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(04-18-2022, 09:20 AM)Red-tv Wrote: [ -> ]try using this code

//No-Interlacing
patch=1,EE,0013CAD0,word,30420000
patch=1,EE,001144AC,word,30420000

Unfortunately, nope. I'm using NO deinterlacing to test it. And:

Code:
//60FPS (Single Framestep)
patch=1,EE,20274EC4,extended,00000001

Although I have another that enabled the debug mode, if I choose Framestep 1 it will also flicker.

PS: https://gfycat.com/fixedpracticalisopod < seems 60fps breaks this game too?

PSS: use patches that toggle 30fps for cutscenes for ICO (PAL version also has 50/60 toggle!): https://forums.pcsx2.net/Thread-60-fps-c...#pid626129

They go nicely with nemesis2000's patches to change fog/colors, but don't use that for 60FPS patch!
Valkyrie Profile 2: Silmeria PAL-UK Progressive Patch
SLES-54644
CRC - 04CCB600

Here it is, the progressive patch for the PAL-UK release of Valkyrie Profile 2: Silmeria game. The PAL conversion does still have the leftover code for the progressive mode. It does not work right out of the box, so additional patching was needed to fix few issues. This patch is meant to be an alternative to the excellent back buffer patch from the @felixthecat1970 available here. However, while the back buffer gives a razor sharp image before all the filtering and processing takes place, it does screw the proportions in the 2D mode. Let me show you how the game has its buffers set:
Menus and MPEG movies:
640x448 back buffer -> 640x256 interlaced front buffer
3D mode:
512x416 back buffer -> 640x256 interlaced front buffer
2D mode:
512x480 back buffer -> 640x256 interlaced front buffer
You see, because the game does use a bilinear filter to expand the horizontal resolution from 512 to 640, all the artwork is designed to look right after that particular step. My patch does enable the hidden progressive mode instead and change the 640x256 interlaced front buffer to the 640x512 progressive one.
Unfortunately, because of the memory constraints, the photon blur effect had to be disabled to avoid crashing. There is a commented out patch for disabling the additive dissolve battle transition effect, as it does make the game crash under certain circumstances (I have no evidence it was the cause of crashing or rather a pure coincidence) - uncomment it when you encounter a crash during the battle transition.
Code:
// force progressive mode flag
patch=1,EE,00101100,word,A025CC84 //A020CC84
// force PAL output when the progressive mode is set
patch=1,EE,00100624,word,24050001 //0000282D
patch=1,EE,00100628,word,24060003 //24060050
patch=1,EE,00100630,word,24070000 //24070001
// correct the screen position on y-axis (important when playing on a real hardware!)
patch=1,EE,00117178,word,02A01021 //26A20014
// skip overwriting the DISPLAY2 register values with the 480p ones
patch=1,EE,00117388,word,10000011 //10600011
// disable the battle transition warp additive dissolve effect - it does crash sometimes when left enabled, uncomment this if you encounter a crash during a loading of the battle
//patch=1,EE,00308548,word,1000015B //10A0015B
// fix the missing icons in battle mode
patch=1,EE,E0011983,extended,00361AE4
patch=1,EE,20361AE4,extended,24031000
// disable the photon warp effect to avoid freeze
patch=1,EE,E0010012,extended,00374BD4
patch=1,EE,20374BD4,extended,10000012
// The first frame of the transition screen is glitched, as the garbage is being written into the frame buffer.
patch=1,EE,003078EC,word,24030200 //24030080

