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Gravity Rush to Patchlist
I found this somewhere in the issues. Please turn it into patchlist format.
else if (!strncmp(titleid, "PCSF00024", 9) || // Gravity Rush [EUR] !strncmp(titleid, "PCSA00011", 9) || // Gravity Rush [USA] !strncmp(titleid, "PCSD00003", 9) || // Gravity Rush [ASA] [1.02] !strncmp(titleid, "PCSD00035", 9)) { // Gravity Rush [ASA] config_set_unsupported(FT_ENABLED, FT_UNSUPPORTED, FT_UNSUPPORTED, config); config_set_default(FT_ENABLED, FT_DISABLED, FT_DISABLED, config);
if (config_is_fb_enabled(config)) {
uint8_t movs_r0_width[4], movs_r1_width[4], movs_r3_width[4], movs_r10_width[4];
uint8_t movs_r0_height[4], movs_r1_height[4], movs_r9_height[4];
make_thumb2_t2_mov(0, 1, config->fb_width, movs_r0_width);
make_thumb2_t2_mov(1, 1, config->fb_width, movs_r1_width);
make_thumb2_t2_mov(3, 1, config->fb_width, movs_r3_width);
make_thumb2_t2_mov(10, 1, config->fb_width, movs_r10_width);
make_thumb2_t2_mov(0, 1, config->fb_height, movs_r0_height);
make_thumb2_t2_mov(1, 1, config->fb_height, movs_r1_height);
make_thumb2_t2_mov(9, 1, config->fb_height, movs_r9_height);
injectData(eboot_info->modid, 0, 0x284, &movs_r0_width, sizeof(movs_r0_width));
injectData(eboot_info->modid, 0, 0x284 + 0x6, &movs_r0_height, sizeof(movs_r0_height));
injectData(eboot_info->modid, 0, 0x45E9C, &movs_r0_height, sizeof(movs_r0_height));
injectData(eboot_info->modid, 0, 0x45EA6, &movs_r0_width, sizeof(movs_r0_width));
injectData(eboot_info->modid, 0, 0x45EC4, &movs_r3_width, sizeof(movs_r3_width));
injectData(eboot_info->modid, 0, 0xC46C, &movs_r9_height, sizeof(movs_r9_height));
injectData(eboot_info->modid, 0, 0xC474, &movs_r10_width, sizeof(movs_r10_width));
injectData(eboot_info->modid, 0, 0xC48A, &movs_r3_width, sizeof(movs_r3_width));
injectData(eboot_info->modid, 0, 0xC4F6, &movs_r3_width, sizeof(movs_r3_width));
injectData(eboot_info->modid, 0, 0x6974, &movs_r1_width, sizeof(movs_r1_width));
injectData(eboot_info->modid, 0, 0x697A, &movs_r1_height, sizeof(movs_r1_height));
}
return 1;
}
I did change it to patchlist form but while initially it works fine
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It still has the same problem with the GBATemp patch which is UI and StoryScenes
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Maybe @Electry can help find the clipping and scaling offest ? Heres the code regardless
# Gravity Rush [US 1.00]
[PCSA00011]
# Gravity Rush [EU 1.00]
[PCSF00024]
# Gravity Rush [ASIA 1.00]
[PCSD00035]
# Gravity Rush [ASIA 1.02]
[PCSD00003]
@FB
0:0x284 t2_mov(1,0,<fb_w>)
0:0x28A t2_mov(1,0,<fb_h>)
0:0x45E9C t2_mov(1,0,<fb_h>)
0:0x45EA6 t2_mov(1,0,<fb_w>)
0:0x45EC4 t2_mov(1,3,<fb_w>)
0:0xC46C t2_mov(1,9,<fb_h>)
0:0xC474 t2_mov(1,10,<fb_w>)
0:0xC48A t2_mov(1,3,<fb_w>)
0:0xC4F6 t2_mov(1,3,<fb_w>)
0:0x6974 t2_mov(1,1,<fb_w>)
0:0x697A t2_mov(1,1,<fb_h>)
I would like to RE the eboot.bin and try find a fix but i have no idea how to convert it to an elf format radare can understand, if someone can show me the proper way im happy giving it a go.
You mean with FAGDec?
No i can already get the decrypted eboot.bin just need a way to convert it to an elf format i think... (New to vita scene but found either dead links or outdated stuff so not rlly sure how to proceed)
FAGDec converts the eboot.bin to .elf format
@Senjosei If you ever do manage to fix the graphical glitches in Gravity Rush, please post the code that should go inside the patchlist.
