PS3 Compatibility List - PS2 on PS3

Burnout 3: Takedown (NTSC-U)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 03 00 00 00
E8 51 13 00 A8 BA 40 AC A8 BA 43 AC 80 53 13 00
A8 BA 60 AC A8 BA 43 AC BC CD 13 00 A8 BA 60 AC
AC 43 BA A8 00 00 00 00
Completely fixes the slow motion bug. Game is now 100% playable, but frame drops are still present.


Burnout 3: Takedown (NTSC-U) (all speedhacks except blur and low quality car enabled)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 06 00 00 00
20 5F 66 00 00 00 00 00 00 01 01 01 28 5F 66 00
00 00 00 00 00 00 01 01 3C 5F 66 00 00 00 00 00
00 00 00 00 E8 51 13 00 A8 BA 40 AC A8 BA 43 AC
80 53 13 00 A8 BA 60 AC A8 BA 43 AC BC CD 13 00
A8 BA 60 AC AC 43 BA A8 00 00 00 00
Burnout 3: Takedown (NTSC-U) (all speedhacks enabled)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 07 00 00 00
20 5F 66 00 00 00 00 00 00 01 01 01 28 5F 66 00
00 00 00 00 00 00 00 01 30 5F 66 00 00 00 00 00
00 00 00 00 3C 5F 66 00 00 00 00 00 00 00 00 00
E8 51 13 00 A8 BA 40 AC A8 BA 43 AC 80 53 13 00
A8 BA 60 AC A8 BA 43 AC BC CD 13 00 A8 BA 60 AC
AC 43 BA A8 00 00 00 00
The last two configs have the added speedhacks from the PCSX2 forums thread. The last config will run the best, but the second config still has the iconic blur effect and higher quality car model (it doesn't seem to hit performance too hard at all). Also, the last two configs can only work in kozarovv's patched netemu, but the first should be fine for unpatched version.

I will still be testing these, but as of now it seems to be fixed for good. Whew.

kozarovv's patched netemu - what that mean? Im cant add that config into ps2classics GUI to iso?
 
I have ported your config to EUR version.

Ghosthunter SCES-52156
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 24 2F 29 00
0B 00 00 00 01 00 00 00 A3 06 00 00 A0 06 00 00
14 00 00 00 4A 00 02 FF 48 45 88 00 4B E0 19 BF
4B EA 48 BC 4B EA 18 8C 4B E0 19 BF 4B EA 48 BC
4B EA 18 8C 4A 00 02 FF 48 45 88 00 00 00 00 00

Please also test this. This is prafull patch ported to your version + ladder fix(I think)

Ghosthunter SCES-52156 Prafull Patch
Code:
3D 00 00 00 46 40 00 00 0E 00 00 00 24 2F 29 00
0A 00 00 00 06 00 00 00 F0 4F 3F 00 39 D8 00 4A
00 48 A4 48 F4 4F 3F 00 00 48 A4 48 00 28 C0 48
F8 4F 3F 00 00 28 C0 48 39 D8 00 4A A8 50 3F 00
39 D8 00 4A 00 48 A4 48 AC 50 3F 00 00 48 A4 48
00 28 C0 48 B0 50 3F 00 00 28 C0 48 39 D8 00 4A
00 00 00 00
It seems like prafull patch hit only specific parts of game: https://forums.pcsx2.net/Thread-Bug-Report-Ghosthunter-PAL
So it will be best to merge all configs at once. Looking at hex code gxemu patch fix some clipping flag reads, so seems to be also needed to fix graphic at some point in game. Here is merged patch, untested at all.

