No interlacing codes
I'd like to request Hot Wheels World Race (SLUS-20737 - CRC FA9157AC)
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@phasermaniac i have progressive 240p "test code" for Virtua cop rebirth (Japan) in my github, check and let me know if work ok in your setup.
@squallps2 already updated my old "neogecollection 1 - 12 (Japan) codes from last year if you are interested
@Passion Wagon have you tested with default deinterlacing=auto + antiblur?
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Thanks @felixthecat1970 it works!
I also read somewhere to do 240p replacing:
Code: 01 00 24 32 ff 00 45 32 to Code: 00 00 04 20 ff 00 45 32
and Code: 01 00 24 32 04 00 06 a6 to Code: 00 00 04 20 04 00 06 a6
But for me it doesn't work on Time crisis 2/3 nor Vampire night (USA).
Also, Aren't ps2 games 640x448i ntsc and 640x512 pal? Would it be better to dispay at 224p /256?
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(08-08-2022, 09:35 PM)phasermaniac Wrote: Thanks @felixthecat1970 it works!
I also read somewhere to do 240p replacing:
Code: 01 00 24 32 ff 00 45 32 to Code: 00 00 04 20 ff 00 45 32
and Code: 01 00 24 32 04 00 06 a6 to Code: 00 00 04 20 04 00 06 a6
But for me it doesn't work on Time crisis 2/3 nor Vampire night (USA).
Also, Aren't ps2 games 640x448i ntsc and 640x512 pal? Would it be better to dispay at 224p /256?
that code hack a common function, many games are designed with diferent parameters functions, calls, routines, (not using or overriding common functions) example the virtua cop code pass values to custom function for apply the desired display mode in this case ntsc-progressive=240p mode, for other games mentioned maybe has custom functions who pass values to unknow functions - routines (not using or overriding common functions); about ps2 common resulition the **ny gs developer user manual says that are common ntsc-pal interleacing for old consumer crt tvs, for monitors or hd tv best display mode are vga or progressive modes, in the end best output display for ps2 games would be progressive modes for monitors or tv hd, and for common old consummer crt tvs, interlacing is the correct display.
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Request:

Devil may cry 3 trial version SLPM-60251 | CRC: 6DF67D50
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A fix for Radiata Stories would be awesome; have tried a number of ways to get around the black screen issue for years but no joy
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I did end up accidentally creating a true progressive mode for RRV, tho its 240p its rock solid

patch=1,EE,002c2ffc,word,20040000 //24040005
patch=1,EE,002c3004,word,20040000 //00052c00
[Image: unknown.png?width=893&height=502]
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I'm still looking for a Shaun Palmer's Pro Snowboarder code. I found that if you look for the following array of bytes in memory:

01 00 24 32 FF 00 45 32

and change the 01 to a 00, interlacing becomes disabled, but then the game crashes. Anyone know what's going in here? This game is 50% interlacing, 49% motion blur, and 1% game, this game desperately needs a code.
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(08-08-2022, 02:46 PM)felixthecat1970 Wrote: @squallps2 already updated my old "neogecollection 1 - 12 (Japan) codes from last year if you are interested

Your codes are working great, just a few more fixes and the NG collection will be perfect.
I've tested a few games (my favorites) and below are my findings regarding the resolution (menu and games).
I know both Garou Battle Archives are 320x224 natively and menu is interlaced, the BA2 is now 100% perfect with your patch which makes the menu progressive.
In other collections like The Last Blade and KOF Orochi, the games are perfect (320x224), and the menu could be improved to 448 progressive to reach perfection.
And collections like KOF Nests could improve a lot if the games are modified to run at 320x224.
I have copied the way PCSX2 identifies the resolution, maybe this could help you, I hope so. Thanks for your efforts!
Do you have any plans to take a look at some Capcom games like SF Alpha Anthology and SF Anniversary Collection ?

---
NG Vol.2 The Last Blade (Main menu needs fix)
Menu: 512x224 NTSC Progressive (menu could be improved: 512x448 SDTV 480p Progressive)
TLB1-2: 320x224 NTSC Progressive (PERFECT)

NG Vol.3 KOF Orochi (main menu needs fix)
Menu: 512x224 NTSC Progressive (menu could be improved: 512x448 SDTV 480p Progressive)
KOF 95/96/97: 320x224 NTSC Progressive (PERFECT)

NG Vol.5 Garou BA1 (main menu needs fix)
Menu: 512x224 NTSC Progressive (menu could be improved: 512x448 SDTV 480p Progressive)
Garou 1/2/SP/3: 320x224 NTSC Progressive (PERFECT)

NG Vol.6 Garou BA2 (PERFECT)
Menu: 512x448 SDTV 480p Progressive (PERFECT)
RB1/SP/2: 320x224 NTSC Progressive (PERFECT)

NG Vol.7 KOF Nests (main menu and games needs fix)
Menu: 512x224 NTSC Progressive (menu could be improved: 512x448 SDTV 480p Progressive)
KOF99EVO: 640x224 NTSC Progressive (game could be improved: 320x224 NTSC Progressive)
KOF00/01: 640x448 NTSC Progressive (game could be improved: 320x224 NTSC Progressive)
NeoGeo Mode: KOF99/00/01: 640x224 NTSC Progressive (game could be improved: 320x224 NTSC Progressive)

NG Vol.10 KOF98UM (game needs fix)
Game: 640x448 SDTV 480p Progressive (game could be improved: 320x224 NTSC Progressive)

NG Vol.12 Samurai Collection (main menu and games needs fix)
Menu: 512x224 NTSC Progressive (menu could be improved: 512x448 SDTV 480p Progressive)
Samurai 1-5: 640x448 SDTV 480p Progressive (games could be improved: 320x224 NTSC Progressive)
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squallps2 @
can be done but problem is still i missing info about how change framebuffer sizes correctly in some games i can extend correctly the menu image, but other is tied another fuctions, registers etc which alter the gameplay size (compress the image to center, upper half or below half image ) need more study, debug, time; games like kof 98 um, garou dendetsu 2 / mark of wolves they natively have 480p sdtv scan signal (programmers implemented the feature natively in code) so the codes autoenable it withow using the combo button X + Triangle in boot, for the blurry part using my profile pack can disable the bilinear filters showing clean pixel image all games, for alter gameplay exmaple kof 99 has 3d backgrounds alter the framebuffer size give 3d element bugs in screen (here we enter in 23 street float point nigthmare) functions registers etc "is hard"; for other games can check it but i personally have tough time searching for job so no time for "debug" games, will take some time.

jlogan3o13 @ radiata stories has progressive scan code mode feature with x + triangle buttons pressed in boot not need  for "no interlacing-" codes or progressive scan mode codes.

Vermilli0n_Fury@ i add to waitning list, but demo has something special ?

 for Shaun Palmer's Pro Snowboarder add to waiting list
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