PSP Classics Configuration Files (Official)
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Configuration files extracted from official packages to improve PSP emulator compatibility on PS4.
Syphon Filter: Dark Mirror[edit | edit source]
config-title.txt
UCUS98641
# SyphonFilterDarkMirror (all regions) --texclutmode=filter --bend-30hz-lock=1 --psp-right-stick-action=1 --psp-right-stick-deadzone-x=15 --psp-right-stick-deadzone-y=15 --psp-right-stick-deadzone-semicircle-arc=40 --app-volume=0.8 # following settings are machine-generated --region-dir=SIEA --ps4-trophies=1 --ps5-uds=1 --trophies=1 --globalgamedata-dir=global
UCUS98641_patches.lua
-- Lua 5.3 -- Title: Syphon Filter: Dark Mirror -- Patches for fixing issues with post fx in games using the Syphon Filter/Resistance engine apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory. local emuObj = getEmuObject() local cpu = getAXObject() -- The bloom filter uses 1.5 pixel jitter to make a ghetto blur. When up-ressed, this doesn't look good. -- To compensate, reduce the jitter amount before rendering. function BloomJitterPlusAdjust() -- 1.5 pixel "+" pattern emuObj.AdjustUVJitter(0, 4, 0.0, 1.5) emuObj.AdjustUVJitter(4, 4, 0.0, -1.5) emuObj.AdjustUVJitter(8, 4, 1.5, 0.0) emuObj.AdjustUVJitter(12, 4, -1.5, 0.0) end function BloomJitterCrossAdjust() -- 1.5 pixel "x" pattern emuObj.AdjustUVJitter(0, 4, 1.5, 1.5) emuObj.AdjustUVJitter(4, 4, -1.5, 1.5) emuObj.AdjustUVJitter(8, 4, 1.5, -1.5) emuObj.AdjustUVJitter(12, 4, -1.5, -1.5) end local jitterFixPlus = emuObj.AddGPUHook(0x40dc000, 0, 16, 0x40d4000, BloomJitterPlusAdjust) local jitterFixCross = emuObj.AddGPUHook(0x40d4000, 0, 16, 0x40dc000, BloomJitterCrossAdjust) function depthquery() local querystruct = 0x8eda968 -- this is always in a fixed location -- the depth query struct is fixed to 24 entries -- 0..15 seem to be always used for lights, 16..23 are for npcs for i=0,23 do local querytype = cpu.ReadMem32(querystruct+0) local valid = cpu.ReadMem32(querystruct+1*4) if valid ~= 0xffffffff then --local queryx = cpu.ReadMem32(querystruct+2*4) --local queryy = cpu.ReadMem32(querystruct+3*4) --local querydepth = cpu.ReadMem32(querystruct+4*4) --local querywidth = cpu.ReadMem32(querystruct+5*4) --local queryheight = cpu.ReadMem32(querystruct+6*4) --local param1c = cpu.ReadMem32(querystruct+7*4) --local param20 = cpu.ReadMem32(querystruct+8*4) local param24 = cpu.ReadMem32(querystruct+9*4) --local result = cpu.ReadMemFloat(querystruct+10*4) if param24 <= 0 then cpu.WriteMem32(querystruct+1*4, 0xffffffff) -- to be removed from the list -> mark as invalid else if querytype == 3 then -- n x n coverage based occlusion used by lights. Object opacity is set to (visible_samples / total_samples) cpu.WriteMemFloat(querystruct+10*4, 0.0) -- always hide lights else -- Enemies use a 5-point (corners + center) occlusion check. Object is visible if any of the points is visible. cpu.WriteMemFloat(querystruct+10*4, 1.0) -- set always visible end end end querystruct = querystruct + 0x2c end end cpu.AddHook(0x8c163d4, 0x27bdff80, depthquery) -- = addiu sp, sp, -0x80 -- the hook code replaces the occlusion function, so just adjust the stack and return cpu.InsnReplace(0x8c163d8, 0x34040000, 0x27bd0080) -- addiu sp, sp, 0x80 cpu.InsnReplace(0x8c163dc, 0xafa40048, 0x03e00008) -- jr ra cpu.InsnReplace(0x8c163e0, 0x3c0408ee, 0x00000000) -- nop
Echochrome[edit | edit source]
config-title.txt
UCES01011
# Echochrome (all regions) # following settings are machine-generated --region-dir=SIEA --ps4-trophies=0 --ps5-uds=0 --trophies=0
config-region.txt
--image="data/USER_L0.IMG" --antialias=SSAA4x --multisaves=true --notrophies=true
NPUG80135_patches.lua
-- Lua 5.3 -- Title: Echochrome NPUG 80135 (US) -- WBD 5/10/2022 prevent Console Msg about Memory Stick from being displayed -- WBD 5/22/2022 remove Send and Receive menu options apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory. local gpr = require( "ax-gpr-alias" ) -- you can access Allegrex GPR by alias (gpr.a0 / gpr["a0"]) local emuObj = getEmuObject() local cpu = getAXObject() local hook = 0x88468f0 function SkipMsg() local v1 = cpu.GetGpr(gpr.v1) local v0 = cpu.GetGpr(gpr.v0) cpu.SetGpr(gpr.a0, v1) cpu.SetGpr(gpr.v0, 0) cpu.WriteMem32(v1+4, v0) cpu.SetPC(hook+0xc) print "_NOTE: Skipping Memory Stick Message" end cpu.AddHook(hook, 0x00602021, SkipMsg) function DisableSendReceive() cpu.WriteMem32(0x8909940, 0) -- overwrite Send with 0 cpu.WriteMem32(0x890991c, 0) -- overwrite Receive with 0 end cpu.AddHook(0x8846fb4, 0xae130090, DisableSendReceive)
LocoRoco Midnight Carnival[edit | edit source]
config-title.txt
NPEG00024
# LocorocoMidnightCarnival (all regions) --ps5-uds=0# following settings are machine-generated --region-dir=SIEE --ps4-trophies=0 --ps5-uds=0 --trophies=0
config-region.txt
