Hi, sorry for my general ignorance and replying to a post from 5 years ago (am a complete newb, made this account to reply to you), but I was looking around the internet to see if there was info on 120 fps cheat codes for ppsspp, and I tried to read through the 60 fps threads but I didn't understand them enough to get whether or not 120 fps cheats are even feasible - the only stuff I saw was something about running KH3 at 120 fps with a half speed cheat (?)
I noticed that you made a ton of great/ informative posts on the 60 fps threads (which unfortunately I'm too dim to process), so I was wondering if I could ask you about this topic? I was initially prompted by the idea of running Project Diva 2nd at 120 fps (of which I noticed you made the 60 fps code for), but now I'm also curious if 120 fps codes are viable in general. Sorry again if this is the wrong place to ask/ if I'm inconveniencing you, and TY for any info.
I have another patch code for the master list. This one is for Dungeon Siege: Throne of Agony. This is my first ISO hack, so I think I got pretty lucky in that it seems to have been one of the easy ones.
I haven't played with the patch long, but I haven't found any problems in terms of faster animations and such. Let me know if you encounter any such issues.
Playing Crisis Core on the standalone PPSSPP release on Switch (v1.9.3) and using the 60fps codes below:
_S ULUS-10336
_G Crisis Core: Final Fantasy VII [USA]
_C0 60 FPS
_L 0x20006564 0x26310001
_L 0x2009E1F8 0x3C053F00
_L 0x201036E0 0x3C043F00
_C0 30 FPS [Default]
_L 0x20006564 0x26310002//FPS
_L 0x2009E1F8 0x3C053F80//EffectsSpeed
_L 0x201036E0 0x3C043F80//GameSpeed
however, while animations in battle have had their speeds adjusted to fit the higher framerate, enemy hitboxes haven't, and they spawn twice as quickly after the attack animation begins than they should. For example, if an enemy attack is supposed to hit Zack 20 frames after it begins, it will instead cause damage after only 10 frames, before the attack visually hits Zack. Is this something others have encountered as well? Does the issue exist in other builds? If it is a regular issue, is there a workaround?
Anyone else have the issue where, in Crisis Core when using the 60fps codes, enemy hitboxes come out twice as fast as they should?
_S ULUS-10336
_G Crisis Core: Final Fantasy VII [USA]
_C0 60 FPS
_L 0x20006564 0x26310001
_L 0x2009E1F8 0x3C053F00
_L 0x201036E0 0x3C043F00
_C0 30 FPS [Default]
_L 0x20006564 0x26310002//FPS
_L 0x2009E1F8 0x3C053F80//EffectsSpeed
_L 0x201036E0 0x3C043F80//GameSpeed
I'm using the above codes, as well as PPSSPP v1.9.3 on the Switch.
I don't know if someone did it already but I converted 60fps codes from Phantasy Star Portable 2 (US) to Phantasy Star Portable 2 (EU).
The codes were tested and work fine with PPSSPP v1.9.3.
After 30 minutes of playing I haven't noticed any issues with those ones so feel free to use them.
(04-03-2020, 02:14 PM)Meateor Wrote: Playing Crisis Core on the standalone PPSSPP release on Switch (v1.9.3) and using the 60fps codes below:
_S ULUS-10336
_G Crisis Core: Final Fantasy VII [USA]
_C0 60 FPS
_L 0x20006564 0x26310001
_L 0x2009E1F8 0x3C053F00
_L 0x201036E0 0x3C043F00
_C0 30 FPS [Default]
_L 0x20006564 0x26310002//FPS
_L 0x2009E1F8 0x3C053F80//EffectsSpeed
_L 0x201036E0 0x3C043F80//GameSpeed
however, while animations in battle have had their speeds adjusted to fit the higher framerate, enemy hitboxes haven't, and they spawn twice as quickly after the attack animation begins than they should. For example, if an enemy attack is supposed to hit Zack 20 frames after it begins, it will instead cause damage after only 10 frames, before the attack visually hits Zack. Is this something others have encountered as well? Does the issue exist in other builds? If it is a regular issue, is there a workaround?
Sounds like a frameskip needs to be added to the attack animation code (possibly in multiple places). The patch will need to be updated by someone with the know how - maybe the original author.
(04-05-2020, 10:34 AM)Meateor Wrote: Anyone else have the issue where, in Crisis Core when using the 60fps codes, enemy hitboxes come out twice as fast as they should?
_S ULUS-10336
_G Crisis Core: Final Fantasy VII [USA]
_C0 60 FPS
_L 0x20006564 0x26310001
_L 0x2009E1F8 0x3C053F00
_L 0x201036E0 0x3C043F00
_C0 30 FPS [Default]
_L 0x20006564 0x26310002//FPS
_L 0x2009E1F8 0x3C053F80//EffectsSpeed
_L 0x201036E0 0x3C043F80//GameSpeed
I'm using the above codes, as well as PPSSPP v1.9.3 on the Switch.
