VitaGrafixPatchlist
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Other game patches
#43 is too long now, I have to open a new issue for easy reading.
Title | Developer | Framebuffer | Backbuffer | MSAA | Target Framerate |
---|---|---|---|---|---|
Fate/EXTELLA LINK | Marvelous Interactive | 960x544 | 720x408 | 4x | 30 |
# Fate/EXTELLA LINK [JP 1.08]
[PCSG01091,eboot.bin,0xA46AF105]
@IB
0:0x6CB8CC t2_mov(0,0,<ib_w>)
0:0x6CB8D2 t2_mov(0,0,<ib_h>)
@FPS
0:0x6CC09A t2_mov(0,0,<vblank>)
# Fate/EXTELLA LINK [US 1.01]
[PCSE01254,eboot.bin,0x69300D95]
# Fate/EXTELLA LINK [ASIA 1.03]
[PCSH10121,eboot.bin,0x31BBD3ED]
@IB
0:0x6D16B4 t2_mov(0,0,<ib_w>)
0:0x6D16BA t2_mov(0,0,<ib_h>)
@FPS
0:0x6D1E82 t2_mov(0,0,<vblank>)
Title | Developer | Framebuffer | Backbuffer | MSAA | Target Framerate |
---|---|---|---|---|---|
Kagero: Darkside Princess/ Deception IV: Blood Ties | Koei Tecmo | 960x544 | 960x544 720x408 640x368 | none | 30 |
Kagero: Mou Hitori no Princess/ Deception IV: The Nightmare Princess | Koei Tecmo | 960x544 | 960x544 720x408 640x368 | none | 30 |
# Deception IV: Blood Ties [EU 1.00]
[PCSB00499,eboot.bin,0x31CA7FEA]
# Deception IV: Blood Ties [US 1.00]
[PCSE00401,eboot.bin,0x31CA7FEA]
@IB
1:0x28F7C uint32(<ib_w>)
1:0x28F80 uint32(<ib_h>)
1:0x28F84 uint32(<ib_w>)
1:0x28F88 uint32(<ib_h>)
1:0x28F8C uint32(<ib_w>)
1:0x28F90 uint32(<ib_h>)
# Kagero: Darkside Princess [JP 1.02]
[PCSG00304,eboot.bin,0x505CBA3F]
@IB
1:0x2910C uint32(<ib_w>)
1:0x29110 uint32(<ib_h>)
1:0x29114 uint32(<ib_w>)
1:0x29118 uint32(<ib_h>)
1:0x2911C uint32(<ib_w>)
1:0x29120 uint32(<ib_h>)
# Deception IV: The Nightmare Princess [EU 1.02]
[PCSB00829,eboot.bin,0xA189B87F]
# Deception IV: The Nightmare Princess [US 1.01]
[PCSE00743,eboot.bin,0x073775D6]
# Kagero: Mou Hitori no Princess [JP 1.05]
[PCSG00565,eboot.bin,0xA189B87F]
@IB
1:0x3511C uint32(<ib_w>)
1:0x35120 uint32(<ib_h>)
1:0x35124 uint32(<ib_w>)
1:0x35128 uint32(<ib_h>)
1:0x3512C uint32(<ib_w>)
1:0x35130 uint32(<ib_h>)
Title | Developer | Framebuffer | Backbuffer | MSAA | Target Framerate |
---|---|---|---|---|---|
Ukiyo no Roushi | Acquire | 960x544 | 704x384 | none | 30 |
# Ukiyo no Roushi [JP 1.00]
[PCSG00480,eboot.bin,0xF0C9262A]
@IB
1:0x26078 uint32(<ib_w>)
1:0x2607C uint32(<ib_h>)
@FPS
0:0x2CD960 t1_mov(0,<vblank>)
Ok, I will update them, I just thought that European and American players should not like these Japanese anime games.
