Files
pcsx2/plugins/GSdx/GSHwHack.cpp
T
lightningterror 2ad5db2279 GSdx Adjust/Replace crc hack for Final Fight Streetwise.
Replace/remove an old crc hack that was used to fix the red vertical
lines issue, the hack is no longer needed. The new hack removes depth
effects on D3D only.
Note: The game has another vertical lines issue that can be fixed with
texture shuffle on D3D.

Add comments to Simple2000Vol114 explaining what the hacks do.
2018-03-22 14:46:31 +01:00

2422 lines
63 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"
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)
////////////////////////////////////////////////////////////////////////////////
// Channel effect not properly supported yet
bool GSC_GiTS(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == 0x01400 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x02e40 && fi.TPSM == PSM_PSMCT16)
{
skip = 1315;
}
}
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).
if (g_crc_region == CRC::EU || Dx_only)
{
skip = 26;
}
}
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)
{
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)
{
// Partially works on D3D. OpenGL has no such issues.
// Hack removes character outlines as well as black borders on the sides of the screen.
// Without the hack one of the borders at the bottom of the screen can start shaking when using the Direct3D 9 renderer. This is caused by resolution upscale.
// This can also be fixed by using the TC Offsets x and y hardware hacks or using Native resolution.
skip = 28;
}
else if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT16 && fi.TPSM == PSM_PSMZ16)
{
// Texture shuffling works on OpenGL only for the NTSC version. The PAL version still has some issues.
// Sky texture (depth related). On Direct3D the blue sky texture is shown on the whole screen in front of the player if hack is disabled.
if(g_crc_region == CRC::EU || Dx_only)
{
skip = 5;
}
}
else if(fi.TME && (fi.FBP == 0x03400 || fi.FBP == 0x02e00) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03f00 && fi.TPSM == PSM_PSMCT32)
{
// Ghosting (glow) effect. Ghosting appears when resolution is upscaled. Doesn't appear on native resolution.
// This can also be fixed by using the TC Offsets x and y hardware hacks or using Native resolution.
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(g_crc_region == CRC::EU &&fi.TME && fi.FBP == 0x02000 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32)
{
skip = 107;
}
if(g_crc_region == CRC::JP && fi.TME && fi.FBP == 0x02180 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x2180 && fi.TPSM == PSM_PSMCT32)
{
skip = 3;
}
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_IkkiTousen(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(Dx_only && fi.TME && fi.FBP == 0x00a80 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x01180 && fi.TPSM == PSM_PSMZ24)
{
skip = 1000; // shadow (result is broken without depth copy, also includes 16 bit)
}
else if(fi.TME && fi.FBP == 0x00700 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x01180 && fi.TPSM == PSM_PSMZ24)
{
skip = 11; // blur
}
}
else if(skip > 7)
{
if(Dx_only && fi.TME && fi.FBP == 0x00700 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00700 && fi.TPSM == PSM_PSMCT16)
{
skip = 7; // the last steps of shadow drawing
}
}
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)
if (Dx_only)
skip = 6;
else
return false;
}
else if(fi.TPSM == PSM_PSMCT24 && fi.TME ==0x0001 && fi.TBP0==fi.FBP)
{
skip = 1;
}
else if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
{
skip = 1;
}
}
return true;
}
bool GSC_EvangelionJo(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.TBP0 == 0x2BC0 || (fi.FBP == 0 || fi.FBP == 0x1180) && (fi.FPSM | fi.TPSM) == 0)
{
// Removes blur/glow. Fixes ghosting when resolution is upscaled.
skip = 1;
}
}
return true;
}
bool GSC_CaptainTsubasa(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == 0x1C00 && !fi.FBMSK)
{
skip = 1;
}
}
return true;
}
bool GSC_Oneechanbara2Special(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TPSM == PSM_PSMCT24 && fi.TME && fi.FBP == 0x01180)
{
skip = 1;
}
}
return true;
}
bool GSC_NarutimateAccel(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == 0x3800 && fi.TBP0 == 0 && (fi.FPSM | fi.TPSM) == 0)
{
skip = 105;
}
else 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 == 0 && (fi.FPSM | fi.TPSM) == 0)
{
skip = 105;
}
else 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_EternalPoison(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
// Texture shuffle ???
if(fi.TPSM == PSM_PSMCT16S && fi.TBP0 == 0x3200)
{
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))
{
skip =1;
}
else if(fi.TME ==0x0001 && (fi.TBP0==0x1300 || fi.TBP0==0x0f00) && fi.FBMSK>=0xFFFFFF)
{
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;
}
else if(fi.TME && (fi.TBP0==0x0700) && (fi.TPSM == PSM_PSMCT32 || fi.TPSM == PSM_PSMCT24))
{
skip = 1;
}
}
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)
{
skip = 2; // blur
}
}
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(fi.FBP == 0x03700 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMCT24)
{
skip = 2; //blur
}
}
else
{
if(fi.TME && (fi.FBP == 0x00800 || fi.FBP == 0x009c0) && fi.FPSM == PSM_PSMCT32)
{
skip = 1;
}
}
return true;
}
bool GSC_HeavyMetalThunder(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == 0x03100 && fi.FPSM == fi.TPSM && fi.TBP0 == 0x01c00 && fi.TPSM == PSM_PSMZ32)
{
skip = 100;
}
}
else
{
if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == fi.TPSM && fi.TBP0 == 0x02a00 && fi.TPSM == PSM_PSMCT32)
{
skip = 1;
}
}
return true;
}
bool GSC_Tekken5(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(Aggressive && fi.TME && (fi.FBP == 0x02d60 || fi.FBP == 0x02d80 || fi.FBP == 0x02ea0 || fi.FBP == 0x03620) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32)
{
// 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.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;
}
// It's unknown what this hack does so let's comment it out since it doesn't cause any issues when disabled it seems.
/*else if(fi.TME)
{
if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) ||
(GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) )
{
skip = 24;
}
}*/
}
return true;
}
bool GSC_TombRaider(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == 0x01000 && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
{
skip = 1;
}
}
return true;
}
bool GSC_TombRaiderLegend(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 == 0x2b80 || fi.TBP0 == 0x2E60 ||fi.TBP0 ==0x3020 ||fi.TBP0 == 0x3200 || fi.TBP0 == 0x3320))
{
skip = 1;
}
else if(fi.TPSM == PSM_PSMCT32 && (fi.TPSM | fi.FBP)==0x2fa0 && (fi.TBP0==0x2bc0 ) && fi.FBMSK ==0)
{
skip = 2;
}
}// ||fi.TBP0 ==0x2F00
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;
}
else if(fi.TPSM == PSM_PSMCT32 && (fi.TPSM | fi.FBP)==0x2c00 && (fi.TBP0 ==0x0ee0) && fi.FBMSK ==0)
{
skip = 2;
}
/*else if(fi.TPSM == PSM_PSMCT16 && (fi.TPSM | fi.FBP)>=0x0 && (fi.TBP0 >=0x0) && fi.FBMSK ==0)
{
skip = 600;
}*/
}
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_Burnout(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x01dc0 || fi.FBP == 0x02200) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x01dc0 || fi.TBP0 == 0x02200) && fi.TPSM == PSM_PSMCT32)
{
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.TBP0 == 0x01a40)
{
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;
}
if(fi.TME && fi.FBP ==0x1c00 && (fi.TBP0==0x2e80 ||fi.TBP0==0x2d80) && fi.TPSM ==0 && fi.FBMSK == 0xff000000)
{
skip = 1;
}
if(!fi.TME && fi.FBP ==0x2a00 && (fi.TBP0==0x1C00 ) && fi.TPSM ==0 && fi.FBMSK == 0x00FFFFFF)
{
skip = 1;
}
}
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)
{
skip = 3;
}
if(fi.TME && (fi.FBP ==0x0700 || fi.FBP==0) && fi.TBP0==0x0e00 && fi.TPSM ==0 && fi.FBMSK == 0)
{
skip = 1;
}
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;
}
}
}
else
{
if(fi.TME && (fi.FBP == 0x0e00) && fi.FPSM == PSM_PSMCT32 && fi.FBMSK == 0xFF000000)
{
skip = 0;
}
}
return true;
}
bool GSC_Yakuza(const GSFrameInfo& fi, int& skip)
{
if(1
&& !skip
&& !fi.TME
&& (0
|| fi.FBP == 0x1c20 && fi.TBP0 == 0xe00 //ntsc (EU and US DVDs)
|| fi.FBP == 0x1e20 && fi.TBP0 == 0x1000 //pal1
|| fi.FBP == 0x1620 && fi.TBP0 == 0x800 //pal2
)
&& fi.TPSM == PSM_PSMZ24
&& fi.FPSM == PSM_PSMCT32
/*
&& fi.FBMSK ==0xffffff
&& fi.TZTST
&& !GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)
*/
)
