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gsdx-hw: Update a few crc issue categories for several games.
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Original file line number | Diff line number | Diff line change |
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@@ -1676,12 +1676,8 @@ void GSState::SetupCrcHack() | |
memset(lut, 0, sizeof(lut)); | ||
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if (Dx_and_OGL) { | ||
lut[CRC::BurnoutDominator] = GSC_BurnoutGames; | ||
lut[CRC::BurnoutRevenge] = GSC_BurnoutGames; | ||
lut[CRC::BurnoutTakedown] = GSC_BurnoutGames; | ||
lut[CRC::CrashBandicootWoC] = GSC_CrashBandicootWoC; | ||
lut[CRC::DevilMayCry3] = GSC_DevilMayCry3; | ||
lut[CRC::Genji] = GSC_Genji; | ||
lut[CRC::GodHand] = GSC_GodHand; | ||
lut[CRC::KnightsOfTheTemple2] = GSC_KnightsOfTheTemple2; | ||
lut[CRC::Kunoichi] = GSC_Kunoichi; | ||
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@@ -1723,9 +1719,15 @@ void GSState::SetupCrcHack() | |
lut[CRC::DemonStone] = GSC_DemonStone; // Half screen on texture shuffle | ||
lut[CRC::Tekken5] = GSC_Tekken5; | ||
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// Needs testing | ||
lut[CRC::Genji] = GSC_Genji; | ||
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// Texture shuffle | ||
lut[CRC::BigMuthaTruckers] = GSC_BigMuthaTruckers; // + Half screen on texture shuffle | ||
lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams; | ||
lut[CRC::BurnoutDominator] = GSC_BurnoutGames; // Could be a depth effect too | ||
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lightningterror
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lut[CRC::BurnoutRevenge] = GSC_BurnoutGames; // Could be a depth effect too | ||
lut[CRC::BurnoutTakedown] = GSC_BurnoutGames; // Could be a depth effect too | ||
lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams; // + Upscaling issues | ||
lut[CRC::SonicUnleashed] = GSC_SonicUnleashed; // + Half screen on texture shuffle | ||
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// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to Aggressive) | ||
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@@ -1756,10 +1758,10 @@ void GSState::SetupCrcHack() | |
// Accumulation blend | ||
lut[CRC::NanoBreaker] = GSC_NanoBreaker; | ||
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lut[CRC::XenosagaE3] = GSC_XenosagaE3; | ||
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// Needs testing | ||
lut[CRC::Grandia3] = GSC_Grandia3; | ||
lut[CRC::HauntingGround] = GSC_HauntingGround; // + Texture cache issue + Date | ||
lut[CRC::XenosagaE3] = GSC_XenosagaE3; | ||
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// Those games might requires accurate fbmask | ||
lut[CRC::Sly2] = GSC_SlyGames; // + Upscaling issue | ||
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@@ -1768,9 +1770,6 @@ void GSState::SetupCrcHack() | |
// Those games require accurate_colclip (perf) | ||
lut[CRC::CastlevaniaCoD] = GSC_CastlevaniaGames; | ||
lut[CRC::CastlevaniaLoI] = GSC_CastlevaniaGames; | ||
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// Unknown status | ||
lut[CRC::Grandia3] = GSC_Grandia3; | ||
} | ||
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if (Aggressive) { | ||
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@@ -1785,13 +1784,13 @@ void GSState::SetupCrcHack() | |
lut[CRC::SMTDDS1] = GSC_SMTNocturneDDS<0x203BA820>; | ||
lut[CRC::SMTDDS2] = GSC_SMTNocturneDDS<0x20435BF0>; | ||
lut[CRC::SMTNocturne] = GSC_SMTNocturneDDS<0x2054E870>; | ||
lut[CRC::SoTC] = GSC_SoTC; | ||
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// Upscaling issues | ||
lut[CRC::GodOfWar] = GSC_GodOfWar; | ||
lut[CRC::GTASanAndreas] = GSC_GTASanAndreas; // RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly. Can be used as an upscaling hack. | ||
lut[CRC::Okami] = GSC_Okami; | ||
lut[CRC::SimpsonsGame] = GSC_SimpsonsGame; | ||
lut[CRC::SoTC] = GSC_SoTC; | ||
} | ||
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m_gsc = lut[m_game.title]; | ||
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Burnout is a depth issue. It need a way to access sub depth buffer in texture cache. I.e. texture address is inside the depth and not the start of depth