[Discussion] 60FPS patches for PSP games that run at 30FPS
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04-10-2015, 04:54 AM
(This post was last modified: 04-19-2015 02:18 PM by LunaMoo.)
Post: #436
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
This one is imperfect as it does not have a simple speed switch which affects everything, but it came a long way since I wrote in this thread that I know how to do it and I think it's ready to share:3. Had lots of problems especially with timed events, but hopefully I catched all of the bothersome stuff, so it should be playable;3.
Code: _S NPJH-50443/_S NPJH-50444 - hopefully timed events/cutscenes will all work properly including the walking scene at the start of the game, althrough I don't like how I patched it:|. Update 2: - corrected speed of some minor 2D animations like target/hand/menus, - improved cutscene detection for timed events since some turned out still broken:C, - corrected elevator time event(tutorial ~ shamefully I don't remember any other to test), - increased speed by 50% of few short summon charge animations as a workaround for Ifrit fireballs which get's broken otherwise. Update 3: - just a quick fix for update2, aka copy&paste fail. Update 4: - another quick fix ~ Ifrit fireball workaround part 2 aka the patch going over 100 lines. Update 5: - heh ifrit suck dragonballs;p, fix for his spell was breaking speed in certain locations, fixed now, hopefully without further suprises:|, - fixed mission "Behind Enemy Lines". Update 6: - dunno how I missed it, but the cutscene at the start of the game was really unique in compare to others and fix for it, doubled the speed in possibly all other cutscenes which control movement speed as well as the world map, hopefully fixed now. Update 7: - hopefully 150% speed increases caused by ifrit fireball workaround should be fixed(still not properly:|, but I made it very specific to exact animation), - extra timer in mission was slowed down to correct speed, - 99lvl monsters should move at normal speed, - entering sygil in the academy should not slow down movement anymore, - disabled code which was increasing spell cost(frankly I can't remember what I thought it was doing:|). To do: - ifrit fireball bugs me from like forever, would be cool to figure it out properly:C, - find&correct projectiles speed(?), good luck to me for finding something that lasts few frames. o.o http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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04-12-2015, 09:12 AM
(This post was last modified: 04-22-2017 12:07 PM by Kabuto_Kun.)
Post: #437
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Dissidia 012 Prologus - Duodecim Final Fantasy DEMO [USA], NPUH10110.ini
Code: _S NPUH-10110 Code: _S ULES-01505 *Cheat Status: After some quick testing, almost everything seems to be good at 60 FPS; but read this post about some issues while using the 60FPS cheat for this game... N.O.V.A. [USA], NPUZ00179.ini Code: _S NPUZ-00179 Code: _S NPEZ-00222 *Cheat Status: Cheat v2 had a crashing issue on the 5th level of the game (called Falling Into Paradise Part 2) only on real PSP and PSVita. Thanks to a savedata provided by user stranno, I could replicate it and see that it was a crash caused by a float division by zero. The same user finished the game with cheat v2 and only experienced that crash, so now that it's fixed in Cheat v3, this version should be totally perfect. You must enable the cheat before going ingame, or pause the game with the Start button and it will work. (04-06-2015 04:01 PM)stranno Wrote: Yes, Portable Ops Plus was pretty close to Portable Ops, here's the patch for ULES01003.The speed cheat address is located a little before the FPS unlock cheat, it is a decimal value: 15 at 20fps, 10 at 30fps and 5 at 60fps. Using the values from regular MGS Ops that I posted and the unlock one you provided I calculated a possible address for the speed in Ops Plus: add this line to the one you posted _L 0x2017E4D8 0x00000005, it is for 60 fps gameplay, so test if it works and confirm. Also, you included Motorstorm in your 60 FPS video, did you fix the gameplay speed? If you fixed it, please post the working code here if you can. (04-09-2015 06:01 AM)GamerzHell9137 Wrote: @Kabuto_Kun Some games use the value "3F800000" (which is a 1.0 as float) for game speed (or even fractions like 0.5), but it is difficult to find the ones with different patterns. Read my previous post for LunaMoo (#424) and the post about motorstorm speed cheat. @LunaMoo Thanks a lot for the FF Type 0 cheat, this game seems to use a modified Crisis Core engine (?), so is it possible to port those codes to Crisis Core? or at least use the same logic to find them with that game; as an example of their similarities, both games have a fake 60 FPS cheat. goo.gl/kNOhTz : 60FPS master list, Mar. 2017 ; Reddit /u/Kabuto_Kun forums.ppsspp.org/showthread.php?tid=4799&pid=105128#pid105128 : Unlock FPS in PSP games ("easy method") forums.ppsspp.org/showthread.php?tid=4799&pid=123500#pid123500 : Permanently patch a PSP game with CW cheats. |
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04-12-2015, 11:42 AM
Post: #438
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
I totally forgot Motorstorm, i will try both, thanks again for the tips.