Ghosthunter SCES-52156
Code:
3D 00 00 00 11 11 00 00 0E 00 00 00 24 2F 29 00
0A 00 00 00 06 00 00 00 F0 4F 3F 00 39 D8 00 4A
00 48 A4 48 F4 4F 3F 00 00 48 A4 48 00 28 C0 48
F8 4F 3F 00 00 28 C0 48 39 D8 00 4A A8 50 3F 00
39 D8 00 4A 00 48 A4 48 AC 50 3F 00 00 48 A4 48
00 28 C0 48 B0 50 3F 00 00 28 C0 48 39 D8 00 4A
0B 00 00 00 01 00 00 00 A3 06 00 00 A0 06 00 00
14 00 00 00 4A 00 02 FF 48 45 88 00 4B E0 19 BF
4B EA 48 BC 4B EA 18 8C 4B E0 19 BF 4B EA 48 BC
4B EA 18 8C 4A 00 02 FF 48 45 88 00 00 00 00 00

Edit: GX fix seems to be for mac flag (not clipping), so even more important to include it too
 
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kozarovv's patched netemu - what that mean? Im cant add that config into ps2classics GUI to iso?
The pnach patches (used by the pcsx2 emulator) contains 2 things: the position (where the patch is going to be applyed), and the value (that is going to be written at the position)
And the config files (used in PS3) needs 3 things: the position (where the patch is going to be applyed), the patch data (that is going to be written at the position), and the original data (that is going to be overwrited by the patch data)

kozarovv released an special version of the ps2_netemu.self where he disabled the check made to the orignal data, this way is easyer to port the pcsx2 patches to the PS3 (because there is no need to find the original data)

But you cant use that special version of ps2_netemu.self in HEN :/
But dont desperate, is posible to improve the configs by adding the original data in them, this way will work in HEN
 
@mrjaredbeta im just asking for curiosity sake, but there is something i dont understand from the burnout 3 configs
In this post you was trying to reduce the frames to achieve full speed, and you was doing it with 2 patches, is something you discovered and was working in a aceptable way
https://www.psx-place.com/threads/compatibility-list-ps2-on-ps3.1306/page-95#post-242296

And later, in the first config of this post it looks you was using the same method, but with 3 patches instead of 2, right ?
https://www.psx-place.com/threads/compatibility-list-ps2-on-ps3.1306/page-96#post-242454
And the patches have different values, i guess you are still investigating that route and you decided to do it in a bit different way (with 3 instead of 2)


The other 2 configs in your second post are based in the info posted in this thread
https://forums.pcsx2.net/Thread-Burnout-3-Takedown-USA-Speedhack-Patch
I been taking a look at the files just to read the comments, im not going to post here the complete pnach files, but just the comments, there are 6 patches in total, the first 4 was found by UlsterRose, and the last 2 was added by arapapa
// Bloom
// Background fog
// Motion blur
// Environment maps (make cars have reflections)
// Lower car detail
// Lower traffic detail

So from that list are 6 + the 3 found by you are 9 in total, right ?
But your configs from the second link there is one with 7 and another with 6... this is confusing me


-----------------
And i agree with you, from that list the "lower car detail", and the "motion blur" (and the car enviroment maps) probably are going to be the most annoying
Reducing the visual quality of your own car is like... aiiich... very notable, not cool :(
And the motion blur was a nice effect (and in some way removing the motion blur is cheating because is going to make the game easyer, lol)

Personally i think all the other patches are aceptable, even removing the motion blur is aceptable (the image is going to look better)... but decreasing the quality of your own car... aiiich
I mean... if is needed to apply all the patches because there is no other way to play then is ok... but reducing the quality of your own car is like the last resort

And btw... i remember to play the burnout games years ago, and when you are about to complete the game, in the races with the higest difficult levels, the screen is filled with a huge amount of "insanity" at very high speeds
I guess the performance is going to suffer a lot in that races in high difficult levels
 
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@mrjaredbeta i think there is a mistake in a command from the burnout 3 configs from your second post, all that configs are affected by this problem, im going to post only the first one (but the same happens in the others, because they includes this same commands too)

Burnout 3: Takedown (NTSC-U)
3D 00 00 00 57 44 00 00 0A 00 00 00 03 00 00 00
E8 51 13 00 A8 BA 40 AC A8 BA 43 AC 80 53 13 00
A8 BA 60 AC A8 BA 43 AC BC CD 13 00 A8 BA 60 AC
AC 43 BA A8 00 00 00 00
The value in bold is "byte swapped"
In this case the config uses command 0x0A with 3 patches (0A000000 03000000), and the last patch is doing this, right ?
BCCD1300 <--- position
A8BA60AC <--- original data
AC43BAA8 <--- patched data