Did @Electry still works on this?
Yeah, a fix would be nice..
Someone else waiting here too? XD @Electry please send us some life signal please, there are a lot of game requests here, and in the patchlist topic too, just send a message so we'll know that you have read our requests at least, we know this takes a lot of time to finish, but waiting with no answers it's actually very sad. A simple message like "Ok, added to waiting list", or "This game code it's too complex, I don't have time for it now, sorry" will be enough for us to know you are still here.
@Electry
@Electry Please, give us an answer, It's been more than 1 year, at least tell us if it's possible or not to fix this one, so we can stop dreaming with a fully working Gravity Rush 544p patch and accept the regular 408p instead, as it normally is.
I realize that you want an answer, but spamming messages to the owner on every related issue isn't going to help. Pick one and stick to it please, also stop @'ing them, they get a email every issue response anyway
Oh... ok sorry. I was overly hyped to play this game at 544p on that day XD That won't will be happening again.
I'm waiting too lol, no pressure to the owner though, if it happens it happens :)
How's that going?
I take it this is not possible. It's been almost 2 years since I posted this. So you guys move on. It is possible to upgrade the graphics but UI and story slides will be affected which then basically means no it is not possible.
For anyone insisting on playing it on higher graphics (for whatever reason) until this very day 2 years later well... Play it on PS4...hell stream it from the PS4 to your PS Vita and that'll be 1080p downscaled to 544p which will give a better overall graphics than this impossible mod would have ever achieved.
I hope this thread will be closed by now to avoid giving false hope to anyone who stumbles on it in the future.
I mean the patch for graphics already there, but it isn't the best experience cause of the glitchy cutscenes and dialogues if you don't mind that, go ahead and install the patch! Just as you (PS VITA PLAYER) I wish they find the way to add more games to the official patch list, cause man Vitagrafix beast plu gin, at least top 2, overclock first.
I think that this game requires a separate plugin to run at 544p, like when they made P4G at 720p (Unnecessary on portable mode)
I think that because only modifying HEX values on the eboot file probably aren't enough for games like these who run a lot of complex FX.
Or maybe that second guy who said that he needed to convert the eboot to an ELF format could tell us what happened and what could be necessary to keep trying to fix this.
It hurts me so much seeing this game running gorgeously at 544p and seeing cutscenes and motion blurr effects completely broken for missing probably just some value modifications on the scaling lines behind it.
The only stuff that are broken are:
- The motion blurr FX
- and the Art Images when u are chatting with someone and the "comics-like" cutscenes.
Menu, 3D rendering in general is perfectly fine, the only problems are those 2 things.
Not sure where to comment, they used float for resolution in comics, try that.
editing front buffer broke it
~~to be more specific, height value (hightlighted in green)~~ nope, w + h is affected
doubt I will get a response, if anyone has working debugger, set memory breakpoint at 0x81669310
, 0x81669314
, and 0x81669318
during startup for me.
Until we get working homebrew software debugger, it's not possible for now. Simplified code:
# gravity rush 1.00
# front # UI + front = this breaks comics+ui stuff
- [ patch, 0x81000284, 0x5ff47070 ] # movs.w r0,#0x3c0
- [ patch, 0x8100028a, 0x5ff40870 ] # movs.w r0,#0x220
# back # internal rendering, doesn't break anything i think
- [ patch, 0x8100c46c, 0x5ff40879 ] # movs.w r9,#0x220
- [ patch, 0x8100c474, 0x5ff4707a ] # movs.w r10,#0x3c0
- [ patch, 0x8100c48a, 0x5ff47073 ] # movs.w r3,#0x3c0
- [ patch, 0x8100c4f6, 0x5ff47073 ] # movs.w r3,#0x3c0
960x544 UI only:
960x544 internal rendering + 720x408 UI (doesn't break UI but outputs at only 720x408 with downsampled 544p frame):
@illusion0001 any chance of putting that in vitagrafix format?
960x544 UI only:
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960x544 internal rendering + 720x408 UI (doesn't break UI but outputs at only 720x408 with downsampled 544p frame):
Wait, you changed only the UI resolution? Because if you can change only the UI resolution, couldn't you just leave the UI at default res and the rest of the game at 544p?
@Ivanim13 That is what the third image is.
@delon5 I don't know much syntax about it. Besides its not very useful as the patch is still broken and nothing more than a novelty
2024 and still hoping this game gets the patch it deserves