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[Discussion] 60FPS patches for PSP games that run at 30FPS
04-07-2017, 10:21 PM (This post was last modified: 04-08-2017 01:00 PM by Mills.)
Post: #706
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
(04-07-2017 08:51 PM)Lycanphoenix Wrote:  ...and it would probably still need to use VRAM to decompress them into regular bitmaps first. Bleh.

Yeah.. The game engine is surelly programmed to load the images at a particular quality, and they will use the same VRAM/RAM as the original ones, even if you save the textures in 2 colors tga, and reduce the size a lot.
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04-09-2017, 12:51 AM
Post: #707
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
"Particularly quality" implies Lossy Compression. Why do Lossy image formats even still exist?

Also, PNG, especially when optimized, tends to be smaller than TGA in my experience...
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04-09-2017, 10:13 AM
Post: #708
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
(04-09-2017 12:51 AM)Lycanphoenix Wrote:  "Particularly quality" implies Lossy Compression. Why do Lossy image formats even still exist?

Also, PNG, especially when optimized, tends to be smaller than TGA in my experience...

I took a tga image from a game, 128x128 pixels and it is rgba colour, it means that for every pixel it uses 32 bits (8 for red, 8 for green, 8 for Blue and 8 for alpha transparency).

The TGA file is 64 KB in size (I just tested an uncompressed tga).

Then I converted it to 16 colours, and saved as compressed tga, the resulting file is only 8.45 KB in size.

As far as I know, the size a image will use of ram/vram is this = ( (128p * 128p) * X bits) / 8 (convert to BYTES).

Now imagine you copy that 16 colours tga to a game, and the game engine loads the textures in 32 bits with transparency, it will read every pixel of the file generating 32 bits of RGBA data, even if the file has only 16 colours... So the texture will allways be: ((128p * 128p) * 32 bits) / 8 = 64 KB.

The only way of reducing texture size is to save it at lower resolution, for example save it to a 64x64 pixels image, and the engine will (maybe...) only read that 64x64 pixel data. But the game will look much worst.
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04-13-2017, 01:42 AM
Post: #709
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Do you have 60fps for Ys: The Ark of Napishtim Europe version?
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04-13-2017, 05:32 AM (This post was last modified: 04-13-2017 05:32 AM by ZeroX4.)
Post: #710
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
(04-13-2017 01:42 AM)ProjectXsent Wrote:  Do you have 60fps for Ys: The Ark of Napishtim Europe version?

sometimes USA cheat works for EUR so you can try

Code:
_S ULUS-10051
_G Ys Ark Of Napishtim
_C0 60fps ON
_L 0x20108804 0x00000000
_L 0x20158648 0x3F800000
_C0 60fps OFF
_L 0x20108804 0x14600025
_L 0x20158648 0x40000000

i dont have EUR version so i cant check

Try AntiMicro graphical program used to map keyboard keys and mouse controls to a gamepad/controller.
http://forums.ppsspp.org/showthread.php?tid=12513
or http://www.x360ce.com
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05-12-2017, 09:01 AM
Post: #711
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Is there a 60fps for "Ninja katsugeki tenchu kurenai "?
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05-17-2017, 06:49 AM
Post: #712
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
I need a force 60fps cheat code on fifa 13
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05-21-2017, 09:01 AM
Post: #713
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
apparently plugging in my laptop into a bigscreen tv with smooth motion feature can get my 30fps games to run in fake 60fps, however the input lag is really bad and sometimes it can't emulate positions properly
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