So... the patched value is completly different than the original... im guessing you was not doing it on purpose (but not sure though, maybe is some kind of magic trick)
Im mentioning it incase you are playing the game to test that configs, incase this command is broken it could confuse you and make you waste some time

-----------------------
And btw... i just realized for some of that patches using the 0x0A commands used in the burnout 3 configs there is an easy way to make them compatible with HEN (in other words, to complete the correct data), lets say... the patch is doing this:

1122334455 <--- position
00000000 <--- original data (you are adding zeroes because we dont know the original value)
00000000 <--- patched data

But in this case we really know the original value because is working like a switch :D
The original value is 1 (and we patch it with a 0 to disable it)
It can be seen in the comments added in the pnach files, im going to copypaste an small chunk from them ;)
00000000 // 00000001 // Bloom
00000000 // 00000001 // Background fog
00000000 // 00000001 // Motion blur
00000000 // 00000001 // Environment maps (make cars have reflections)
00000000 // 41700000 // Lower car detail
00000000 // 41A00000 // Lower traffic detail
The first value is the patch (all them seems to be replacing original values by zeroes), and the second value is the original data
So... from that list of 6... the first 4 are "switches" (and we can deduce the original data was 1), so is easy to add the original data to the config

With the last 2 of that list im not so sure... it seems the original data was not intended to be used as a switch
 
...and btw... just a though/suggestion... when some of you is working with config files of this kind (using command 0x0A) + the special version of the ps2_netemu.self released by kozarovv (that ignores the original data)...

Incase you dont know the original data... i think is better if you fill the original data with 0xFFFFFFFF because kozarovv ps2_netemu.self is going to ignore the value 0xFFFFFFFF, and the patch is valid

And the other ps2_netemu.self versions are not going to apply this specific patch because the original data is not 0xFFFFFFFF... but the result is the same if you fill it with 0x00000000 because most probably the original data is not 0x00000000 either
So... the result is the same in this case

--------------
This suggestion is just an small trick that could help a bit when working with config files. I think is not going to cause any annoyances, allows to keep a record of which data is "missing" (that needs to be added later at some point)
 
Ok, as a recap, let me review this config, im learning about it while having some hexeditor fun :)
Im going to "extract" all the patches in the format i mentioned in my previous posts, composed by 3 values: "position", "original data", "patched data" and im going to make a list of them so is a lot easyer for us to review, discuss, or fix them, the goal is to use them as LEGO blocks to build some experimental configs with them
Burnout 3: Takedown (NTSC-U) (all speedhacks enabled)
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 07 00 00 00
20 5F 66 00 00 00 00 00 00 01 01 01 28 5F 66 00
00 00 00 00 00 00 00 01 30 5F 66 00 00 00 00 00
00 00 00 00 3C 5F 66 00 00 00 00 00 00 00 00 00
E8 51 13 00 A8 BA 40 AC A8 BA 43 AC 80 53 13 00
A8 BA 60 AC A8 BA 43 AC BC CD 13 00 A8 BA 60 AC
AC 43 BA A8 00 00 00 00

In this config there are 7 patches, i guessed which ones was taken from the pnach files
Code:
POSITION|ORIGINAL|PATCHED

205F6600 00000000 00010101 // Cars environment maps <--- are you sure the value 010101 is right ?
285F6600 00000000 00000001 // Bloom <--- are you sure the value 1 is right ?
305F6600 00000000 00000000 // Lower car detail
3C5F6600 00000000 00000000 // Lower traffic detail

E8511300 A8BA40AC A8BA43AC // Unknown (please add info about it)
80531300 A8BA60AC A8BA43AC // Unknown (please add info about it)
BCCD1300 A8BA60AC AC43BAA8 // Unknown (please add info about it)

As mentioned before, the last one seems to be broken (im going to flip the bytes in this one), there are only 4 from the 6 availables in the pnach files (im going to add the other 2), and im going to do that trick with the 0xFFFFFFFF i mentioned
Code:
POSITION|ORIGINAL|PATCHED

