No interlacing codes
Anyone got a non interlace code for Time Crisis 2?
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(12-09-2022, 01:00 AM)felixthecat1970 Wrote: a couple months ago i find some funtions codes for this game series, for PAL version the native call NTSC mode still missing speed corrections maybe you can continue or use codes find others, meanwhile for usa series i reworked months ago, i going to publish in my github some days.

Code:
//Ace Combat - Squadron Leader (Europe, Australia) (En,Fr,De,Es,It)  SCES_524.24;1) Game CRC = 0x1D54FEA9
//test- partial call frame mode - sbf. mode - ntsc call for PAL by felixthecat1970
//f.mode test call with b. buffer
patch=0,EE,20321328,extended,0000382D //r. call full frame mode
patch=0,EE,20320EB8,extended,241B01C0 //cr-reg.
patch=0,EE,2032AD5C,extended,A49B0182 //global f-r.parser
patch=0,EE,2032AD48,extended,A480017C //global f-r.parser s.fb
patch=0,EE,2032AD8C,extended,A49B0196 //g f.r.parser 2
patch=0,EE,20321320,extended,0000302D //pal call ntsc

//bugs
//*videos are 512 ver in ntsc - subtitles flicker
//*speed up engine - need speed corrections

Your patch does the same job like mine, but in a different way. But what is the point of forcing the different video mode in the PAL version? It is like asking for a trouble. Games are using HSync or VSync counters for various timing logic. Since the majority of them are PAL optimised (some of them are better, others less so) it does more harm than good.
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(12-11-2022, 10:07 PM)Agrippa Wrote: Your patch does the same job like mine, but in a different way. But what is the point of forcing the different video mode in the PAL version? It is like asking for a trouble. Games are using HSync or VSync counters for various timing logic. Since the majority of them are PAL optimised (some of them are better, others less so) it does more harm than good.
Rolleyes for PAL users still want multilang 30 - 60 fps and have tv NTSC, but no easy or common method for find functions, registers, variables related to fps speed, anyway only manage find registers, functions, etc for a couple games others PAL titles still wait in dark ages of 25 - 50fps, funny thing games like this the frame buffer PAL before output is 640x448 > streched to 640x512 / 512x512 loss sharpness in due stretch in frame final output (postporcess output according GS user manual); also others reencode fmv to PAL 25 (batman) or apply slowdown in video (dragon ball PAL, i already enabled ntsc mode in PAL videos run correct speed) maybe someone still debuggin for convert correctly PAL to NTSC and this functions can help; also i not have free time now for debug (job)
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(10-22-2022, 07:53 AM)chane2k1 Wrote: Cooked this up for ya.

Time Crisis II (NTSC-U) [SLUS-20219] CRC = D5D560FF
patch=1,EE,202AE22C,extended,31420001

I didn't play through the whole game, just the first stage and let it run through the attract mode demos. Seems to work fine. I tested with PCSX2 1.6 and the most recent nightly as of 10/21/22. FYI most if not all the cutscenes are FMVs, that were recorded with the original's interlaced game play, so those are not going to be affected.

Please make same for Time Crisis 3  (NTSC-U)

This codes useless on  de-interlacing: Bob (bottom field first, full frames)  Biggrin
I found these codes. But in QT build need manually set de-interlacing: Bob (bottom field first, full frames)
//Time Crisis 3 (NTSC-U) [SLUS-20219] CRC 7290669C
patch=1,EE,202A39C8,extended,31420001 //30420001
patch=1,EE,002A8878,extended,31420001 //30420001
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Merry Christmas everyone!
Capcom vs Snk 2 SLUS_202.46;1) Game CRC = 0x15149318
Capcom vs. SNK 2 - Millionaire Fighting 2001 (Japan) SLPM_650.47;1) Game CRC = 0xB54C0319

- +Enable Full Frame Mode 640x448 (instead original 640x224)
- +Autoboot - rebuild Progressive Scan video mode (for interlaced crt setups / hardware use "for-console-composite" folder cheats)  **untested but should work ok in consoles with composite cables (let me know).
- +Interlacing is disabled in progressive mode and frame mode run withow jittery image
+ added PCSX2-QT profiles "gamesettings.7z" with recomended settings for HD play
!!! check twitter for custom PS4 build guide if you want to test
!!! recomended in PCSX2 emulator disable Dithering option for sharper image and use scaling options !!!

same engine as marvel vs capcom 2 (and game has debug symbols too), so port it and enabled full frame mode looks better, no use interlacing, blurry-shaky image and run full frame 640x448 instead field mode 640x224; code i did  some months ago so clean code and publish now; still missing some registers for full arcade 640x480 but looks fine.


Attached Files
.7z   for-console-composite.7z (Size: 506 bytes / Downloads: 64)
.7z   gamesettings.7z (Size: 528 bytes / Downloads: 69)
.pnach   15149318.pnach (Size: 599 bytes / Downloads: 73)
.pnach   B54C0319.pnach (Size: 624 bytes / Downloads: 82)
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(12-24-2021, 01:09 AM)Agrippa Wrote: Colin McRae Rally 3 (SLES-51117)
CRC - 7DEAE69C

Code:
patch=1,EE,00246B90,word,24040001 // set FFMD to 0 in SMODE2 register to disable field mode
patch=1,EE,00247A64,word,00000000 // nop the switch to the front buffer

A full height back buffer enabled, instead of a downsampled front buffer.