Title | Developer | Framebuffer | Backbuffer | MSAA | Target Framerate |
---|---|---|---|---|---|
Puella Magi Madoka Magica - The Battle Pentagram | Artdink | 960x544 | 704x448 | 4x | 30 |
# Puella Magi Madoka Magica - The Battle Pentagram [JP 1.00]
[PCSG00214,eboot.bin,0x86F56009]
@IB
0:0x31A718 a1_mov(0,1,<ib_w>)
0:0x31A728 a1_mov(0,1,<ib_h>)
@FPS
0:0x65EE34 a1_mov(0,0,<vblank>)
Title | Developer | Framebuffer | Backbuffer | MSAA | Target Framerate |
---|---|---|---|---|---|
Mahouka Koukou no Rettousei: Out of Order | Witchcraft | 960x544 | 720x408 | none | 30 |
# Mahouka Koukou no Rettousei: Out of Order [JP 1.02]
[PCSG00456,eboot.bin,0x0104460F]
@IB
0:0xF7792 t2_mov(1,1,<ib_w>)
0:0xF779A t2_mov(1,2,<ib_h>)
@FPS
0:0x3225CA t1_mov(0,<vblank>)
Title | Developer | Framebuffer | Backbuffer | MSAA | Target Framerate |
---|---|---|---|---|---|
MUD - FIM Motocross World Championship | Milestone S.r.l. | 960x544 | 704x448 | 2x | 30 |
WRC 4: FIA World Rally Championship | Milestone S.r.l. | 960x544 | 704x448 | 2x | 30 |
# MUD - FIM Motocross World Championship [US 1.00]
[PCSE00219,eboot.bin,0x12FD8947]
@IB
0:0x9B8DD6 t2_mov(1,5,<ib_w>)
0:0x9B8DDC t2_mov(1,6,<ib_h>)
# WRC 4: FIA World Rally Championship [JP 1.00]
[PCSG00376,eboot.bin,0x5927ABE0]
@IB
0:0xAC3858 t2_mov(1,0,<ib_w>)
0:0xAC385E t2_mov(1,4,<ib_h>)
Title | Developer | Framebuffer | Backbuffer | MSAA | Target Framerate |
---|---|---|---|---|---|
I am Setsuna | Tokyo RPG Factory | 960x544 | 960x544 | none | 30 |
# I am Setsuna [JP 1.00]
[PCSG00756,eboot.bin,0x89B603C7]
@FPS
0:0x186F4 a1_mov(0,0,<vblank>)
Title | Developer | Framebuffer | Backbuffer | MSAA | Target Framerate |
---|---|---|---|---|---|
Ys Origin | Nihon Falcom | 960x544 | 960x544 | none | 30 |
# Ys Origin [EU 1.02]
[PCSB01081,eboot.bin,0x3A2C2B78]
# Ys Origin [US 1.02]
[PCSE01033,eboot.bin,0x77611E13]
@FPS
0:0x1C8216 t1_mov(0,<vblank>)
# Ys Origin [ASIA 1.00]
[PCSH10049,eboot.bin,0x145A65BD]
@FPS
0:0x1C9092 t1_mov(0,<vblank>)
Sorry to bother but if possible, could you please take a look at the Fantasy Hero: Unsigned Legacy? Any region would do. Thank you, I can't help but appreciate the terrific amount of games you take on.
And, if I may, is an FPS/IB patch for Girls und Panzer: Senshado, Kiwamemasu! possible? (20FPS cap normally, but raised to 30FPS in menus backing out from gameplay)
Can you share the way to do it?
thanks for the codes, can you do it on gintama rumble?
@electry I dont know what to make of these settings I found for soul sacrifice delta but they do have an effect, looks great but strange is an understatement, link below...
https://imgur.com/a/ABBRjgL
Dragon Quest Builders with IB to 1200x680 run at 15 fps 😞
Fate/extella is not working for me. It says my game version is too low. Although it is not low.
@ImplyingKinpatsu I tried
# Girls und Panzer: Senshadou, Kiwamemasu! [JP 1.00]
[PCSG00339, eboot.bin, 0x243ECAAC]
@FPS
# speed fixup
0:0xC017E mov32 (0, (10.9 * (4 - vblank)), 0)
0:0xC01CA t1_movt(0, (100.0 / (4 - vblank)) >> 16)
# kill dq thread wait
0:0x13DD50 nop *2
# add BLX sceDisplayWaitSetFrameBufMulti
0:0x136B2E t1_mov(0, vblank) . BFF01AEA r . nop
it does however seem to have physics speed tied to framerate, so any dips under 30 (when FPS=30) result in slowdown, just like Jak1.
It's still a great find! Hopefully IB is found, since 5-2 is around 23FPS on max speeds.
@ImplyingKinpatsu I could do FB, but there might be some issues. I still had drops in the first level though, even at max oc.
# Girls und Panzer: Senshadou, Kiwamemasu!
[PCSG00339, eboot.bin, 0x243ECAAC]
@FPS
0:0xC017E mov32 (0, (10.9 * (4 - vblank)), 0)
0:0xC01CA t1_movt(0, (100.0 / (4 - vblank)) >> 16)
0:0xC0114 nop *2
0:0x136B2E t1_mov(0, vblank) . BFF01AEA r . nop # sceDisplayWaitSetFrameBufMulti
@FB
# Framebuffer
0:0xC0334 t2_mov(1, 0, fb_w)
0:0xC033C t2_mov(1, 0, fb_h)
# Common dialog
0:0x1334DC t2_mov(1, 0, fb_w)
0:0x1334E2 t2_mov(1, 1, fb_h)
# Primary RT
0:0x13349C t2_mov(1, 0, fb_w)
0:0x1334A4 t2_mov(1, 0, fb_h)
# Menu viewport
0:0xC500C t1_movt(0, float(fb_w) >> 16)
0:0xC5016 t1_movt(0, float(fb_h) >> 16)
# In game viewport
0:0xC0FA t1_movt(1, float(fb_w) >> 16)
0:0xC104 t1_movt(1, float(fb_h) >> 16)
# Postprocess
0:0x7C0EA t1_movt(0, float(fb_w) >> 16)
0:0x7C102 t1_movt(0, float(fb_h) >> 16)