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(05-22-2020, 09:01 AM)chicanehvc001 Wrote: the following code fixes the intro in Ridge Racer 5 in hardware mode
it's not a real fix, it's just disables some post process render effects, that's why the color scheme it is different then the original blue-ish filter
SLPS_200.01 Game CRC = 0x4F9C7FCF
Code: patch=1,EE,20247C5C,extended,00000000
https://www.youtube.com/watch?v=FzNcZyT3Knk
well its a good fix ... i actually think it looks better that way ...but yea i guess it can't be considered a proper fix .... is it possible to have a patch for the US version ? ...
and now the only major problem with the game in HW mode is the glitched car textures.
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(05-23-2020, 11:03 AM)prafull Wrote: @rizz768
For Primal US Version RazielZnot has released a patch on github which fixes HW renderer on any version of the gsdx plugin. You can add these lines to your patch file and then try loading your custom shader.
Code: //for US version of the game
patch=1,EE,003C67E8,word,00051842
patch=1,EE,003C67F0,word,AC450014
patch=1,EE,003C67F4,word,AC430008
patch=1,EE,003C67FC,word,AC430010
If someone could post the unaltered values of these addresses then this could possibly be ported to other regions .
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(05-24-2020, 03:01 PM)pgert Wrote: If someone could post the unaltered values of these addresses then this could possibly be ported to other regions .
When I disable the cheats and run the game without cheats,when I check the addresses in CE,the only address that shows a different value is the first one
Code: patch=1,EE,003C67E8,word,00051842
00831821
When I lock it to 00051842 and restart the game,the the game works in hw mode
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(05-24-2020, 03:01 PM)pgert Wrote: If someone could post the unaltered values of these addresses then this could possibly be ported to other regions . Memory address, original opcode, patched opcode.
Code: -- Black Screen fix (by RazielZNot)
eeInsnReplace(0x3C67E8, 0x00831821, 0x00051842)
eeInsnReplace(0x3C67F0, 0xac430014, 0xAC450014)
eeInsnReplace(0x3C67F4, 0xac450008, 0xAC430008)
eeInsnReplace(0x3C67FC, 0xac440010, 0xAC430010)
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05-24-2020, 06:16 PM
(This post was last modified: 05-24-2020, 06:48 PM by pgert.)
Thank you vsub & kozarovv.
Here is the patch for PAL-M5 SCES-51135:
patch=1,EE,003C69B8,word,00051842 // 00831821
The game works better with the custom-plugin from prafull, though.
With this patch there are some display distortions.
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(05-24-2020, 06:16 PM)pgert Wrote: Thank you vsub & kozarovv.
Here is the patch for PAL-M5 SCES-51135:
patch=1,EE,003C69B8,word,00051842 // 00831821
The game works better with the custom-plugin from prafull, though.
With this patch there are some display distortions. Looks like you ported only part of patch, maybe that's why is not working properly.
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Melty Blood: Act Cadenza (SLPM-66438) has BSOD when letting the game go to attract mode on initial start screen (not pressing any buttons). Game speed dips to around 30% and essentially freezes PCSX2 at BSOD (needs force quit). This is in the log when it happens:
Code: sceGsSyncPath: DMA Ch.1 does not terminate
<D1_CHCR=10000145:D1_TADR=0068ffc0:D1_MADR=00000000:D1_QWC=0000000c>
<D2_CHCR=00000005:D2_TADR=0079d400:D2_MADR=017ff200:D2_QWC=00000000>
<VIF1_STAT=0c0000cb:GIF_STAT=00000b00>
sceGsSyncPath: DMA Ch.1 does not terminate
<D1_CHCR=10000145:D1_TADR=0068ffc0:D1_MADR=00000000:D1_QWC=0000000c>
<D2_CHCR=00000101:D2_TADR=0079d400:D2_MADR=0078feb0:D2_QWC=0000000f>
<VIF1_STAT=0c0000cb:GIF_STAT=10000b00>
libdma: sync timeout
Vif1 running when CHCR == 10000045
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(05-24-2020, 08:21 PM)kozarovv Wrote: Looks like you ported only part of patch, maybe that's why is not working properly.
Yes, I got things confused.
Here is the full patch:
Primal * PAL-M5 * SCES-51135 * DCC4EEEA
patch=1,EE,003C69B8,word,00051842 // 00831821
patch=1,EE,003C69C0,word,AC450014 // AC430014
patch=1,EE,003C69C4,word,AC430008 // AC450008
patch=1,EE,003C69CC,word,AC430010 // AC440010
It works fine now with the regular GSdx-plugin.
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(05-24-2020, 10:29 PM)mrjared123 Wrote: Melty Blood: Act Cadenza (SLPM-66438) has BSOD when letting the game go to attract mode on initial start screen (not pressing any buttons). Game speed dips to around 30% and essentially freezes PCSX2 at BSOD (needs force quit). This is in the log when it happens:
Code: sceGsSyncPath: DMA Ch.1 does not terminate
<D1_CHCR=10000145:D1_TADR=0068ffc0:D1_MADR=00000000:D1_QWC=0000000c>
<D2_CHCR=00000005:D2_TADR=0079d400:D2_MADR=017ff200:D2_QWC=00000000>
<VIF1_STAT=0c0000cb:GIF_STAT=00000b00>
sceGsSyncPath: DMA Ch.1 does not terminate
<D1_CHCR=10000145:D1_TADR=0068ffc0:D1_MADR=00000000:D1_QWC=0000000c>
<D2_CHCR=00000101:D2_TADR=0079d400:D2_MADR=0078feb0:D2_QWC=0000000f>
<VIF1_STAT=0c0000cb:GIF_STAT=10000b00>
libdma: sync timeout
Vif1 running when CHCR == 10000045
The game should work with ee timing hack enabled.
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(05-23-2020, 10:22 AM)rizz768 Wrote: Hey prafull, thank you so much for this information and the files needed to run this game properly. Finally I'm able to play my favorite PS2 game at 1440p and it's a dream come true.
However, I noticed that trying to use a custom shader (specifically to remove the bloom effect from the game (it looks amazing when it's disabled!) corrupts the aspect ratio, adding a second screen effect, one with the disabled bloom, and one without, very strange. I'm wondering if there is any workaround for this? including a picture below, hopefully Imgur is fine?
https://i.imgur.com/fATYTeS.png Rizz768, can you share the custom shader you're using? I'd like to try it out, see what it looks like! Thanks!
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