205F6600 FFFFFFFF 00000000 // Cars environment maps <---- i replaced your value 010101 by 0, not sure if is correct
285F6600 FFFFFFFF 00000000 // Bloom <---- i replaced your value 1 by 0, not sure if is correct
295F6600 FFFFFFFF 00000000 // Background fog
2A5F6600 FFFFFFFF 00000000 // Motion blur
305F6600 FFFFFFFF 00000000 // Lower car detail
3C5F6600 FFFFFFFF 00000000 // Lower traffic detail

E8511300 A8BA40AC A8BA43AC // Unknown
80531300 A8BA60AC A8BA43AC // Unknown
BCCD1300 A8BA60AC A8BA43AC // Unknown <--- i flipped the bytes of the patch

Edit:
As mentioned before i guess the values 0xFFFFFFFF i used in this list can be replaced by 0x0000001 because it seems are switches, the patches are writing the value 0x00000000 and in the pnach files there are comments where it seems the original values was 0x00000001
 
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@mrjaredbeta
In this post you was trying to reduce the frames to achieve full speed, and you was doing it with 2 patches, is something you discovered and was working in a aceptable way
https://www.psx-place.com/threads/compatibility-list-ps2-on-ps3.1306/page-95#post-242296
I have a habit of posting stuff before I really look at it. :) The first code in that config essentially limits the fps to 30fps when you start a race (even if its able to run at 60, it stays at 30). If you crash, the code seems to disable, but the "crash" fix is there so the slow motion bug goes away anyways. If you quit and start a new race, the game will reset itself and be slow motion again. That's why this code is bad, it really doesn't fix anything and actually makes it worse. I think the second code in that config I thought fixed something but it didn't.

And later, in the first config of this post it looks you was using the same method, but with 3 patches instead of 2, right ?
https://www.psx-place.com/threads/compatibility-list-ps2-on-ps3.1306/page-96#post-242454
And the patches have different values, i guess you are still investigating that route and you decided to do it in a bit different way (with 3 instead of 2)
Using pcsx2, I found a value that starts at 0 when you begin a race, but when you crash it turns to 1. It also turns to 1 if you crash and restart the race during the crash. Pcsx2 doesn't have any change in performance, but I thought this value was weird, so I disassembled it and found which ones set it to zero and changed them. It worked! Had to guess with this one.

So from that list are 6 + the 3 found by you are 9 in total, right ?
But your configs from the second link there is one with 7 and another with 6... this is confusing me
Correct. I am using all of the patches, but in the pnach you can see that he used "byte" instead of "extended" for a few values. These bytes are all in the same address, so you can change 3 with just 1 command (the bloom, fog, and motion blur). That's why there are less commands in my config, but I assure you they are all there. :)

And i agree with you, from that list the "lower car detail", and the "motion blur" (and the car enviroment maps) probably are going to be the most annoying
Reducing the visual quality of your own car is like... aiiich... very notable, not cool :(
After more testing, I found that disabling environment maps leaves the car a little messed up and extra shiny (with no change since no reflections). Also, I can't even tell the difference between car quality with the lower one and higher one, so I leave the lower one on now. I've been playing with this new config with every speedhack enabled besides the reflective surfaces and motion blur and honestly the game runs great! I do not notice any change in the visual appearance, and the game runs a nice 60fps around 80% of the time (and of course no change to the game speed). I'd say it's almost at a "Official PS2 Classic" level, besides the VMC bug and menu video bug.

And the motion blur was a nice effect (and in some way removing the motion blur is cheating because is going to make the game easyer, lol)
Lol, true.

And btw... i remember to play the burnout games years ago, and when you are about to complete the game, in the races with the higest difficult levels, the screen is filled with a huge amount of "insanity" at very high speeds
I guess the performance is going to suffer a lot in that races in high difficult levels
Performance doesn't really seem to depend on speed or amount of motion blur, so the last races should be fine! Already tested one with the US Circuit racer going 209mph and there was almost no frame drops.