; Windows configuration file for PSPHD ; Game Image --image="data\USER_L0.IMG" ; Use this to run the automatic font dumper. ;--boot="host0:../tools/glyphdump.prx" ; Uncomment these to play around with font dumping. ;--fontsave="host0:fontdump" ;--fontreplace="host0:fontreplace" ; Scaling factor (Windows only - 1: 480x272, 2: 960x544, 3: 1440x816, 4: 1920x1088 ... 8: 3840x2176) --scale=3 ; Language selection (Windows only - the PS4 version auto-selects based on the PS4 language setting) ; Switch the PSP language to one of the following: ; "en": English (default) ; "jp": Japanese ; "fr": French ; "es": Spanish ; "de": German ; "it": Italian ; "nl": Dutch ; "pt": Portuguese ; "ru": Russian ; "ko": Korean ; "chs": Chinese Simplified ; "cht": Chinese Traditional ;--lang="en" ; Redirect host0: to a another directory (uncomment to enable). ; By default it's mapped to the working directory where the executable starts ;--host="D:\Sony\PSPHD" ; To dump the original video in PMF format, uncomment the --dumpvideos line ; For example, with the current setting, it will save them in a "D:\Sony\PSPHD\videos" directory (make sure the directory exists) ;--dumpvideos="host0:videos" ; To dump the original audio in Atrac3 format, uncomment the --dumpaudio line ; For example, with the current setting, it will save them in a "D:\Sony\PSPHD\audio" directory (make sure the directory exists) ;--dumpaudio="host0:audio" ; To save the in-game textures as the game runs, uncomment the --texsave line ; For example, with the current setting, it will save them in a "D:\Sony\PSPHD\texdump" directory (make sure the directory exists) ;--texsave="host0:texdump" ;--texmissingsave="host0:texdump" ; To replace specific textures as the game runs, uncomment the --texreplace line ; For example, with the current setting, it will load them from the "D:\Sony\PSPHD\texreplace" directory ; If the --scale setting is set to 4 or 8, the program will also look for replacement textures on '4x' or '8x' directories within this directory ;--texreplace="host0:texreplace" ; This forces alpha blending to on for replaced textures. (uncomment to enable) ; With this we can freely make use of a normal alpha channel on replacement textures ;--replacementalpha=true ; This enables bilinear filtering on replaced textures. (uncomment to enable) ;--replacementfilter=true ; Antialiasing mode. SSAA4x looks best, MSAA4x only smooths edges. ; Choices: off, SSAA4x, MSAA4x --antialias=SSAA4x ; Allows to switch between replacement and original textures using L3 on the DS4 or the T key. ;--texswitch=true ; Turns on the auto-resampler. Assumes textures in texreplace are at 8x resolution and resamples them at load ;--autoresampler=true ; Turns on filtering of CLUT hashes to avoid repeat indexed textures ;--texclutmode=filter ; Enable Multiple Savegames --multisaves=true ; Custom locoroco2 texture hasher ;--texcachemode="locoroco2"
NPEG00024_patches.lua
-- Lua 5.3 -- Title: Locoroco Midnight Carnival NPEG-00024 (EU) -- WBD 5/25/2022 prevent RANKING option from being selected apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory. local gpr = require( "ax-gpr-alias" ) -- you can access Allegrex GPR by alias (gpr.a0 / gpr["a0"]) local emuObj = getEmuObject() local cpu = getAXObject() function DisableRanking() local a2 = cpu.GetGpr(gpr.a2) local a1 = cpu.GetGpr(gpr.a1) local check = cpu.ReadMem8(a1+0x2c) -- make sure we're in the correct menu local ptr = a1+a2+0x34 local new_indx = cpu.ReadMem8(ptr) if (new_indx == 2) then if (a2 == 2 and check == 0x2b) then -- moving right cpu.WriteMem8(ptr, 3) print "_NOTE: NEW changed to 3" elseif (a2 == 3 and check == 0x3e) then -- moving left cpu.WriteMem8(ptr, 1) print "_NOTE: NEW changed to 1" end end end cpu.AddHook(0x8a205c4, 0x00c58821, DisableRanking)
Patapon 2[edit | edit source]
LUA
UCUS98732
-- Lua 5.3 -- Title: Patapon 2 PSP - UCUS-98732 (USA) -- Author: Ernesto Corvi -- Changelog: -- v1.1: US only. Change the word "Paraget" to "Patagate" in two strings. apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory. local gpr = require( "ax-gpr-alias" ) -- you can access Allegrex GPR by alias (gpr.a0 / gpr["a0"]) local emuObj = getEmuObject() -- emulator local axObj = getAXObject() -- allegrex local pad = require("pad") -- Hook memcpy to catch framebuffer effects axFuncReplace(0x881D194, "patapon_memcpy") -- Accelerate some functions axFuncReplace(0x8804670, "__ptmf_scall") axFuncReplace(0x8892230, "Renderer__makeWorldMatrix__4psysFv") axFuncReplace(0x88209A8, "patapon_strcmp") axFuncReplace(0x8815130, "sceGupSetStatus") axFuncReplace(0x8851D84, "FMtx44__setRow__3PydFv") axFuncReplace(0x88437F0, "Script__Talk__Controller__setDeltaTime__3PydFv") axFuncReplace(0x8843B6C, "Script__Talk__Controller__setCmdId__3PydFv") axFuncReplace(0x88441DC, "Script__Talk__Controller__getArgValuePtr__3PydFv_0") axFuncReplace(0x89B25B0, "sceGmoCol4Multiply") axFuncReplace(0x8910A60, "Gfx__CacheModel__getNodeMtx__6SystemFv") axFuncReplace(0x8911440, "Gfx__StaticGmoModel__getNodeIdx__6SystemFv") axFuncReplace(0x89114C8, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv") axFuncReplace(0x891157C, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv_0") axFuncReplace(0x881462C, "sceGuEnable", 0x8B3C050) -- param = gupbase pointer axFuncReplace(0x8814684, "sceGuDisable", 0x8B3C050) -- param = gupbase