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04-12-2015, 04:44 PM
(This post was last modified: 04-18-2015 10:20 AM by Gehrich.)
Post: #439
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Made a code for the USA version of Dissidia 012 since only the Prologus and EUR versions were covered so far.
Code: _S ULUS-10566 I've tested extensively. 16+ hours, played 12 characters, fought against every character, saw every assist and summon. Visual problems: --Most 2D elements (GUI/menu, summon animations, etc) are double speed like darkcloudl mentioned. --Stuttering during end-battle poses and pre-rendered cutscenes. Gameplay problem: --Defending EX attacks (mashing to reduce brave damage) is impossible. --When high in the air Chaos' dive kick can infinitely loop, locking the battle. Frequently happened during 013 final battle (even in 30 fps, but at a lesser rate). Battle Mode (1v1) Chaos and Feral Chaos in 000 seem unaffected. Other: --Auto frameskip lowers FPS to 56-58 fps even when steady framerates of 65+ can be reached with frameskip off. --The whitescreen softlock when returning to main menu or to the gil shop happens slightly more often. The visual problems don't affect gameplay at all. Everything that's confirmed working fine: assist gauge, assists, EX duration, EX attacks, EX force absorption (the blue EX orbs), regen, all timers (including summon effects), aerial chase, accessory/booster effects, and movement/attack speeds of all characters. That should be everything that could have been affected besides character specifics (which only 013 Chaos seems to have, so far). A stopwatch was used to confirm summon timers, assist gauge decrease, and EX duration. The rest was just playing with and without 60 fps or paying close attention. Game is fine for normal play as long as you savestate before going into the gil shop or back to main menu. I've tried Kabuto_Kun's "easy" method for Castlevania Dracula X Chronicles (USA) and FF3 (USA), but they didn't work. Others are welcome to try in case I missed something. I assume listing games that don't work with the easy method helps? |
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04-13-2015, 06:00 AM
(This post was last modified: 04-13-2015 06:07 AM by LunaMoo.)
Post: #440
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
@Kabuto_Kun didn't tried FFCC yet, nor I knew it uses same engine, through that would explain why both of those games had the "fake 60 fps" modes. It probably can't be easily ported considering how different those games are, but likely the knowledge from one will be usefull in another.
I'll probably spend more time on FFT0 before even looking at it, since I still have problems improving or even finding some things, like for example the timed event that controls the character animation and camera at the very start of the game which might as well be one of a kind and can be skipped by pressing start/X, but looks pretty bad when allowed to run. About speed modifiers, a slightly bigger list of some common values I see which might be worth to search for: 0x3F800000, 0x40000000, 0x41f00000, 0x42700000, 0x3d088888 and maybe also 0x3D08AB86. However changing those in cheat engine might not do anything, since those values are often re-set or re-calculated every single frame in which case you can try changing the code that sets it. Using cheat engine for that is far from ideal, but still because it's usually done by lui opcode might be usefull. You can use aob scan to search for something like "xx xx ?? 3C" where xx xx is first 2 bytes of the values above reversed, ?? is a wildcard because we have no clue what registers it sets and 3C basically says it's an lui opcode. For example search for 80 3F ?? 3C then add all results where ?? is a small number to the cheat table, select all of those entries and change type from aob 4 bytes to aob 2 bytes which in this example would leave just 80 3F. Then you can enter cheat menu, mass change those values in cheat engine to half(in case of 0x41f00000 and 0x42700000 you should actually try double instead since it's part of equations like 1/30, 2/60 where we want to make the result smaller) ie half of 80 3F would be 00 3F since it's just part of an opcode which would set a float value of 0x3F800000(1.0), and then leave cheat menu. The entering/leaving cheat menu is required to clear jit and make our change reach the game, however can be skipped if you do it with disabled jit. Just a note that any blind search which includes mass search is not safe, game or even whole ppsspp might crash easily, also game is free to do whatever it wants and none of those might bring any result, through I don't know if there's much more to do with cheat engine itself. Generally finding constants is all about trying to guess what game does so being open to crazy or even stupid ideas can help here. With a bit of asm and way around ppsspp disassembly we can do even more before running out of ideas, for example just observe fpu registers in random places and trace it back if we find a potentially interesting value being passed. Or instead of searching for constants, we can search for variables that can be affected in-game like for example character movement speed which is much easier and once we find it, checking what function changes or reads that value, even if by itself it could be pointless or just part of what we have to change in one of those more bothersome games, might as well find other value of interest being passed through this function as movement speed and animation speed are closely related if not often dependant of each other. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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04-13-2015, 06:14 PM
Post: #441
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
I don't know if you already tryed that, but Cheat Engine have a feature "find out what writes/accesses this address". Using that with a working cwcheat code maybe can help to understand how speed and frame skip are managed.