@mrjaredbeta
The value in bold is "byte swapped"
In this case the config uses command 0x0A with 3 patches (0A000000 03000000), and the last patch is doing this, right ?
BCCD1300 <--- position
A8BA60AC <--- original data
AC43BAA8 <--- patched data

So... the patched value is completly different than the original... im guessing you was not doing it on purpose (but not sure though, maybe is some kind of magic trick)
Im mentioning it incase you are playing the game to test that configs, incase this command is broken it could confuse you and make you waste some time
Dang, I guess I just read that one backwards, lol. I guess that one doesn't affect the game, and only the first two do. Maybe it's best to delete that one.

I guess here's a "final" config (env maps enabled, motion blur enabled) that should(?) work on unpatched netemu:
Code:
3D 00 00 00 57 44 00 00 0A 00 00 00 06 00 00 00
28 5F 66 00 01 01 01 01 00 00 01 01 30 5F 66 00
41 70 00 00 00 00 00 00 3C 5F 66 00 41 A0 00 00
00 00 00 00 E8 51 13 00 A8 BA 40 AC A8 BA 43 AC
80 53 13 00 A8 BA 60 AC A8 BA 43 AC BC CD 13 00
A8 BA 60 AC A8 BA 43 AC 00 00 00 00
 
I have ported your config to EUR version.

Ghosthunter SCES-52156
Code:
3D 00 00 00 57 44 00 00 0E 00 00 00 24 2F 29 00
0B 00 00 00 01 00 00 00 A3 06 00 00 A0 06 00 00
14 00 00 00 4A 00 02 FF 48 45 88 00 4B E0 19 BF
4B EA 48 BC 4B EA 18 8C 4B E0 19 BF 4B EA 48 BC
4B EA 18 8C 4A 00 02 FF 48 45 88 00 00 00 00 00

Please also test this. This is prafull patch ported to your version + ladder fix(I think)

Ghosthunter SCES-52156 Prafull Patch
Code:
3D 00 00 00 46 40 00 00 0E 00 00 00 24 2F 29 00
0A 00 00 00 06 00 00 00 F0 4F 3F 00 39 D8 00 4A
00 48 A4 48 F4 4F 3F 00 00 48 A4 48 00 28 C0 48
F8 4F 3F 00 00 28 C0 48 39 D8 00 4A A8 50 3F 00
39 D8 00 4A 00 48 A4 48 AC 50 3F 00 00 48 A4 48
00 28 C0 48 B0 50 3F 00 00 28 C0 48 39 D8 00 4A
00 00 00 00

So...im was test your configs at my pal version! Also try config by @kozarovv and....all configs is works, but im just use test on swamp missions around church (ladder is fixed) and much far with ghost saw (no freezes anymore). Im think (maybe im wrong) prafull patch by @lex3a looks more fast, and patch by @kozarovv more slow but not much flicking! @lex3a can you explain about prafull patch? Your ported config us to eu version work too! Which differences?
 
It seems like prafull patch hit only specific parts of game: https://forums.pcsx2.net/Thread-Bug-Report-Ghosthunter-PAL
So it will be best to merge all configs at once. Looking at hex code gxemu patch fix some clipping flag reads, so seems to be also needed to fix graphic at some point in game. Here is merged patch, untested at all.

Ghosthunter SCES-52156
Code:
3D 00 00 00 11 11 00 00 0E 00 00 00 24 2F 29 00
0A 00 00 00 06 00 00 00 F0 4F 3F 00 39 D8 00 4A
00 48 A4 48 F4 4F 3F 00 00 48 A4 48 00 28 C0 48
F8 4F 3F 00 00 28 C0 48 39 D8 00 4A A8 50 3F 00
39 D8 00 4A 00 48 A4 48 AC 50 3F 00 00 48 A4 48
00 28 C0 48 B0 50 3F 00 00 28 C0 48 39 D8 00 4A
0B 00 00 00 01 00 00 00 A3 06 00 00 A0 06 00 00
14 00 00 00 4A 00 02 FF 48 45 88 00 4B E0 19 BF
4B EA 48 BC 4B EA 18 8C 4B E0 19 BF 4B EA 48 BC
4B EA 18 8C 4A 00 02 FF 48 45 88 00 00 00 00 00