{
skip=3;
}
return true;
}
bool GSC_Yakuza2(const GSFrameInfo& fi, int& skip)
{
if(1
&& !skip
&& !fi.TME
&& (0
|| fi.FBP == 0x1c20 && fi.TBP0 == 0xe00 //ntsc (EU DVD)
|| fi.FBP == 0x1e20 && fi.TBP0 == 0x1000 //pal1
|| fi.FBP == 0x1620 && fi.TBP0 == 0x800 //pal2
)
&& fi.TPSM == PSM_PSMZ24
&& fi.FPSM == PSM_PSMCT32
/*
&& fi.FBMSK ==0xffffff
&& fi.TZTST
&& !GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)
*/
)
{
skip=17;
}
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;
}
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_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;
}
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;
}
else if(fi.TME && (fi.TBP0 ==0x1400 || fi.TBP0 ==0x1000 ||fi.TBP0 == 0x1200) && (fi.TPSM == PSM_PSMCT32 || fi.TPSM == PSM_PSMCT24))
{
skip = 1;
}
}
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;
}
else if(fi.TME==0 && fi.FBP == fi.TBP0 && (fi.TBP0 ==0x1200 ||fi.TBP0 ==0x1180 ||fi.TBP0 ==0) && fi.FBMSK == 0x00FFFFFF)
{
skip = 3;
}
else if(fi.TME && (fi.FBP ==0 || fi.FBP ==0x1180) && fi.FPSM == PSM_PSMCT32 && fi.TBP0 ==0x3F3F && fi.TPSM == PSM_PSMT8)
{
skip = 1;
}
}
return true;
}
bool GSC_FightingBeautyWulong(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.TBP0 ==0x0700 || fi.TBP0 ==0x0a80) && (fi.TPSM == PSM_PSMCT32 || fi.TPSM == PSM_PSMCT24))
{
// removes glow/blur which cause ghosting and other sprite issues similar to Tekken 5
skip = 1;
}
}
return true;
}
bool GSC_FrontMission5(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
{
skip = 1;
}
if(fi.TME && (fi.FBP ==0x1000) && (fi.TBP0 ==0x2e00 || fi.TBP0 ==0x3200) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
{
skip = 1; //fi.TBP0 ==0x1f00
}
}
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;
}
}
return true;
}
bool GSC_KnightsOfTheTemple2(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
{
skip = 1;
}
else if(fi.TPSM ==0x00000 && PSM_PSMCT24 && fi.TME && (fi.FBP ==0x3400 ||fi.FBP==0x3a00))
{
skip = 1 ;
}
}
return true;
}
bool GSC_UltramanFightingEvolution(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP==0x2a00 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x1c00 && fi.TPSM == PSM_PSMZ24)
{
skip = 5; // blur
}
}
return true;
}
bool GSC_HummerBadlands(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP ==0x0a00) && (fi.TBP0 ==0x03200 || fi.TBP0==0x3700) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
{
skip = 1;
}
}
return true;
}
bool GSC_SengokuBasara(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.TBP0==0x1800 ) && fi.FBMSK==0xFF000000)
{
skip = 1;
}
}
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
}
if(fi.TME && (fi.TBP0==0x1180 || fi.TBP0==0x1a40 || fi.TBP0==0x2300) && fi.FBMSK>=0xFF000000)
{
skip = 1;
}
}
return true;
}
bool GSC_Simple2000Vol114(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME==0 && (fi.FBP==0x1500) && (fi.TBP0==0x2c97 || fi.TBP0==0x2ace || fi.TBP0==0x03d0 || fi.TBP0==0x2448) && (fi.FBMSK == 0x0000))
{
// 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;
}
}
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_FinalFightStreetwise(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_HauntingGround(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16S && fi.FBMSK == 0x03FFF)
{
skip = 1;
}
else if(fi.TME && fi.FBP == 0x3000 && fi.TBP0 == 0x3380)
{
skip = 1; // bloom
}
else if(fi.TME && (fi.FBP ==0x2200) && (fi.TBP0 ==0x3a80) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
{
skip = 1;
}
else if(fi.FBP ==0x2200 && fi.TBP0==0x3000 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
{
skip = 1;
}
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_GetaWay(const GSFrameInfo& fi, int& skip)
{
if (skip == 0)
{
if ((fi.FBP == 0 || fi.FBP == 0x1180) && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
{
skip = 1; // US version only. 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;
}
