pcsx2/plugins/GSdx/Renderers/HW/GSHwHack.cpp

2079 lines
56 KiB
C++

/*
* 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 Aggressive (s_crc_hack_level >= CRCHackLevel::Aggressive)
#define Dx_only (s_crc_hack_level >= CRCHackLevel::Full)
#define Dx_and_OGL (s_crc_hack_level >= CRCHackLevel::Partial)
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.
skip = 3;
}
}
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)
{
// Alpha channel (red line issue has been fixed).
// Sky texture (Depth) is properly rendered on OpenGL only for the NTSC version. The PAL version still has some issues (half screen bottom issue).
// Note: (PAL skip 5) = (NTSC skip 4)
if(g_crc_region == CRC::EU)
{
skip = 5;
}
else if(Dx_only)
{
skip = 4;
}
}
else if(!fi.TME && (fi.FBP == 0x02a00 || fi.FBP == 0x03000) && fi.FPSM == PSM_PSMCT16)
{
// Character outlines.
// Glow/blur effect. Causes ghosting on upscaled resolution.
skip = 10;
}
}
return true;
}
// Potentially partially dx only
bool GSC_DBZBT3(const GSFrameInfo& fi, int& skip)
{
// Note: As of 29 Nov 2018 the behaviour of these hacks has slightly changed due to increase in emulator accuracy I think.
if(skip == 0)
{
if(Aggressive && fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0x00000)
{
// Upscaling issue. Removes character outlines.
// Can be fixed with TC X,Y offsets.
skip = 28;
}
else if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT16 && fi.TPSM == PSM_PSMZ16)
{
// Sky texture (Depth) is properly rendered on OpenGL only for the NTSC version. The PAL version still has some issues (half screen bottom issue).
// Note: Depth Emulation should be disabled when running this hack. It may cause some ground glitches otherwise.
// The hack also causes issues with the blur effects, breaking them.
// Note2: (PAL skip 5) = (NTSC skip 4)
if(g_crc_region == CRC::EU)
{
skip = 5;
}
else if(Dx_only)
{
skip = 4;
}
}
else if(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.
skip = 3;
}
}
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_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 && fi.TME && (fi.FBP == 0x700 || fi.FBP == 0x0) && fi.TBP0 == 0x1500 && fi.TPSM )
skip=1;
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_RedDeadRevolver(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(!fi.TME && (fi.FBP == 0x02420 || fi.FBP == 0x025e0) && fi.FPSM == PSM_PSMCT24)
{
skip = 1200;
}
else if(fi.TME && (fi.FBP == 0x00800 || fi.FBP == 0x009c0) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x01600 || fi.TBP0 == 0x017c0) && fi.TPSM == PSM_PSMCT32)
{
skip = 2; //filter
}
else if((Aggressive || !s_nativeres) && fi.FBP == 0x03700 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMCT24)
{
// Don't enable hack on native res if crc is below aggressive.
skip = 2; //blur
}
}
else
{
if(fi.TME && (fi.FBP == 0x00800 || fi.FBP == 0x009c0) && fi.FPSM == PSM_PSMCT32)
{
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_BlackHawkDown(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(Dx_only && fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x01800 && fi.TPSM == PSM_PSMZ16)
{
skip = 2; //wall of fog
}
if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8)
{
skip = 5; //night filter
}
}
return true;
}
bool GSC_BurnoutGames(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x01dc0 || fi.FBP == 0x01f00 || fi.FBP == 0x02200) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x01dc0 || fi.TBP0 == 0x01f00 || fi.TBP0 == 0x02200) && fi.TPSM == PSM_PSMCT32)
{
// 0x01dc0 ntsc, 0x01f00 ntsc progressive
skip = 4;
}
else if(fi.TME && fi.FPSM == PSM_PSMCT16 && fi.TPSM == PSM_PSMZ16) // fog
{
if (!Dx_only) return false;
if(fi.FBP == 0x00a00 && fi.TBP0 == 0x01e00)
{
skip = 4; // pal
}
if((fi.FBP == 0x008c0 || fi.FBP == 0x00a00) && (fi.TBP0 == 0x01a40 || fi.TBP0 == 0x01b80))
{
// 0x00a00 and 0x01b80 ntsc progressive
skip = 3; // ntsc
}
}
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;
}
////////////////////////////////////////////////////////////////////////////////
// Correctly emulated on OpenGL but can be used as potential speed hack
////////////////////////////////////////////////////////////////////////////////
bool GSC_EternalPoison(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
// Texture shuffle or hdr colclip ???
if(fi.TPSM == PSM_PSMCT16S && fi.TBP0 == 0x3200)
{
// Removes shadows.
skip = 1;
}
}
return true;
}
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.FBP ==0x2200 && fi.TBP0==0x3000 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
{
// Rendered correctly however there's some offset issue on D3D11.