Edit: GX fix seems to be for mac flag (not clipping), so even more important to include it too
@kozarovv how you think, will that config work for ps4 (lopnor) ? Im ask becouse on ps4 emulation have same problem (ladder problem)
 
I have a habit of posting stuff before I really look at it. :) The first code in that config essentially limits the fps to 30fps when you start a race (even if its able to run at 60, it stays at 30). If you crash, the code seems to disable, but the "crash" fix is there so the slow motion bug goes away anyways. If you quit and start a new race, the game will reset itself and be slow motion again. That's why this code is bad, it really doesn't fix anything and actually makes it worse. I think the second code in that config I thought fixed something but it didn't.
So the first code (DC174E00 00000000 02008001) reduces framerate too much and only temporally until you crash, so it was not good enought. And the second code (A8BA5100 00000000 01000000) was broken... so we can forget about that config, got it, nice try anyway :encouragement:

Using pcsx2, I found a value that starts at 0 when you begin a race, but when you crash it turns to 1. It also turns to 1 if you crash and restart the race during the crash. Pcsx2 doesn't have any change in performance, but I thought this value was weird, so I disassembled it and found which ones set it to zero and changed them. It worked! Had to guess with this one.
Nice one, so by using this code is not needed to crash the car at the start of the race anymore ?
I guess are the first two codes, just because the third was broken, but not sure, now that i wrote them in a list is easyer to review them
E8511300 A8BA40AC A8BA43AC
80531300 A8BA60AC A8BA43AC
BCCD1300 A8BA60AC A8BA43AC

So you are patching the value 0xA8BA43AC at 3 different positions
And the original data in 2 of them was 0xA8BA60AC and the other A8BA40AC

Correct. I am using all of the patches, but in the pnach you can see that he used "byte" instead of "extended" for a few values. These bytes are all in the same address, so you can change 3 with just 1 command (the bloom, fog, and motion blur). That's why there are less commands in my config, but I assure you they are all there. :)
Ok, i was wondering about it when i was writing my previous post with the list of commands extracted, im at that point where i have more than 5 webbrowser tabs and more than 5 programs opened related to this and it took me some time to write my previous post (in the most accurate posible way, i hope i did lol)
So is "flipping" several "switches" (from the game engine) with a single command because are located consecutivelly, 1 byte each, cool :)
Another doubt i had is in the pnach files is disabling them with a 0... but in your config you are disabling them with an 1, but after reading your last post i guess this is right... for some reason the value of that "switches" are like "reversed" in the PS3

After more testing, I found that disabling environment maps leaves the car a little messed up and extra shiny (with no change since no reflections). Also, I can't even tell the difference between car quality with the lower one and higher one, so I leave the lower one on now. I've been playing with this new config with every speedhack enabled besides the reflective surfaces and motion blur and honestly the game runs great! I do not notice any change in the visual appearance, and the game runs a nice 60fps around 80% of the time (and of course no change to the game speed). I'd say it's almost at a "Official PS2 Classic" level, besides the VMC bug and menu video bug.
Nice, this patches are a bit like cooking recipes, and im not trying this game so i cant suggest what visual effects to add or remove, i believe in the "chef recipe" (thats you) :encouragement:
At this point we have a good list of codes that works nice and this game was very tricky to fix, this is a milestone in my oppinion and from this point this can only improve. Maybe someone finds more codes to fix the video menus, or someone that played the game entirelly could tell if is ok to enable the motion blur and normal quality cars


Performance doesn't really seem to depend on speed or amount of motion blur, so the last races should be fine! Already tested one with the US Circuit racer going 209mph and there was almost no frame drops.
Ohh, i thought the motion blur was going to cause lot of workload, cool
But that was only a test, and you are disabling the motion blur while playing normally ?

