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- "
- __MotoGP2 SLPS_201.55 CRC = 0x9B9EFAF2
- (03-22-2019 at 04:22 AM)
- the code displays a full height buffer
- 902938B8 0C0A4DD6
- 20265A74 24020001
- 20265A78 24030000
- 20280138 34030001
- (05-24-2019,01:42 AM) Updated code!!
- 902938B8 0C0A4DD6
- 20280138 34030001 //12000020
- 202623EC 24020066 //12000000
- 2027AD68 00000000 //nofilter
- 2027ADE0 24870100 //nosquash
- 20262420 2402001C //copy whole 448
- 2027AC40 3C0301BF //448 drawing height
- 2026194C 00104002 //448 drawing height
- 20261954 240A0002 //16bit
- D03DCD42 0100F7FB //R3+R1
- 20265420 34021000 //12000090 backbuffer
- D03DCD42 0100FBFB //R3+L1
- 20265420 00461025 //frontbuffer
- 003DD346 00000001 //dithering
- 20262424 00000000 //noshake
- 20262488 24090000 //no middle blackline
- 20262490 240A0000 //no bottom green line
- __Enthusia SLPM_659.48 CRC = 0x5637E95B
- the code gives a sharper image by not blurring the downsampled 224 buffer from 448 backbufer, frameheight remains the same 224
- 90311A18 0C0C462E
- 20132F48 34030066
- 2013367C A5040000
- __GT3 JP
- edwardar
- 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
- Anyway I made this new code for GT3 JP, I tested it on a few tracks on real hardware and it works ok
- 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
- 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
- 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)
- You can press SELECT+R2 to display the game in 640x448 at 16bit and
- SELECT+L2 to display in default mode
- you can do this anytime anywhere as many time as you like
- 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
- 90285B38 0C0A1676
- D02E6F8A 0A00FDFE //check for SEL+R2
- 202F14C4 00000002 //16bit
- 202F14CC 000001C0 //resolution
- 202F14FC 00000002 //16bit
- 202F1504 000001C0 //resolution
- 204A0A20 00000001 //12000020 to 01
- 20256DB0 34020001 //disable interlacing shaking
- 2019206C 00000000 //nohud
- 201920EC 00000000 //nogt3logo
- 2024D620 00000000 //no multiplication of vert resolution
- 20254C14 00000000 //sharper image
- D02E6F8A 0A00FEFE //check for SEL+L2 things back to default
- 202F14C4 00000001
- 202F14CC 000000E0
- 202F14FC 00000001
- 202F1504 000000E0
- 204A0A20 00000003
- 20256DB0 304200FF
- 2019206C 10400004
- 201920EC 0C0654A4
- 2024D620 00084040
- 20254C14 50830003
- __GT3 Concept Tokyo JP (Same code as above)
- 90288A60 0C0A2240
- D0481742 0800FDFE //SEL+R2
- 202BDFDC 00000002 //16b
- 202BDFE4 000001C0 //res
- 202BE014 00000002
- 202BE01C 000001C0
- 2025C724 34020001 //shake
- 20488FA0 00000001 //12000020
- 2025A2D8 24030000 //sharp
- 20252914 00000000 //res mult
- D0481742 0800FEFE //SEL+L2
- 202BDFDC 00000001
- 202BDFE4 000000E0
- 202BE014 00000001
- 202BE01C 000000E0
- 2025C724 304200FF
- 20488FA0 00000003
- 2025A2D8 24030001
- 20252914 000C6040
- __GT4 Prologue JP
- 904C25F8 0C130926
- D0727C9C 0800FDFE //SEL+R2
- 204FC8F0 00000002 //16b
- 204FC8F8 000001C0 //res
- 204FC928 00000002
- 204FC930 000001C0
- 2045A2D8 34020001 //shake
- 20457FD8 24040000 //sharp
- 204516E4 00000000 //res mult
- 2045187C 34030001 //12000020
- D0727C9C 0800FEFE //SEL+L2
- 204FC8F0 00000001
- 204FC8F8 000000E0
- 204FC928 00000001
- 204FC930 000000E0
- 2045A2D8 304200FF
- 20457FD8 24040001
- 204516E4 000C6040
- 2045187C DCE30060
- __Enthusia JP
- 90311A18 0C0C462E
- 20132434 24050000 //proscan
- 20132438 24060050
- 20132450 240701C0
- 2018935C 34040001 //sharp
- 20132F48 34030066 //12000000 to 66
- 20132F78 3C020001
- 20132F7C 34421400 //read 16bit, 12000090 to 00011400
- 20132F8C 00000000 //clean 120000A0
- 201336E0 24050100 //no squash
- 201335AC 3C0B020A //copy 16bit
- __Enthusia US
- As the code works perfectly as it is, I ported it to the US NTSC version
- (I might have a go at the PAL version later) Edwardar.