skip = 1; // Depth Fog
}
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_DeathByDegreesTekkenNinaWilliams(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP ==0 ) && fi.TBP0==0x34a0 && (fi.TPSM == PSM_PSMCT32))
{
skip = 1; // Animation pane
}
else if((fi.FBP ==0x3500)&& fi.TPSM == PSM_PSMT8 && fi.FBMSK == 0xFFFF00FF)
{
skip = 4; // Underwater white fog
}
}
if(fi.TME)
{
if((fi.FBP | fi.TBP0 | fi.FPSM | fi.TPSM) && (fi.FBMSK == 0x00FFFFFF ))
{
skip = 1; // Animation speed
}
}
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_Bully(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01180) && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01180) && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.FPSM == fi.TPSM)
{
return false; // allowed
}
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01180) && fi.FPSM == PSM_PSMCT16S && fi.TBP0 == 0x02300 && fi.TPSM == PSM_PSMZ16S)
{
skip = 6;
}
}
else
{
if(!fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01180) && fi.FPSM == PSM_PSMCT32)
{
skip = 0;
}
}
return true;
}
bool GSC_BullyCC(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01180) && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01180) && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.FPSM == fi.TPSM)
{
return false; // allowed
}
if(!fi.TME && fi.FBP == 0x02800 && fi.FPSM == PSM_PSMCT24)
{
skip = 9;
}
}
return true;
}
bool GSC_OnePieceGrandAdventure(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == 0x02d00 && fi.FPSM == PSM_PSMCT16 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x00e00 || fi.TBP0 == 0x00f00) && fi.TPSM == PSM_PSMCT16)
{
skip = 4;
}
}
return true;
}
bool GSC_OnePieceGrandBattle(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == 0x02d00 && fi.FPSM == PSM_PSMCT16 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x00f00) && fi.TPSM == PSM_PSMCT16)
{
skip = 4;
}
}
return true;
}
bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(Aggressive && fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
// Texture shuffle. Not supported on D3D9.
// 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)
{
skip = 1; // blur
}
else if(fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8 && ((fi.TZTST == 2 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 1 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 3 && fi.FBMSK == 0xFF000000)))
{
skip = 1; // wall of fog
}
}
else
{
if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16)
{
skip = 3;
}
}
return true;
}
bool GSC_GodOfWar2(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME)
{
if(Aggressive && fi.FBP == 0x00100 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00100 && fi.TPSM == PSM_PSMCT16 // ntsc
|| fi.FBP == 0x02100 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x02100 && fi.TPSM == PSM_PSMCT16) // pal
{
// Texture shuffle. Not supported on D3D9.
// Can be used as a speed hack.
// Removes shadows.
skip = 1000;
}
else if((fi.FBP == 0x00100 || fi.FBP == 0x02100) && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 & 0x03000) == 0x03000
&& (fi.TPSM == PSM_PSMT8 || fi.TPSM == PSM_PSMT4)
&& ((fi.TZTST == 2 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 1 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 3 && fi.FBMSK == 0xFF000000)))
{
skip = 1; // wall of fog
}
else if(Aggressive && fi.TPSM == PSM_PSMCT24 && fi.TME && (fi.FBP == 0x1300 ) && (fi.TBP0 == 0x0F00 || fi.TBP0 == 0x1300 || fi.TBP0 == 0x2b00)) // || fi.FBP == 0x0100
{
skip = 1; // global haze/halo
}
else if((Aggressive || !s_nativeres) && fi.TPSM == PSM_PSMCT24 && fi.TME && (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(fi.TME && (fi.FBP == 0x00100 || fi.FBP == 0x02100) && fi.FPSM == PSM_PSMCT16)
{
skip = 3;
}
}
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.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
skip = 1; // CMV vertical stripes
}
else 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.
// Fixed on openGL
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_Sly3(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00700 || fi.FBP == 0x00a80 || fi.FBP == 0x00e00) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x00700 || fi.TBP0 == 0x00a80 || fi.TBP0 == 0x00e00) && fi.TPSM == PSM_PSMCT16)
{
skip = 1000;
}
}
else
{
if(fi.TME && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
skip = 3;
}
}
return true;
}
bool GSC_Sly2(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00700 || fi.FBP == 0x00800 || fi.FBP == 0x008c0) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
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_CrashNburn(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_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;
}
bool GSC_YakuzaGames(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(!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)*/)
{
// Removes depth effect not rendered properly on D3D.
