michelemassa5959
Forum Noob
Screenshot for Driver parallel lines (JP) still not working in Rogue emulator on PS4 Pro?
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9
--vif1-instant-xfer=0
--vu1-no-clamping=0
#emu used=psychonauts v2
-- Eureka Seven-Vol 1 SLUS_213.53
-- Widescreen Hack
-- ported to PS4 lua
-- emu used=psychonauts v2
local gpr = require("ee-gpr-alias")
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
--16:9 part A
eeInsnReplace(0x00110b24, 0x3c034420, 0x3c034455)
eeInsnReplace(0x0011129c, 0x3c0343a0, 0x3c0343f0)
local patcher = function()
--16:9 part B
eeObj.WriteMem32(0x203a6cc8,0x43f00000)
eeObj.WriteMem32(0x203a66b8,0x43f00000)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
WIP fix for Downhill Domination NTSC
CLI
LUACode:--gs-uprender=2x2 --gs-upscale=EdgeSmooth --host-display-mode=16:9 --mtap1=always --vif1-instant-xfer=0 #broken graphics fix 1 --vu1=jit-sync #broken graphics fix 2 --ee-cycle-scalar=0.8 --iop-cycle-scalar=1.9 --cdvd-sector-read-cycles=4000 --idec-cycles-per-qwc=8000 #emu used=star ocean v2
Code:-- Downhill Domination (NTSC-U) [SCUS-97177] -- Widescreen Hacks (by Aced14) -- no interlacing by someother1ne -- ported to PS4 -- emu used=star ocean v2 local gpr = require("ee-gpr-alias") apiRequest(1.3) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() eeObj.Vu1MpgCycles(3300) -- no interlace eeObj.WriteMem32(0x00243D34,0x30420000) local code_check1 = eeObj.ReadMem16(0xA095D0) --Conditional live memory fixes for Bike Shop menu if code_check1 == 0x0002 then eeObj.WriteMem32(0x20A095D0,0x3FAA3D71) --00000000 - Bike Shop Top HUD Width (Live Memory) eeObj.WriteMem32(0x20A09610,0x3FAA3D71) --00000000 - Bike Shop Bottom HUD Width (Live Memory) eeObj.WriteMem32(0x20A60038,0xC2DE0000) --00000000 - Bike Shop Shadow Shape/Width (Live Memory) end emuObj.ThrottleMax() end emuObj.AddVsyncHook(patcher) --16:9 Widescreen eeInsnReplace(0x101B9EF0, 0x3C01442C, 0x00004401) -- - Shell Menu Master X FOV eeInsnReplace(0x2027F500, 0x438A8000, 0x434FC000) -- - Loading Screen Master X FOV eeInsnReplace(0x2027F520, 0x3F15551D, 0x3F471C26) -- - Loading Screen Master Y FOV eeInsnReplace(0x101B68F4, 0x3C01442C, 0x00004401) -- - Title Menu Master X FOV eeInsnReplace(0x2026C5C0, 0x438A8000, 0x434FC000) -- - Tree Sprite Width #1 eeInsnReplace(0x2026C700, 0x438A8000, 0x434FC000) -- - Tree Sprite Width #2 eeInsnReplace(0x2026C758, 0x438A8000, 0x434FC000) -- - Tree Sprite Width #3 eeInsnReplace(0x101F8510, 0x3C01442C, 0x00004401) -- - Bike Shop Menu Goggles Default Master X FOV (added