- 9030D458 0C0C34BE //master code
- 20132428 24050000 //proscan
- 2013242C 24060050
- 20132444 240701C0
- 201882F4 34040001 //sharp
- 20132F48 34030066 //12000000 to 66
- 20132F78 3C020001
- 20132F7C 34421400 //read 16bit, 12000090 to 00011400
- 20132F8C 00000000 //clean 120000A0
- 201336C8 24050100 //no squash
- 20133594 3C0B020A //copy 16bit
- 201335DC FC430000 //dithering
- __Alpine Racer 3 JP
- 9010E500 0C0438E8
- 201A8924 00000000 //sharp
- 201A8940 00000000
- 201A89D0 00000000 //height
- 201A89E4 84830000
- 201A8CCC 3C130200 //copy 16bit
- 201A8CD0 02659825
- D0686C78 04000003
- 20686C78 00000001 //12000020
- 20686C80 000110E0 //read 16bit 12000090
- 20686CA0 00000001
- 20686CA8 000110E0
- D0254B82 0200FDFE //SEL+R2
- 20686C80 00001000 //backbuffer
- 20686CA8 00001000
- D0254B82 0200FEFE //SEL+L2
- 20686C80 000110E0
- 20686CA8 000110E0
- use GSM for progressive scan same code, lacks item3, is a little blurrier
- than the backbuffer during gameplay press SELECT+R2 to switch to backbuffer,
- with SELECT+L2 back to frontbuffer to see difference, offcourse as always
- backbuffer glitcy edwardar if you feel adventurous you can try your luck with
- this game since it has debug symbols left in, meaning routines have names when
- you look at the assembly in the pcsx2 debugger or ps2dis
- __Resident Evil: Dead Aim US
- 90133170 0C04CC04
- 201D25C4 240601E0 //height
- 201D25D4 34070002 //16bit
- 20167488 24050200 //nosquash
- 2013C834 00000000 //12000020=01
- 2013C814 00000000 //120000a0 correct vert res
- 2013C860 2523FFFF
- 20186C94 AC820038 //no shake when GSM emulates flip
- 2028A368 00000001 //dithering
- D031D682 0100FDFB //R3+R2
- 2028A2E0 00001450 //backbuffer
- D031D682 0100FEFB //R3+L2
- 2028A2E0 00011400 //frontbuffer
- use GSM for progressive scan, needs emulate flip
- color banding is pretty strong given the game darker nature so the game looks
- better with dithering original front buffer was 640x224, code makes it 640x480
- like the backbuffer.
- __Ace Combat 4 US
- 9026BD50 0C09AEFC
- 1029F3F6 000001C0 //height
- 20104A20 3C060200 //16bit
- 20104974 34050001 //noshake
- 20238878 84A600A0 //fmv fix
- 20261960 34020001 //12000020
- 20261980 3C030001 //12000090
- D02A0082 0100FDFD //L3+R2
- 2029F420 00001000 //backbuffer
- D02A0082 0100FEFD //L3+L2
- 2029F420 00011070 //frontbuffer
- no dithering so color banding
- __Ace Combat 5 US
- 90339E80 0C0CE748
- 2032C6FC 24020001 //12000020
- 2032C71C 3C030001 //12000090
- 00588602 00000002 //16bit
- 10588606 000001C0 //height
- 2032CAB4 30420000 //noshake
- D05885F0 01000105 //check fmv
- 2032C71C 00031BF8 //32bit fmv
- __Ace Combat 0 US
- 90307B00 0C0C1E68
- 202F9A14 24020001 //12000020
- 202F9A34 3C030001 //12000090
- 0064EF96 00000002 //16bit
- 1064EF9A 000001C0 //height
- 202F9DCC 30420000 //noshake
- D064EF84 01000101 //check fmv
- 202F9A34 00031BF8 //32bit fmv
- "
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