I've read there's no perfect patch for Persona 3 Portable, but there's a partial 60 fps patch at 2x speed. Could somebody share it if available? I'd like to be able to play it at 2x speed but with music at normal speed (which I'm guessing is the resulting effect).
Im in desperate need of a the 3rd party 60fps code the one listed on this thread for the EUR didn't work for me on the latest version ppsspp to date I can turn it on but it does nothing I even did everything it said wait til the mission start change the cheat refresh rate etc nothing works i even tried it on the USA iso no luck please someone this game is so much fun i just know it would be a blast at 60fps! BTW I have a galaxy s10 plus with snapdragon processor emulates every game so far @ 100% no lag! Max graphic settings!
Here's a patch for project diva 2nd#. It's a re-release of 2nd, but it appears to have a good bit of under the hood changes. In fact it seems to be closer to extend than 2nd. The patch is based around the one for extend rather than 2nd's.
*Cheat Status: No issues at 30 FPS. Very minor issues with menus at 60 FPS. *Cheat Details: The cheat has 4 lines: 1=Ingame FPS, 2=menus FPS, 3=lui opcode that sets the gamespeed, and 4=gamespeed value. The game automatically adjust its gamespeed at 20/30 FPS, that's why it has the same value, but at 60 FPS it runs at double speed so it needed a manual adjustment. The EUR-BETA game pre-release version has different logic and needs speed adjustments for all the FPS variants. *Extra Details: The game had a lot of graphical glitches in PPSSPP until they were fixed around april 2016 (read about it at GITHUB), but still has VERY HIGH hardware requirements.
Also, I have tested the cheat on a REAL PSP and it runs perfectly stable at 30 FPS (the game originally runs at 20 FPS).
As a bonus, I coded a special 60 FPS assembly cheat with dynamic gamespeed, this means that if the game is running at any FPS below 60, it will be still running at normal gamespeed. This is nice for a real PSP or Vita if you want to play the game with an uncapped framerate. According to my test with this cheat, the game runs at around 40+ or 50+ FPS in a REAL PSP; in a Vita I'm sure it runs better.
PPSSPP always runs the games at maximum internal framerate, so you must not use this variable/dynamic gamepeed cheat with it (use fixed 60FPS from above instead), this is ONLY for real PSP/Vita. Test Drive Unlimited [USA], ULUS10249.ini
*Cheat Status:
- Same as fixed gamespeed cheats from above.
- The game streams the map while you drive (duh) but using this cheat causes a serious IO bottleneck if you play the game as a compressed .CSO and/or using a slow memory stick, sometimes causing the game map to not load properly while driving fast.
- Remember, do not use this cheat if you are using an emulator/PPSSPP, this is ONLY for real PSP/Vita .
In case you're interested, there is a cheat with dynamic gamespeed for MotorStorm - Arctic Edge too, get it here.
- - - - -
(06-02-2016, 07:39 AM)bondang Wrote: what about star wars force unleashed? i like this game, but speed is not stable on android
(06-02-2016, 08:05 AM)MKG360 Wrote: =========================================
Is their 60FPS forGUNDAM NEXT PLUS need it now,soon, or later its really slow without it
=========================================
Those games natively run at 60FPS, but if their framerate is unstable you should change the emulated PSP CPU clock option and set a fixed number like 333 mhz (real PSP max speed) or even higher if that's not enough. You must change it BEFORE you boot the game and can't use savestates saved with a lower different PSP clock speed.
Remember that if your hardware is not powerful enough to play the game at fullspeed (android device?), a cheat won't help you with that unless you use a cheat to force the game to run at a lower FPS than default (for example, a fixed 30 FPS in this case).
(06-02-2016, 07:30 PM)GuilhermeGS2 Wrote: Does someone has a 60 FPS code for GTA VC Stories USA? I tried the code for EUR version, but didn't work. I have the USA version of NFS MW 5-1-0, the 60 FPS code in this thread is for EUR version, but it worked for me. If someone also has codes for PES 2013 and Fast and Furious Tokyo Drift, would help me too, the last one runs at 25 FPS, it's unplayable for me. :/
The cheat for GTA VCS USA was posted by VIRGIN KLMHERE
The codes for NFS games are special because I used pointer cheats, so they probably are the only cheats that work with every game region/release (I have tested them with USA and EUR regions, JAP and AS may work too).
I'll see what I can do with those other games you mentioned.
Hello,
Thanks for the patch. I tried to use it in Adrenaline using Vita. It appears on the list, I enabled it however frame meter built in cwcheat still shows 20fps during gameplay. I post my cwhcheat database part, any ideas why it does not work? Tested in US ISO.