to close-up float by game engine to produce a "final" close-up X FOV) eeInsnReplace(0x101F84F8, 0x3C014510, 0x000044D8) -- - Bike Shop Menu Goggles Close-up Master X FOV #1 eeInsnReplace(0x101F84FC, 0x34218000, 0x0000C000) -- - Bike Shop Menu Goggles Close-up Master X FOV #2 eeInsnReplace(0x2027F0A0, 0x3EF0A3D7, 0x3F206D3A) -- - Menu Master Y FOV eeInsnReplace(0x1016BA30, 0x3C01438A, 0x0000434F) -- - 1P P1 Master X FOV #1 eeInsnReplace(0x1016BA34, 0x34218000, 0x0000C000) -- - 1P P1 Master X FOV #2 eeInsnReplace(0x101A8D4C, 0x3C01438A, 0x0000434F) -- - 1P P1 Replay Master X FOV #1 eeInsnReplace(0x101A8D50, 0x34218000, 0x0000C000) -- - 1P P1 Replay Master X FOV #2 eeInsnReplace(0x2027ECE0, 0x3F15551D, 0x3F471C26) -- - 1P P1 Master Y FOV eeInsnReplace(0x2027EF00, 0x435E0000, 0x43268000) -- - 2P Vertical P1 Master X FOV eeInsnReplace(0x2027EF20, 0x3F15551D, 0x3F471C26) -- - 2P Vertical P1 Master Y FOV eeInsnReplace(0x2027EFC0, 0x435E0000, 0x43268000) -- - 2P Vertical P2 Master X FOV eeInsnReplace(0x2027EFE0, 0x3F15551D, 0x3F471C26) -- - 2P Vertical P2 Master Y FOV eeInsnReplace(0x2027ED80, 0x438A8000, 0x434FC000) -- - 2P Horizontal P1 Master X FOV eeInsnReplace(0x2027EDA0, 0x3F155550, 0x3F471C6A) -- - 2P Horizontal P1 Master Y FOV eeInsnReplace(0x2027EE40, 0x438A8000, 0x434FC000) -- - 2P Horizontal P2 Master X FOV eeInsnReplace(0x2027EE60, 0x3F155550, 0x3F471C6A) -- - 2P Horizontal P2 Master Y FOV eeInsnReplace(0x2027F140, 0x43520000, 0x431D8000) -- - 4P P1 Master X FOV eeInsnReplace(0x2027F160, 0x3EF0A3D7, 0x3F206D3A) -- - 4P P1 Master Y FOV eeInsnReplace(0x2027F200, 0x43520000, 0x431D8000) -- - 4P P2 Master X FOV eeInsnReplace(0x2027F220, 0x3EF0A3D7, 0x3F206D3A) -- - 4P P2 Master Y FOV eeInsnReplace(0x2027F2C0, 0x43520000, 0x431D8000) -- - 4P P3 Master X FOV eeInsnReplace(0x2027F2E0, 0x3EF0A3D7, 0x3F206D3A) -- - 4P P3 Master Y FOV eeInsnReplace(0x2027F380, 0x43520000, 0x431D8000) -- - 4P P4 Master X FOV eeInsnReplace(0x2027F3A0, 0x3EF0A3D7, 0x3F206D3A) -- - 4P P4 Master Y FOV eeInsnReplace(0x2027ECC0, 0x438A8000, 0x434FC000) -- - 2-4P P1-4 Paused Master X FOV
Testers needed. Very much playable now! No more crashing! Just trying to get full speed.....
This one was weird. If widescreen code was all WriteMem32, emu not boot. If code all eeInsnReplace, graphical glitches on the left and right side of screen. Like this, works perfectly!
how is that done?eeInsnReplace does support the offsets from the 0x00000000-0x01FFFFFFF range. You have to write 2xxxxxxx extended format codes as a 0xxxxxxx to get it working.
