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gsdx: add CRC hack for Nocturne PAL
Reduce depth transfer to the real size of the game. Otherwise we need to handle a mix of color/depth transfer.
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@@ -726,7 +726,7 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* off, const GSVector4i& r)
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// No depth handling please.
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if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S) {
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GL_INS("ERROR: InvalidateLocalMem depth format isn't supported");
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GL_INS("ERROR: InvalidateLocalMem depth format isn't supported (%d,%d to %d,%d)", r.x, r.y, r.z, r.w);
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if (m_can_convert_depth) {
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for(auto t : m_dst[DepthStencil]) {
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if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM)) {
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