Update widescreen to PNACH2.0.
The old no-interlacing patch helps online stability when modified to not
meddle with game code, runs at 60FPS just fine in testing. (Lava lakes
and many particle and heat wave effects don't lag.) Bosses known to have
lag online, run fine with this.
A bug was found in this games compression method used to send character
data online. Adam, the creator of the emulator server and I are
providing the patch for it here.
- Imported Elhecht's WS patch to NTSC-U. Fixed unfunctionality in Arena
menu level.
- Adjusted FOV based on 10:7 aspect ratio.
- 3D graphics appear slightly stretched by previous patches because they
are based on 4:3 aspect ratio.
Restores the original 30 fps cutscene revert logic from Red-tv's
implementation.
The bundled patch had the cutscene revert lines commented out, causing
in-game cutscenes to run at 60 fps, which breaks animation timing and
audio sync. This also resulted in visible interlacing artifacts, as the
no-interlacing hack was not applied correctly after game boot.
Re-enabling the original cutscene revert restores the intended behavior:
- Gameplay runs at 60 FPS
- Cutscenes correctly revert to 30 FPS
- No-interlacing hack works as expected
Fixes#652
Added WS fixes for these versions of the "Syphon Filter: The Omega
Strain" game:
Public Beta 1.0
Beta Trial Code
November Demo
Jampack Demo
Review Prototype
In this issue: https://github.com/PCSX2/pcsx2/issues/13679
It's been reported that there's a problem with the FPS patch, but my
research suggests the patch works perfectly (I only fixed the
conditional for sync in FMV).
The problem is caused by widescreen, which definitely needs to be
disabled since no better solution has been found.
The video shows that the car looks good and you can have a good time
with this FPS patch enabled and without the widescreen patch.
https://github.com/user-attachments/assets/f4955a5a-7f8a-46ea-89ae-7b39fcef52c2
Makes the turtles shut up while fighting. Haven't tested it too, too
extensively so I wouldn't be surprised if there were some interactions
missed.
Video demonstration: https://youtu.be/Sq7O0JpSdKw
Added some missing entries:
- Japanese version
- Korean version
- NTSC-U 1.01 version (same ID as 2.00 version, but different CRC
Added Black Edition, Burger King Challenge and Castrol Ford GT enablers
for the new entries, and the already available ones
Added some missing entries:
- Japanese version
- Korean version
- NTSC-U 1.01 version (same ID as 2.00 version, but different CRC
Added Black Edition, Burger King Challenge and Castrol Ford GT enablers
for the new entries, and the already available ones
Added some missing entries:
- Japanese version
- Korean version
- NTSC-U 1.01 version (same ID as 2.00 version, but different CRC
Added Black Edition, Burger King Challenge and Castrol Ford GT enablers
for the new entries, and the already available ones
Added some missing entries:
- Japanese version
- Korean version
- NTSC-U 1.01 version (same ID as 2.00 version, but different CRC
Added Black Edition, Burger King Challenge and Castrol Ford GT enablers
for the new entries, and the already available ones
Added some missing entries:
- Japanese version
- Korean version
- NTSC-U 1.01 version (same ID as 2.00 version, but different CRC
Added Black Edition, Burger King Challenge and Castrol Ford GT enablers
for the new entries, and the already available ones
Added some missing entries:
- Japanese version
- Korean version
- NTSC-U 1.01 version (same ID as 2.00 version, but different CRC
Added Black Edition, Burger King Challenge and Castrol Ford GT enablers
for the new entries, and the already available ones
Adds a ultrawide patch for Need For Speed Hot Pursuit 2.
Patch works perfectly. HUD is still distorted.
I'd love for this to be added as I'd love to earn retroachievements
whilst playing the game in 21:9.
Thank you!
Whenever you use a computer, either as Chris or Claire, the time shown
is in Japan timezone, instead of local. This patch fixes that and allows
you to see the time (presumably) as originally intended.
Added revised widescreen patch from the forum. This includes 16:9
Inventory Fix as well, this fix can be ported to the old widescreen if
there is demand. Added new No-Interlacing patch that does not require EE
overclock.
Added new widescreen (16:9) and FMV aspect ratio fixes, as well as a 60
FPS patch for Sonic Unleashed (SLUS-21846). Includes author credits and
descriptions for each patch.
I tested these new codes and they work. No crashing.
Codes work during night stages and boss fights.
Only caveat is that during Dark Gaia Phoenix boss level, the 60 FPS
patch has some strange behavior, but it is still playable. There are
model animation pauses and a few changes in timing, but I was still able
to defeat the boss without any other changes in behavior,
Note: this is only the 60 FPS patch. When I tested the widescreen patch
alone without 60FPS, the Dark Gaia Phoenix boss went smoothly with no
issues.
Disables the Cutscene Render fix for the NTSC-J & NTSC-K versions of the
disc.
The NTSC-U disc does not have this hack.
With the PAL disc, this hack wracks some rendering of the game.
After testing, it turned out that the hack wasn't needed anymore anyway,
and was thus disabled. See more here: #591.
It's resonable to assume that the hack causes the same wracking
with the NTSC-J & NTSC-K discs and isn't needed anymore anyway
(as with the PAL disc), however testing is appreciated.
Adds a few patches for **NASCAR: Dirt to Daytona** (SLUS-20441):
* 60 FPS. Flawless, as both NASCAR Heat 2002 and Test Drive: Eve of
Destruction are 60 FPS games, but may need a mild overclock.
