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whats with that code being so long psxfan
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09-09-2017, 09:26 PM
(This post was last modified: 09-09-2017, 09:27 PM by PsxFan107.)
It's because there was no simple way of doing it. I had to scale two FOV values. Also, nobody questioned you about the length of your codes.
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spyro 3's is rather long with the UI fix as I had to filter out certain bitmaps from being scaled based off their call address. pandemonium 1/2 is rather long due to a memory patch breaking too much and fixing the value also breaking too much. Gex 2 is long due to the amount of bytes that could be written in 1 operation. CTR is rather long due to font spacing values not being in a fixed memory location.
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You didn't need to explain all of that. You left notes with each of your codes that made things very clear. My point is, my code isn't really that long yet you felt it was necessary to ask me why it was so long even though it isn't a big deal.
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2 questions about Spyro:
1. Does Spyro 3 1.1 Widescreen code can be ported to normal 1.0 version?
2. Did someone worked on Spyro 2 widescreen code?
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I can work on spyro 2. 1.1 is equal to greatest hits for spyro 3 and was the version I legally had
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has anyone managed to run multi-track games on NO$PSX
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09-16-2017, 03:36 PM
(This post was last modified: 09-18-2017, 09:32 PM by Kooler186.)
I tried using my gameshark to make widescreen codes for NTSCU Beyblade and SmackDown!2 with no luck. Should I try using emulation to figure it out?
Edit: can someone make the codes since these are my only 2 ps1 games for right now
Edit2: near impossible to get Cheats on emulation to work with smackdown 2, it seems easier to use gameshark's with a switch on the cartridge to get them to work by flipping the switch after the match starts