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GS/HW: Purge Hitman Blood Money CRC
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@@ -822,23 +822,6 @@ bool GSHwHack::GSC_MetalGearSolid3(GSRendererHW& r, int& skip)
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return true;
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}
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bool GSHwHack::GSC_HitmanBloodMoney(GSRendererHW& r, int& skip)
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{
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// The game does a stupid thing where it backs up the last 2 pages of the framebuffer with shuffles, uploads a CT32 texture to it
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// then copies the RGB back (keeping the new alpha only). It's pretty gross, I have no idea why they didn't just upload a new alpha.
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// This is a real pain to emulate with the current state of things, so let's just clear the dirty area from the upload and pretend it wasn't there.
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// Catch the first draw of the copy back.
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if (RFBP > 0 && RTPSM == PSMT8H && RFPSM == PSMCT32)
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{
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GSTextureCache::Target* target = g_texture_cache->FindOverlappingTarget(RFBP, RFBP + 1);
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if (target)
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target->m_dirty.clear();
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}
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return false;
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}
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bool GSHwHack::OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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const u32 n_vertices = r.m_vertex.next;
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@@ -1328,7 +1311,6 @@ const GSHwHack::Entry<GSRendererHW::GSC_Ptr> GSHwHack::s_get_skip_count_function
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CRC_F(GSC_NFSUndercover),
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CRC_F(GSC_PolyphonyDigitalGames),
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CRC_F(GSC_MetalGearSolid3),
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CRC_F(GSC_HitmanBloodMoney),
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CRC_F(GSC_Battlefield2),
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// Channel Effect
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@@ -26,7 +26,6 @@ public:
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static bool GSC_Battlefield2(GSRendererHW& r, int& skip);
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static bool GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip);
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static bool GSC_MetalGearSolid3(GSRendererHW& r, int& skip);
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static bool GSC_HitmanBloodMoney(GSRendererHW& r, int& skip);
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static bool OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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static bool OI_DBZBTGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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