", ((dllFunc && !dllFunc2)?" [Old dynaDLL - No CRC support]":""), dllFunc? "Loaded OK (-> overriding internal hacks)" : "Not available (-> using internal hacks)"); } if( !dllFunc2 && !dllFunc ) return false; int32 skip32 = skip; bool hasSharedBits = GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM); if(dllFunc2) result = dllFunc2( fi.FBP, fi.FPSM, fi.FBMSK, fi.TBP0, fi.TPSM, fi.TZTST, (uint32)fi.TME, &skip32, (uint32)region, (uint32)(hasSharedBits?1:0), crc )?true:false; else result = dllFunc( fi.FBP, fi.FPSM, fi.FBMSK, fi.TBP0, fi.TPSM, fi.TZTST, (uint32)fi.TME, &skip32, (uint32)region, (uint32)(hasSharedBits?1:0) )?true:false; skip = skip32; return true; } #endif void GSState::SetupCrcHack() { GetSkipCount lut[CRC::TitleCount]; s_nativeres = m_nativeres; s_crc_hack_level = m_crc_hack_level; memset(lut, 0, sizeof(lut)); if (Dx_and_OGL) { lut[CRC::BurnoutDominator] = GSC_BurnoutGames; lut[CRC::BurnoutRevenge] = GSC_BurnoutGames; lut[CRC::BurnoutTakedown] = GSC_BurnoutGames; lut[CRC::CrashBandicootWoC] = GSC_CrashBandicootWoC; lut[CRC::DevilMayCry3] = GSC_DevilMayCry3; lut[CRC::Genji] = GSC_Genji; lut[CRC::GodHand] = GSC_GodHand; lut[CRC::KnightsOfTheTemple2] = GSC_KnightsOfTheTemple2; lut[CRC::Kunoichi] = GSC_Kunoichi; lut[CRC::Manhunt2] = GSC_Manhunt2; lut[CRC::MidnightClub3] = GSC_MidnightClub3; lut[CRC::NarutimateAccel] = GSC_NarutimateAccel; lut[CRC::Naruto] = GSC_Naruto; lut[CRC::Onimusha3] = GSC_Onimusha3; lut[CRC::SacredBlaze] = GSC_SacredBlaze; lut[CRC::SakuraTaisen] = GSC_SakuraTaisen; lut[CRC::SakuraWarsSoLongMyLove] = GSC_SakuraWarsSoLongMyLove; lut[CRC::ShadowofRome] = GSC_ShadowofRome; lut[CRC::Simple2000Vol114] = GSC_Simple2000Vol114; lut[CRC::Spartan] = GSC_Spartan; lut[CRC::StarWarsForceUnleashed] = GSC_StarWarsForceUnleashed; lut[CRC::SFEX3] = GSC_SFEX3; lut[CRC::TalesOfLegendia] = GSC_TalesOfLegendia; lut[CRC::TalesofSymphonia] = GSC_TalesofSymphonia; lut[CRC::TimeSplitters2] = GSC_TimeSplitters2; lut[CRC::TombRaiderAnniversary] = GSC_TombRaiderAnniversary; lut[CRC::TombRaiderLegend] = GSC_TombRaiderLegend; lut[CRC::TombRaiderUnderworld] = GSC_TombRaiderUnderWorld; lut[CRC::UrbanReign] = GSC_UrbanReign; lut[CRC::WildArms4] = GSC_WildArmsGames; lut[CRC::WildArms5] = GSC_WildArmsGames; lut[CRC::ZettaiZetsumeiToshi2] = GSC_ZettaiZetsumeiToshi2; // Channel Effect lut[CRC::GiTS] = GSC_GiTS; lut[CRC::SkyGunner] = GSC_SkyGunner; // Maybe not a channel effect lut[CRC::SteambotChronicles] = GSC_SteambotChronicles; // Colclip not supported lut[CRC::LordOfTheRingsThirdAge] = GSC_LordOfTheRingsThirdAge; // Half Screen bottom issue lut[CRC::DBZBT2] = GSC_DBZBT2; // Half screen on depth format 16bit lut[CRC::DBZBT3] = GSC_DBZBT3; // Half screen on depth format 16bit lut[CRC::DemonStone] = GSC_DemonStone; // Half screen on texture shuffle lut[CRC::Tekken5] = GSC_Tekken5; // Texture shuffle lut[CRC::BigMuthaTruckers] = GSC_BigMuthaTruckers; // + Half screen on texture shuffle lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams; lut[CRC::SonicUnleashed] = GSC_SonicUnleashed; // + Half screen on texture shuffle // These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to Aggressive) lut[CRC::RadiataStories] = GSC_RadiataStories; lut[CRC::StarOcean3] = GSC_StarOcean3; lut[CRC::ValkyrieProfile2] = GSC_ValkyrieProfile2; // Upscaling