pointer axFuncReplace(0x89B2D84, "sceGmoFCurveEval_fastpath", 0x89B2D88) -- param = function entry if not fast path --axFuncReplace(0x88D0788, "Game__Map__Weather__WindLocus__update__4LaboFv_loop", 0x88D0864) -- param = continue address axFuncReplace(0x890FCBC, "convertLowerString__6SystemFv") axFuncReplace(0x8877104, "convertLowerString__6SystemFv") -- convertLowerString__21@unnamed@BNDFile_cpp@Fv, same functionality axFuncReplace(0x897927C, "__extendsfdf2") axFuncReplace(0x8979AF8, "__muldf3") axFuncReplace(0x8979A8C, "__adddf3") axFuncReplace(0x897A750, "__truncdfsf2") axFuncReplace(0x88CBD64, "RemapPacket", 0x8ACC394) -- param comes from RemapPacketAddr24 & RemapPacketAddr16 axFuncReplace(0x890FEA0, "patapon_strcmp") -- strcmpFast__6SystemFv ('fast' strcmp) -- Switch Select command to "Options" button. emuObj.PadSetButtonsMode(pad.BUTTONS_MODE_OPTION_IS_SELECT) -- Remove "Transfer Patapon Saved Data" option from New Game option --axInsnReplace(0x8A46660, 0x24070002, 0x24070001) -- li a3,0x2 (change 2 menu options to 1) emuObj.RemapSavedata("UCUS98711", "CUSA06171", "504e802b04a1838c32b616abbe0b475fbea1c823825ef0df06cc2bad129ce2f7") -- Fix "Tree of Life" unaligned lines and shadows axObj.AddHook(0x884600C, 0x8c850010, function() -- PSP::Gfx::PrimitiveContext::setVertex2f local context = axObj.GetGpr(gpr.a0) local cmdCount = axObj.ReadMem32(context + 0x14) if (cmdCount & 1) == 1 then -- we have at least 2 commands local cmdBuffer = axObj.ReadMem32(context + 0x10) local cx = axObj.GetFpr(12) local cy = axObj.GetFpr(13) local ox = axObj.ReadMemFloat(cmdBuffer-12) local oy = axObj.ReadMemFloat(cmdBuffer-8) if cx == ox then axObj.SetFpr(12, cx + 0.5) axObj.WriteMemFloat(cmdBuffer-12, ox + 0.5) elseif cy == oy then axObj.SetFpr(13, cy + 0.5) axObj.WriteMemFloat(cmdBuffer-8, oy + 0.5) end end end) -- LANGUAGES -- local langCode = "us" -- default --local languageList = {"Japanese","English","UK","Italian","German","Spanish","French","Korean","Chinese","ns","nf","Dutch","Portuguese","gr","Belgium"} --local gameLanguageCode = {"jp","us","uk","it","de","sp","fr","kr","cn","ns","nf","nl","pt","gr","be"} local languageList = {"","English","","","","","","","","Spanish","French","","","",""} local gameLanguageCode = {"","us","","","","","","","","ns","nf","","","",""} -- US: english = 1, spanish = 9, french = 0xA (from Localize__Manager__setDefaultLangage) -- EU: uk = 2, italian = 3, german = 4, spanish = 5, french = 6 -- JP: jp = 0 -- HP: ko = 7, ch = 8, -- GLOBAL FUNCTIONS -- local GLOBAL = 0x8B7D088 -- reawakeDeathUnit - offset 0x88A95E8 in $v1 function getGlobalAddr() -- gets Global to user data. -- address comes from: Labo::Bases::Camp::Controller::reawakeDeathUnit - offset 0x88A95E8 in $v1 -- add 0x20 to address to align it with the word "none" local main = axObj.ReadMem32(GLOBAL) -- fixed Global address from: 0x88A95E8 -> 0x8c9fbc0 if main == 0xFFFFFFFF or main == 0 then return 0xFFFFFFFF end local ptr = axObj.ReadMem32(main + 0x10c0) --> sets to: 0x8d07840 if ptr == 0xFFFFFFFF or ptr == 0 then return 0xFFFFFFFF end return ptr end -- MAIN FUNCTIONS -- local H1 = function() -- Labo::Bases::Camp::Scene::updateTips local v0 = axObj.GetGpr(gpr.v0) if v0 > 0 then emuObj.ThrottleMax() else emuObj.ThrottleNormal() end end local H2 = function() -- GameSystem__SaveDataController__setStateMessage local ptr = axObj.GetGpr(gpr.a2) local str = axObj.ReadMemStr16(ptr) local newStr = "Now loading. Do not turn off the power." -- english: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power. -- spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema. -- french: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système. -- italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema. -- german: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten. -- japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。 -- chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。 -- korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오. if string.find(str, "Now loading") then newStr = "Now loading." -- English: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Checking Memory Stick") then newStr = "Please wait." -- English: Checking Memory Stick Duo™. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Now saving")then newStr = "Now saving." -- English: Now saving./Do not remove the Memory Stick Duo™ /or turn off the system power. axObj.WriteMemStr16Z(ptr, newStr) -- elseif string.find(str, "Cargando.") then newStr = "Cargando..." -- Spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Guardando...")then newStr = "Espera..." -- Spanish: Guardando.../No extraigas el Memory Stick Duo™ /ni apagues el sistema. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Comprobando el Memory Stick") then newStr = "Guardando..." -- Spanish: Comprobando el Memory Stick Duo™. axObj.WriteMemStr16Z(ptr, newStr) -- elseif string.find(str, "Chargement.") then newStr = "Chargement." -- French: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Vérification du Memory Stick")then newStr = "Veuillez patienter." -- French: Vérification du Memory Stick Duo™. