02-27-2023, 03:41 AM
(This post was last modified: 02-27-2023, 05:20 AM by Freeman007.)
Looking for no interlacing for Tom Clancy's Splinter Cell Chaos Theory
No interlacing codes
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02-27-2023, 03:41 AM
(This post was last modified: 02-27-2023, 05:20 AM by Freeman007.)
Looking for no interlacing for Tom Clancy's Splinter Cell Chaos Theory
Poinie's Poin
CRC - FE6D362F //No-Interlacing in Gameplay and menus patch=1,EE,001B2D98,word,30420000 //No Interlacing in FMV patch=1,EE,001ABE94,word,00000000 Note: The screen in FMV will stop shaking but a flashing black screen will appear instead, so use blend tff deinterlacing
//gametitle=Silent Hill: Shattered Memories (SLUS-21899)
//SDTV 480p progresivo patch=1,EE,00346a84,word,3c050000 patch=1,EE,00346a8c,word,3c060050 patch=1,EE,00346a94,word,3c070001 patch=1,EE,00346d54,word,3c090010
Intel i7 4790k / 32gb Ddr3 1600Mhz / GTX 1080 /Wind 10 64bit
03-05-2023, 01:36 AM
(This post was last modified: 03-05-2023, 07:37 AM by pcsx2user156.)
These patches were ported from different regions. Thanks to the original patch producers.
jak's patches did not require any code changes and were usable without modification in the Japanese version. EDE4FE64.pnach Code: // SCPS-15021 Jak x Daxter - Kyuusekai no Isan (Japan) 35E2B1AF.pnach Code: // SLPM-65019 Z.O.E. - Zone of the Enders (Japan)
03-05-2023, 05:10 AM
(This post was last modified: 03-05-2023, 07:34 AM by pcsx2user156.)
This is a port from USA region. Thanks to the original NI patch producer!
However, I am not sure if the behavior is correct even with the NI patch applied. When I move the viewpoint to the left or right, the scanning lines are displayed. When deinterlacing is set to BlendTFF, the top half is not noticeable when moving the viewpoint left or right, but the bottom half is very blurry. 04C3765E.pnach Code: // SLPS-25057 King's Field IV (Japan)
03-05-2023, 05:31 AM
Felix,
I came across a couple of documents that may of interest to you (and anybody else) The dithering we are seeing on Capcom vs SNK 2 and Marvel vs Capcom 2 seems to be related to the 16bit textures according to the GS manual. It looks like dithering can be disabled...unfortunately I lack the skill to do it myself. Also the other document on getting perfect sprites on PS2 is interesting as well.
03-05-2023, 05:54 AM
(This post was last modified: 03-05-2023, 07:34 AM by pcsx2user156.)
(08-10-2021, 10:39 AM)Puxirepublic Wrote: Weird, I'm stuck in 3rd Super Robot Wars Alpha: To the End of the Galaxy [SLPS-25537] (第3次スーパーロボット大戦α 〜終焉の銀河へ〜) one. The black screen issue seems to have stopped occurring with the PCSX2 update. Version v1.7.4187 plays fine. 5D12241C.pnach Code: // SLPS-25537 Super Robot Wars - Alpha 3 (Japan)
If the game does use the GS dithering and stores the GS register data to send in the EE RAM, then you can look for this hex string in the memory:
Code: 01 00 00 00 00 00 00 00 45 00 00 00 Gran Turismo 4 does use this one when the progressive mode is enabled: 0x70002130 - global dithering flag 0x004AB318 - routine for transferring the GS registers data from the scratchpad to the EE RAM 0x004A17AC - nop to disable dithering in race. "Enjoy" the awful colour banding, especially on the night, cloudy sky. The EE offsets are from the PAL version. By the way dithering could be disabled in the PCSX2 rendering settings.
03-05-2023, 12:46 PM
(This post was last modified: 03-09-2023, 10:14 PM by pcsx2user156.)
Only the ability(能力) screens for SuperRobotTaisenZ and SpecialDisc commands are blurred and not deinterlaced. It is hard to see in the image, but the background 3D field, battle screen, menu screen, etc. are de-interlaced except for the ability screen. Perhaps the ability screen is interlaced by a different program. If anyone knows the deinterlacing code for the ability screen, please let me know.
The ability screen of SuperRobotTaisenZ is also a version that could be de-interlaced. https://forums.pcsx2.net/Thread-No-inter...#pid632522 216658F6.pnach (Size: 88 bytes / Downloads: 90) Code: // SLPS-25104 Super Robot Taisen Impact (Japan) 4FC5B891.pnach (Size: 82 bytes / Downloads: 84) Code: // SLPS-25345 Super Robot Wars MX (Japan) B6D4DABC.pnach (Size: 91 bytes / Downloads: 59) Code: // SLPS-25228 Super Robot Wars - Alpha 2nd (Japan) 321C5C3B.pnach // SLPS-25887 Super Robot Taisen Z (Japan) patch=1,EE,2016ECC4,extended,00000000 9D06B913.pnach // SLPS-25920 Super Robot Taisen Z - Special Disc (Japan) patch=1,EE,2016FE54,extended,00000000
03-05-2023, 05:49 PM
(03-05-2023, 11:10 AM)Agrippa Wrote: If the game does use the GS dithering and stores the GS register data to send in the EE RAM, then you can look for this hex string in the memory: Sure, disabling dithering in the emulator is easy. But I'm running these 2 games (Cvs2 and MvC2) on a backwards compatible PS3, the CECHE01 model to be exact which emulates the EE but has a physical GS on board. Surprisingly it handles the mods well. The dithering is that last bit that needs to be dealt with to achieve perfection but the system has no option to disable it. Specially important for Capcom vs SNK 2 as that game was never ported to PS3, unlike MvC2. |
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