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9
#emu used=ADK
-- Eureka Seven Vol 2 SLUS_215.38
-- Widescreen Hack
-- emu used=ADK
apiRequest(1.0)
local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()
--16:9 part A
eeInsnReplace(0x00110b24, 0x3c034420, 0x3c034455) -- 0x3c034420
eeInsnReplace(0x0011129c, 0x3c0343a0, 0x3c0343f0) -- 0x3c0343a0
local patcher = function()
-- 16:9 part B
eeObj.WriteMem32(0x203BC638,0x43f00000)
eeObj.WriteMem32(0x203BCC48,0x43f00000)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--vu0-no-clamping=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2=trans
--cdvd-sector-read-cycles=4000
#emu used=jakx v2
-- Dawn of Mana NTSC
-- 60fps by Red-Tv @PCSX2 forums
-- ported to PS4
-- emu used=jakx v2
apiRequest(2.2)
local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj = getIOPObject()
emuObj.PadSetLightBar(0, 100, 30, 230)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
--[[
Note: This patch(60FPS) will revert cutscenes back to 30fps in order to avoid sync issues. unfortunately, dialogues during gameplay still have sync issues
if the game feels too slow you can change the last line
eeObj.WriteMem32(0x205C8734,0x3eX00000
X= The higher the number the faster the game is
--]]
local WS = function()
--16:9
eeObj.WriteMem32(0x0012ae74,0x3c013f40)
--60 fps
eeObj.WriteMem32(0x00115AE8,0x14600003)
eeObj.WriteMem32(0x005C8734,0x3f800000)
local code_check1 = eeObj.ReadMem16(0xA137C4)
if code_check1 == 0x0001 then
eeObj.WriteMem32(0x20115AE8,0x00000000)
eeObj.WriteMem32(0x205C8734,0x3e400000)
end
emuObj.ThrottleMax() --reduce load times and screens
end
emuObj.AddVsyncHook(WS)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
Works great!Final Fix/Improvement for Dawn of Mana NTSC
CLI
LUACode:--gs-uprender=2x2 --gs-upscale=EdgeSmooth --gs-kernel-cl="h2lpool" --gs-kernel-cl-up="h2lpool2x2" --vu0-no-clamping=1 --vu0-clamp-results=1 --vu1-no-clamping=0 --vu1-clamp-results=1 --cop2=trans --cdvd-sector-read-cycles=4000 #emu used=jakx v2
Code:-- Dawn of Mana NTSC -- 60fps by Red-Tv @PCSX2 forums -- ported to PS4 -- emu used=jakx v2 apiRequest(2.2) local gpr = require("ee-gpr-alias") local emuObj = getEmuObject() local eeObj = getEEObject() local gsObj = getGsObject() local eeOverlay = eeObj.getOverlayObject() local iopObj = getIOPObject() emuObj.PadSetLightBar(0, 100, 30, 230) emuObj.SetDisplayAspectWide() gsObj.SetDeinterlaceShift(1) --[[ Note: This patch(60FPS) will revert cutscenes back to 30fps in order to avoid sync issues. unfortunately, dialogues during gameplay still have sync issues if the game feels too slow you can change the last line eeObj.WriteMem32(0x205C8734,0x3eX00000 X= The higher the number the faster the game is --]] local WS = function() --16:9 eeObj.WriteMem32(0x0012ae74,0x3c013f40) --60 fps eeObj.WriteMem32(0x00115AE8,0x14600003) eeObj.WriteMem32(0x005C8734,0x3f800000) local code_check1 = eeObj.ReadMem16(0xA137C4) if code_check1 == 0x0001 then eeObj.WriteMem32(0x20115AE8,0x00000000) eeObj.WriteMem32(0x205C8734,0x3e400000) end emuObj.ThrottleMax() --reduce load times and screens end emuObj.AddVsyncHook(WS) emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
Works great! 60 FPS ! Feedback welcome
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
--gs-uv-shift-pointsampling=1
--gs-adaptive-frameskip=1
--gs-optimize-30fps=1
#--cdvd-sector-read-cycles=3000
#--idec-cycles-per-qwc=2000
--ee-block-validation=PageProt
--ee-cycle-scalar=0.85
--iop-cycle-scalar=0.9
#emu used=jakx v2
-- Manhunt 2 PAL (SLES-54819)
-- Codes by various authors @PCSX2 forums
-- ported to PS4
-- emu used=jakx v2
apiRequest(2.2)
