Not really, since many games draw in the full 240 framebuffer so you don’t have to cut off anything, but the Crash games have 12 pixel black bars. So if you cut them off for all games, you’d probably cut off UI elements in many of them. Maybe the HW renderer has some auto crop ability that can detect solid black?
Also, when you use the initial and last scanline options to crop, the aspect ratio isn’t adjusted. So the image is stretched taller and skinnier. I’ve combated this by setting custom ratios for all the games I have crop settings for. Had to figure out the math for how many scanlines I’m chopping off. There’s also the “crop overscan” setting to consider, which crops the bars on the sides. That also stretches the image, but it’s useful to get display aspect (4:3). With that off the image is squished a little by the bars; basically pixel aspect. I turn it on or off depending on which way gives me perfect circles or squares. When that’s on though, sometimes the picture can be cut off a little on one side or the other. So you also have to adjust the crop offset sometimes. Probably took me a day or two to get all my games set up like I wanted with per game settings.
I’d be curious if you could upload a screenshot of how Crash 1 looks in the hardware renderer. I think my end result with the software core is worth it:
(initial scanline 12, last scanline 227, custom aspect ratio 1.4815, crop overscan enabled and crop offset set to 2)