I cant comment about your last config right now because is going to take me some time (i will try to dissect the specimen later)
 
thx 4 share,but it doesnt fix.Opening CG and gameplay still flicking..
Are you really sure that you have a correct version of the game?
Check your game's ISO it should match to Redump one
Also check your game's executable (SLUS_206.85), it's MD5 should be 41a7197582cdf79f01019386797e662f.

I am hundred percent sure about correctness of this CONFIG. The only thing I did was find the correct memory address - 0034CE88. This address was tested in PCSX2 and it works like a charm, there is no more texture flickering (GSDX software mode, unchecked Mipmap emulation). Bytes are flipped In the CONFIG, so address must be 88CE3400, check my post with the CONFIG and you will see the same bytes.

So...im was test your configs at my pal version! Also try config by @kozarovv and....all configs is works, but im just use test on swamp missions around church (ladder is fixed) and much far with ghost saw (no freezes anymore). Im think (maybe im wrong) prafull patch by @lex3a looks more fast, and patch by @kozarovv more slow but not much flicking! @lex3a can you explain about prafull patch? Your ported config us to eu version work too! Which differences?
@kozarovv CONFIG should be the most complete. It includes ladder fix, my ported config by Prafull which should fix slowdowns in some places of the game (https://forums.pcsx2.net/Thread-Bug-Report-Ghosthunter-PAL) + patch from GX_EMU
 
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Another doubt i had is in the pnach files is disabling them with a 0... but in your config you are disabling them with an 1
So basically in memory, the address originally looks like 01010101 where first byte is bloom, second is fog, third is motion blur, and fourth is HUD. By patching it to 00000101, it disables the bloom and fog, but keeps the blur and HUD.

And true! Game looks and plays great with current config, but gonna test the rest of the game (played maybe 1/4 of it so far). Then I'm gonna convert UlsterRose's Burnout Revenge speedhacks to a config. Thankfully that game doesn't have the slow motion bug, just similar issues with the frame rate struggling to reach 60!
 
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Correct. I am using all of the patches, but in the pnach you can see that he used "byte" instead of "extended" for a few values. These bytes are all in the same address, so you can change 3 with just 1 command (the bloom, fog, and motion blur). That's why there are less commands in my config, but I assure you they are all there. :)
Sorry to insist in this but im looking at it and there is something i dont get, the consecutive "switches" are located in this order (im just mentioninig the last byte): 0x28, 0x29, 0x2A
0x28 is bloom, 0x29 is fog, and 0x2A is motion blur
So... in the command when we change the bloom we can change the others because are located inmediatly next to it, right ?

But in your config (the one you posted yesterday, not sure if you have changed it in the last one) is made this way:
Code:
POSITION|ORIGINAL|PATCHED

205F6600 00000000 00010101 // Cars environment maps
285F6600 00000000 00000001 // Bloom
305F6600 00000000 00000000 // Lower car detail
3C5F6600 00000000 00000000 // Lower traffic detail

E8511300 A8BA40AC A8BA43AC // 
80531300 A8BA60AC A8BA43AC // 
BCCD1300 A8BA60AC A8BA43AC //

What i dont get is you are "cummulating" the bytes in the "cars enviroment maps" instead of the "bloom"
I mean... i think it should be made this way:

Code:
POSITION|ORIGINAL|PATCHED

205F6600 00000000 00000001 // Cars environment maps
285F6600 00000000 00010101 // Bloom + Background fog + Motion blur
305F6600 00000000 00000000 // Lower car detail
3C5F6600 00000000 00000000 // Lower traffic detail

E8511300 A8BA40AC A8BA43AC // 
80531300 A8BA60AC A8BA43AC // 
BCCD1300 A8BA60AC A8BA43AC //

Or this way:
Code:
205F6600 00000000 00000001 // Cars environment maps
285F6600 00000000 00000001 // Bloom
295F6600 00000000 00000001 // Background fog
2A5F6600 00000000 00000001 // Motion blur
305F6600 FFFFFFFF 00000000 // Lower car detail
3C5F6600 FFFFFFFF 00000000 // Lower traffic detail

E8511300 A8BA40AC A8BA43AC //
80531300 A8BA60AC A8BA43AC //
BCCD1300 A8BA60AC A8BA43AC //
 
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Sorry to insist in this but im looking at it and there is something i dont get, the consecutive "switches" are located in this order (im just mentioninig the last byte): 0x28, 0x29, 0x2A
0x28 is bloom, 0x29 is fog, and 0x0A is motion blur
So... in the command when we change the bloom we can change the others because are located inmediatly next to it, right ?