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Sauvegarde.") then newStr = "Sauvegarde en cours." -- French: Sauvegarde./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système. axObj.WriteMemStr16Z(ptr, newStr) -- elseif string.find(str, "Caricamento in corso") then newStr = "Caricamento in corso." -- Italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Controllo del Memory Stick")then newStr = "Attendi." -- Italian: Controllo del Memory Stick Duo™. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Salvataggio in corso") then newStr = "Salvataggio in corso." -- Italian: Salvataggio in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema. axObj.WriteMemStr16Z(ptr, newStr) -- elseif string.find(str, "Lädt") then newStr = "Lädt." -- German: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Memory Stick Duo™ wird überprüft")then newStr = "Bitte warten." -- German: Memory Stick Duo™ wird überprüft. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Speichert.") then newStr = "Speichert." -- German: Speichert./Bitte den Memory Stick Duo™ nicht entfernen und /das System nicht ausschalten. axObj.WriteMemStr16Z(ptr, newStr) -- elseif string.find(str, "システムデータをロード中です。") then newStr = "ロード中。" -- Japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。 axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Memory Stick Duo™のチェック中です。")then newStr = "お待ちください。" -- Japanese: Memory Stick Duo™のチェック中です。 axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "システムデータをセーブ中です。") then newStr = "セーブ中。" -- Japanese: システムデータをセーブ中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。 axObj.WriteMemStr16Z(ptr, newStr) -- elseif string.find(str, "系統資料載入中。") then newStr = "載入中。" -- Chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。 axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Memory Stick Duo™確認中。")then newStr = "請稍候。" -- Chinese: Memory Stick Duo™確認中。 axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "保存中。") then newStr = "存檔中。" -- Chinese: 保存中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。 axObj.WriteMemStr16Z(ptr, newStr) -- elseif string.find(str, "시스템 데이터를 불러오는 중입니다") then newStr = "불러오는 중입니다." -- Korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "Memory Stick Duo™ 체크 중입니다")then newStr = "잠시 기다려 주십시오." -- Korean: Memory Stick Duo™ 체크 중입니다. axObj.WriteMemStr16Z(ptr, newStr) elseif string.find(str, "시스템 데이터를 저장 중입니다") then newStr = "저장 중입니다." -- Korean: 시스템 데이터를 저장 중입니다./Memory Stick Duo™를 빼거나,/전원을 끄지 마십시오. axObj.WriteMemStr16Z(ptr, newStr) end end local H3 = function() -- Localize__Manager__getLanguageName local v0 = axObj.GetGpr(gpr.v0) local langPtr = axObj.ReadMem32(v0) langCode = axObj.ReadMemStr(langPtr) end local bundleFileName = "" local H4 = function() -- System::Util__BNDFile__doNameCallback local ptr = axObj.GetGpr(gpr.a0) bundleFileName = axObj.ReadMemStr(ptr) end local H5 = function() -- Labo::GameSystem__callbackFunc_MemoryObject local ptr = axObj.GetGpr(gpr.s5) local dataPtr = axObj.ReadMem32(ptr) if bundleFileName == "colony_data.pac" then axObj.WriteMem16(dataPtr + 0x79ba, 4) end end -- Black Smith - Remove "KeyGuide" bug when hit anvil head while quenching -- local blackSmithRunning = false local H6 = function() -- Sound__SubGame__Blacksmith__Command__start__4LaboFv blackSmithRunning = true end local H7 = function() -- Sound__BeatCommander__endSubGame__4LaboFv if blackSmithRunning == true then local a0 = axObj.GetGpr(gpr.a0) axObj.WriteMem8(a0 + 0x19c, 1) -- set memory to 1 (instead of 0) otherwise brings up bad "KeyGuide" end blackSmithRunning = false end -- TIPS System hacks -- axInsnReplace(0x8A73A44, 0x3C0342A8, 0x3C0342A4) -- change required number of Tips from 84 to 82. local H8 = function() -- GameSystem__Tips__Viewer__setup__4LaboFv local global = getGlobalAddr() if global == 0xFFFFFFFF then return end local unitTable = axObj.ReadMem32(global + 0x1068) --> sets to: 0x8d13580 (unit table) local tipsPtr = unitTable + 0x1F5E4 local badTips = axObj.ReadMem32(tipsPtr + 8) badTips = badTips & 0xFFBBFFFF -- remove tips 0x53 and 0x57 as they referred to Multiplayer axObj.WriteMem32(tipsPtr + 8, badTips) end -- Remove AutoSave menu from initial startup -- local H9 = function() -- GameSystem__SaveDataController__update__4LaboFv local s3 = axObj.GetGpr(gpr.s3) local flg = axObj.ReadMem32(s3 + 0x7eed) local val = axObj.ReadMem32(s3 + 0x7efc) if flg == 0 and val == 0x14 then axObj.WriteMem32(s3 + 0x7efc, 0x13) end end -- Change game save name to "Patapon 2 Remastered" -- local H10 = function() -- Utility__SaveDataUtility__setDataParamsfoString local ptr = axObj.GetGpr(gpr.s1) local strPtr = axObj.ReadMem32(ptr) local newStr = "PATAPON™ 2 Remastered" axObj.WriteMemStrZ(strPtr, newStr) end -- Change description for the "Friendship" weapon to remove game sharing text -- local itemsTable = {} itemsTable[1] = "Proof of friendship establish" -- English itemsTable[2] = "Prueba de la amistad establecida" -- Spanish itemsTable[3] = "Preuve de l'amitié établie" -- French itemsTable[4] = "Preuve d'une amitié" -- French