solitarius88

PS2 480p codes

Oct 26th, 2020 (edited)
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  1. "
  2. __MotoGP2 SLPS_201.55 CRC = 0x9B9EFAF2
  3.  
  4. (03-22-2019 at 04:22 AM)
  5. the code displays a full height buffer
  6.  
  7. 902938B8 0C0A4DD6
  8.  
  9. 20265A74 24020001
  10. 20265A78 24030000
  11. 20280138 34030001
  12.  
  13.  
  14. (05-24-2019,01:42 AM) Updated code!!
  15.  
  16. 902938B8 0C0A4DD6
  17.  
  18. 20280138 34030001 //12000020
  19. 202623EC 24020066 //12000000
  20. 2027AD68 00000000 //nofilter
  21. 2027ADE0 24870100 //nosquash
  22. 20262420 2402001C //copy whole 448
  23. 2027AC40 3C0301BF //448 drawing height
  24. 2026194C 00104002 //448 drawing height
  25. 20261954 240A0002 //16bit
  26. D03DCD42 0100F7FB //R3+R1
  27. 20265420 34021000 //12000090 backbuffer
  28. D03DCD42 0100FBFB //R3+L1
  29. 20265420 00461025 //frontbuffer
  30. 003DD346 00000001 //dithering
  31. 20262424 00000000 //noshake
  32. 20262488 24090000 //no middle blackline
  33. 20262490 240A0000 //no bottom green line
  34.  
  35.  
  36.  
  37.  
  38.  
  39. __Enthusia SLPM_659.48 CRC = 0x5637E95B
  40.  
  41. the code gives a sharper image by not blurring the downsampled 224 buffer from 448 backbufer, frameheight remains the same 224
  42.  
  43. 90311A18 0C0C462E
  44. 20132F48 34030066
  45. 2013367C A5040000
  46.  
  47.  
  48.  
  49.  
  50. __GT3 JP
  51.  
  52. edwardar
  53. Sorry for late reply, had to re-register due to forgetting my password and do not having the old email anymore, and for whatever reason confirmation email didn't want to arrive
  54. Anyway I made this new code for GT3 JP, I tested it on a few tracks on real hardware and it works ok
  55. You can use GSM to put the game in 480p or if you can't use GSM I can provide you with additional codes to put the game in progressive mode
  56. The code works similar to other 448 height codes in the way that it will display 640x448 in 16bit, so it can fit in the same amount of vram
  57. I jokered the code so you can see the difference in real time, and to switch back to default rendering in problematic spots(menu etc)
  58. You can press SELECT+R2 to display the game in 640x448 at 16bit and
  59. SELECT+L2 to display in default mode
  60. you can do this anytime anywhere as many time as you like
  61. this game renders different effects at different resolutions, this is most prevalent in replays where post process effects are applied and you will see glitches, but if you change to gameplay cameras during replays you'll see that glitches will disappear simply because they are not rendered anymore
  62.  
  63. 90285B38 0C0A1676
  64.  
  65. D02E6F8A 0A00FDFE //check for SEL+R2
  66. 202F14C4 00000002 //16bit
  67. 202F14CC 000001C0 //resolution
  68. 202F14FC 00000002 //16bit
  69. 202F1504 000001C0 //resolution
  70. 204A0A20 00000001 //12000020 to 01
  71. 20256DB0 34020001 //disable interlacing shaking
  72. 2019206C 00000000 //nohud
  73. 201920EC 00000000 //nogt3logo
  74. 2024D620 00000000 //no multiplication of vert resolution
  75. 20254C14 00000000 //sharper image
  76.  
  77. D02E6F8A 0A00FEFE //check for SEL+L2 things back to default
  78. 202F14C4 00000001
  79. 202F14CC 000000E0
  80. 202F14FC 00000001
  81. 202F1504 000000E0
  82. 204A0A20 00000003
  83. 20256DB0 304200FF
  84. 2019206C 10400004
  85. 201920EC 0C0654A4
  86. 2024D620 00084040
  87. 20254C14 50830003
  88.  
  89.  
  90.  
  91. __GT3 Concept Tokyo JP (Same code as above)
  92.  
  93. 90288A60 0C0A2240
  94.  
  95. D0481742 0800FDFE //SEL+R2
  96. 202BDFDC 00000002 //16b
  97. 202BDFE4 000001C0 //res
  98. 202BE014 00000002
  99. 202BE01C 000001C0
  100. 2025C724 34020001 //shake
  101. 20488FA0 00000001 //12000020
  102. 2025A2D8 24030000 //sharp
  103. 20252914 00000000 //res mult
  104.  
  105. D0481742 0800FEFE //SEL+L2
  106. 202BDFDC 00000001
  107. 202BDFE4 000000E0
  108. 202BE014 00000001
  109. 202BE01C 000000E0
  110. 2025C724 304200FF
  111. 20488FA0 00000003
  112. 2025A2D8 24030001
  113. 20252914 000C6040
  114.  
  115.  
  116.  
  117. __GT4 Prologue JP
  118.  
  119. 904C25F8 0C130926
  120.  
  121. D0727C9C 0800FDFE //SEL+R2
  122. 204FC8F0 00000002 //16b
  123. 204FC8F8 000001C0 //res
  124. 204FC928 00000002
  125. 204FC930 000001C0
  126. 2045A2D8 34020001 //shake
  127. 20457FD8 24040000 //sharp
  128. 204516E4 00000000 //res mult
  129. 2045187C 34030001 //12000020
  130.  
  131. D0727C9C 0800FEFE //SEL+L2
  132. 204FC8F0 00000001
  133. 204FC8F8 000000E0
  134. 204FC928 00000001
  135. 204FC930 000000E0
  136. 2045A2D8 304200FF
  137. 20457FD8 24040001
  138. 204516E4 000C6040
  139. 2045187C DCE30060
  140.  
