Is there any obvious difference between a high value and a low value?"--vif1-instant-xfer" accepts values up to 60000+ in my testing
This is just 0, or non 0. There should be no difference between 1, or 60000."--vif1-instant-xfer" accepts values up to 60000+ in my testing
And that i don't know why even work. You are using float for command that expect integrer. You can't delay something by 0.58 cycle. So it is rounded to 1, or... 0. is ignored, and value 58 is used. In second case using 8 probably will be enough.--vu-xgkick-delay=0.58 fixes Def Jam Vendetta's missing character models, and stage assets.
This is just 0, or non 0. There should be no difference between 1, or 60000.
And that i don't know why even work. You are using float for command that expect integrer. You can't delay something by 0.58 cycle. So it is rounded to 1, or... 0. is ignored, and value 58 is used. In second case using 8 probably will be enough.
I'm sure it doesn't accept floats, that way just create undefinied behavior. This work similar to --vif1-instant-xfer--vif1-ignore-cmd-ints= accepts decimals too. 0.9 doesn't boot onimusha blade warriors, 1.0 does, 1.1 back to black screen
Can you try just 58 then?
0_0 That make no sense. Emulator just can't delay something by 0.58 cycle, cycle counting accurate like that will make it slow af. No idea what's going on, but i'm sure it use 0.58 value as something different.58 boots past PS2 logo. No change in graphics, still broken and crashed the emu the moment I would have taken control in the fight.
--vu1=jit-sync
--vif1-instant-xfer=0
apiRequest(2.2)
local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj = getIOPObject()
emuObj.SetDisplayAspectWide()
--gsObj.SetDeinterlaceShift(0)
local patcher = function()
--Widescreen hack 16:9
--X-Fov
--000080bf d7a370bf (1st)
eeObj.WriteMem32(0x00487114,0xbf400000) --bf800000
--Text Box Fix
--00009c43 0000803f 000040c2 00000c43 (1st)
eeObj.WriteMem32(0x00557404,0x43c00000) --439c0000
--0000b042 0080cf43 (1st)
eeObj.WriteMem32(0x005573e0,0x42c00000) --42b00000
eeObj.WriteMem32(0x005573e4,0x00000000) --43cf8000
--Message Indicator Position (Up)
--0000d143 0000803f 00000000
eeObj.WriteMem32(0x0055736c,0x43c80000) --43d10000
--Font fix (Conversation)
--0000803f 0000803f 0000803e 0000803f cccccc3d
eeObj.WriteMem32(0x00557378,0x3f400000) --3f800000) --3f400000 is too narrow in case of Japaness
--******** 2D FIX PARTS ********
--2D Characters (Town & Battle Field)
--43000f3c d80115e6 20008046
eeObj.WriteMem32(0x00132e20,0x0810b346) --3c0f0043
eeObj.WriteMem32(0x0042cd18,0x3c0f0043)
eeObj.WriteMem32(0x0042cd1c,0x3c013faa)
eeObj.WriteMem32(0x0042cd20,0x3421aaab)
eeObj.WriteMem32(0x0042cd24,0x4481f000)
eeObj.WriteMem32(0x0042cd28,0xe61e01d8)
eeObj.WriteMem32(0x0042cd2c,0x0804cb8a)
--Traviata House
--900014e6 940014e6 1400e58d
eeObj.WriteMem32(0x002d9360,0x0810b334) -- 900014e6
eeObj.WriteMem32(0x0042ccd0,0x3c013f40) -- 00000000
eeObj.WriteMem32(0x0042ccd4,0x4481f800) -- 00000000
eeObj.WriteMem32(0x0042ccd8,0xe61f0090) -- 00000000
eeObj.WriteMem32(0x0042ccdc,0x080b64d9) -- 00000000
--The Uzaporium Shop
--900015e6 940015e6 1800a524 (2nd)
eeObj.WriteMem32(0x002ac0ac,0x0810b338) -- 900015e6
eeObj.WriteMem32(0x0042cce0,0x3c013f40) -- 00000000
eeObj.WriteMem32(0x0042cce4,0x4481f800) -- 00000000
eeObj.WriteMem32(0x0042cce8,0xe61f0090) -- 00000000
eeObj.WriteMem32(0x0042ccec,0x080ab02c) -- 00000000
--Twilight's Rest (Potraits)
--940015e6 800000a2 0800b6e5 (1st)
eeObj.WriteMem32(0x00286be0,0x0810b33c) -- 940015e6
eeObj.WriteMem32(0x0042ccf0,0x3c013f40) -- 00000000
eeObj.WriteMem32(0x0042ccf4,0x4481f000) -- 00000000
eeObj.WriteMem32(0x0042ccf8,0xe61e0094) -- 00000000
eeObj.WriteMem32(0x0042ccfc,0x080a1af9) -- 00000000
--2D Characters (Conversation and Twilight's Rest)
--c0ffbd27 1000b0ff 2000b2ff 2800b3ff 2d80a000
eeObj.WriteMem32(0x0023cdd8,0x0810b341) -- c4400008
eeObj.WriteMem32(0x0042cd04,0xc4400008) -- 00000000
eeObj.WriteMem32(0x0042cd08,0x3c013f40) -- 00000000
eeObj.WriteMem32(0x0042cd0c,0x4481f000) -- 00000000
eeObj.WriteMem32(0x0042cd10,0x461e0002) -- 00000000
eeObj.WriteMem32(0x0042cd14,0x0808f377) -- 00000000
--------------------------------------------------------
--Left Characters
--080000c6 080041c4 02000146
--eeObj.WriteMem32(0x002224f4,0x0810b340) -- 080000c6
--eeObj.WriteMem32(0x0042cd00,0xc6000008) -- 00000000
--eeObj.WriteMem32(0x0042cd04,0x3c013f40) -- 00000000
--eeObj.WriteMem32(0x0042cd08,0x4481f000) -- 00000000
--eeObj.WriteMem32(0x0042cd0c,0x461e0002) -- 00000000
--eeObj.WriteMem32(0x0042cd10,0x0808893e) -- 00000000
end
emuObj.AddVsyncHook(patcher)
A large number of commands for text repair are basically universal as long as the code is not involved. This is the experience in repairing PS4 emulation PS2You are genious !
