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No Interlacing patch for Dave Mirra Freestyle BMX 2 (CEC42835):

patch=1,EE,201CDBD4,extended,00000000
(01-22-2024, 12:40 AM)technicallytim Wrote: [ -> ]Thanks! My copy is the Japanese one so I copied the contents to SLPM-68008_916E2EAA.pnach now the patch shows up in the PCSX2 menu and I can toggle it on, but it has no effect. The game is still interlaced.

Edit: Ok, I've found the issue: the Japanese version is a stand-alone disc that's why it needs a different patch. I was able to load the US version of it from the VF4Evo menu (since in the US version it's just a bonus in VF4Evo and THAT is progressive).
That is because game ejecutable is different from USA, i going to add that version for updates wait some weeks till i re-update my old codes.
Edit: fast debug enable full frame mode here:

Virtua Fighter 10th Anniversary [NTSC-J] [SLPM-68008] crc=B5FEAE85
+enable full frame mode 640\512x224 to 640\512x448 full frame mode
Psi-Ops - The Mindgate Conspiracy SLUS-20688 9C71B59E

Note: well, I discovered a rare way to avoid interlacing in a few games that interlacing cut your eyes like this one, even with recently PCSX2 builds, I normally use 480p progressive patch but a lot of games aren't compatible with this modes but I personally tested this rare  NTSC progressive that really works, no shaking videos and no interlacing at all
Request a no-interlaced patch for:

Psyvariar Complete Edition - SLES-51675

This one shakes a lot Smile

Thank you
(05-27-2020, 02:06 PM)felixthecat1970 Wrote: [ -> ]Gran Turismo 4 SCUS_973.28 CRC=77E61C8A
Game has 480p mode, but menus / videos shake, i combined 480p autoboot code ( from another post) add 1080i selection and no interleacing test code.
*Only works in HW mode OGL or DX11, SW (black screen)
Update:I dont like this code, so i refactored / update the code with framebuffer display code integrated in all resolutions and HW, SW with next caveats:
*Menus and videos code for no interleacing in 480p, 480i and 1080i OK
*Framebuffer is enabled in realtime gameplay with L3 (on) R3 (off) , press R3 is you see garbled graphics or black screen.
*Framebuffer display is glichy, recomended autoboot mode 480p (enabled in pnach, can be disabled, read pnach notes)
*Framebuffer in 480p looks better NO HUD, but sometimes glich or black screen (press R3)
*Framebuffer in NTSC mode glich more also, DX11 looks dark in OGL ok
*Framebuffer in 1080i display only show HUD transparency
- also i find autoboot in widescreen but only enable menus gameplay still 4:3, so is better you enable in options and save. i hope gt4 fan enjoy this for some replays or clean image.

Hi mate! if you have time and can look at the patch called "//NTSC" in the Gran Turismo 4 PAL version. The addresses match the PAL version but the value 3402948C of address 204A0C9C does not work. Thanks and greetings
Improved no interlacing patches for Champions of Norrath and Champions: Return to Arms. Let's use an internal game engine feature instead. Read the comments included in the .pnach file for technical details. Let's see how the 2x2 SSAA frame buffers are set:
NTSC: 1280x448 back buffer -> 640x224 front buffer
PAL: 1024x512 back buffer -> 512x255 front buffer
If we disable the interlacing, we will get a lowres image. But the game engine does support a 30 fps performance mode with a 2xSSAA, instead of 2x2:
NTSC: 1280x448 back buffer -> 640x448 front buffer
PAL: 1024x512 back buffer -> 512x509 front buffer
We are going to use this mode, but with 60 frames per second!