local gpr = require("ee-gpr-alias")
local cpr = require("ee-cpr0-alias")
local hwaddr = require("ee-hwaddr")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj = getIOPObject()
local thresholdArea = 600
emuObj.PadSetLightBar(0, 250, 111, 78)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(0)
eeInsnReplace(0x003bb628, 0x30420003, 0x24020002) -- Force turn on Native Widescreen (Full boot passing) by Arapapa
local patcher = function()
-- Disable Noise Effect
eeObj.WriteMem32(0x00287138,0x34030000)
eeObj.WriteMem32(0x00287140,0x0003102B)
-- No flashing Color Effects in Killing Sequences
eeObj.WriteMem32(0x001d1240,0x34020000)
eeObj.WriteMem32(0x001d1244,0x0002202B)
-- No Blood Splatter on the Screen in Killing Sequences
eeObj.WriteMem32(0x001d12bc,0x34060001)
eeObj.WriteMem32(0x001d12c0,0x34050000)
eeObj.WriteMem32(0x001d12c4,0x00c51826)
eeObj.WriteMem32(0x001d12c8,0x0003102b)
--Fully Nonfiltered Gore Mode
eeObj.WriteMem32(0x205BCD60,0x00000000)
eeObj.WriteMem32(0x205BCD64,0x00000000)
eeObj.WriteMem32(0x005B21E8,0x00000000)
eeObj.WriteMem32(0x205BCD70,0x42C80000)
eeObj.WriteMem32(0x205BCD74,0x42C80000)
eeObj.WriteMem32(0x205BCD78,0x42C80000)
--Free Camera (Press: Select+L3=ON, Select+R3=OFF)
local code_check1 = eeObj.ReadMem16(0x574D82)
if code_check1 == 0x0300 then
eeObj.WriteMem32(0x203FBD64,0x00000001)
end
local code_check2 = eeObj.ReadMem16(0x574D82)
if code_check2 == 0x0500 then
eeObj.WriteMem32(0x203FBD64,0x00000000)
end
--Molasses Mode (Press: Select+Down=ON, Select+Up=OFF)
local code_check3 = eeObj.ReadMem16(0x574D82)
if code_check3 == 0x4100 then
eeObj.WriteMem32(0x204BF194,0x00000001)
eeObj.WriteMem32(0x203F9198,0x00000005)
end
local code_check4 = eeObj.ReadMem16(0x574D82)
if code_check4 == 0x1100 then
eeObj.WriteMem32(0x204BF194,0x00000000)
end
--Quicker Game (Press: Select+Right=ON, Select+Up=OFF)
local code_check5 = eeObj.ReadMem16(0x574D82)
if code_check5 == 0x2100 then
eeObj.WriteMem32(0x204BF194,0x00000001)
eeObj.WriteMem32(0x203F9198,0x0000003c)
end
local code_check6 = eeObj.ReadMem16(0x574D82)
if code_check6 == 0x1100 then
eeObj.WriteMem32(0x204BF194,0x00000000)
end
--60 fps
--eeObj.WriteMem32(0x20370DA8,0x24020001)
eeObj.Vu1MpgCycles(math.floor(900))
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
eeInsnReplace(0x23e188, 0x14440011, 0x10000011)
Works great! Added to config hereHere's a potential fix for the remaining slowdown of Mortal Kombat: Shaolin Monks (SLUS-21087):
Code:eeInsnReplace(0x23e188, 0x14440011, 0x10000011)
Here's a potential fix for the remaining slowdown of Mortal Kombat: Shaolin Monks (SLUS-21087):
Code:eeInsnReplace(0x23e188, 0x14440011, 0x10000011)
eeInsnReplace(0x0023e418, 0x14440011, 0x10000011)
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9
--vu1-di-bits=0
--vu1-no-clamping=0
--ee-cycle-scalar=2.0
--framelimiter=1
--framelimit-fps=60.0
--framelimit-scalar=1
#emu used=star wars racer's revenge v1
-- The Getaway NTSC
-- 60FPS by Asaega @PCSX2 forums
-- ported to PS4 Lua
-- emu used=star wars racer's revenge v1
apiRequest(0.4)
local eeObj = getEEObject()
local emuObj = getEmuObject()
eeInsnReplace(0x00310898, 0x30420003, 0x24020002)-- force 16:9 at boot
local patcher = function()
--60 fps
eeObj.WriteMem32(0x201F10E8,0x1000000B)
--Unlock Extras Menu by InterAct
eeObj.WriteMem32(0x20392708,0x00000002)
--general improvements
eeObj.Vu1MpgCycles(2000)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
Here's a potential fix for the remaining slowdown of Mortal Kombat - Shaolin Monks (SLES-53524)
Code:eeInsnReplace(0x0023e418, 0x14440011, 0x10000011)
Good for PAL version. Thank you @mrjaredbeta.