else if((fi.FBP ==0x3500)&& fi.TPSM == PSM_PSMT8 && fi.FBMSK == 0xFFFF00FF)
{
skip = 4;
}
}
if(fi.TME)
{
if((fi.FBP | fi.TBP0 | fi.FPSM | fi.TPSM) && (fi.FBMSK == 0x00FFFFFF ))
{
skip = 1;
}
}
return true;
}
bool GSC_ICO(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03d00 && fi.TPSM == PSM_PSMCT32)
{
skip = 3;
}
else if(fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x02800 && fi.TPSM == PSM_PSMT8H)
{
skip = 1;
}
else if(Aggressive && fi.TME && fi.FBP == 0x0800 && (fi.TBP0 == 0x2800 || fi.TBP0 ==0x2c00) && fi.TPSM ==0 && fi.FBMSK == 0)
{
skip = 1;
}
}
else
{
if(fi.TME && fi.TBP0 == 0x00800 && fi.TPSM == PSM_PSMCT32)
{
skip = 0;
}
}
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_StarWarsBattlefront(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP > 0x0 && fi.FBP < 0x01000) && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 > 0x02000 && fi.TBP0 < 0x03000) && fi.TPSM == PSM_PSMT8)
{
skip = 1;
}
}
return true;
}
bool GSC_StarWarsBattlefront2(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP > 0x01000 && fi.FBP < 0x02000) && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 > 0x0 && fi.TBP0 < 0x01000) && fi.TPSM == PSM_PSMT8)
{
skip = 1;
}
if(fi.TME && (fi.FBP > 0x01000 && fi.FBP < 0x02000) && fi.FPSM == PSM_PSMZ32 && (fi.TBP0 > 0x0 && fi.TBP0 < 0x01000) && fi.TPSM == PSM_PSMT8)
{
skip = 1;
}
}
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_MetalGearSolid3(const GSFrameInfo& fi, int& skip)
{
// Game requires sub RT support (texture cache limitation)
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;
}
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(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
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.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S))
{
// Equivalent to the UserHacks_AutoSkipDrawDepth hack but enabled by default
// http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
skip = 1;
}
}
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( 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
{
skip = 1000; // shadows
}
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 && fi.TPSM == PSM_PSMCT24 && fi.TME && (fi.FBP ==0x0100 ) && (fi.TBP0==0x2b00 || fi.TBP0==0x2e80)) // 480P 2e80
{
skip = 1; // water effect and water vertical lines
}
else if (fi.TME && (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S))
{
// Equivalent to the UserHacks_AutoSkipDrawDepth hack but enabled by default
// http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
skip = 1;
}
}
}
else
{
if(fi.TME && (fi.FBP == 0x00100 || fi.FBP == 0x02100) && fi.FPSM == PSM_PSMCT16)
{
skip = 3;
}
}
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)
{
skip = 1000; // shadow
}
}
else
{
if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TPSM == PSM_PSMCT16S)
{
skip = 2;
}
}
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;
}
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_SoulCaliburGames(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_SuikodenTactics(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if( !fi.TME && fi.TPSM == PSM_PSMT8H && fi.FPSM == 0 &&
fi.FBMSK == 0x0FF000000 && fi.TBP0 == 0 && GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM))
{
skip = 4;
}
}
return true;
}
bool GSC_Tenchu(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.TPSM == PSM_PSMZ16 && fi.FPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
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.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_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)
{
skip = 1000;
}
}
else
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32)
{
skip = 2;
}
}
return true;
}
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)
{
skip = 3;
}
}
return true;
}
