diff --git a/GPU/Common/SoftwareTransformCommon.cpp b/GPU/Common/SoftwareTransformCommon.cpp index 8ad95e03df..9f9289c714 100644 --- a/GPU/Common/SoftwareTransformCommon.cpp +++ b/GPU/Common/SoftwareTransformCommon.cpp @@ -81,7 +81,7 @@ static void RotateUV(TransformedVertex v[4]) { } static bool ShouldApplySpriteBorderFix(const GPUgstate &gstate) { - return gstate.isAlphaBlendEnabled() && gstate.getBlendFuncA() != GE_SRCBLEND_FIXA && gstate.isTextureAlphaUsed(); + return gstate.isMagnifyFilteringEnabled() && gstate.isAlphaBlendEnabled() && gstate.getBlendFuncA() != GE_SRCBLEND_FIXA && gstate.isTextureAlphaUsed(); } // Clears on the PSP are best done by drawing a series of vertical strips diff --git a/assets/compat.ini b/assets/compat.ini index b807c67c83..28fedcf2a2 100644 --- a/assets/compat.ini +++ b/assets/compat.ini @@ -1100,6 +1100,9 @@ ULES01455 = true # 2011 ULES01555 = true # 2012 ULES01582 = true # 2013 +# Giana's Return (homebrew) #11940 +GIAN00352 = true + [DarkStalkersPresentHack] # Darkstalkers ULES00016 = true @@ -2141,10 +2144,22 @@ UCES00422 = 0.5 UCAS40273 = 0.5 NPJH50366 = 0.5 +# Metal Slug Anthology title screen +ULES00530 = -0.5 +ULJS00090 = -0.5 +ULAS42086 = -0.5 +ULKS46129 = -0.5 +ULJS00206 = -0.5 +ULAS42161 = -0.5 +NPJH50038 = -0.5 +ULUS10154 = -0.5 + +# Metal Slug XX combat school +ULUS10495 = -0.5 # Tokiden (issue #19422) # This works in the provided dump, but needs more testing. -# NPJH50878 = -0.4 +NPJH50878 = -0.4 [TextureCLUTInShader] # Fushigi no Dungeon 4. See #15251. This drastically reduces the amount of textures decoded by the game,