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Burnout 3 NTSC-U
CRC=BEBF8793
Small hack that make sky less distracting. Proper solution is in the works (not by me), so you can wait instead.
Pros. Reflections on car, better than black sky, works in HW mode without switching to SW. Cons, can break sw mode, this is just different color. Smile

Code:
//Skyhax
patch=1,EE,0067D484,byte,10

Before vs. After
[attachment=72936][attachment=72937]
[attachment=72938][attachment=72939]
(07-24-2020, 09:52 AM)kozarovv Wrote: [ -> ]God of War 2 SCUS-97481 - Set progressive scan, and wide screen as default options (menu to set 4:3, and interlacing still fully working), allow skipping movies by X button. Remove shadows, stencil pass, and bloom (similar to what agressive CRC hack do).
CRC = 2F123FD8

Code:
//skip renShadowClient::Prep
patch=1,EE,001706E0,word,03e00008
patch=1,EE,001706E4,word,00000000
//skip renPrimMaster::RenderStencilLayer
patch=1,EE,0016E720,word,03e00008
patch=1,EE,0016E724,word,00000000
//skip fxBloom::Client::Run
patch=1,EE,00126EB0,word,03e00008
patch=1,EE,00126EB4,word,00000000
//default to progressive at first run
patch=1,EE,0025a608,word,a04986dc
patch=1,EE,001E45D4,word,24020001
//default to ws at first run
patch=1,EE,001E45B4,word,24040001
patch=1,EE,001E45B8,word,00000000
patch=0,EE,0027894C,word,3c013fe3
patch=0,EE,00278950,word,34218e39
//allow mpeg skip by pressing x
patch=1,EE,001DD8C8,word,00000000

Could you do the same thing to God Of War SCUS-97399 (CRC = D6385328) please?
Mark Davis Pro Bass Challenge (NTSC)
Code:
gametitle=Mark Davis Pro Bass Challenge/ID SLUS_206.46 Game CRC = 5744d227

//Always Good Tension
patch=1,EE,2019649C,extended,3C0141F0
patch=1,EE,201964A4,extended,44813800

//All Lures
//patch=1,EE,40427258,extended,000E0001
//patch=1,EE,00010001,extended,00000000

//Infinite Time
patch=1,EE,20249D00,extended,0000467F

//Press L1+Select For Max Time
patch=1,EE,D02E5D02,extended,0000FBFE
patch=1,EE,20249D00,extended,0000EA40

//Press L2+Select For No Time
patch=1,EE,D02E5D02,extended,0000FEFE
patch=1,EE,20249D00,extended,00000050
hello gentlement, i have some questions, its possible change the default .elf "EntryPoint addres" with .pnach? , i have testing some codes in mips but some require be executed before start code in entrypoint, example: testing dragon quest pal version defaul "entrypoint" address is 00100008 (show in pcsx2 console) i build a custom mips code in address 000FFFC0 but it require entrypoint starts in "000FFFC0" not "00100008", can i create pnach to change this behavior? in pcsx2 memory is neccesary to find some function, result, values? or is neccesary use the (JAL - J) and move/rewrite the code in memory? (some ideas i had).... beforehand thanks for some tips, guides, workarounds.
(04-09-2021, 12:59 PM)FearlessBarrnacle Wrote: [ -> ]Could you do the same thing to God Of War SCUS-97399 (CRC = D6385328) please?

Not right now, but 90% of that can be done by setting CRC hack level to aggressive. So you should be use that for now. 

(04-18-2021, 10:20 PM)felixthecat1970 Wrote: [ -> ]hello gentlement, i have some questions, its possible change the default .elf "EntryPoint addres" with .pnach? , i have testing some codes in mips but some require be executed before start code in entrypoint, example: testing dragon quest pal version defaul "entrypoint" address is 00100008 (show in pcsx2 console) i build a custom mips code in address 000FFFC0 but it require entrypoint starts in "000FFFC0" not "00100008", can i create pnach to change this behavior?  in pcsx2 memory is neccesary to find some function, result, values? or is neccesary use the (JAL - J) and move/rewrite the code in memory? (some ideas i had).... beforehand thanks for some tips, guides, workarounds.

