I remember it didn't work on my PAL Greatest Hits disc that my PS2 came bundled with (my dog decided to use it as a toy so it's trash now) but the next one I got used from ebay (NTSC) for a funny price had progressive scan. There must be something wrong with the list, atleast there are more versions that it may not work as reported (Triangle+Cross trick).
Original Widescreen hack by nemesis2000 & synce & pelvicthrustman
NTSC-U
Pro Evolution Soccer 2013 (added... render fix)
NTSC-K
Dark Cloud 2
Wining Eleven 2012
NTSC-J
Disaster Report 2
Tsukiyo ni Saraba (PAL 10,000 Bullets)
Valkyrie Profile 2 - Silmeria
(10-29-2013, 10:06 PM)BenoitRen Wrote: [ -> ]According to the golden list at PSX-Scene, Tekken 4's 480p mode is present in the PAL version and accessible the same way as in the NTSC version. So the information is wrong?
I can confirm that PAL Tekken 4 has progressive option alongside with interlaced 50hz and 60hz modes. This is the first screen after the PS2 logo.
Just like OutRun 2006: Coast 2 Coast! Thanks for the confimation, Dant.
It's a shame that Tekken 5 didn't follow suit...
(10-23-2013, 07:44 PM)hellbringer616 Wrote: [ -> ]I don't think your drop in FPS is going to be fixed with a 60FPS patch since that increases the requirements and thus making them run slower unless you have the hardware for it. And since it's tied to raising internal scaling i'd put money on your GPU not being strong enough.
(10-27-2013, 07:28 AM)ElHecht Wrote: [ -> ]Only better hardware will solve this ...
I dont have this problem with Tomb Raider or Project Zero, so it's my guess that it could be caused by a bottle-neck within the Splinter Cell games themselfes or within PCSX2\Gsdx, so a 60fps patch might do magic here.
(10-25-2013, 09:23 PM)devina40 Wrote: [ -> ]Aren't the 60fps patches only for the Kingdom Hearts series? Has anyone been able to make 60fps patches for other games?
(10-27-2013, 02:35 AM)avih Wrote: [ -> ]How many 60 FPS patches do we have anyway? are people actively working on those?
I browsed through the archive using
dnGrep and found some others (all disabled though).
I could do it again and post a rapport, if you wish.
(10-25-2013, 09:23 PM)devina40 Wrote: [ -> ]I don't like the "Enable Enhancement Patches" since that sounds a little unnecessarily convoluted. Even "Widescreen and HD Patches" would be better. If there's a progressive scan patch, it'll be enabled by default in the widescreen patch archive (since there's nothing to lose), while 60fps will be disabled by default (since not everyone has good specs).
(10-27-2013, 02:35 AM)avih Wrote: [ -> ]Agreed on those. Progressive scans are simple improvements with no negatives AFAIK, and to me it seems appropriate to include those with the WS patches . 60 FPS are few and increase requirements probably considerably, so while great, I still don't think they belong at the "WS patches" group.
If you would rename "cheats_ws" into "enhancements", then it would be enough to make me happy.
(10-27-2013, 02:35 AM)avih Wrote: [ -> ]We can maybe put the 60 FPS patches at the normal cheats folder, with proper comment, and make sure this comment appears on the console clearly (e.g. "Enabling 60 FPS cheat").
Most people don't cheat, so please don't apply this.
(10-25-2013, 09:23 PM)devina40 Wrote: [ -> ]I do like the "Enable Cheats" to "Enable Cheat Patches" idea though, because it makes things more consistent.
Thats the spirit.
(10-27-2013, 07:28 AM)ElHecht Wrote: [ -> ]The problem is caused by patching the 2xxxxxxx addresses. These are only temporary addresses for the hor fov value and the addresses will change everytime the loading screen appears or a new level loads.
Here are new patches which should solve the problem.
The problem was with 003xxxxx addresses, however it occured to me that I was using 16:10 pnachs.
Thanx for the new pnachs.
I have made new pnachs enhancing these new pnachs with double 16:10 support, having the False 16:10 hack as primary and my older True (but unreliable) 16:10 hack as secondary.
* * * * * *
PAL/Europe:
New pnachs for Project Zero 1 & 3, with some new features.
New pnachs for Splinter Cell 1-4 derived from the new ones by ElHecht, but with double 16:10 support: False hack as primary and True (but unreliable) hack as secondary.
New pnachs for Tomb Raider Legend & Anniversary with minor modifications.
Hi im trying to make a pnatch for starwars episode III (PAL) (SLES 53155), but the cheat engine methode doesnt work, can i make a request here for help?
(10-31-2013, 04:06 PM)pgert Wrote: [ -> ]The problem was with 003xxxxx addresses, however it occured to me that I was using 16:10 pnachs.
Thanx for the new pnachs.
I have made new pnachs enhancing these new pnachs with double 16:10 support, having the False 16:10 hack as primary and my older True (but unreliable) 16:10 hack as secondary.
Can you explain the "clones" in your patches? I don't understand what you are doing here. I tested all splinter cell games with my patches and everything works fine. Why do we need the clones?
The "True (but unreliable)" patches wont work because the 2xxxxxxx range is only used for temporary storing values.
I can confirm the issues posted
here when using 2xxxxxxx addresses.
In addition the addresses also depend on the language you select in the bios. Give it a try with SC2, the address 21628ABC and 21628AC0 will only be used in the first level when your bios is set to english - wont work for french, german and italian ....
There is also a small typo in your SC2 patch
patch=1,EE,0017A200,word,3C1B3f
F0 // AE03008C - X-axis
should be corrected to
patch=1,EE,0017A200,word,3C1B3f
40 // AE03008C - X-axis
I updated the PAL Drakengard patches with elf addresses and added renderfixes.
Drakengard (PAL-M5) (SLES-52322) [
attachment=46386]
Drakengard 2 (PAL-M3) (SLES-53794) [
attachment=46387]