Ace Combat 5 is still not playable on 0.9.8.
(07-26-2013, 01:09 AM)miseru99 Wrote: Oh btw are there any other "HUGE" planes/ships/subs/mechs/I_have_no_clue with multiply targets on them in AC5?Tongue I could just skip patching of them knowing names since it seems they work correctly as a ruleTongue.

AFAIK there was Arkbird in later stages

and SOLG in the final stage, but looks like it's one TGT only.

Update: Tested the latest version and the Scinfaxi isn't bugged anymore. Good work.
Intel Core2Duo E4500 @ 2.2GHz x 2GB DDR2 RAM x XFX Nvidia Geforce 8600GT

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It's even less playable for me. All movies don't work and I can clip through the ground. Also there are large lines running down the screen. Might be a widescreen issue though.
(07-26-2013, 10:28 PM)Raptorheimer Wrote: It's even less playable for me. All movies don't work and I can clip through the ground. Also there are large lines running down the screen. Might be a widescreen issue though.

I don't know how it could be less playable. Every issue with the game is as old as PCSX2.

Movies were fixed a long time ago. You have always been able to clip through the ground. Set your horizontal rendering resolution to 1000 or less to remove the lines.
Has anyone been able to finish Ace Combat 5? Mission 9 always bugs out for me, patcher or not, and doesn't advance to the next scripted event, so the mission cannot be completed.
Do you mean the enemy/TGT won't show up during certain moment?

Update: Looks like the friendlies always stop advancing after you destroyed the 2nd (or 3rd?) set of bunkers. Strange.
Intel Core2Duo E4500 @ 2.2GHz x 2GB DDR2 RAM x XFX Nvidia Geforce 8600GT
I have the same issue. The friendly forces won't "destroy" the bunkers even if you neutralize them. They just sit there. There's supposed to be a message saying the bunkers have been captured or something and then they move on. The script doesn't activate for some reason.
The whole workaround only affects homing weapons like missles and some bombs I guess so if those friendly forces using something else it might just not register their hits if it even has to, or they could also get stuck in the terrain or something alike, have no clue;p.

In other words it has to be skipped untill the game get's any real fix, here's a code I found&converted for:
NTSC-U version
Code:
//P1 Press L1+Select To Complete Mission
patch=1,EE,D0487CDC,extended,0000FBFE
patch=1,EE,201804E4,extended,00000000
patch=1,EE,D0487CDC,extended,0000FFFF
patch=1,EE,201804E4,extended,12A00456
And having memory dumps of both tried to port them to pal version ~ hopefully with a success;p
Code:
//P1 Press L1+Select To Complete Mission
patch=1,EE,D0495CDC,extended,0000FBFE
patch=1,EE,2017FAA4,extended,00000000
patch=1,EE,D0495CDC,extended,0000FFFF
patch=1,EE,2017FAA4,extended,12A00456
Don't have memory dumps of other versions, but it's easy to find this, just search for array of bytes "000000000000????7F7F7F7F0000" and first result in ee memory +6 bytes will be an address for conditional code(the one starting from D), then search for array of bytes "5604A012" and hopefully it'll be just one address in ee memory with that and that's for those two codes starting from 2.;3
(07-23-2013, 06:12 AM)miseru99 Wrote: If you mean hardware mode bugs then you can wait along time for a fix;p.

From what I saw in AC Zero, the game has two obvious glitches in hw mode, one is I'm not 100% sure, but most likely a texture cache bug or something even worser which makes wrong textures being applied after certain distance from the plane, and the second is an obvious upscalling bug. Both of such type of bugs are typically unfixable. :3

Through if the area that renders correct textures could be increased in similar way as we're doing render fixes for WS, but that's just an idea I got while writing it;p. Well anyway this inspired me to try and in few minutes I made this:
Code:
ACZ NTSC-U
//change "close range" render area - looks nice, but generally useless ~ unless for testing or something.
patch=1,EE,203F8084,extended,451C4000 //org 0x42A00000
But unfortunately increasing that render area while gives more or less perfect result, slows the game down to a crawl(the higher you are the higher the value needs to be;p) and can also break some geometry when going too close to the ground, so I thought a bit and made something different;p...
Code:
ACZ NTSC-U
//zoom to hide hw range glitches
patch=1,EE,203FA350,extended,448FC000 //internal /org 0x440315C3  16:9
patch=1,EE,203FA354,extended,448FC000 //external /org 0x441013D7  16:9
patch=1,EE,203FA358,extended,448FC000 //internal /org 0x440ED0A4   4:3
patch=1,EE,203FA35C,extended,448FC000 //external /org 0x441CF7AE   4:3
patch=1,EE,203FBB00,extended,448FC000 //missle cam /org 0x44000000
patch=1,EE,20391018,extended,41873333 //correct cokpit cam /org 0x41800000
patch=1,EE,203FC330,extended,3F000000 //correct external cam /org 0x3F800000
included orginal values in case anyone will have a need to port it;p, this basically hides the glitches by messing with camera zoom, but overally since "namco upscalling glitch" cannot be fixed, hw mode even somewhat corrected would be limited to very delicate upscaling which doesn't really give much:


Still a little better than nothing;p, guess I'm gonna play the game like that myself while testing the patcher ~_~.

Edit: I'm dumb;p after completing the game I noticed I was playing at 4:3 while the game supports 16:9 xD, started anew and made extra patches for it since cams were actually stored at slightly different addresses for ws.

Can you provide a similar fix for AC5?
Some Cranes in the Powder Keg mission in AC5 are still invincible. Missiles go right through it
miseru99 you are the best!!!!!!!!!! I made an account just to thank you. I'm an aspiring RAAF pilot and used to play ace combat when i was younger, but then my ps2 broke. Ace combat belkan war and 5:squadron leader were the best ace combat games. Thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! You and of course pcsx2 are the best!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!




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