gametitle=Car Racing Challenge (E)(SLES-53485) [Widescreen 16:9] author=Souzooka gsaspectratio=16:9 // Horizontal FOV patch=0,EE,0017B460,word,3C013F40 // lui at,0x3F40 [No Interlacing] author=Souzooka description=Removes interlacing artefacts. gsinterlacemode=1 // Took a bit to find this one -- the field index is multiplied by 8 using sll 3 then added to vertical position in some custom code // instead of the typical daddiu 8 operation patch=0,EE,20164904,extended,00003021 // addu a2,zero,zero ; Replaces andi a2,a1,1 [Increased Draw Distance] author=Souzooka description=Slightly increases draw distance for entities/cars // Some notes: // I wanted to make it so all entities are visible within the geometry (the fog culling is also nice on cars) // You can basically increase draw distance very very far, but some oddities occur (road, in particular, is loaded in a strip of 150 chunks, // a chunk being around 3-5 car lengths, I think, but at a point you can see the existing strip end and a new one loaded in, // probably visible at a distance of ~400 or so). Cars also only spawn so far in front of the player as well // (even though they spawn much further than the 100f default), but the real issue with cars is that some effects // (like the speed lines when near a target line) as actually triggered by those cars being visible so it's very odd // if that occurs when the player is very very far away. // Increased geometry distance // Reduce forced fog-based culling effect on main lanes // If desired, this can be set to 0, then all objects will be visible simply based on distance checks regardless of distance. patch=0,EE,202A36D0,extended,bf68f5c3 // Was -1.2f // Reduce forced fog-based culling effect on exits patch=0,EE,202A36D4,extended,bf68f5c3 // Was -2.0f // Forward lane (left) patch=0,EE,20147A78,extended,3C01438A // 276f (def=200f) // Opposite lane (right) patch=0,EE,20149EAC,extended,3C01438A // 276f (def=200f) // Shrubbery along road patch=0,EE,2014C5A4,extended,3C01438A // 276f (def=200f) // Exits/SAs/etc. patch=0,EE,2014B270,extended,3C01438A // 276f (def=140f (roadway (normal?))) patch=0,EE,2014B288,extended,3C01438A // 276f (def=200f) patch=0,EE,2014B164,extended,3C01438A // 276f (def=100f) patch=0,EE,2014B9C0,extended,3C140001 // lui s4,0x0001 (was lui s4,0x0002; lower values better -- affects walls/road markings/props) // Entitites // Police officers (+peds?) patch=0,EE,201407EC,extended,3C01438A // 276f (def=80f) // Vehicles // Low LOD patch=0,EE,2012DA60,extended,3C01438A // 276f (default seems to depend on actual car instance, but capped at 100f) patch=0,EE,2012DA68,extended,44816800 // mtc1 at,f13 (use hardcoded 250f) // Show wheels patch=0,EE,2012DAEC,extended,3C01438A // 276f (def=60f)