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Everything posted by Zombeaver
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Added no interlacing patches: Bujingai: The Forsaken City Shadow of Rome Other changes: Bujingai: The Forsaken City - increased upscaling to 5x, disabled large framebuffer (improves performance), and enabled MTVU (improves performance) Final Fantasy XII - increased upscaling to 6x, disabled large framebuffer (improves performance) New configs: Everblue 2 EverGrace Fireblade Hard Hitter Tennis Shout out to kozarovv on github/PCSX2 forums for pointing me to a patch he made for Everblue 2 that fixes some issues in the game. It would have been a yellow status otherwise. He'd made the patch for the PAL version but I converted the CRC over to the NTSC-U one and it still works great, so both the PAL and NTSC-U versions are included. I've also added a new column to the spreadsheet that simply lists the CRC and region of any patches used, since this is becoming more of a thing with these now. The actual purpose of any patches included are explained in the notes.
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It may or it may not, it depends. The cutscenes in the game aren't going to be fixed - they're just static FMVs so they have some interlacing artifacts baked in. The game itself looks better though. Like I said the amount to which it makes a difference varies by game. In some cases there's not really a big difference between them and Bob tff, in some cases there is though. The instances where they're used are at least as good as Bob tff if not better.
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Okay, I've pushed through some alternate region no interlacing patches where available. It should be stated that I haven't tested these, but the NTSC-U versions are working so I assume these are as well. Basically what will happen when you download configs for these games is it will grab all the patches together so if you have any of the relevant versions, the appropriate patch will be used. Onimusha 2 (NTSC-J SLPM-65100) Rumble Roses (NTSC-J SLPM-65885) Shadow Hearts (NTSC-J SLPS-25041) Shadow Hearts (PAL SLES-50822) Shadow Hearts (PAL SLES-50677) Tales of Legendia (NTSC-J SLPS-25533) As I said before, you need to make sure that you don't have a patch file already when it tries to download it otherwise LB will throw an error. Here is the current list of all patches used. Someone filled my requests for Bujingai and Shadow of Rome, and I've already tested them and they're working. I'll be adding those later tonight with a couple new configs.
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@faith genesis raven In case it is a region issue, I'm going to make another sweep through the no interlacing patch thread and grab alternate region versions where available and add those onto github as well, so that it'll download all of the available ones for the given game. In the case of Shadow Hearts there are actually 3 versions of the patch available in the thread that I've found so far - NTSC-U / SLUS-20347 (which is what's currently included) and two PAL versions SLES-50677 and SLES-50822. I've attached them below, and will be adding them to github later today, after I finish sweeping the thread again for any other alternate region versions of the patches currently in use. Shadow Hearts PAL No Interlacing Patches.7z
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I would assume so. Check to make sure that: 1) The no interlacing patch downloaded. You should have a file in your PCSX2\cheats folder named 8BE3D7B2.pnach 2) Cheats are enabled in the config - if you right-click on the game and click Configure, go to "System" and make sure "Enable Cheats" is checked 3) You're using the version of the game that matches the CRC (8BE3D7B2): NTSC-U / SLUS-20347. All the no interlacing patches are for NTSC-U except for Phantasy Star Generation 1 and 2 which are NTSC-J.
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Actually, use this one. Sooper Froot and The Ring of Power are both keyboard-only, so this version has the overrides put it to indicate that in the bezel. orac31 requests v2.7z
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Okay, if you haven't done it already, here they are. You'll also need to do the update from here if you haven't already, because Stellar Wars needs an .opt file (to tell it to use joyport 1) which is included but won't work correctly without the update. deleted
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Would that be Sooper Froot? Stellar Wars? This one?
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You can add anything you want. The process is simple with my automation tools. You still have to do a little bit of work if it's a multi-disk game or a game where the program you're wanting to start isn't the first program (like something on a multi-game disk image) but other than that it's just straight up drag and drop. Go into C64 Dreams\C64 Dreams\Utilities\Creation Tools and then take some disk images, make sure they're named after the game title, and then just drag them onto !Automator.bat if there's 10 or less of them. If there's more than that you can do up to 100 at a time with !Automator - Batch 100.bat. Then just move the folders that it creates into the C64 Dreams\C64 Dreams\Games folder. Let me know what it is you're wanting to add and I'll add them into the collection in the next update. You can add them into your own collection in the meantime with the automation tools.
