Esppiral wrote:Sappharad wrote: Care to provide the Action Replay / Codebreaker version of this, so it can be used by people with original discs?
If not I can go ahead and convert later, just want to give you the opportunity to post it if you were planning on it.
I'd appreciate it.
Here it is the Cheat engine table to make things easier.
https://mega.nz/#!FZBDjbKK!HsqYjfQBkUXQ ... snc18AoAvM
This is really awesome!
I have a question though... I have tested changing the addresses from this table with Demul (and nullDC) and it works, but not completely - the same happens with US/JP versions. When using the ROM patch on 1ST_READ.BIN, whether you do it on the disc image itself or in memory, at boot, it works flawlessly. But changing the values from this table, even if you do it as early as the SEGA logo, will have a few glitches still, particularly with regards to walls/interiors. Below is an example image when using the standard PAL version for which the table was first used.
To be clear: screen aspect ratio is perfect, clipping is perfect (non-existent), but a few areas glitch out from afar with walls becoming invisible (I did not test it extensively).
I have tested patching 1ST_READ.BIN and there it is flawless, and it's really how it is supposed to be used as it avoids the need for complications, etc. But I really wanted to understand why the codes method still has this tiny glitch.
EDIT:
Codes used for PAL, as per table:
- Code: Select all
Render Fix........: 2C130398, 4 bytes, 0C093F30
Widescreen........: 2C09E984, float, 1.777777791
Draw Distance.....: 2C094180, float, 70
Render Fix........: 2C094188, float, 1
Render Fix........: 2C09418C, float, 1
Render Fix........: 2C0941A4, float, 1
Render Fix........: 2C0941A8, float, 1