--vu1=jit-sync
--vif1-instant-xfer=0
Fix for SecondSight (SLES-52670) should work with NTSC too.
The game is beautiful ! Thanks a lot.
You can try add this as LUA, game is known to require VIF fifo. Original patch by prafull.this also boot "Speed Kings" PAL & NTSC
But crash when launch a race.
apiRequest(1.0)
local emuObj = getEmuObject()
local eeObj = getEEObject()
local patcher = function()
eeObj.WriteMem32(0x22b4a4,0x0)
end
emuObj.AddVsyncHook(patcher)
So if i didn't make any mistake, pcsx2 won't help here.Still crashing.
apiRequest(1.6) -- request version 1.6 API. Calling apiRequest() is mandatory.
local eeObj = getEEObject()
local emuObj = getEmuObject()
local goatman = 0
local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(2, "./shader_SL480_p.sb") -- (2) = 480P ScanLine Sim
end
local scanlineParams = {
240.0, -- float scanlineCount
0.7, -- float scanlineHeight;
1.5, -- float scanlineBrightScale;
0.5, -- float scanlineAlpha;
0.5 -- float vignetteStrength;
}
local scanlines_moder = function()
if goatman == 0 then
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.BindFragmentShader(2)
sprite0.SetShaderParams(scanlineParams)
sprite0.Enable()
sprite1.Disable()
goatman = 1
end
end
emuObj.AddVsyncHook(scanlines_moder)
-- Hunter: The Reckoning Wayward [NTSC-U] (SLUS_205.11)
-- Widescreen Hack by El_Patas
apiRequest(1.6) -- request version 1.6 API. Calling apiRequest() is mandatory.
local eeObj = getEEObject()
local emuObj = getEmuObject()
local goatman = 0
local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(2, "./shader_SL480_p.sb") -- (2) = 480P ScanLine Sim
end
local scanlineParams = {
240.0, -- float scanlineCount
0.7, -- float scanlineHeight;
1.5, -- float scanlineBrightScale;
0.5, -- float scanlineAlpha;
0.5 -- float vignetteStrength;
}
local scanlines_moder = function()
if goatman == 0 then
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.BindFragmentShader(2)
sprite0.SetShaderParams(scanlineParams)
sprite0.Enable()
sprite1.Disable()
goatman = 1
end
end
emuObj.AddVsyncHook(scanlines_moder)
local widescreen = function()
--Widescreen hack 16:9
eeObj.WriteMem32(0x0023B1F4,0x3C023F23) --X-Fov A
eeObj.WriteMem32(0x0023B1F4,0x3C023F00) --X-Fov B
eeObj.WriteMem32(0x0023B66C,0x3C03BFAB) -- Y-Fov A
eeObj.WriteMem32(0x0023B66C,0x3C03BF80) -- Y-Fov B
end
emuObj.AddVsyncHook(widescreen)
emuObj.PadSetLightBar(0,56,230,201)
emuObj.SetDisplayAspectWide()
apiRequest(1.6) -- request version 1.6 API. Calling apiRequest() is mandatory.
local eeObj = getEEObject()
local emuObj = getEmuObject()
local goatman = 0
local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
Global_InitGpuResources = function()
-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
emuObj.LoadFsShader(2, "./shader_SL480_p.sb") -- (2) = 480P ScanLine Sim
texture1.Load("./mksm2-1920.png")
texture2.Load("./mksm3-1920.png")
end
local scanlineParams = {
240.0, -- float scanlineCount
0.7, -- float scanlineHeight;
1.5, -- float scanlineBrightScale;
0.5, -- float scanlineAlpha;
0.5 -- float vignetteStrength;
}
local scanlines_moder = function()
if goatman == 0 then
sprite0.BindTexture(0)
sprite0.SetPosXY((1920-1440)/2,0)
sprite0.SetSizeXY(1440,1080)
sprite0.BindFragmentShader(2)
sprite0.SetShaderParams(scanlineParams)
sprite0.Enable()
sprite1.BindTexture(1)
sprite1.SetPosXY(0,0)
sprite1.SetSizeXY(1920,1080)
sprite1.SetPosUV(0,0)
sprite1.SetSizeUV(1920,1080)
sprite1.Enable()
goatman = 1
end
end
emuObj.AddVsyncHook(scanlines_moder)