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You're very welcome! Glad you're enjoying it! I'll add in Jumpman Junior in the next update. If you want to add it in in the meantime, just add the below into the C64 Dreams\C64 Dreams\Games folder. You'll still need to import it into Launchbox - just import the .vbs file, and choose "none of the above" when importing because you don't want it to use an emulator. Jumpman Junior.7z
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New configs: Downhill Domination Ghosthunter Gun Reel Fishing III One note about Reel Fishing III. If you already have it in your library, you'll need to rename it or rescrape it because it had an error in its title on the DB where there was an extra space at the end of it (so basically Reel Fishing III_ ) which the plugin does not like one bit and doesn't copy the files over correctly. Took me a bit to figure out what the hell was going on with it. I've had it corrected on the DB though so it's good to go now so long as you either rename it to remove the extra space or rescrape the DB.
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Actually, looks like they have no intention of implementing 2.9 so uh... DirectSound it is if you're on W7 and 1.7.0+. That's kindof disappointing. I find it a little bit dubious that they're unwilling to use 2.9 for an "EOL OS" but don't have a problem updating to a version of Xaudio that itself is apparently outdated... and breaks compatibility while they're at it... "The OS is old, who cares?" "Yeah but the newer version than what we're using supports that old OS." "Too much work." "Oh okay." I'd have to do some testing before I'd go as far as to just swap everything over across the board. I'll probably just stick with 1.6.0 for the time being and revisit that in the future.
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So I put an issue on Github a couple days ago for the game Nitrobike - it would consistently hang after a short amount of time - and it's now been fixed as of 1.7.0-dev-26 from a couple hours ago (hats off to refractionpcsx2 for fixing it so quickly!). So I was in the process of getting it setup and then did some testing and found that they've now changed from Xaudio 2.7 to Xaudio 2.8 in 1.7.0 dev builds which doesn't work in W7... though apparently 2.9 does. My only real option at the moment though would be to convert the SPU setting from Xaudio over to DirectSound for all the configs to maintain compatibility. I'm... not sure that I'm willing to do that just yet. I kinda feel like I'd rather stick with 1.6.0 for the moment as-is, and put Nitrobike on the backburner (and it is fixed now, I tested it) and see if they make any changes to the Xaudio implementation in future dev builds. I'm kindof surprised that their current default audio option breaks W7 compatibility. The option is there for those that want to play it now though, just be aware that if you're on W7 you're going to need to change your audio setting from Xaudio to DirectSound in the SPU plugin settings.
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I also posted a list of requests in the thread on the PCSX2 forums: Armored Core: Silent Line Armored Core 3 Beat Down: Fists of Vengeance Bombastic Bujingai: The Forsaken City Chulip Cocoto Fishing Master Crimson Sea 2 Dark Angel: Vampire Apocalypse Dead to Rights Disgaea 2 Downhill Domination Eternal Ring Flipnic Haven: Call of the King Jade Cocoon 2 The Mark of Kri Michigan: Report From Hell Onimusha: Warlords Orphen: Scion of Sorcery Reel Fishing III Shadow of Rome Spartan: Total Warrior Star Ocean: Till The End of Time Tsugunai: Atonement Twisted Metal: Black Twisted Metal: Head-On War of the Monsters Wild Arms 3 Wild Arms: Alter Code F Wizardry: Tale of the Forsaken Land XGIII: Extreme G Racing
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Okay, so round two on these. Added no interlacing / progressive scan patches: Devil Kings God Hand Legaia 2: Duel Saga Nightshade Okage: Shadow King Phantasy Star Generation: 1 (English Patched) Phantasy Star Generation: 2 (English Patched) Rumble Roses Shadow Hearts Soul Reaver 2 Tales of Legendia Tekken Tag Tournament (v1.00 and v2.00) Way of the Samurai Whiplash Big winners out of this batch are God Hand, Legaia 2, Rumble Roses, Tales of Legendia, and Way of the Samurai. God Hand and Tales of Legendia are interesting because they don't actually jitter with no interlacing (I had them set to Auto, because it wasn't apparent that they needed to be changed, and Bob modes don't improve them) but the no interlacing patches clearly improve both of them. In the case of God Hand it cleans everything up and makes the game brighter (but