But in your config (the one you posted yesterday, not sure if you have changed it in the last one) is made this way:
Code:
POSITION|ORIGINAL|PATCHED

205F6600 00000000 00010101 // Cars environment maps
285F6600 00000000 00000001 // Bloom
305F6600 00000000 00000000 // Lower car detail
3C5F6600 00000000 00000000 // Lower traffic detail

E8511300 A8BA40AC A8BA43AC //
80531300 A8BA60AC A8BA43AC //
BCCD1300 A8BA60AC A8BA43AC //

What i dont get is you are "cummulating" the bytes in the "cars enviroment maps" instead of the "bloom"
I mean... i think it should be made this way:

Code:
POSITION|ORIGINAL|PATCHED

205F6600 00000000 00000001 // Cars environment maps
285F6600 00000000 00010101 // Bloom + Background fog + Motion blur
305F6600 00000000 00000000 // Lower car detail
3C5F6600 00000000 00000000 // Lower traffic detail

E8511300 A8BA40AC A8BA43AC //
80531300 A8BA60AC A8BA43AC //
BCCD1300 A8BA60AC A8BA43AC //

Or this way:
Code:
205F6600 00000000 00000001 // Cars environment maps
285F6600 00000000 00000001 // Bloom
295F6600 00000000 00000001 // Background fog
2A5F6600 00000000 00000001 // Motion blur
305F6600 FFFFFFFF 00000000 // Lower car detail
3C5F6600 FFFFFFFF 00000000 // Lower traffic detail

E8511300 A8BA40AC A8BA43AC //
80531300 A8BA60AC A8BA43AC //
BCCD1300 A8BA60AC A8BA43AC //
His config not touch Car env mapping. At least last one. Don't need to since he is not patching it at all.
 
@sandungas
Code:
205F6600 01000000 00000000 // Cars environment maps
285F6600 01010101 00000001 // Bloom/fog/motion blur
305F6600 41700000 00000000 // Lower car detail
3C5F6600 41A00000 00000000 // Lower traffic detail
This is what it should be. I think you got the details a little wrong for the second value since it includes bloom, fog, and motion blur, not just bloom. I also added in the original value.

I may have made an error on env maps code, but doesn't affect it (still disables it). Anyways, I took it out of the config so it shouldn't matter now. :)

Not at my computer right now, but I'll check and return with the 100% correct values when I get back!
 
The emulator function that reads the command 0x0A from the config is like this (copyed from psdevwiki)
uint32_t count, <List> (offset, original opcode, replace opcode)
In plain words... "position", "original data", and "patched data", and that same order is used in the data inside the config right ?, so we can represent them this way
Code:
POSITION|ORIGINAL|PATCHED

205F6600 00000000 00000001 // Cars environment maps
285F6600 00000000 00000001 // Bloom
295F6600 00000000 00000001 // Background fog
2A5F6600 00000000 00000001 // Motion blur
305F6600 FFFFFFFF 00000000 // Lower car detail
3C5F6600 FFFFFFFF 00000000 // Lower traffic detail

E8511300 A8BA40AC A8BA43AC // slow motion fix (crash fix)
80531300 A8BA60AC A8BA43AC // slow motion fix (crash fix)
BCCD1300 A8BA60AC A8BA43AC // slow motion fix (crash fix) doubtful, we are not sure if is needed
The first 4 codes seems to be "switches" where only posible values are 0 and 1 (so we can deduce the original data)
We could cummulate "background fog" and "motion blur" into the code for "bloom", but by now i think is better to keep them separated
And the values 0xFFFFFFFF are just a remiinder because we dont know the original data
 
Last edited:

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