// Needs to be looked further, might be some upscaling issues present.
skip = 3;
}
}
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 (Aggressive && 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(Aggressive && 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_GTASanAndreas(const GSFrameInfo& fi, int& skip)
{
if(Aggressive && 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(Aggressive && 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(Aggressive)
{
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<uptr state_addr>
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(Aggressive && 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_LegoBatman(const GSFrameInfo& fi, int& skip)
{
if(Aggressive && skip == 0)
{
if(fi.TME && fi.TPSM == PSM_PSMZ16 && fi.FPSM == PSM_PSMCT16 && fi.FBMSK == 0x00000)
{
skip = 3;
}
}
return true;
}
bool GSC_SoTC(const GSFrameInfo& fi, int& skip)
{
// Not needed anymore? What did it fix anyway? (rama)
if(skip == 0)
{
if(Aggressive && 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(Aggressive && 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 (Aggressive && 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(Aggressive && 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(Aggressive && 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;
}
////////////////////////////////////////////////////////////////////////////////
#undef Aggressive
#ifdef ENABLE_DYNAMIC_CRC_HACK
#include <sys/stat.h>
/***************************************************************************
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::AceCombat4] = GSC_AceCombat4;
lut[CRC::BigMuthaTruckers] = GSC_BigMuthaTruckers;
lut[CRC::BlackHawkDown] = GSC_BlackHawkDown;
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::EvangelionJo] = GSC_EvangelionJo;
lut[CRC::FightingBeautyWulong] = GSC_FightingBeautyWulong;
lut[CRC::Genji] = GSC_Genji;
lut[CRC::GodHand] = GSC_GodHand;
lut[CRC::IkkiTousen] = GSC_IkkiTousen;
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::Oneechanbara2Special] = GSC_Oneechanbara2Special;
lut[CRC::Onimusha3] = GSC_Onimusha3;
lut[CRC::RedDeadRevolver] = GSC_RedDeadRevolver;
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::UltramanFightingEvolution] = GSC_UltramanFightingEvolution;
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;
lut[CRC::DBZBT3] = GSC_DBZBT3;
lut[CRC::DemonStone] = GSC_DemonStone;
lut[CRC::MetalGearSolid3] = GSC_MetalGearSolid3; // + accurate blending
lut[CRC::SonicUnleashed] = GSC_SonicUnleashed; // + Texture shuffle
lut[CRC::Tekken5] = GSC_Tekken5;
// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to DX only)
lut[CRC::RadiataStories] = GSC_RadiataStories;
lut[CRC::StarOcean3] = GSC_StarOcean3;
lut[CRC::ValkyrieProfile2] = GSC_ValkyrieProfile2;
// Only Aggressive
lut[CRC::BleachBladeBattlers] = GSC_BleachBladeBattlers;
lut[CRC::FFX2] = GSC_FFXGames;
lut[CRC::FFX] = GSC_FFXGames;
lut[CRC::FFXII] = GSC_FFXGames;
lut[CRC::GTASanAndreas] = GSC_GTASanAndreas; // RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly. Can be used as an upscaling hack.
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;
}
// 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;
// Depth
lut[CRC::Bully] = GSC_Bully;
lut[CRC::BullyCC] = GSC_BullyCC;
lut[CRC::GodOfWar2] = GSC_GodOfWar2;
lut[CRC::Okami] = GSC_Okami;
lut[CRC::XenosagaE3] = GSC_XenosagaE3;
lut[CRC::Yakuza] = GSC_YakuzaGames;
lut[CRC::Yakuza2] = GSC_YakuzaGames;
// Depth + Texture cache issue + Date (AKA a real mess)
lut[CRC::HauntingGround] = GSC_HauntingGround;
// Not tested but must be fixed with texture shuffle
lut[CRC::CrashNburn] = GSC_CrashNburn; // seem to be a basic depth effect
lut[CRC::EternalPoison] = GSC_EternalPoison;
lut[CRC::LegoBatman] = GSC_LegoBatman;
// Those games might requires accurate fbmask
lut[CRC::OnePieceGrandAdventure] = GSC_OnePieceGrandAdventure;
lut[CRC::OnePieceGrandBattle] = GSC_OnePieceGrandBattle;
lut[CRC::Sly2] = GSC_Sly2;
lut[CRC::Sly3] = GSC_Sly3;
// Those games require accurate_colclip (perf)
lut[CRC::CastlevaniaCoD] = GSC_CastlevaniaGames;
lut[CRC::CastlevaniaLoI] = GSC_CastlevaniaGames;
lut[CRC::GodOfWar] = GSC_GodOfWar;
// Unknown status
lut[CRC::Grandia3] = GSC_Grandia3;
// Channel Effect
lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams;
// Dedicated shader for channel effect
lut[CRC::TalesOfAbyss] = GSC_TalesOfAbyss;
// Accumulation blend
lut[CRC::NanoBreaker] = GSC_NanoBreaker;
}
m_gsc = lut[m_game.title];
g_crc_region = m_game.region;
}
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;
}