bool GSC_LordOfTheRingsTwoTowers(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x01180 || fi.FBP == 0x01400) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01000) && fi.TPSM == PSM_PSMCT16)
{
skip = 1000;//shadows
}
else if(fi.TME && fi.TPSM == PSM_PSMZ16 && fi.TBP0 == 0x01400 && fi.FPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
skip = 3; //wall of fog
}
}
else
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01000) && (fi.TBP0 == 0x01180 || fi.TBP0 == 0x01400) && fi.FPSM == PSM_PSMCT32)
{
skip = 2;
}
}
return true;
}
bool GSC_Castlevania(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_Black(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
// Note: the first part of the hack must be fixed in openGL (texture shuffle). Remains the 2nd part (HasSharedBits)
if(fi.TME /*&& (fi.FBP == 0x00000 || fi.FBP == 0x008c0)*/ && fi.FPSM == PSM_PSMCT16 && (fi.TBP0 == 0x01a40 || fi.TBP0 == 0x01b80 || fi.TBP0 == 0x030c0) && fi.TPSM == PSM_PSMZ16 || (GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)))
{
skip = 5;
}
}
else
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x0a00 ) && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4)
{
skip = 0;
}
else if(!fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8H)
{
skip = 0;
}
}
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_SpyroNewBeginning(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == fi.TPSM && fi.TBP0 == 0x034a0 && fi.TPSM == PSM_PSMCT16)
{
skip = 2;
}
}
return true;
}
bool GSC_SpyroEternalNight(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x034a0 ||fi.TBP0 == 0x035a0 || fi.TBP0 == 0x036e0) && fi.TPSM == PSM_PSMCT16)
{
skip = 2;
}
}
return true;
}
bool GSC_XE3(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TPSM == PSM_PSMT8H && fi.FBMSK >= 0xEFFFFFFF)
{
skip = 73;
}
else if(fi.TME && fi.FBP ==0x03800 && fi.TBP0 && fi.TPSM ==0 && fi.FBMSK == 0)
{
skip = 1;
}
/*else if(fi.TPSM ==0x00000 && PSM_PSMCT24 && fi.TME && fi.FBP == 0x03800)
{
skip = 1 ;
}*/
/*else if(fi.TME ==0 && (fi.FBP ==0 ) && fi.FPSM == PSM_PSMCT32 && ( fi.TPSM == PSM_PSMT8 || fi.TPSM == PSM_PSMT4) && (fi.FBMSK == 0x00FFFFFF || fi.FBMSK == 0xFF000000))
{
skip = 1;
}*/
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;
}
}
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;
}
}
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)
}
/*else if (fi.TME && fi.FBP == 0x02900 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT24)
{
skip = 28; // blur (seems applied by the above hack)
}*/
}
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;
}
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
}
/*
if(fi.TME && fi.FBP == 0x02b80 && fi.FPSM == PSM_PSMCT24 && fi.TBP0 == 0x01e80 && fi.TPSM == PSM_PSMCT24)
{
skip = 9;
}
else if(fi.TME && fi.FBP == 0x01c00 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03800 && fi.TPSM == PSM_PSMCT32)
{
skip = 8;
}
else if(fi.TME && fi.FBP == 0x01e80 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03880 && fi.TPSM == PSM_PSMCT32)
{
skip = 8;
}*/
}
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.
}
else if (fi.TME && fi.FBP == 0x03100 && (fi.TBP0 == 0x2a00 || fi.TBP0 == 0x3480) && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0)
{
//skip = 1; // Disabled as it doesn't seem to fix any issue, doesn't offer a further speed boost, and it creates an offset regression in fire effects.
}
}
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_crc_hack_level = m_crc_hack_level;
memset(lut, 0, sizeof(lut));
if (Dx_and_OGL) {
lut[CRC::AceCombat4] = GSC_AceCombat4;
lut[CRC::BlackHawkDown] = GSC_BlackHawkDown;
lut[CRC::BurnoutDominator] = GSC_Burnout;
lut[CRC::BurnoutRevenge] = GSC_Burnout;
lut[CRC::BurnoutTakedown] = GSC_Burnout;
lut[CRC::CaptainTsubasa] = GSC_CaptainTsubasa;
lut[CRC::CrashBandicootWoC] = GSC_CrashBandicootWoC;
lut[CRC::DBZBT2] = GSC_DBZBT2;
lut[CRC::DBZBT3] = GSC_DBZBT3;
lut[CRC::DevilMayCry3] = GSC_DevilMayCry3;
lut[CRC::EternalPoison] = GSC_EternalPoison;