-- Mortal Kombat Shaolin Monks NTSC
--Disable Bloom
eeObj.WriteMem32(0x004F4B68,0x0)
--Disable Fog
eeObj.WriteMem32(0x004F4C08,0x0)
--Disable Light on Characters Skills
eeObj.WriteMem32(0x004F4C98,0x0)
--Disable Characters Skinning
eeObj.WriteMem32(0x004F4C44,0x0)
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-force-bilinear=1
--mtap1=always
--vif1-instant-xfer=0
--vu1=jit-sync
--vu1-mpg-cycles=3500
--host-display-mode=16:9
--ee-hook=0x0021cfe4,AdvanceClock,,8000
--cdvd-sector-read-cycles=3600
#emu used=star wars racer's revenge v1
-- Downhill Domination (NTSC-U) [SCUS-97177]
-- Widescreen Hacks (by Aced14)
-- no interlacing by someother1ne
-- ported to PS4
-- emu used=star wars racer's revenge v1
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
-- no interlace
eeInsnReplace(0x00243D34,0x30420001,0x30420000)
local patcher = function()
--Conditional live memory fixes for Bike Shop menu
local code_check1 = eeObj.ReadMem16(0xA095D0)
if code_check1 == 0x0002 then
eeObj.WriteMem32(0x20A095D0,0x3FAA3D71) --00000000 - Bike Shop Top HUD Width (Live Memory)
eeObj.WriteMem32(0x20A09610,0x3FAA3D71) --00000000 - Bike Shop Bottom HUD Width (Live Memory)
eeObj.WriteMem32(0x20A60038,0xC2DE0000) --00000000 - Bike Shop Shadow Shape/Width (Live Memory)
end
--16:9
eeObj.WriteMem32(0x001B9EF0,0x3C014401) -- 0x3C01442C, - Shell Menu Master X FOV **PS4
--eeObj.WriteMem32(0x2027F500,0x434FC000) -- 0x438A8000, - Loading Screen Master X FOV
--eeObj.WriteMem32(0x2027F520,0x3F471C26) -- 0x3F15551D, - Loading Screen Master Y FOV
eeObj.WriteMem32(0x001B68F4,0x3C0143d1) -- 0x3C01442C, - Title Menu Master X FOV **PS4
eeObj.WriteMem32(0x2026C5C0,0x434FC000) -- 0x438A8000, - Tree Sprite Width #1
eeObj.WriteMem32(0x2026C700,0x434FC000) -- 0x438A8000, - Tree Sprite Width #2
eeObj.WriteMem32(0x2026C758,0x434FC000) -- 0x438A8000, - Tree Sprite Width #3
eeObj.WriteMem32(0x001F8510,0x3C014401) -- 0x3C01442C, - Bike Shop Menu Goggles Default Master X FOV (added to close-up float by game engine to produce a "final" close-up X FOV)
eeObj.WriteMem32(0x001F84F8,0x3C0144D8) -- 0x3C014510, - Bike Shop Menu Goggles Close-up Master X FOV #1
eeObj.WriteMem32(0x001F84FC,0x3421C000) -- 0x34218000, - Bike Shop Menu Goggles Close-up Master X FOV #2
eeObj.WriteMem32(0x2027F0A0,0x3F206D3A) -- 0x3EF0A3D7, - Menu Master Y FOV
eeObj.WriteMem32(0x0016BA30,0x3C01434F) -- 0x3C01438A, - 1P P1 Master X FOV #1
eeObj.WriteMem32(0x0016BA34,0x3421C000) -- 0x34218000, - 1P P1 Master X FOV #2
eeObj.WriteMem32(0x001A8D4C,0x3C01434F) -- 0x3C01438A, - 1P P1 Replay Master X FOV #1
eeObj.WriteMem32(0x001A8D50,0x3421C000) -- 0x34218000, - 1P P1 Replay Master X FOV #2
eeObj.WriteMem32(0x2027ECE0,0x3F471C26) -- 0x3F15551D, - 1P P1 Master Y FOV
eeObj.WriteMem32(0x2027EF00,0x43268000) -- 0x435E0000, - 2P Vertical P1 Master X FOV
eeObj.WriteMem32(0x2027EF20,0x3F471C26) -- 0x3F15551D, - 2P Vertical P1 Master Y FOV