alt function changeStrings(strPtr) -- modify strings local str = axObj.ReadMemStr16(strPtr) -- ptr to the string local strFind = string.gsub(str, "/", " ") -- change any slash to space to strings can match. strFind = string.gsub(strFind, " ", " ") -- change any double spaces due to above change to only 1 space. for i = 1, #itemsTable do local startPos, endPos = string.find(strFind, itemsTable[i]) if startPos ~= nil then str = string.sub(str, 1, (startPos-1) ) -- SPECIAL fixes -- str = string.gsub(str, "Un oiseau avec de bons HP et /une grosse attaque.","Un oiseau qui augmente vos/HP.") -- French incorrect grammar (bird) str = string.gsub(str, "aumente","augmente") -- French incorrect grammar. axObj.WriteMemStr16Z(strPtr, str) end end end local H11 = function() -- from Bases__Item__ExplanationWindow__setItemId local ptr = axObj.GetGpr(gpr.a0) local a2 = axObj.GetGpr(gpr.a2) local valPtr = axObj.ReadMem32(ptr) local v1 = valPtr + 8 local v0 = a2 * 4 v0 = v0 + v1 local strPtr = axObj.ReadMem32(v0) strPtr = strPtr + valPtr changeStrings(strPtr) end -- Skip Memory message when selecting "Delete Save Data" on "Save the adventure" dialogue. local menuSkip = false local H12 = function() -- Bases__Talk__CommandCamp__showDialog menuSkip = true end local H13 = function() -- Bases__Talk__CommandCamp__showDialog if menuSkip == true then axObj.SetGpr(gpr.v1, 0) menuSkip = false end end local H14 = function() -- Bases__Talk__CommandCamp__showDialog if menuSkip == true then axObj.SetPC(0x88D908C) end end -- HOOKS -- local hook1 = axObj.AddHook(0x88E9564, 0x0002102B, H1) -- Labo::Bases__Camp__Scene__updateTips local hook2 = axObj.AddHook(0x899E718, 0x00403021, H2) -- GameSystem__SaveDataController__setStateMessage local hook3 = axObj.AddHook(0x897771C, 0x00431021, H3) -- Localize__Manager__getLanguageName local hook4 = axObj.AddHook(0x88774D0, 0x00402821, H4) -- System::Util__BNDFile__doNameCallback local hook5 = axObj.AddHook(0x886889C, 0x02002021, H5) -- Labo::GameSystem__callbackFunc_MemoryObject local hook6 = axObj.AddHook(0x898BCDC, 0x27BDFFE0, H6) -- Sound__SubGame__Blacksmith__Command__start__4LaboFv local hook7 = axObj.AddHook(0x89220F8, 0xAC80019C, H7) -- Sound__BeatCommander__endSubGame__4LaboFv local hook8 = axObj.AddHook(0x8A734DC, 0x27BDFFC0, H8) -- GameSystem__Tips__Viewer__setup__4LaboFv local hook9 = axObj.AddHook(0x899CF4C, 0x92637EED, H9) -- GameSystem__SaveDataController__update__4LaboFv local hook10 = axObj.AddHook(0x88E7E48, 0x2490009C, H10) -- Utility__SaveDataUtility__setDataParamsfoString local hook11 = axObj.AddHook(0x897CF90, 0x26041718, H11) -- Bases__Item__ExplanationWindow__setItemId local hook12 = axObj.AddHook(0x88D9114, 0xAEA00014, H12) -- Bases__Talk__CommandCamp__showDialog local hook13 = axObj.AddHook(0x88D90B4, 0x9063C550, H13) -- Bases__Talk__CommandCamp__showDialog local hook14 = axObj.AddHook(0x88D907C, 0x8FA2003C, H14) -- Bases__Talk__CommandCamp__showDialog local hook15 = axObj.AddHook(0x8A394B4, 0x26241718, H11) -- Bases__Organization__Managed__ItemSelectWindow__onSlotChange (note uses H11) -- US game bug fix. "Paraget" -> "Patagate" -- axObj.AddHook(0x88DC5F4, 0x00409021, function() -- from Bases__Camp__Person__Behavior__Idle__update__4LaboFv local strPtr = axObj.GetGpr(gpr.v0) + 0xE -- 0xE skip over X/Y positions. local str = axObj.ReadMemStr16(strPtr) if string.find(str, "The Paraget will") then -- org string: The Paraget will teleport you to/another world… local newStr = "The Patagate can teleport you to/another world…" axObj.WriteMemStr16Z(strPtr, newStr) elseif string.find(str, "Paraget Shrine") then -- org string: This is the Paraget Shrine./Only <N0> and <N1> can/enter. local newStr = "This is the Patagate Shrine/Only <N0> and <N1> can/enter." axObj.WriteMemStr16Z(strPtr, newStr) end end) --[[ axObj.AddHook(0x08982F48, 0x24070001, function() if emuObj.NeoMode() then axObj.SetGpr(gpr.a3, 0) -- turn on 60fps mode end end) ]]-- --- MOVIE FIX --- local movieLastTime = 0.0 local movieFix = function() -- Labo::GameSystem__MovieModule__render local t = axObj.GetFpr(0) if t == 0 and movieLastTime > 0 then local s0 = axObj.GetGpr(gpr.s0) axObj.WriteMemFloat(s0 + 0x44, movieLastTime) elseif t > 0 then movieLastTime = t end end axObj.AddHook(0x8A6A1DC, 0xe6000044, movieFix) --- PAT2-16 FIX --- axObj.AddHook(0x890E9E0, 0x02002021, function() -- Labo::Game__Gimmick__WindowAttacher__update local ptr = axObj.GetGpr(gpr.sp) + 0x28 local posy = axObj.ReadMemFloat(ptr + 4) if posy < -30 then local obj = axObj.GetGpr(gpr.a0) axObj.WriteMem8(obj + 0x2a8, 0) end end)
Resistance: Retribution[edit | edit source]
LUA
UCUS98668