not too bright, it actually looks too dark without it in hindsight). Tales of Legendia has a lot of artifacting that's cleaned up from the patch. No Patch: Patched: No Patch: Patched: Tested and not using no interlacing patches: Armored Core 2 - FMVs jitter with the patch and don't with Bob deinterlacing and the difference in gameplay is negligible Gregory Horror Show - FMVs jitter with the patch and don't with Bob deinterlacing and the difference in gameplay is negligible Mortal Kombat: Shaolin Monks - more of the 2D elements jitter with the patch than they do with Bob deinterlacing and the difference in gameplay is negligible Shin Megami Tensei: Devil Summoner - the game is visibly skipping frames as result of the patch, it's very obvious when swapping between it and normal + Bob tff. Bob tff doesn't cause any jitter in the game anyway, much better off with it than the patch. Other updates: Devil Kings: Changed from 6x scaling to 5x scaling and added FXAA - looks a little bit better and provides better performance, but you don't want to use 5x scaling with Bob tff as that creates a small amount of screen jitter itself (not an issue with the no interlacing patch though) Legaia 2: Replaced TC Offset with Round Sprite: Half - text is perfect now. Round Sprite wasn't usable before because it causes a lot of screen jitter when combined with Bob deinterlacing (works fine with the no interlacing patch). Enabled FXAA because it doesn't have nearly as big of an impact on performance when combined with the no interlacing patch as it does with Bob tff deinterlacing. Nightshade: Changed CRC hack level from Full to Aggressive - improves performance Shadow Hearts: Enabled FXAA - doesn't have quite as much of an impact on performance with the no interlacing patch as it does with Bob deinterlacing Tekken Tag Tournament: Removed skipdraw 1 | 5 that was in the config for reasons unknown - it wasn't listed on the sheet and it doesn't seem to do anything, so I don't think it was supposed to be there, so I removed it. Way of the Samurai: Added Round Sprite: Full - fixes upscaling lines in text/UI; couldn't be used with Bob deinterlacing as it caused a lot of screen jitter (no issues with the no interlacing patch)
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Aaaaand it looks there's a bunch more stuff in the thread than what's linked in the opening post so I've got a lot more stuff to go through... I think that's my cue to go to bed.
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Okay, so I spent the day testing a bunch of these and went through and added in the patches for a bunch of stuff. Thanks for putting me on to these @kmoney I'll be going back to that well as I add more stuff in the future. The improvement varies from minor (games where Bob tff was already working well and there was little to no jitter in the UI etc.) to major (games like Dark Cloud and Wipeout Fusion where using Bob tff caused enough jitter in various game elements that I didn't use Bob, and stuck with blurry ol' Auto/Blend). Now, something to keep in mind here - if you already have patches for these in your cheats folder, if you try to download these LB is going to throw up an error because the file already exists, and we don't want that. So go into your PCSX2\cheats folder and see what, if anything, is in there. Here is a list of all the patches that are included in the downloaded configs from github: If any of these are present, you'll want to delete them before you download the config through the plugin. Chances are you won't have anything other than maybe the one for Disgaea 2 or SMT: Digital Devil Saga. The rest of them are new. You can leave Disgaea 2 alone if you want, that one hasn't changed. The SMT: Digital Devil Saga one has been changed though, to add in progressive scan mode. Added no interlacing or progressive scan patches for: Ace Combat 5 Ace Combat Zero Bloody Roar 3 The Bouncer Breath of Fire: Dragon Quarter Dark Cloud Drakengard Extermination Fantavision Fatal Frame Maximo: Ghosts to Glory Maximo vs Army of Zin Onimusha 2 Onimusha 3 Psi-Ops Rygar Shin Megami Tensei: Digital Devil Saga Shin Megami Tensei: Digital Devil Saga 2 Shin Megami Tensei: Nocturne Shinobi SkyGunner Sly Cooper Street Fighter EX3 Tenchu: Wrath of Heaven Wipeout Fusion Not using no interlacing patches: Baldur's Gate: Dark Alliance - has very little impact on the visuals other than making the text look terrible Champions of Norrath - same engine as Baldur's Gate: Dark Alliance, same problem Champions: Return to Arms - same engine as Baldur's Gate: Dark Alliance, same problem Devil May Cry - the patch doesn't work consistently, sometimes it stops working correctly when picking