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Ratchet UYA, Deadlocked: Add 60 FPS splitscreen patch
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,16 @@ | ||
SCUS-97353: | ||
dynaPatches: | ||
- pattern: | ||
- { offset: 0x50, value: 0x24022D00 } | ||
- { offset: 0x54, value: 0x0044180B } | ||
- { offset: 0x58, value: 0x00A3182A } | ||
- { offset: 0x68, value: 0x0000202D } | ||
replacement: | ||
- { offset: 0x08, value: 0x00000000 } # Remove the first physics step (not the second one: it does things like drawing the aiming reticle) | ||
- { offset: 0x80, value: 0x00000000 } # Always take the "not 3/4 players" branch (I don't know what it's actually for, but without this, the characters in 3/4 players won't "start") | ||
- { offset: 0xF8, value: 0x00000000 } # Same, but for the frameskip branch (only useful if starting the match underclocked) | ||
- { offset: 0x64, value: 0x00000000 } # Remove the first VSync (leaving the one that is never skipped) | ||
# Feel free to tweak the last 4 digits of the value. | ||
# If too low: the game will frameskip when it doesn't need to. | ||
# If too high: the game may not realize that it needs to frameskip, and run at half speed. Avoid! | ||
- { offset: 0xbc, value: 0x24032470 } # Reduce the time required to do another framestep (so that the game will frameskip if it can't keep up) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,15 @@ | ||
SCUS-97465: | ||
dynaPatches: | ||
- pattern: | ||
- { offset: 0x58, value: 0xA2B01680 } | ||
- { offset: 0x6C, value: 0xA2A01680 } | ||
- { offset: 0x70, value: 0x3C030022 } | ||
- { offset: 0x74, value: 0x8C63DDA4 } | ||
replacement: | ||
- { offset: 0x04, value: 0x00000000 } # Remove the first physics step (not the second one: it does things like drawing the aiming reticle) | ||
- { offset: 0x50, value: 0x00000000 } # Always take the "not 3/4 players" branch (I don't know what it's actually for, but without this, the characters in 3/4 players won't "start") | ||
- { offset: 0x34, value: 0x00000000 } # Remove the first VSync (leaving the one that is never skipped) | ||
# Feel free to tweak the last 4 digits of the value. | ||
# If too low: the game will frameskip when it doesn't need to. | ||
# If too high: the game may not realize that it needs to frameskip, and run at half speed. Avoid! | ||
- { offset: 0x94, value: 0x24032470 } # Reduce the time required to do another framestep (so that the game will frameskip if it can't keep up) |