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gsdx hack: add a lengthy comment to explain man hunt2 hack
An HLE shader replacement could be done for this game but it is low priority
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@ -154,6 +154,24 @@ bool GSC_WildArms5(const GSFrameInfo& fi, int& skip)
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bool GSC_Manhunt2(const GSFrameInfo& fi, int& skip)
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{
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/*
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* The game readback RT as 8 bits index texture to apply a non-linear brightness/gamma correction on all channel
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* It could be written in HLE shader as:
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* out = blue_lut[in.blue] + green_lut[in.green] + blue_lut[in.blue]
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*
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* Unlike others games (which do all pages of a channel), man hunt apply the 3 channel corrections by page.
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* (in short it is loop index/loop page instead of loop page/loop index)
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*
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* It is very annoying to detect.So in order to fix the effect the best
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* solution will be to implement an alternate draw call and then skip the
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* useless gs draw call.
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*
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* Blue Palette correction is located @ 0x3C08 (TEX0.CBP of the first draw call that will fire the effect)
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* Green Palette correction is located @ 0x3C04
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* Blue Palette correction is located @ 0x3C00
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* Either we upload the data as a new texture or we could hardcode them in a shader
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*
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*/
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if(skip == 0)
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{
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if(fi.TME && fi.FBP == 0x03c20 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x01400 && fi.TPSM == PSM_PSMT8)
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