up items and then you get a ton of screen jitter; Bob tff does a better/more consistent job I'm also not using it for any of the games that are setup to use Software rendering, as I'm not sure how helpful it would be. I'll have to mess around with those some. Other updates: Changed sync mode back to Timestretch in Shin Megami Tensei: Digital Devil Saga 2 because Async can break the music if you disable the framelimiter Enabled MTVU for Fatal Frame Enabled Round Sprite: Full in Onimusha 3 which fixes gaps between sprites in menus, but wasn't usable previously because it causes screen jitter when combined with Bob deinterlacing (this is a common issue when combining the two) - works perfectly when combined with the no interlacing patch instead Changed sync mode to Async, interpolation to Hermite, and EE Cycle rate to 1 in Wipeout Fusion - gives a little bit better performance
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Yes, all pnaches are matched/loaded based on CRC ID (that's true for all of them, not just these patches). My guess is you could probably just duplicate that one and rename the duplicate to the correct ID for the updated version, I would assume it would still work. It shows the ID for the current game in the console.
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So, most of the ones I've tried so far do seem like an improvement. Sly Cooper, Ace Combat 5, Ace Combat Zero, and Extermination all seem at least a bit better. Extermination especially because it was one where blurred depth of field elements sometimes had a bit of jitter from Bob deinterlacing. A few of them I'm not really convinced are better off though. As an example, take a look at Baldur's Gate: Dark Alliance: Auto (what's in the config): No interlacing patch: The game is marginally less blurry with a tradeoff of having pretty awful text. I don't think I would be inclined to make the change in this scenario, considering how much text you're going to be seeing in this game. So, I guess just like all the rest, I'm just going to have to go through them all and make judgement calls on a case by case basis.
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Nope, didn't know that was a thing. There isn't exactly a huge difference between them and just using Bob deinterlacing (which is already set in the configs where appropriate), but it does look a little bit better in some brief testing. One added benefit though would be that UI elements wouldn't have any jitter (which doesn't always happen with Bob deinterlacing, but it does in some games, in some cases that can be problematic to the point that I don't use Bob deinterlacing, like with Dark Cloud and Onimusha, which it looks like there are patches for). I'll try out some more and as long as I don't see anything behaving weirdly I can add them in. I'll just have to adjust the configs to disable deinterlacing and add the pnaches to github. Auto (Blend): Bob tff (what's in the config): No interlacing patch:
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That's just the default. It doesn't hurt anything. In some cases it needs to be increased or decreased because certain hacks (that can either help or hurt, depending on the game) kick in at different levels. It enables or disables certain graphical effects that may or may not be emulated correctly (GL is technically a bit more accurate than D3D - though this only actually makes any difference in some cases - which is why it defaults to Partial rather than Full). It can have an impact on performance as well.
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No, I mean it's on the to-do list (along with lots of other stuff). No problem! Glad to hear it!
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I pushed through an update for Shin Megami Tensei: Digital Devil Saga. I thought I had done this previously but apparently not. The game's widescreen patch that comes with PCSX2 disables shadows - this used to be necessary because the shadows didn't work correctly, but this is no longer the case. What I had done previously is used an older patch that I found on their forums that didn't remove the shadows. I noticed it wasn't on github though so I tracked it down again and tried it out but I noticed that the FOV/dimensions aren't quite right with it, so I took a look at the current one that comes with PCSX2 and noticed that it has a section in it specifically for removing the shadows, so I commented those lines out, and now it's good to go - correct dimensions but with shadows back in.
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You're very welcome! Thanks for the kind words!
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