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pcsx2-patches/patches/SLES-53485_6C694919.pnach
2025-11-18 14:20:05 -07:00

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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)