-- Lua 5.3 -- Title: Resistance: Retribution -- Patches for fixing issues with post fx in games using the Syphon Filter/Resistance engine -- Oct 28 2022 - Disabling offensive voice line (Ali Burakaz) apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory. local gpr = require( "ax-gpr-alias" ) -- you can access Allegrex GPR by alias (gpr.a0 / gpr["a0"]) local emuObj = getEmuObject() local cpu = getAXObject() function Resistance_HookBloom(module, bloomFuncOffset, downscaleFuncOffset, sliceDrawFuncOffset, dispListAddr) -- the game does downscaling in 4 pieces -- patch the downscale piecing into a single draw call AX_AddHook(module, downscaleFuncOffset + 0x80, 0x4600a406, function() -- first pass: 256x256, 224x256, 256x16, 224x16 AX_SetFpr(14, 480.0) AX_SetFpr(15, 272.0) end) AX_AddHook(module, downscaleFuncOffset + 0xac, 0x4600a406, function() -- second pass: 128x128, 112x128, 128x8, 112x8 AX_SetFpr(14, 240.0) AX_SetFpr(15, 136.0) end) AX_AddHook(module, downscaleFuncOffset + 0xc0, 0x3c0443f0, function() -- skip the rest of the pieces AX_SetPC(AX_GetPC() + 0xf8) end) -- skip jitters AX_AddHook(module, bloomFuncOffset + 0x378, 0x00002825, function() AX_SetPC(AX_GetPC() + 0xc) end) AX_AddHook(module, bloomFuncOffset + 0x394, 0x4600f306, function() AX_SetPC(AX_GetPC() + 0xc) end) AX_AddHook(module, bloomFuncOffset + 0x3ac, 0x4600f306, function() AX_SetPC(AX_GetPC() + 0xc) end) AX_AddHook(module, bloomFuncOffset + 0x344, 0x8e040050, function() local listPtr = AX_ReadMem32(dispListAddr) local blur_op = GE_AddCommandHook(function() GE_ApplyGaussianBlur(0x40dc000, 0, 0, 120, 68, 1.15) GE_ApplyGaussianBlur(0x40dc000, 0, 0, 120, 68, 1.15) GE_ApplyGaussianBlur(0x40dc000, 0, 0, 120, 68, 1.15) end) AX_WriteMem32(listPtr, blur_op) listPtr = listPtr + 4 AX_WriteMem32(dispListAddr, listPtr) end) -- final blend 0x40dc000 instead of 0x40d4000 (temp FB usage changes since we skipped the jitter passes) AX_AddHook(module, bloomFuncOffset + 0x3b8, 0x8fc50058, function() AX_SetGpr(gpr.a0, 0x40dc000) AX_SetPC(AX_GetPC() + 0xc) end) -- replace the 64 pixel slicing with 480 pixels, effectively disabling it AX_InsnReplace(module, sliceDrawFuncOffset + 0x88, 0x3c044280, 0x3c0443f0) -- lui a0,0x4280 -> lui a0,0x43f0 (64.0f -> 480.0f) end Resistance_HookBloom("disc0:/PSP_GAME/USRDIR/RS.PRX", 0x4951a0, 0x4944d8, 0x493b14, 0x8defc64) --[[ -- Modes: -- * DISABLE: Prevent the bloom entirely, which makes things more washed out. -- * ADJUST: Adjust the blurring jitter to rendered pixels, keeping better colors. BloomMode = "ADJUST" -- The bloom filter uses 1.5 pixel jitter to make a ghetto blur. When up-ressed, this doesn't look good. -- To compensate, reduce the jitter amount before rendering. function BloomJitterAdjust() -- Reduce the jitter scale value from 0.5 by VideoScale. Currently in f12. cpu.SetFpr(12, 0.5 / emuObj.VideoScale()) end -- A function is used for 2D rectangle blitting, and copies columns of 64 pixels. -- This was an optimization on the PSP, but only slows us down and introduces UV clamp issues. -- This function forces it to allow 512 wide columns (the widest you can sample from a texture.) function BloomUVClampAdjust() -- At this point, a0 has been set to 64.0, replace with 512.0. cpu.SetGpr(gpr.a0, 0x44000000) end -- This func draws the screen with a UV offset to blur more, which looks bad at high enough res. function BloomBlendAdjust() -- Normally, u0=1, u1=257. We reduce this a lot to look better on uprendering. cpu.SetFpr(12, 0.25 / emuObj.VideoScale()) cpu.SetFpr(14, 256.0 + 0.25 / emuObj.VideoScale()) end function BloomDisable() if BloomMode == "DISABLE" then -- This just immediately returns from the function that writes the bloom displaylist data. cpu.SetPC(cpu.GetPC() + 0x08CA9210 - 0x08CA8BA0); end end cpu.AddHook("Resistance", 0x08CA8F0C - 0x08813A00, 0x44846000, BloomJitterAdjust) cpu.AddHook("Resistance", 0x08CA759C - 0x08813A00, 0x3C044280, BloomUVClampAdjust) cpu.AddHook("Resistance", 0x08CA7B00 - 0x08813A00, 0x46007C86, BloomBlendAdjust) cpu.AddHook("Resistance", 0x08CA8BA0 - 0x08813A00, 0x27BDFFA0, BloomDisable) ]]-- AllowDepthRead = 0 LastDepthReadIrqCount = 0 -- These are the beginning and end of the function calling sceGeListSync. -- It uses interrupts to trigger depth reads. -- We miss objects if we do our once-per-frame depth read outside this function. function OnListSyncStart() AllowDepthRead = 1 end function OnListSyncEnd() LastDepthReadIrqCount = AllowDepthRead AllowDepthRead = 0 end -- This hooks the entry into the function that performs depth reads. -- It's called outside the ListSync too, but that is before all objects are drawn. -- Reading depth every time this is called would be expensive, we want to do once per frame. -- See Construction Zone: Mech Ride. function OnDepthListReader() -- We want to pick up the last depth read in a frame, or else we get wrong data. -- However, different areas have different counts. local target = LastDepthReadIrqCount - 1 if target == -1 then target = 1 end if AllowDepthRead == target then -- Find the relocated global offset. local offset = cpu.GetPC() - 0x08C82158; -- Okay, now the global containing the depthbuffer address is at... local depthAddr = 0x08E080C8 + offset local t4 = cpu.ReadMem32(depthAddr) emuObj.ApplyDepthReadback(t4, 512, 512, 272, 2) end if AllowDepthRead >= 1 then AllowDepthRead = AllowDepthRead + 1 end end cpu.AddHook("Resistance", 0x08B345B8 - 0x08817A00, 0x27BDFFF0, OnListSyncStart) cpu.AddHook("Resistance", 0x08B34644 - 0x08817A00, 