// GameGuard disable codes in the PNACH format, ported from the Maori-Jigglypuff's original overlay codes
patch=1,EE,00100A7C,word,1400FFFA
// Disable the memory scanning in the 2D mode
patch=1,EE,E0038C56,extended,00423722
patch=1,EE,204233B4,extended,24160000 // 8C560000
patch=1,EE,20423568,extended,24160000 // 8C560000
patch=1,EE,20423720,extended,24160000 // 8C560000
// Skip the traps while saving
patch=1,EE,E0016EA4,extended,00499F5C
patch=1,EE,20499F5C,extended,00000000 // 0C126EA4
// Disable the protection traps and memory scanning in the battle mode
patch=1,EE,E00D002D,extended,00431950
patch=1,EE,20397BB0,extended,00000000 // 1440FFF9
patch=1,EE,203ABE70,extended,10000017 // 1C600017
patch=1,EE,203AF11C,extended,00000000 // 1000FFFA
patch=1,EE,203AF2B4,extended,00000000 // 1000FFFA
patch=1,EE,203AF374,extended,00000000 // 1000FFFA
patch=1,EE,203C5484,extended,00000000 // 1000FFFA
patch=1,EE,203CFA7C,extended,00000000 // 1000FFFA
patch=1,EE,203D226C,extended,10000020 // 14200020
patch=1,EE,203D4554,extended,00000000 // 1000FFFA
patch=1,EE,203ACFB4,extended,100000F4 // 1020002E
patch=1,EE,203AD464,extended,1000003C // 1020002E
patch=1,EE,20431798,extended,10000055 // 1000002D
patch=1,EE,20431950,extended,10000043 // 1000002D
// Pre and post battle integrity check
patch=1,EE,E0030038,extended,0036829C
patch=1,EE,20367F38,extended,100000D5 // 102000D5
patch=1,EE,20368294,extended,00000000 // FD690008
patch=1,EE,2036829C,extended,00000000 // 15430038
I have ported the GameGuard disable codes from the one and only @Maori-Jigglypuff to the PNACH format. Moreover, I have skipped the memory anti-tamper scans completely. It allows you to modify the program flow without a single crash or freeze (yet the protection is undocumented still). You can apply the widescreen correction patch too from the sister thread. Patch was tested on the PS2 on PS3 software emulator with a PS2 Patch Engine patched image file and it is working correctly.

Big thanks to the @Maori-Jigglypuff and @felixthecat1970 for their efforts with this game. I had an easy job thanks to their amazing work done!
So if a PS2 game has a native Progressive scan mode, it doesn’t need hacks like these?
Soulcalibur III PAL 480p Patch
SCES-53312
CRC - BC5480A3 (1.00)
Code:
// replace NTSC mode with Progressive Scan
patch=1,EE,00509E4A,byte,06
// rename "PAL60/60 Hz" with "Progressive"
patch=1,EE,00B73FB4,word,6F725020
patch=1,EE,00B73FB8,word,73657267
patch=1,EE,00B73FBC,word,65766973
patch=1,EE,00B73FC0,word,0A205D20
CRC - 3BA95B70 (2.00)
Code:
// replace NTSC mode with Progressive Scan
patch=1,EE,00509ECA,byte,06
// rename "PAL60/60 Hz" with "Progressive"
patch=1,EE,00B73FB4,word,6F725020
patch=1,EE,00B73FB8,word,73657267
patch=1,EE,00B73FBC,word,65766973
patch=1,EE,00B73FC0,word,0A205D20
Patch replaces NTSC (60 Hz) mode with the 480p one, which is still present in the code of PAL conversion. The image is sharper as a result (flicker filter is disabled in the progressive mode, it seems). No Triangle+Cross button combo is needed to enable the 480p mode - the "PAL60" entry at the startup is renamed to the "Progressive", just like in the Soulcalibur II PAL release.
Another lame PAL port - removed/hidden features (480p mode), wrong PAL widescreen field of view (they used a wrong base value for calculations, making the widescreen zoomed in even more than the NTSC vert- one).
Is it possible if we can have dynasty warriors 3 no interlacing? (original version not XL)
i noticed that no NFS game has a progressive scan code, is it possible to make one for at least one of them ?
NFS games render a whole frame at once. They do not need any progressive scan code, as the output is already "progressive".
Would it be possible for a progressive scan code for BloodRayne 2 SLUS-20862?  I posted the request in the cheat patches thread, don't think that was the right thread to post the request.  Thanks in advance.
Maybe someone have no interlacing patch for Ratatouille? for pal or ntsc version?
Can I request someone to find a no interlace code for the Tekken Tag Tournament's 1.20 Japanese version? Or even just to port the version 3.00 one to 1.20, I couldn't do it when I tried.

//Tekken Tag Tournament v3.00 [NTSC-J] (SLPS-20015)
patch=1,EE,203978B0,extended,30630000