* Shoulders control mapping. GameCube/Xbox-style controls mapping with
throttle/brake on triggers.
* Analog camera control
* Extended valid birth year range
A cheat code re-enabling a previously unused control mapping in Test
Drive Unlimited, and swapping L1/R1 buttons for L2/R2 triggers. With
this change, this mapping matches “modern” controls of the X360 and PC
versions of Test Drive Unlimited.
Also added support for `SLES-54466`, as it has the same executable as
`SLES-53753`, just a different serial.
Added Test Drive Unlimited (NTSC-U) SLUS-21490 60FPS patch (ported from
the PAL version).
Retained original PAL-M SLES-53753 50/60FPS patch by PeterDelta &
ijandric97.
I've tested both patches and confirmed they're working fine.
Source: https://github.com/PeterDelta/PCSX2/tree/main/patches
When moving the player character with the analog stick, the game will
explicitly skip movement processing logic if the both the analog axes X
and Y are equal to 0. Likely, the programmer thought that this meant
that the analog stick was neutral (as opposed to the reality of it being
in the top left).
This patch removes those checks. I haven't extensively tested this
patch, but I can't imagine it causing any issues -- the player is now
able to move when you move the analog stick exactly to the top left.
This patch adds a full car select feature to the game, allowing the
players to choose from a list of six cars:
* Lancer Evolution V GSR ‘98 (the default car)
* Toyota Altezza RS200 ‘98
* Subaru Legacy B4 RSK ‘98
* Mazda RX-7 Type RS ‘98
* Nissan Skyline GT-R V-spec (R34)
* Honda NSX Type S ZERO (J)
Features:
* Lets users select the car in-game with DPad left/right.
* Features all available colors for each car. Although AI drivers always
used fixed colors, all car models feature a selection of colors taken
straight from Gran Turismo 2. Notably, Honda NSX has 12 available
colors, which is quite a bit compared to Evo V’s 5 available colors!
* Keeps the starting grid unchanged, so the player starts in the 6th
position regardless of their car of choice.
* Remembers the selected car after the race, like the stock game does
with the selected color.
* Makes the selection look fully native by including a fade-out effect
when selecting cars, much like in Gran Turismo 3.
* As UI assets for other cars are not present in the files, Lancer Evo
badges, performance characteristics, and color names are hidden for
other cars.
[](https://i.imgur.com/OGVFrYv.mp4)
Duplicates `SLUS-20946_399A49CA.pnach` for a new RetroAchievements SA
subset, much like we did with "Viva Las Venturas" previously:
https://retroachievements.org/game/35111
Soon RA subsets won't require dummy patches so hopefully those patches
won't live much longer, but for now we gotta put up with that.
The horizontal movement speed of the third-person camera is twice as
slow at 60fps, due to the delta-time value accidentally being applied to
the horizontal movement delta twice. This pull request fixes that issue.
I've also added an uninverted camera patch. While the game provides a
means to uninvert the horizontal axis, the vertical axis is stuck as
inverted by default.
Patch for those looking to avoid blur when reloading weapons, patch
tested and working without issues.
Regions:
**NTSC-U (Tested ✔️)
NTSC-J (Tested ✔️)
PAL-M (Tested ✔️)
PAL-E (Tested ✔️)**
Metal Gear Solid 2: Substance's Widescreen patch includes code for the
Skateboarding demo, however as that is a separate ELF from the rest of
the game modes, the widescreen is no longer recognized when launching
the skateboarding.
Does what it says on the tin. There's a few FMVs (at boot and if you sit
on the title screen for a bit) but I couldn't figure out how to remove
interlacing artefacts in that mode.
As the title says, this PR adds various patches:
1. Widescreen patch. This only affects 1 instruction yet replicates the
behavior of the old patch.
2. Deinterlacing patch.
3. Draw distance patch -- Slightly increases geometry draw distance and
extends the draw distance of important entities to match that of the
geometry draw distance.
https://github.com/user-attachments/assets/94fa0e15-d65e-418b-b76b-8942188e27da
Hey!
I updated the patches for Kingdom Hearts Final Mix I & II.
Basically I:
- Changed the name for the new update of the english patch of KHFM1 (CRC
is now BD3FB870 as stated in #565)
- Uncommented the 60FPS patch for KHFM1 (english patch)
- Uncommented the 60FPS patch for KHFM2 (english patch)
- Added file SLPM-66675_E6FB8E10.pnach which is the english patch
provided by RetroAchievments (see
https://retroachievements.org/game/2781/hashes), which is the same as
the one created with Crazycatz00 patcher, but it uses a xdelta file
instead (same patches used).
- Globally added some markers to the patches for selection
I think uncommenting the 60 FPS patches would be a good idea because
using RetroAchievments in Hardcore Mode only allows for patches, not
cheats. Adding [60 FPS] allows one to select it or not if there is some
issues with it (but I just played through KHFM1 with 60FPS - worked well
- and quickly tested it for KHFM2 and seemed to work).
Didn't touch "Disable image map names" in KHFM2 because not sure what it
is doing.
Amends the 60fps code for the US version of Rugrats: Royal Ransom. When changing the framerate divisor alone, gravity is too aggressive and the player cannot vertically jump nearly as high as in 30fps. This patch changes that behavior to approximate the correct jump height/gravity at 60fps.