eeObj.WriteMem32(0x2027EFC0,0x43268000) -- 0x435E0000, - 2P Vertical P2 Master X FOV
eeObj.WriteMem32(0x2027EFE0,0x3F471C26) -- 0x3F15551D, - 2P Vertical P2 Master Y FOV
eeObj.WriteMem32(0x2027ED80,0x434FC000) -- 0x438A8000, - 2P Horizontal P1 Master X FOV
eeObj.WriteMem32(0x2027EDA0,0x3F471C6A) -- 0x3F155550, - 2P Horizontal P1 Master Y FOV
eeObj.WriteMem32(0x2027EE40,0x434FC000) -- 0x438A8000, - 2P Horizontal P2 Master X FOV
eeObj.WriteMem32(0x2027EE60,0x3F471C6A) -- 0x3F155550, - 2P Horizontal P2 Master Y FOV
eeObj.WriteMem32(0x2027F140,0x431D8000) -- 0x43520000, - 4P P1 Master X FOV
eeObj.WriteMem32(0x2027F160,0x3F206D3A) -- 0x3EF0A3D7, - 4P P1 Master Y FOV
eeObj.WriteMem32(0x2027F200,0x431D8000) -- 0x43520000, - 4P P2 Master X FOV
eeObj.WriteMem32(0x2027F220,0x3F206D3A) -- 0x3EF0A3D7, - 4P P2 Master Y FOV
eeObj.WriteMem32(0x2027F2C0,0x431D8000) -- 0x43520000, - 4P P3 Master X FOV
eeObj.WriteMem32(0x2027F2E0,0x3F206D3A) -- 0x3EF0A3D7, - 4P P3 Master Y FOV
eeObj.WriteMem32(0x2027F380,0x431D8000) -- 0x43520000, - 4P P4 Master X FOV
eeObj.WriteMem32(0x2027F3A0,0x3F206D3A) -- 0x3EF0A3D7, - 4P P4 Master Y FOV
eeObj.WriteMem32(0x2027ECC0,0x434FC000) -- 0x438A8000, - 2-4P P1-4 Paused Master X FOV
--Disable Sun and its Cones
--eeObj.WriteMem32(0x0029DBA5,0x0)
--Disable Characters Shadows
eeObj.WriteMem32(0x0029E268,0)
--Disable Stages Backdrop
--eeObj.WriteMem32(0x0029E200,0x0)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
is emu is correct? Just Black screen for me after booting!Fix/Improvement for Clock Tower 3 NTSC
CLI
LUACode:--gs-uprender=2x2 --gs-upscale=EdgeSmooth --host-display-mode=16:9 --ee-cycle-scalar=1.0 --iop-cycle-scalar=1.0 #emu used=ADK
Code:-- Clock Tower 3 -- emu used=ADK apiRequest(0.1) local gpr = require("ee-gpr-alias") local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() --gameplay by hyakki eeObj.WriteMem32(0x01939d28,0x3f1fbe77) --FMV's fix by nemesis2000 eeObj.WriteMem32(0x018bd568,0x3c026fa0) eeObj.WriteMem32(0x018bd5b8,0x34028260) eeObj.WriteMem32(0x018bcf38,0x3c026fa0) eeObj.WriteMem32(0x018bcf84,0x34028260) --black borders fix by nemesis2000 eeObj.WriteMem32(0x018f37e4,0x3c030000) --remove black square near Panic Meter eeObj.WriteMem32(0x2041C240,0x00000000) --60FPS eeObj.WriteMem32(0x218A8760,0x00000000) end emuObj.AddVsyncHook(patcher)
Works great! 60fps added with no notable penalty. More testing needed.
is emu is correct? Just Black screen for me after booting!
Men you're incredible !
If possible i'm interested by PAL conversion of "disables" stuff for Shaolin Monks.
I know, but the effect on the game is amazing! I like the look of the more realistic lighting on the stages.@Stayhye I actually referenced Raigho's codes to find that one. The "character skinning" code is the speed fix. The other codes are unnecessary, at least for PS3.