lut[CRC::EvangelionJo] = GSC_EvangelionJo;
lut[CRC::FightingBeautyWulong] = GSC_FightingBeautyWulong;
lut[CRC::FrontMission5] = GSC_FrontMission5;
lut[CRC::Genji] = GSC_Genji;
lut[CRC::GiTS] = GSC_GiTS;
lut[CRC::GodHand] = GSC_GodHand;
lut[CRC::HeavyMetalThunder] = GSC_HeavyMetalThunder;
lut[CRC::HummerBadlands] = GSC_HummerBadlands;
lut[CRC::IkkiTousen] = GSC_IkkiTousen;
lut[CRC::KnightsOfTheTemple2] = GSC_KnightsOfTheTemple2;
lut[CRC::Kunoichi] = GSC_Kunoichi;
lut[CRC::LordOfTheRingsThirdAge] = GSC_LordOfTheRingsThirdAge;
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::SengokuBasara] = GSC_SengokuBasara;
lut[CRC::ShadowofRome] = GSC_ShadowofRome;
lut[CRC::ShinOnimusha] = GSC_ShinOnimusha;
lut[CRC::Simple2000Vol114] = GSC_Simple2000Vol114;
lut[CRC::Spartan] = GSC_Spartan;
lut[CRC::StarWarsForceUnleashed] = GSC_StarWarsForceUnleashed;
lut[CRC::SteambotChronicles] = GSC_SteambotChronicles;
lut[CRC::SFEX3] = GSC_SFEX3;
lut[CRC::TalesOfLegendia] = GSC_TalesOfLegendia;
lut[CRC::TalesofSymphonia] = GSC_TalesofSymphonia;
lut[CRC::Tekken5] = GSC_Tekken5;
lut[CRC::TimeSplitters2] = GSC_TimeSplitters2;
lut[CRC::TombRaiderAnniversary] = GSC_TombRaider;
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::Yakuza2] = GSC_Yakuza2;
lut[CRC::Yakuza] = GSC_Yakuza;
lut[CRC::ZettaiZetsumeiToshi2] = GSC_ZettaiZetsumeiToshi2;
// 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::ResidentEvil4] = GSC_ResidentEvil4;
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;
}
// Hack that were fixed on openGL
if (Dx_only) {
// Depth
lut[CRC::Bully] = GSC_Bully;
lut[CRC::BullyCC] = GSC_BullyCC;
lut[CRC::FinalFightStreetwise] = GSC_FinalFightStreetwise;
lut[CRC::GodOfWar2] = GSC_GodOfWar2;
lut[CRC::ICO] = GSC_ICO;
lut[CRC::LordOfTheRingsTwoTowers] = GSC_LordOfTheRingsTwoTowers;
lut[CRC::Okami] = GSC_Okami;
lut[CRC::SoulCalibur2] = GSC_SoulCaliburGames;
lut[CRC::SoulCalibur3] = GSC_SoulCaliburGames;
lut[CRC::SuikodenTactics] = GSC_SuikodenTactics;
lut[CRC::XE3] = GSC_XE3;
// 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::BigMuthaTruckers] = GSC_BigMuthaTruckers;
lut[CRC::DemonStone] = GSC_DemonStone;
lut[CRC::CrashNburn] = GSC_CrashNburn; // seem to be a basic depth effect
lut[CRC::LegoBatman] = GSC_LegoBatman;
lut[CRC::OnePieceGrandAdventure] = GSC_OnePieceGrandAdventure;
lut[CRC::OnePieceGrandBattle] = GSC_OnePieceGrandBattle;
lut[CRC::SpyroEternalNight] = GSC_SpyroEternalNight;
lut[CRC::SpyroNewBeginning] = GSC_SpyroNewBeginning;
lut[CRC::SonicUnleashed] = GSC_SonicUnleashed;
lut[CRC::TenchuFS] = GSC_Tenchu;
lut[CRC::TenchuWoH] = GSC_Tenchu;
// Those games might requires accurate fbmask
lut[CRC::Sly2] = GSC_Sly2;
lut[CRC::Sly3] = GSC_Sly3;
// Those games require accurate_colclip (perf)
lut[CRC::CastlevaniaCoD] = GSC_Castlevania;
lut[CRC::CastlevaniaLoI] = GSC_Castlevania;
lut[CRC::GodOfWar] = GSC_GodOfWar;
// Deprecated hack could be removed (Cutie)
lut[CRC::Grandia3] = GSC_Grandia3;
// At least a part of the CRC is fixed with texture shuffle.
// The status of post-processing effect is unknown
lut[CRC::Black] = GSC_Black;
// Channel Effect
lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams;
lut[CRC::MetalGearSolid3] = GSC_MetalGearSolid3; // + accurate blending
lut[CRC::SkyGunner] = GSC_SkyGunner;
lut[CRC::StarWarsBattlefront2] = GSC_StarWarsBattlefront2;
lut[CRC::StarWarsBattlefront] = GSC_StarWarsBattlefront;
// Dedicated shader for channel effect
lut[CRC::TalesOfAbyss] = GSC_TalesOfAbyss;
// RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly
lut[CRC::GTASanAndreas] = GSC_GTASanAndreas;
// Can be fixed by setting Blending Unit Accuracy to at least High.
lut[CRC::GetaWayBlackMonday] = GSC_GetaWay;
lut[CRC::GetaWay] = GSC_GetaWay;
// 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 = m_userhacks_skipdraw;
}
}
}
if(m_skip > 0)
{
m_skip--;
return true;
}
return false;
}