Search Results

  1. VIRGIN KLM
    1. You need to enable save encryption for the savegames.
    2. PSP is a native Widescreen console.
    Post by: VIRGIN KLM, Jul 9, 2013 in forum: Code Vault
  2. VIRGIN KLM
    There's no limit, as high as your setup can handle, but I doubt any game over 444Mhz would benefit anymore, 366 are enough for KHBBSFM.
    Post by: VIRGIN KLM, Jul 9, 2013 in forum: Code Vault
  3. VIRGIN KLM
    Settings -> System -> CPU Frequency
    Make sure you use the latest GIT version too: http://buildbot.orphis.net/ppsspp/
    Post by: VIRGIN KLM, Jul 9, 2013 in forum: Code Vault
  4. VIRGIN KLM
    Also 16bit with dithering on the settings results into more smooth gameplay on all models, but I'm not keen into dithering.
    Post by: VIRGIN KLM, Jul 8, 2013 in forum: Code Vault
  5. VIRGIN KLM
    Just a note, the cheat will not have the same result on 32MB models (FAT) and 64MB models. It will perform like 30% better on 64MB ones.
    Post by: VIRGIN KLM, Jul 8, 2013 in forum: Code Vault
  6. VIRGIN KLM
    You mean by MIPS code editing? I guess you could do that by HEX editing the ELF right? But it sounds easier using a memory editing code that forces it to load a certain event. I bet though some of them are not linked so you can't load them without editing the ELF file (like the most of the Dream Drop Distance ones) but is it OK to help me find a way to edit them? If it gets too offtopic for that thread I'd be OK to be done via PM. I hope I'm not asking alot.
    Post by: VIRGIN KLM, Jul 7, 2013 in forum: Code Vault
  7. VIRGIN KLM
    You need to set your PSP at 333MHz mode to ensure the best results possible on a real PSP, though on PPSSPP you can go above that so you'll have constant 60fps. To be honest though PSP is not really capable to play BBS on 60fps, PPSSPP with overclocking over a PSP's limit (333MHz) is the way to go on such cheats.

    What from the stuff I said above you don't understand exactly? The events?
    Post by: VIRGIN KLM, Jul 7, 2013 in forum: Code Vault
  8. VIRGIN KLM
    Yeah and tell him also to please help me with the code I lost about the events, he has a video on his channel using exactly the same code and showing some unused cutscenes on BBS/BBSFM. I'm so angry with myself that I lost it...

    You need to follow the inctructions here:
    http://forums.ppsspp.org/showthread.php?tid=3590[DOUBLEPOST=1373243438][/DOUBLEPOST]
    Yeah, but I don't have the actual NTSC/PAL versions of the game, only the JAP releases, which is the first JAP game and the FM version.
    I might need to borrow my nephew's PSP with it and search for the value with CWCheat.
    I could port it to the first ever JAP version though, like right now.
    Post by: VIRGIN KLM, Jul 7, 2013 in forum: Code Vault
  9. VIRGIN KLM
    Just did it, posted the cheat on the BBSFM thread.
    Compared to the PS2 ones, this one seems completely flawaless.
    Post by: VIRGIN KLM, Jul 7, 2013 in forum: Code Vault
  10. VIRGIN KLM
    OK since it became a trend I actually tried to do the same on the PSP games too:

    _C0 Force 60 FPS Mode
    _L 0x21725EC8 0x00000000

    I guess using your PSP at 333Mhz mode should be vital for that. Atleast it works perfectly on PPSSPP.
    Post by: VIRGIN KLM, Jul 7, 2013 in forum: Code Vault
  11. VIRGIN KLM
    When you emulate a console you emulate it's CPU at it's current cycles as a hardware. Think of it like a dream within a dream. Even if your PC is 500GHz it will still emulate a console of 333MHz (PSP) internaly, that's how emulation works. You can actualy virtualy make it emulate an underclocked console to make emulation less heavy for your PC (The case of speedhacks like on PCSX2) or do exactly the opposite (overclock) to deal with the internal slowdowns that the actual hardware can have. Think of it like on a PSP, you can set the CPU frequency from 10-333MHz with a Custom Firmware. Exactly the same thing you do in emulation level but this time you can go over the hardware's limmit (which is 333MHz) which will result into some intresting stuff, most of the times smoother gameplay than normal.

    EDIT: Another good example is think of it like runnng an OS on a virtual machine, you make it work with a set information, like the speed of the CPU, the available RAM. It's exactly the same thing on emulators, a virtual machine is an emulator and vice versa.
    Post by: VIRGIN KLM, Jul 5, 2013 in forum: Code Vault
  12. VIRGIN KLM
    Yeah, they do perform very close to what emulators do since the emulators emulate the timings of the actual real PS2 hardware. The difference is that you can actualy virtualy overclock the hardware so internal slowdowns in the game can perform better than a real PS2 hardware.

    To make it more clear, the code actualy works on a real PS2, even though PS2 is not really capable of constant 60fps gameplay on that game, it works, but on a emulator you have the advantage to increase the clocks that are being emulated and perform better than a real PS2 so you will have stable 60fps, think of it like a PS2 with a faster CPU and GPU.

    What I said above can easily be a perfect answer to the question.