Ico (SCES-50760)
CRC - 5C991F4E

Code:
//set the back buffer
patch=1,EE,2028F500,extended,00001040
patch=1,EE,2028F528,extended,00001040
//switch to the interlaced mode with FFMD set to 0. Progressive mode, applied by default,
//does add a black bar at the bottom in the NTSC mode when the back buffer is enabled
patch=1,EE,2028F4F8,extended,00000001
patch=1,EE,2028F520,extended,00000001

//check if the PAL mode is turned on to extend the display buffer from 256 to 512
patch=1,EE,E0024290,extended,0028F508
patch=1,EE,2028F50C,extended,001FF9FF
patch=1,EE,2028F534,extended,001FF9FF
//check if the NTSC mode is turned on to extend the display buffer from 224 to 448
patch=1,EE,E002927C,extended,0028F508
patch=1,EE,2028F50C,extended,001DF9FF
patch=1,EE,2028F534,extended,001DF9FF

A full height back buffer enabled, instead of a downsampled front buffer. Works with both PAL and NTSC modes. Based on the @asasega patch for the NTSC version.

Tried the one for CMR3, as interlacing is very buggy. It works perfect ingame, but the cutscenes in championship mode, including the service area, appear bugged. Is there a way to fix this? Thanks for the work on making the game work amazing!
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Hello! Happy holidays guys!

I hope you had a good time. X-mas has passed but I wanted to add to my wishlist a "No Blur" code for "Tomb Raider - Angel of Darkness" (NTSC-US and/or PAL).

If you have something like this do not hesitate to post it here.

Have a nice day!  Smile
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Star Ocean: Till the End of Time PAL Progressive
SLES-82028/SLES-82029
CRC - E04EA200
Code:
//skip the integrity check of the main executable file
patch=1,EE,E0110011,extended,001F7660
patch=1,EE,201e2530,extended,10000016
patch=1,EE,201e2ff8,extended,10000016
patch=1,EE,201e3410,extended,10000016
patch=1,EE,201e3758,extended,10000016
patch=1,EE,201e3968,extended,10000016
patch=1,EE,201e3ba8,extended,10000016
patch=1,EE,201e3d00,extended,10000016
patch=1,EE,201eb5f8,extended,10000016
patch=1,EE,201f68c0,extended,10000016
patch=1,EE,201f6bb0,extended,10000016
patch=1,EE,201f6c50,extended,10000016
patch=1,EE,201f7030,extended,10000016
patch=1,EE,201f7160,extended,10000016
patch=1,EE,201f72a0,extended,10000016
patch=1,EE,201f73d0,extended,10000016
patch=1,EE,201f7500,extended,10000016
patch=1,EE,201f7660,extended,10000016

//in-battle anti-cheat checks? I have not seen the game to get there though.
patch=1,EE,E002FFFA,extended,001EDB44
patch=1,EE,201EDB44,extended,1400fffa
patch=1,EE,201E94E0,extended,1000000F //1440000F

//full height frame buffer and video mode patches
patch=0,EE,00101320,word,A0285C84 //A0205C84
patch=1,EE,0012EF60,word,00000000 //10C00005
patch=1,EE,00100634,word,24050001 //0000282D
patch=1,EE,00100638,word,24060003 //24060050
patch=1,EE,00100640,word,24070000 //24070001

//texture fix for the battle mode
patch=1,EE,E0011183,extended,001E0784
patch=1,EE,201E0784,extended,24021D00

Patch does enable the full height frame buffer mode known from the NTSC versions of game (both NTSC and PAL releases have got 640x448 front buffer size).
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looking some forums i find code enable leftovers partial langs in this game, but has tlb misses in code (crash) so debuged, fixed (partially) and reenable native progressive scan mode (less blur)

thanks to source: https://randomhoohaas.flyingomelette.com...index.html
and Stayhye (from psxplace forums)

Metal slug 3D (Japan) SLPS_256.50;1) Game CRC = 0x7D8D8BFA test1
+enable autoboot native progressive scan mode (game is full frame mode so no need for interlacing codes, anyway progresive scan mode disable interlacing by desing)
+call register - function leftover for language selector for story mode and other options in 4 langs
+fixed partially broken / missing menu and missing options (reemplaced for japanese version text boxes, anyway titles menu are in english)
- tutorial mode is in japanese and pause menu missing text title, label can be readed in selected lang,. german option crash in tutorial mode maybe is font problem...
!!! unknow if game works fine in game later levels (no fully tested) let me know


Attached Files
.pnach   7D8D8BFA.pnach (Size: 895 bytes / Downloads: 67)
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Hello, Merry Christmas and a Happy New Year soon, sorry, you will not have optimization, compatibility and stability patches for the 50 fps code for 7D8F539A, devil may cry 1 Pal version (Europe) 50 fps. Because I do well at 50 fps, but in certain areas and fighting with enemies with 34 kills in red, also the first boss fight becomes unplayable with that fps drop. I don't know if I'm the only one either, but with opengl it throws me graphic errors for black subtitles and health too, but with vulkan I have no errors or at least very minimal ones.
I say this because the only one that gives me these problems is devil may cry 1, 2 and 3 they run perfectly at 50 stable fps. And if you don't have a solution, thank you very much in advance for the help.
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