  141.  
  142.  
  143. __Enthusia JP
  144.  
  145. 90311A18 0C0C462E
  146.  
  147. 20132434 24050000 //proscan
  148. 20132438 24060050
  149. 20132450 240701C0
  150. 2018935C 34040001 //sharp
  151. 20132F48 34030066 //12000000 to 66
  152. 20132F78 3C020001
  153. 20132F7C 34421400 //read 16bit, 12000090 to 00011400
  154. 20132F8C 00000000 //clean 120000A0
  155. 201336E0 24050100 //no squash
  156. 201335AC 3C0B020A //copy 16bit
  157.  
  158.  
  159.  
  160. __Enthusia US
  161.  
  162. As the code works perfectly as it is, I ported it to the US NTSC version
  163. (I might have a go at the PAL version later) Edwardar.
  164.  
  165. 9030D458 0C0C34BE //master code
  166.  
  167. 20132428 24050000 //proscan
  168. 2013242C 24060050
  169. 20132444 240701C0
  170. 201882F4 34040001 //sharp
  171. 20132F48 34030066 //12000000 to 66
  172. 20132F78 3C020001
  173. 20132F7C 34421400 //read 16bit, 12000090 to 00011400
  174. 20132F8C 00000000 //clean 120000A0
  175. 201336C8 24050100 //no squash
  176. 20133594 3C0B020A //copy 16bit
  177.  
  178. 201335DC FC430000 //dithering
  179.  
  180.  
  181.  
  182.  
  183.  
  184. __Alpine Racer 3 JP
  185.  
  186. 9010E500 0C0438E8
  187.  
  188. 201A8924 00000000 //sharp
  189. 201A8940 00000000
  190. 201A89D0 00000000 //height
  191. 201A89E4 84830000
  192. 201A8CCC 3C130200 //copy 16bit
  193. 201A8CD0 02659825
  194. D0686C78 04000003
  195. 20686C78 00000001 //12000020
  196. 20686C80 000110E0 //read 16bit 12000090
  197. 20686CA0 00000001
  198. 20686CA8 000110E0
  199. D0254B82 0200FDFE //SEL+R2
  200. 20686C80 00001000 //backbuffer
  201. 20686CA8 00001000
  202. D0254B82 0200FEFE //SEL+L2
  203. 20686C80 000110E0
  204. 20686CA8 000110E0
  205.  
  206. use GSM for progressive scan same code, lacks item3, is a little blurrier
  207. than the backbuffer during gameplay press SELECT+R2 to switch to backbuffer,
  208. with SELECT+L2 back to frontbuffer to see difference, offcourse as always
  209. backbuffer glitcy edwardar if you feel adventurous you can try your luck with
  210. this game since it has debug symbols left in, meaning routines have names when
  211. you look at the assembly in the pcsx2 debugger or ps2dis
  212.  
  213.  
  214.  
  215.  
  216. __Resident Evil: Dead Aim US
  217.  
  218. 90133170 0C04CC04
  219.  
  220. 201D25C4 240601E0 //height
  221. 201D25D4 34070002 //16bit
  222. 20167488 24050200 //nosquash
  223. 2013C834 00000000 //12000020=01
  224. 2013C814 00000000 //120000a0 correct vert res
  225. 2013C860 2523FFFF
  226. 20186C94 AC820038 //no shake when GSM emulates flip
  227. 2028A368 00000001 //dithering
  228. D031D682 0100FDFB //R3+R2
  229. 2028A2E0 00001450 //backbuffer
  230. D031D682 0100FEFB //R3+L2
  231. 2028A2E0 00011400 //frontbuffer
  232.  
  233. use GSM for progressive scan, needs emulate flip
  234. color banding is pretty strong given the game darker nature so the game looks
  235. better with dithering original front buffer was 640x224, code makes it 640x480
  236. like the backbuffer.
  237.  
  238.  
  239.  
  240.  
  241. __Ace Combat 4 US
  242.  
  243. 9026BD50 0C09AEFC
  244.  
  245. 1029F3F6 000001C0 //height
  246. 20104A20 3C060200 //16bit
  247. 20104974 34050001 //noshake
  248. 20238878 84A600A0 //fmv fix
  249. 20261960 34020001 //12000020
  250. 20261980 3C030001 //12000090
  251. D02A0082 0100FDFD //L3+R2
  252. 2029F420 00001000 //backbuffer
  253. D02A0082 0100FEFD //L3+L2
  254. 2029F420 00011070 //frontbuffer
  255.  
  256. no dithering so color banding
  257.  
  258.  
  259.  
  260.  
  261. __Ace Combat 5 US
  262.  
  263. 90339E80 0C0CE748
  264.  
  265. 2032C6FC 24020001 //12000020
  266. 2032C71C 3C030001 //12000090
  267. 00588602 00000002 //16bit
  268. 10588606 000001C0 //height
  269. 2032CAB4 30420000 //noshake
  270. D05885F0 01000105 //check fmv
  271. 2032C71C 00031BF8 //32bit fmv
  272.  
  273.  
  274.  
  275.  
  276. __Ace Combat 0 US
  277.  
  278. 90307B00 0C0C1E68
  279.  
  280. 202F9A14 24020001 //12000020
  281. 202F9A34 3C030001 //12000090
  282. 0064EF96 00000002 //16bit
  283. 1064EF9A 000001C0 //height
  284. 202F9DCC 30420000 //noshake
  285. D064EF84 01000101 //check fmv
  286. 202F9A34 00031BF8 //32bit fmv
  287. "
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