0x8FBF000C, OnListSyncEnd) cpu.AddHook("Resistance", 0x08C82158 - 0x08817A00, 0x27BDFFA0, OnDepthListReader) -- This is an unfortunate patch for a fade-in issue for some cutscenes. -- They're fading in too early, which allows you to see strange animations that you shouldn't. -- We delay the fade here, although it's not clear what should actually be delaying the fade. -- Multiple Bonn missions have this problem. function DelayCinematicFadeIn() -- Normally, this is set to 0 or 12 frames, we only change 12. local delayAddr = cpu.GetGpr(gpr.s0) + 0x52 if cpu.ReadMem16(delayAddr) == 12 then cpu.WriteMem16(delayAddr, 24) end end cpu.AddHook("Resistance", 0x08864170 - 0x08817A00, 0xA200006C, DelayCinematicFadeIn) -- No longer supported in main. --cpu.FuncReplace(0x8d05d20, "lr2_memset", 3) -- Prevent Multiplayer from being selected from Main Menu function SelectDown() local v0 = cpu.GetGpr(gpr.v0) if (v0 == 0x9cc0fb0) then print "_NOTE: Skipping Multiplayer on DOWN selection" cpu.SetGpr(gpr.v0, 0x9cc11e0) cpu.SetGpr(gpr.a0, 0x9cc11e0) end end function SelectUp() local v0 = cpu.GetGpr(gpr.v0) if (v0 == 0x9cc0fb0) then print "_NOTE: Skipping Multiplayer on UP selection" cpu.SetGpr(gpr.v0, 0x9cc0d80) cpu.SetGpr(gpr.a2, 0x9cc0d80) end end cpu.AddHook(0x8c917c0, 0x00402025, SelectDown) cpu.AddHook(0x8c91914, 0x00403025, SelectUp) --Remove offensive voice line local i_read_line = 0x08D38A40 local op_read_line = 0x80c40000 function disableLine() voice_id = cpu.ReadMemStr(cpu.GetGpr(gpr.a2)) if voice_id == "10307" then print("Offensive line detected. Disabling...") --Overwrite line ID with garbage cpu.WriteMem32(cpu.GetGpr(gpr.a2) + 0x20, 0xFFFF0000) end end cpu.AddHook(i_read_line, op_read_line, disableLine) --Removing multiplayer option from menu local id_campaign = "bracketbutton01" --3 local id_multiplayer = "bracketbutton06" --8 local id_options = "bracketbutton03"--5 local id_main_menu = 0xF local i_set_menu = 0x8c82184 - 0x8813a00 local op_set_menu = 0x8ca50004 function disable_multiplayer() local mem_menu_cursor = cpu.GetGpr(gpr.s1) + 0x2C local new_menu_option = cpu.GetGpr(gpr.s0) local old_menu_option = cpu.ReadMem32(mem_menu_cursor) local id_old = cpu.ReadMem32(old_menu_option + 0x18) local id_new = cpu.ReadMem32(new_menu_option + 0x18) local id_menu = cpu.ReadMem32(new_menu_option + 0xC) --print(string.format("Menu ID %x", id_menu)) --print(string.format("New ID %x", id_new)) --print(string.format("Old ID %x", id_old)) --print(string.format("New pointer %x", new_menu_ptr)) --print(string.format("Old pointer %x", old_menu_ptr)) --for i = 0, 0x10, 1 do -- print(string.format("%x", i*4)) -- print(string.format("found new %x",cpu.ReadMem32(new_menu_ptr + i*4))) -- print(string.format("found old %x",cpu.ReadMem32(old_menu_ptr + i*4))) --end new_menu_ptr = cpu.ReadMem32(new_menu_option + 4) old_menu_ptr = cpu.ReadMem32(old_menu_option + 4) if new_menu_ptr < 0x8800000 or old_menu_ptr < 0x8800000 then print("NULL MENU STRING ERROR, ABORTING") return end new_button_string = cpu.ReadMemStr(new_menu_ptr) old_button_string = cpu.ReadMemStr(old_menu_ptr) print("New", cpu.ReadMemStr(new_menu_ptr)) print("Old", cpu.ReadMemStr(old_menu_ptr)) if new_button_string ~= id_multiplayer or id_menu ~= id_main_menu then --Not in entering multiplayer return end if old_button_string == id_options then print("_NOTE: Skipping Multiplayer on UP selection") cpu.WriteMem32(mem_menu_cursor, new_menu_option - 0x230) cpu.SetGpr(gpr.s0, new_menu_option - 0x230) elseif old_button_string == id_campaign then print("_NOTE: Skipping Multiplayer on DOWN selection") cpu.WriteMem32(mem_menu_cursor, new_menu_option + 0x230) cpu.SetGpr(gpr.s0, new_menu_option + 0x230) end end local i_read_string = 0x8d61000 - 0x8813a00 local op_read_string = 0x80850000 function erase_multiplayer_string() local string_ = cpu.ReadMemStr(cpu.GetGpr(gpr.a0)) --print(string_) if string_ == "MULTIPLAYER" or string_ == "MULTIJUGADOR" or string_ == "MULTIJOUEUR" or string_ == "MEHRSPIELER" or string_ == "MULTIGIOCATORE" then --Terminate string cpu.WriteMem8(cpu.GetGpr(gpr.a0), 0x0) end end cpu.AddHook("Resistance", i_read_string, op_read_string, erase_multiplayer_string) cpu.AddHook("Resistance", i_set_menu, op_set_menu, disable_multiplayer) -- Called when intel is taken by the player. function OnIntel() -- Used to remove autoaim intel. -- Intel is a string added to a list which seems to be located near or on the stack somehow. -- This list includes various in-game options, settings, and the intel the player has. -- A series of functions is called to add intel to inventory (starting with 0883D780, ending -- with 08D0678C), this hooks into the second of these functions, and nulls out the start -- of the string. Not sure if this copies a null string to inventory, or just cancels the -- whole operation (seems to cancel the operation), but it works either way. -- Aim assist intel is written to BF691E4 on SIEA print("====") print("OnIntel") -- String is held in A0, get it. local s = cpu.ReadMemStr(cpu.GetGpr(gpr.a0)) -- Print for debug. print("String: ", s) -- Is it the right intel? If