    One perfect example is, try PPSSPP and put the CPU MHz value to something above the limmit of a real PSP hardware like 366 or 444 MHz and see how smooth is the gameplay even on the most busy/crowded fights or how fast the menu shows up after you press the Start button, it doesn't lag like on a real PSP.
    Post by: VIRGIN KLM, Jul 5, 2013 in forum: Code Vault
  13. VIRGIN KLM
    Perfect timming with PPSSPP's CPU oveclocking feature, since I highly doubt PSP is capable as a hardware to handle over 35-40fps BBS on 24bit-266MHz mode and 40-45fps on 16bit-333MHz mode.
    Post by: VIRGIN KLM, Jul 4, 2013 in forum: Code Vault
  14. VIRGIN KLM
  15. VIRGIN KLM
    It's like it removes the framecap. It looks like some stuff are dependent on the framecap (music speed and FMV speed) but the rest are OK. Music gets fixed on PCSX2 with async mix, though FMVs play at double speed. I bet you can fix both of those though with an ELF hack.

    It's intresting to see that PS2 is not really capable to handle Kingdom Hearts 2 at 60fps. It will stay at 50-60fps on very simplistic places like the White Room (because of the textureless walls) on the cutscenes with Namine and Roxas but on battles and normal gameplay it very rarely goes over 35-ish FPS, if that since it goes most of the times under 30 fps. Here is where PS2 overclocking is needed. Also the jumps from 60fps to 30-ish are really noticable, it can get to some people irritating.

    I really like that hack though, opens up a new path to PS2 gaming and shoots a kick on Square Enix's face for thinking they know best about their choices. It's nearly a reason to skip KH2.5 completely. It's that "can't unsee" thing after using that hack, you don't want to settle with anything less than 60fps.[DOUBLEPOST=1372888548][/DOUBLEPOST]
    I bet you could port those codes to other PS2 games, what instruction on the ELF does it modify?
    I wonder how FFX, FFX-2 AND FFXII look with those.
    Also do you mind finding the code that modifies the ADSR system of the music files and the FMV flow speed to half speed? I bet there are instructions for that, there are a couple of games that you can modify them from in-game too.
    Post by: VIRGIN KLM, Jul 3, 2013 in forum: Code Vault
  16. VIRGIN KLM
    This is NOT 60fps, this is progressive scan (30fps on 60Hz of refresh rate). You don't remove the framecap, you just use an internal (PS2) line doubler to output the video for OOOLD progressive setups that have trouble with interlaced video.
    I did a "real" 60fps hack which actually works (Only on PCSX2 though):
    http://forums.pcsx2.net/Thread-Kingdom-Hearts-2-Final-Mix-60fps-hack

    Asside of the double speed in the music (sync issue) the rest is OK (animations, character voices, camera movement).
    Post by: VIRGIN KLM, Jun 28, 2013 in forum: Code Vault
  17. VIRGIN KLM
    1. PCSX2 DOES NOT allow texture replacement and I don't see it implemented on the near future since nobody from the team wills to do a massive rewrite of the GPU plugin it requires.
    2. PS2 as a hardware has 32MB of memory, KH1.5 uses ALOT more than just 32MB for loading textures, the game engine would crash in seconds after getting out of memory.
    3. PS2 DOES NOT support 5.1 LPCM, only DD 5.1 and only in video streams, not live/gameplay audio. It's a hardware limmitation.
    4. The event data for the non-prerendered cutscenes on KHRCOM are present on the disc, you need to have some MIPS code knowledge to patch them in.

    The most far you can get is model replacement, but good luck with that.
    Post by: VIRGIN KLM, Jun 26, 2013 in forum: Code Vault
  18. VIRGIN KLM
    Yeah but it's pre-rendered, the actual live rendered cutscene data are present on disc. There's a couple more too, like the small cutscenes you see on the credits, their event data is present on the disc, with the right value set you can trigger them. There is also data for the Dream Drop Distance early footage scenes, it misses alot of stuff, like the actual levels but you can actually watch them on a black area and Sora, Riku and the rest will be doing the animations as seen on the trailer, think of them like the trailer, just rendered on a black area. Also the cutscene of Sora and Riku as kids on the Main Island shore in the night is present and last but not least, the Black Points cutscene of Sora sleeping on the insland and Kairi running to wake him up is there too, that's ctually rendered on a PSP, I found the animation data of Kairi running and Sora sleeping.

    I really hate myself right now, I found the code like almost 2 years ago and now I lost it. Shame on me really :(
    Post by: VIRGIN KLM, Jun 15, 2013 in forum: Code Vault
  19. VIRGIN KLM
    Not really. There are actualy ALOT more events/cutscenes/parts than the ones accessible in Trinity Report. The one I did on the first JAP version of the game triggered an unused cutscene that was only shown on the E3 trailer. There was also a beta cutscene of Ven and Master Xehanort on Olympus Coliseum with missing audio (subtitles were there though). It's just that it's been a long time and I lost the code that was triggering them and I can't find it again. There was also one on FM that was rendering real time (not pre-rendered) Aqua watching at Castle Of Dreams inside the Realm Of Darkness after the fight in Secret Ending. There's gotta be somebody that knows which address is responsible of what cutscene you are about to watch.
    Post by: VIRGIN KLM, Jun 12, 2013 in forum: Code Vault
  20. VIRGIN KLM
    Nobody? I know this code exists because I've seen videos doing it on the net a couple of times and I did it on the normal JAP version too by accident, it's just that I don't have anymore the address to do it.

    Incase somebody didn't get my request, there's an address that let's you see a specific event or cutscene depending on the value you insert to it.
    I can find it if I put like 2 nonstop days to it but it would be a pitty since I know that people have found about it already. :(
    Post by: VIRGIN KLM, Jun 12, 2013 in forum: Code Vault