Post Reply 
 
Thread Rating:
  • 7 Votes - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Discussion] 60FPS patches for PSP games that run at 30FPS
11-13-2015, 07:45 AM (This post was last modified: 11-13-2015 08:19 AM by VIRGIN KLM.)
Post: #555
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
(11-13-2015 07:02 AM)Kabuto_Kun Wrote:  
(11-13-2015 03:20 AM)VIRGIN KLM Wrote:  I'm stuck to how to make this logic to always return true.
If you want that BEQ to always return TRUE:

1- Check previous lines to see where those registers (a1 and v1) are being loaded with values and from where, so you can replace them to force that BEQ to always return TRUE.
2- Easier, you can replace "beq a1,v1 0x088336BC" with "j 0x088336BC", this one will always branch to the specified address, so it's the same result as that BEQ returning TRUE.
Using the disassembler you can right-click your BEQ line, select "Assemble Opcode" and enter the J line there.

You are right about my GTA LCS version, cheat post edited. The same problem about re-releases happened with Burnout legends some post above, some games have several re-releases with modifications and they still share the same game ID Dodgy

Meh it results into double speed in areas that supposed to be 30FPS Sad. I'm either on the wrong function/line or it needs a speed modifier.

Man you need to give Naruto Shippuden - Kizuna Drive.
That sceDisplayWaitVblankStartMultiCB it has drives me crazy, it only does 15FPS at normal speed or I mess it up and it results into 60fps double speed.
I'm missing something in the logic of that function.
Find all posts by this user
Quote this message in a reply
Post Reply 


Messages In This Thread
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS - VIRGIN KLM - 11-13-2015 07:45 AM

Forum Jump: