[Discussion] 60FPS patches for PSP games that run at 30FPS
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01-27-2017, 10:52 AM
(This post was last modified: 02-02-2017 03:15 PM by Donel.)
Post: #691
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
@solitarius: Wow, I can't believe it, Gran Turismo looks so much better without that screen shake *_*
The code for Tekken needs a refresh rate of 20 to work. Thank you very much! @Kabuto_Kun: As I said above, it worked just fine =) Would you, by any chance, have a cheat code for fixing the light glows through objects that can be seen on Syphon Filter games? EDIT: Your cheat code for Burnout Legends causes some issues in the menus that are not related to the game speed: https://github.com/hrydgard/ppsspp/issues/9221 You could disable the cheat for the menus as a workaround, since it causes tons of problems. 60 fps in the menus is not necessary anyway. |
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02-02-2017, 01:20 AM
Post: #692
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Kabuto_Kun can you make a 60 fps code for phantasy Star portable 2 infinity
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02-05-2017, 07:14 PM
(This post was last modified: 02-05-2017 07:15 PM by pepodmc.)
Post: #693
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
(01-24-2017 09:52 AM)Kabuto_Kun Wrote: I have a couple of game fixes/cheats/hacks that I haven't posted anywhere: MotorStorm sound/crash fix and performance improvements (migh work for PSVita too), Test Drive Unlimited performance/unbuffered rendering fix, Driver 76 performance improvements/line glitches fix, GTA LCS/VCS unbuffered rendering fix and more. I'm just busy/lazy to spent some time to write all the needed details for them. If there is interest on these I will do my best to post them soon PLEASE, upload the "MotorStorm sound/crash fix and performance improvements" XD |
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02-14-2017, 08:14 PM
Post: #694
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Using cheats is same on all platforms, the only differences are:
- mobiles doesn't come with standard text editors so cheat menu doesn't have an option to open ini file, you have to install some app that can read ini files(some text editors might be limited to txt) then find and edit your game ini file in memstick\PSP\Cheats, - memstick folder location is different for each platform ie on android it's your sdcard(name can vary between devices). I guess first difference could be made way easier for mobile users if anyone would just pack all the patches(at least those known to work perfectly without causing issues) into cheat.db;p(format of this file is simple, same like ini files, but require _S/_G lines above cheat list for each game). That way it would just require copying database file into correct folder and pressing import in cheat menu. ~ Not really into maintaining such database myself, but just found importing was skipping first cheat and fixed it;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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02-23-2017, 09:57 PM
Post: #695
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Apologies for bringing up what is probably the most requested game, but my understanding of the process for this isn't very good.
Is it theoretically possible for MHP3rd HD to run at 60fps without the side effects such as double speed animations, bodies disappearing, stamina draining faster etc. if somebody was willing to spend a lot of time tweaking the patch? Or will it always have problems no matter how much time is spent? |
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02-24-2017, 08:26 AM
(This post was last modified: 03-14-2017 08:40 PM by vnctdj.)
Post: #696
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
This code for FF type 0 works but it screwed up the camera. i can use it for the normal lock on stuff. but i cant use it to change direction.it just stucked on that lock mode.it just keep locking on to some random chocobos on world map for example.holding R1 button or keep tapping it doesnt do anything
Code: _C0 60 fps Edit by vnctdj : Please use the "code" tag when you post long lists like this one. |
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03-16-2017, 04:09 PM
Post: #697
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Please someone with the right skills make a patch for Ratchet & Clank: Size Matters (EU) and Secret Agent Clank (EU)
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03-18-2017, 09:01 AM
Post: #698
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Jeanne d'Arc weird 40/40 fps got corrected today which partially disables 60fps patch from here, so if anyone's interested here's a new one:
Code: _S UCUS-98700 This completely skips the code that was patched previously, so it doesn't really matter if earlier 60fps patch was disabled before activating new one or not. 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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03-21-2017, 03:39 PM
Post: #699
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Is there a patch for Crisis core?
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04-03-2017, 07:44 AM
Post: #700
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Crash Team Racing SCUS-94426
60fps 30037930 0001 |
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04-03-2017, 11:34 AM
(This post was last modified: 06-07-2017 12:22 PM by Kabuto_Kun.)
Post: #701
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
New wave
Tony Hawk's Underground 2: Remix [USA], ULUS10014.ini Code: _S ULUS-10014 Code: _S ULES-00033 / ULES-00034 / ULES-00035 Tony Hawk's Project 8 [USA-UMDv1.0], ULUS10197.ini Code: _S ULUS-10197 Code: _S ULES-00625 / ULES-00626 WWE SmackDown! vs. RAW 2010 featuring ECW [USA], ULUS10452.ini Code: _S ULUS-10452 Code: _S ULES-01339 WWE SmackDown! vs. RAW 2011 [USA], ULUS10543.ini Code: _S ULUS-10543 Code: _S ULES-01472 - The cheat must be enabled before starting the game or it won't work. - There are custom versions of these WWE games around the internet (WWE 12,13,14, etc), these cheats should work with them too as long as those custom versions use as a base one of the game releases/regions with a 60FPS cheat available above. The next games are native 60FPS, but because they need relatively powerful hardware to be playable, I'll post 30 FPS cheats for them. Midnight Club L.A. Remix [USA/EUR], ULUS10383.ini / ULES01144.ini Code: _S ULUS-10383 / ULES-01144 Star Wars - The Force Unleashed [USA], ULUS10345.ini Code: _S ULUS-10345 Code: _S ULES-00981 Code: _S ULES-00982 Resistance: Retribution [USA/EUR], UCUS98668.ini / UCES01184.ini Code: _S UCUS-98668 / UCES-01184 Code: _S NPUG-22850 *Cheat Status: - The game already runs at 60FPS by default, but it uses an internal Vsync that makes the game run at a fixed 30FPS when it can't keep a stable/solid 60FPS. You can use the 60FPS [No Vsync] cheat to disable it, which can make the game run better if you are running the game on a real PSP/PSVita/PSTV; it doesn't make any difference for PPSSPP. - The 30FPS cheat can be used on PPSSPP (not for real PSP/Vita) to allow low powered devices (Android generally) to run the game at a stable 30FPS, so it's easier to achieve fullspeed. You MUST set a high PSP CPU speed for it to work as it should, so go to PPSSPP Settings>System and set it to a fixed value of 666Mhz at least. - The same cheats can be used with the USA and EUR releases of the final game (both game BINs have the same MD5 checksum). Maybe the same cheats work for the JAP release but I didn't test it. Driver 76 also has a 30FPS cheat that can be found here. 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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04-05-2017, 03:30 AM
(This post was last modified: 04-05-2017 03:36 AM by Lycanphoenix.)
Post: #702
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
If you reduce the maximum internal resolution of a game on real hardware, does the image get stretched as a result, or are you able to crop the aspect ratio?
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04-07-2017, 09:02 AM
(This post was last modified: 04-07-2017 09:26 AM by Mills.)
Post: #703
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
(01-24-2017 09:52 AM)Kabuto_Kun Wrote: But there is something that is not well known from what I can see from some research: the PSP SLIM and later models actually doubled the PSP1000 VRAM to 4MB, but this additional 2 MB can't be used for games, only for homebrew. This is a confirmed fact and you can read details on how to unlock it here and here (on this one the user Mills seems to have been tried something with this some time ago). I Got the 4 MB VRAM working and they used it in ONELua (a homebrew lua interpreter). It only works when connecting the PSP to a TV and it uses 720x480p What games did you unlock? It would be awesome to test with a TV cable. The games will store textures in VRAM untill it is full, and then they will use main RAM (it is much slower). Using default resolution, a game should use the 4MB VRAM to store more textures instead of using the main RAM... And it should run faster in theory. Is it really possible to unlock fps for PS1 games? It will also be awesome to force texture filters . I'm also waiting for ratchet and clank cheat, love that game. |
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04-07-2017, 08:51 PM
Post: #704
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
Look what I found!
http://www.svgopen.org/2003/papers/Using...Games/#S1. http://www.inkfood.com/svg-texturing/ I wonder if this would be usable on the PSP to save some of that limited VRAM. Fun fact: Most of the textures in WipEout Pulse are in TGA format, just compacted together. I actually took a lot of these textures, upscaled them with xBRZ and then saved them as PNG's. After running them through AdvDef, OptiPNG and PNGout, they were significantly smaller than the original TGA textures despite being higher resolution. Unfortunately, getting the game to run using PNG textures would require its engine to be reprogrammed, and it would probably still need to use VRAM to decompress them into regular bitmaps first. Bleh. |
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04-07-2017, 10:21 PM
(This post was last modified: 04-08-2017 01:00 PM by Mills.)
Post: #705
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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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