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d3d: Support the Danganronpa hack.
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@@ -30,7 +30,6 @@
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/HLE/sceDisplay.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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@@ -353,20 +352,9 @@ FramebufferManager::FramebufferManager() :
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}
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void FramebufferManager::Init() {
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FramebufferManagerCommon::Init();
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CompileDraw2DProgram();
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const std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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// This applies a hack to Dangan Ronpa, its demo, and its sequel.
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// The game draws solid colors to a small framebuffer, and then reads this directly in VRAM.
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// We force this framebuffer to 1x and force download it automatically.
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hackForce04154000Download_ = gameId == "NPJH50631" || gameId == "NPJH50372" || gameId == "NPJH90164" || gameId == "NPJH50515";
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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ClearBuffer();
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SetLineWidth();
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BeginFrame();
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}
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FramebufferManager::~FramebufferManager() {
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