As far as i know you need to patch (by pnach) it to jump there, data that determine entrypoint is not really loaded into debugger, and not patchable without changes to emu, or iso itself. 
Can i ask what you need to patch so early? This is basically state where game code is not touched yet, i bet you can patch what you need later.
some ideas i have about put a "custom mips code" and load data in registers before .elf start processing data withow "patch" the iso dump; on my 1er test code, i made it override elf entrypoint with custom code in memory, basic test looks like code is loaded and executed but still checking if code behabior is same with a patched dump, i need to do some test in console later; also another question i have, is possible create a interrupt in code for make a change in original mips code and then restart code, example: testing silent hill origins 60 fps codes i see if you enable always the code, videos and main menu is gliched-fast, if i activate the code only in gameplay everything is ok (everything to 1 level Smile ) normally i try to find some code who change in memory and hook the behavior but this value is in early cached mips code so it need a stop (like breakpoint > change code and run) the code change and execute ok, i made codes with controller shorcut but this have me thinking about it how to implement, still learning do you think can be made with system calls? have you some experience kozarov?
I understand what you want to do, but i don't understand why it need to be done so fast. Emu is able to apply code on first recompiled block using patch=0 (also using patch=1 in latest dev builds). So what ever it is you can patch this at first run of that code.

For opposite situation, so if you want patch that apply later, you need to do the same what you did to fix SH3 videos. Use E codes.
For example 60 fps code for mentioned SH origins is:

Code:
Silent Hill: Origins SLUS-21731 0xA8D83239
60 fps
006B3474 00000001

So you need to find game state value to know that movie is playing, etc. Pointer used in sceMpegIsEnd is good candidate to monitor that movie is currently playing, for other game modes you need to find something else. Lets assume that value for "movie playing" is stored at 0x500000
Then you can do conditional code using 2x E codes.

Code:
// if 0x500000 (is movie playing) is not 1, enable 60FPS code
patch=1,EE,E1010001,extended,10500000
patch=1,EE,006b3474,extended,00000001

// if 0x500000 (is movie playing) is 1, disable 60FPS code
patch=1,EE,E1010001,extended,00500000
patch=1,EE,006b3474,extended,00000000 // or whatever originally is here

Eventually you can double those patches with patch=0, to have both 0, and 1 for older pcsx2.
Quote:Guys can you help me with Black? (criterion shooter)

I play on ps4 via classics bc and the right stick aiming is too slow.

Is it possible to patch the iso for stick sensivity?

Can someone help with this please. The game is performing beautiful on PS4 pro, better than my i7 4770 pc in fact.
@Kozarov ,
thanks for advice give me more ideas and understand another function of E codes (1 condition), i going to try with silent hill origins,
for understand more about it, correct me if i wrong (because a lot of info / (or less) in web maybe i had many misconcepts, doubs)
*pointers = hooks ? (i start named it withow know)
*still trying to comprenhend PCSX2 debugger options when "i use step into" i see each execution in forward, "step out" when i dont want deep
in execution code (of hundrens of jumps) and return me to main tested function, but "step over" still i dont understand it ?
*another option is in breakpoint "condition" how to used it? can you give some features or examples for use?
*i see the "stack frames" give me to me present functions / address when breakpoint is trigger this assumtion is correct?
i have more questions but i think for later about PCSX2 debugger.
About early custom mips code i trying to use PAL-NTSC last tool (jaymster) with fixes screen corrected code converted to .pnach (for bypass patch dump) , i see custom mips is executed before elf original code start, i manage to "hook" main adress to code then follow the original code and run, gamespeed code feel strange looks different in PAL pached - unpached but still need to do more comparations because code run in "PAL mode" (patched dump and my .pnach port code) if i change code to NTSC the game run speed up +10, i think maybe this works for people with PS2 consoles with opl, psrd, ps3-bc (i only have ps3- soft only Bc and always upscale to 720p so no real info about mode is running the game) so, i going to publish some codes for people test in consoles if make diffence or not, in the end the other solution for correct PAL titles to NTSC is finding addresses change speed but is challenging (already did with shinobido way to ninja PAL to Progressive look in 60fps thread and no interleacing thread)

@tayyar86
i see a patch tool about controller mapping maybe works for you, in psx-place or ps2-home search for it:
PS2 Controller Remapper by pelvicthrustman
(04-02-2021, 09:00 AM)tayyar86 Wrote: [ -> ]Guys can you help me with Black? (criterion shooter)

I play on ps4 via classics bc and the right stick aiming is too slow.

Is it possible to patch the iso for stick sensivity?

(04-22-2021, 09:36 PM)felixthecat1970 Wrote: [ -> ]@tayyar86
i see a patch tool about controller mapping maybe works for you, in psx-place or ps2-home search for it:
PS2 Controller Remapper by pelvicthrustman

Thanks a lot for trying to help but alas, it only remaps. But you opened my eyes to other software while looking around Smile
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