hacks lut[CRC::Bully] = GSC_Bully; lut[CRC::EvangelionJo] = GSC_EvangelionJo; lut[CRC::FightingBeautyWulong] = GSC_FightingBeautyWulong; lut[CRC::GodOfWar2] = GSC_GodOfWar2; lut[CRC::IkkiTousen] = GSC_IkkiTousen; lut[CRC::Oneechanbara2Special] = GSC_Oneechanbara2Special; lut[CRC::UltramanFightingEvolution] = GSC_UltramanFightingEvolution; lut[CRC::Yakuza] = GSC_YakuzaGames; lut[CRC::Yakuza2] = GSC_YakuzaGames; } // Hacks that were fixed on OpenGL if (Dx_only) { // Accurate Blending lut[CRC::GetaWay] = GSC_GetaWayGames; // Blending High lut[CRC::GetaWayBlackMonday] = GSC_GetaWayGames; // Blending High lut[CRC::TenchuFS] = GSC_TenchuGames; lut[CRC::TenchuWoH] = GSC_TenchuGames; // Accumulation blend lut[CRC::NanoBreaker] = GSC_NanoBreaker; // Depth lut[CRC::Okami] = GSC_Okami; lut[CRC::XenosagaE3] = GSC_XenosagaE3; // Needs testing lut[CRC::HauntingGround] = GSC_HauntingGround; // + Texture cache issue + Date // Those games might requires accurate fbmask lut[CRC::Sly2] = GSC_SlyGames; // + Upscaling issue lut[CRC::Sly3] = GSC_SlyGames; // + Upscaling issue // Those games require accurate_colclip (perf) lut[CRC::CastlevaniaCoD] = GSC_CastlevaniaGames; lut[CRC::CastlevaniaLoI] = GSC_CastlevaniaGames; // Unknown status lut[CRC::Grandia3] = GSC_Grandia3; // Dedicated shader for channel effect lut[CRC::TalesOfAbyss] = GSC_TalesOfAbyss; } if (Aggressive) { lut[CRC::AceCombat4] = GSC_AceCombat4; lut[CRC::BleachBladeBattlers] = GSC_BleachBladeBattlers; lut[CRC::FFX2] = GSC_FFXGames; lut[CRC::FFX] = GSC_FFXGames; lut[CRC::FFXII] = GSC_FFXGames; lut[CRC::GodOfWar] = GSC_GodOfWar; lut[CRC::GTASanAndreas] = GSC_GTASanAndreas; // RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly. Can be used as an upscaling hack. lut[CRC::MetalGearSolid3] = GSC_MetalGearSolid3; // Half screen issue + accurate blending lut[CRC::ResidentEvil4] = GSC_ResidentEvil4; lut[CRC::ShinOnimusha] = GSC_ShinOnimusha; lut[CRC::SimpsonsGame] = GSC_SimpsonsGame; lut[CRC::SMTDDS1] = GSC_SMTNocturneDDS<0x203BA820>; lut[CRC::SMTDDS2] = GSC_SMTNocturneDDS<0x20435BF0>; lut[CRC::SMTNocturne] = GSC_SMTNocturneDDS<0x2054E870>; lut[CRC::SoTC] = GSC_SoTC; } m_gsc = lut[m_game.title]; g_crc_region = m_game.region; } #undef Dx_and_OGL #undef Dx_only #undef Aggressive bool GSState::IsBadFrame() { GSFrameInfo fi; fi.FBP = m_context->FRAME.Block(); fi.FPSM = m_context->FRAME.PSM; fi.FBMSK = m_context->FRAME.FBMSK; fi.TME = PRIM->TME; fi.TBP0 = m_context->TEX0.TBP0; fi.TPSM = m_context->TEX0.PSM; fi.TZTST = m_context->TEST.ZTST; #ifdef ENABLE_DYNAMIC_CRC_HACK bool res=false; if(IsInvokedDynamicCrcHack(fi, m_skip, g_crc_region, res, m_crc)){ if( !res ) return false; } else #endif if(m_gsc && !m_gsc(fi, m_skip)) { return false; } if(m_skip == 0 && (m_userhacks_skipdraw > 0) ) { if(fi.TME) { // depth textures (bully, mgs3s1 intro, Front Mission 5) // General, often problematic post processing if (GSLocalMemory::m_psm[fi.TPSM].depth || GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) { m_skip_offset = m_userhacks_skipdraw_offset; m_skip = std::max(m_userhacks_skipdraw, m_skip_offset); } } } if(m_skip > 0) { m_skip--; if (m_skip_offset > 1) m_skip_offset--; else return true; } return false; }