Anyway, just a silly idea. |
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04-14-2015, 05:17 AM
Post: #442
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
@Snake Eyes what you wrote isn't exactly silly, but we do it by ppsspp disassembly by setting memory breakpoints like that:
because while CE is easily the best freeware tool for messing with games/apps on windows, most of it's advanced features are useless in emuled software. Still it's search engine is much better than using ctrl+s/f in ppsspp disassembly/memory view. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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04-14-2015, 01:03 PM
(This post was last modified: 04-14-2015 03:14 PM by stranno.)
Post: #443
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Well, i finally tested the Motorstorm patch with the fixed speed code and it works perfectly so kudos to LunaMoo.
Full patch. Motorstorm: Arctic Edge (UCES01250) Quote:_C0 Force 60 FPS https://googledrive.com/host/0B4PG64ZM56...OLDR2.webm (04-12-2015 09:12 AM)Kabuto_Kun Wrote: The speed cheat address is located a little before the FPS unlock cheat, it is a decimal value: 15 at 20fps, 10 at 30fps and 5 at 60fps. It runs at the same speed. |
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04-14-2015, 01:13 PM
(This post was last modified: 04-16-2015 03:24 PM by Gehrich.)
Post: #444
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Kidou Senshi Gundam AGE: Universe Accel (NPJH-50566)
Code: _C0 Force 60 FPS Since Universe Accel and Cosmic Drive are the same games with different bonuses, this code may work on both. I don't have Cosmic Drive to confirm, though. Tales of the Heroes: Twin Brave (NPJH-50501) Code: _C0 Force 60 FPS Armored Core 3 Portable, One Piece Romance Dawn, and Tales of the World Radiant Mythology 2 don't work with the "easy" method |
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04-16-2015, 05:48 AM
Post: #445
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Woah been off for more than a week and look at the patches dayum. Props to the guys doin their thing here
I'll try some of those new patches big thanks bros. Chill and Go with the flow ~d[o_o]b~ @YT - youtube.com/user/SuperHack333/videos Specs: MDL: Dell G7 15 7590 (Laptop) OPS: Windows 10 Pro 64-bit CPU: Intel Core i7-9750h @ 2.60 Ghz ~ 4.50 Ghz GPU: Nvidia GTX 1660 Ti 6GB GDDR6 @ 1455 Mhz ~ 1590 Mhz RAM: Micron Tech. 8GB DDR4 @ 2666 Mhz (4x2) |
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04-16-2015, 12:03 PM
Post: #446
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Dissidia EUR patch has some issues,
Not sure why but sometimes in battle the emulator crashes :/ |
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04-16-2015, 12:12 PM
Post: #447
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
//Updated FFT-0 patch a bit to improve timed events/cutscenes. If previous patch was used, better restart emulation & load from normal save.
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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04-16-2015, 02:47 PM
(This post was last modified: 04-16-2015 02:59 PM by Gehrich.)
Post: #448
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Updated Dissidia 012 USA "test log."
(04-16-2015 12:03 PM)GamerzHell9137 Wrote: Dissidia EUR patch has some issues,Strange. USA version would occasionally crash mid-battle in 30 fps, but 60 fps hasn't crashed any more often. Since I started testing I've had two crashes. Perhaps EUR had some instability that 60 fps is exacerbating? |
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04-16-2015, 07:07 PM
(This post was last modified: 04-16-2015 07:10 PM by GamerzHell9137.)
Post: #449
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
(04-16-2015 02:47 PM)Gehrich Wrote: Updated Dissidia 012 USA "test log." It sometimes does, not always. But there are other issues too like with the voice acting. Cause the game is going double speed some of the lines aren't said and you get the voices later in the scene and sometimes blends with the voices of other characters or other lines. Almost everything is double and the patch needs a lot of fixing. Atm i think LunaMoo is the only one who could fix it lol. And i've updated the 60 FPS list. |
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04-17-2015, 03:59 PM
(This post was last modified: 04-17-2015 05:20 PM by LunaMoo.)
Post: #450
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
//Updated FFT-0 patch again ~ this game teached me the hard way why soo many crappy console ports on pc have 30fps cutscenes even when allowing 60fps gameplay:|, hopefully I wasn't forced to choose that solution;p.
//edit: and quick update to this one;p. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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