(02-03-2023, 10:15 AM)BevP902 Wrote: [ -> ]I think you've completely misunderstood me here about the whole netplay and input lag thing, I was talking about a netplay client and why being in 50hz was better for a netcode reason with this custom netcode client for PCSX2. I do know this as I've tested it. Other than that, thank you for your comment, I still need to be in 50hz and I dont want 480p. So any pointers for that are greatly appreciated. I just want to remove the blur filter in 50hz
patch=1,EE,001023D0,word,001DF210 - Still half screen, much sharper though, no blur
playing online capped to 50fps? still for a figthing game is not ideal experience but well, part the blurry nature of game is related to game in PAL run in in a mode named "field mode" give half image in scanout to 640x256 (strech) and the next scanout (vsync) show in other half screen default designed (also for performance reason, use interlaced signal in the crt era, etc etc) in crt looks fine but hd monitors i will be visible the "blurry" because stretch image and change image each second up > down (this is by desing so no much to do) really is not a "blur" filter but a afteeffect because this but some "arenas" the game have a blur posteffect (the moonligth, burning temple, others )
you can try apply the crc hack option in pcsx2 (i dont know if still is applied or was removed new version ) for remove post effects included blur, the other thing that game really uses all ps2 memory changing game modes cleaning ram with new code overwriting changes you do with codes, so it need to use "conditional codes" when use codes, i going to check my notes related to the PAL version if something can be done.
UPDATE;
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attachment=76651]
the codes you want are this, calling sharp backbuffer instead front buffer in PAL mode
, the black bottom image in attachemnt is because clean buffer is 640x448 (in PAL mode is streched to 640x512) also hack function and pass correct values so you will have 640x448 PAL 50fps (not the correct params but works)
Code:
//Test display sharp backbuffer in PAL mode by felixthecat1970 - code can be buggy because wrong params
patch=1,EE,E003B0F0,extended,01FFEF20
patch=1,EE,2034B3FC,extended,0000182D
patch=1,EE,2033075C,extended,0000382D
patch=1,EE,2034B458,extended,240601C0
@Terrence7522 that game is a field render type only, you better off with PCSX2 deinterlaced auto+ antiblur, a old interlaced code do the same or less, and progressive scan till now is not possible