Few personal remarks:
1. Snowblind Engine is a technical marvel, but needs a decent art direction to look phenomenal. But on the CRT unfortunately, as it was designed for interlaced screens. The image quality does really, really suck. You need to force bilinear filtering to fix the sprites (a hacky way indeed) and fiddle with Round Sprite (Half) and Half-Pixel Offset (Special) settings to reduce the awful lines when uprendering. Blending Accuracy needs to be set to High for more accurate colours.
2. Regular no interlacing codes are bad, since the games are designed with the interlacing in mind. Adaptive deinterlacing is a way to go, losing the half of pixels is not.
3. 60 fps patches with speed modifiers are evil. I see ugly patches with separate modifiers for physics, camera, animation, footstep, menus, etc. Fixed timestep is a *****, you know what, to fix. They never made the FFX/X-2 HD for anything more than 30 fps.
(02-18-2024, 09:25 PM)Agrippa Wrote: [ -> ]Improved no interlacing patches for Champions of Norrath and Champions: Return to Arms. Let's use an internal game engine feature instead. Read the comments included in the .pnach file for technical details. Let's see how the 2x2 SSAA frame buffers are set:
NTSC: 1280x448 back buffer -> 640x224 front buffer
PAL: 1024x512 back buffer -> 512x255 front buffer
If we disable the interlacing, we will get a lowres image. But the game engine does support a 30 fps performance mode with a 2xSSAA, instead of 2x2:
NTSC: 1280x448 back buffer -> 640x448 front buffer
PAL: 1024x512 back buffer -> 512x509 front buffer
We are going to use this mode, but with 60 frames per second!

Few personal remarks:
1. Snowblind Engine is a technical marvel, but needs a decent art direction to look phenomenal. But on the CRT unfortunately, as it was designed for interlaced screens. The image quality does really, really suck. You need to force bilinear filtering to fix the sprites (a hacky way indeed) and fiddle with Round Sprite (Half) and Half-Pixel Offset (Special) settings to reduce the awful lines when uprendering. Blending Accuracy needs to be set to High for more accurate colours.
2. Regular no interlacing codes are bad, since the games are designed with the interlacing in mind. Adaptive deinterlacing is a way to go, losing the half of pixels is not.
3. 60 fps patches with speed modifiers are evil. I see ugly patches with separate modifiers for physics, camera, animation, footstep, menus, etc. Fixed timestep is a *****, you know what, to fix. They never made the FFX/X-2 HD for anything more than 30 fps.
Yeah, those 60fps patches are horrible is similar to ws patch with no render and there is a looooooot, but maybe one day those patch will be finished by someone else, I mean if somebody still working there is a hope
[Deleted by author]
Soulcalibur III PAL 480p Autoboot
SCES-53312
It is no "no interlacing" patch in fact, as the game does output full sized frames. I made a patch years ago that replaced the NTSC mode with 480p one on the video mode selector screen. Visually, there is no difference between the NTSC interlaced and 480p progressive mode - the game does render everything to the 640x448 24-bit back buffer - no matter what video mode you select beforehand. NTSC/480p front buffers are 640x448 16-bit with dithering, the PAL one is 512x512 16-bit with dithering. I have no idea why they hid the progressive mode in the PAL release. This patch:
1. Decreases the boot time by disabling the selector, time is money after all.
2. Forces the 480p mode, because why not?

Do not forget to enable Anti-Blur in the graphical settings, because of the pathetic PCRTC offset blur this game does use.
Technic Beat (USA)
Code:
gametitle=Technic Beat [SLUS-21019]
[No-Interlacing]
author=wakfu[CK]
description=Attempts to disable interlaced offset rendering.
gsinterlacemode=1
//Search pattern: 3829050008004264 (little endian)
//Search mask: ffffffffffffffff
patch=1,EE,00103684,word,00000000 //64420008
patch=1,EE,001039f4,word,00000000 //64420008

Technictix (JP)
Code:
gametitle=Technictix [SLPS-20055]
[No-Interlacing]
author=pcsx2user156
description=Attempts to disable interlaced offset rendering.
gsinterlacemode=1
patch=1,EE,00102FFC,word,00000000
patch=1,EE,0010336C,word,00000000

add to the repo pleas ☻