so, null out first char. if s == "INTEL_4_0_0" then print("Aim assist detected.") -- Set first character to NULL. cpu.WriteMem8(cpu.GetGpr(gpr.a0), 0) end print("====") end cpu.AddHook("Resistance", 0x289BC, 0x00E04025, OnIntel) function OnIntelShow() print("====") print("OnIntelShow") -- Get the current intel number, held at an odd offset from S0. local intel1 = cpu.ReadMem32(cpu.GetGpr(gpr.s0) + 0x54) local intel2 = cpu.ReadMem32(cpu.GetGpr(gpr.s0) + 0x5C) local intel3 = cpu.ReadMem32(cpu.GetGpr(gpr.s0) + 0x60) -- Print for debug. print("Intel number: ", intel1, intel2, intel3) -- Is it the aim assist intel? If so, skip it. if intel1 == 4 and intel2 == 0 and intel3 == 0 then print("Aim assist intel detected.") print("Skipping") -- Skip past getting the intel entirely, including all text displays about it, -- and actually recieving it. cpu.SetPC(cpu.GetPC() + 0x178); -- 0x08835118 end print("====") end cpu.AddHook("Resistance", 0x215A0, 0x82640000, OnIntelShow) -- 0x08834FA0 -- Called when opening the options menu. function OnOptionMenu() -- Used to remove option from menu. print("====") print("OnOptionMenu") -- Get base address of widget array. local base = cpu.ReadMem32(cpu.GetGpr(gpr.a0) + 0x4) -- This string helps us know if we're on the main menu. local s = cpu.ReadMemStr(base) -- This points into the widget list. The list is not an array, its items are -- dynamically allocated, and seem to be in a doubly linked list of some kind. -- Possibly a hierarchy, but it's an odd structure regardless. Anyway, this points in, but -- to an odd location. local origin = cpu.ReadMem32(cpu.GetGpr(gpr.a0) + 0x88) -- Print for debug. print("Base: ", string.format("%x", base)) print("Base string: ", s) print("Origin pointer: ", string.format("%x", origin)) -- +0x34 has a pointer to the first location in the double linked list we need. local address = cpu.ReadMem32(origin + 0x34) -- Address now contains the base address of the AIM ASSIST string. print("String address: ", string.format("%x", address)) -- Zero out first letter of AIM ASSIST string to prevent rendering. cpu.WriteMem8(address + 0x120, 0) -- Now, we need to progress through the linked list 4 times forward, to reach -- the address of the text and background for the on/off switch. address = cpu.ReadMem32(address + 0x4) print("address step 1: ", string.format("%x", address)) address = cpu.ReadMem32(address + 0x4) print("address step 2: ", string.format("%x", address)) address = cpu.ReadMem32(address + 0x4) print("address step 3: ", string.format("%x", address)) address = cpu.ReadMem32(address + 0x4) print("address step 4: ", string.format("%x", address)) -- Address now contains the base address to the switch. -- Make the "on/off" text go away by possibly setting font size to 0. cpu.WriteMem16(address + 0xDE, 0) -- Make background of on/off button go away by setting its position to offscreen. cpu.WriteMem16(address + 0xDE + 0xB0, 0) print("====") end -- 088D7730 cpu.AddHook("Resistance", 0xC3D2C, 0xAFBF003C, OnOptionMenu) -- 0x088D772C local isCinematic = false -- detect the use of cinematic camera function UpdateCinemaCam() isCinematic = true end AX_AddHook("disc0:/PSP_GAME/USRDIR/RS.PRX", 0x885f8e0-0x8813a00, 0x27bdfff0, UpdateCinemaCam) -- depth readback latency can cause glitches when used with a moving camera and rapid angle changes (e.g. cinematics) -- force NPCs to always have visibility during cinematics to counter this function PatchDepthQuery() local query_ptr = AX_GetGpr(gpr.a0) local type = AX_ReadMem32(query_ptr) if isCinematic and type == 1 then AX_SetFpr(0, 1.0) end end AX_AddHook("disc0:/PSP_GAME/USRDIR/RS.PRX", 0x8c7da3c-0x8813a00, 0xc480002c, PatchDepthQuery) EM_AddVsyncHook(function() isCinematic = false end) -- Cap the number of particle groups being drawn -- The game uses CPU time measurements to decide how many particles to draw. -- If the CPU is running too fast, it can lead to display list buffer overflows and subsequent crashes. -- Killing two or more Titans at the same time is a consistent way to trigger this issue. local numParticleGroups = 0 function DrawParticleGroups() if numParticleGroups >= 100 then AX_SetGpr(gpr.sp, AX_GetGpr(gpr.sp) + 0x180) AX_SetPC(AX_GetGpr(gpr.ra)) else numParticleGroups = numParticleGroups + 1 end end AX_AddHook("Resistance", 0x8ccf690-0x8813a00, 0x27bdfe80, DrawParticleGroups) local dlbase = 0 function EndFrame() local dlptr = AX_ReadMem32(0x8defc64) & 0xfffffff local dl1base = AX_ReadMem32(0x8defc54) local dl1end = AX_ReadMem32(0x8defc68) local dl2base = AX_ReadMem32(0x8defc58) local dl2end = AX_ReadMem32(0x8defc6c) if (dlbase == dl1base and dlptr > dl1end) or (dlbase == dl2base and dlptr > dl2end) then print(string.format("Display list overflow detected (base = %08X, dlptr = %08X)", dlbase, dlptr)) end numParticleGroups = 0 end AX_AddHook("Resistance", 0x8c76db8-0x8813a00, 0x27bdfff0, EndFrame) function StartFrame() dlbase = AX_GetGpr(gpr.a0) & 0xfffffff end AX_AddHook("Resistance", 0x8b30580-0x8813a00, 0x00a42025, StartFrame)
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