diff --git a/patches/SCUS-97353_45FE0CC4.dnatch b/patches/SCUS-97353_45FE0CC4.dnatch new file mode 100644 index 00000000..ad357626 --- /dev/null +++ b/patches/SCUS-97353_45FE0CC4.dnatch @@ -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) diff --git a/patches/SCUS-97465_9BFBCD42.dnatch b/patches/SCUS-97465_9BFBCD42.dnatch new file mode 100644 index 00000000..f948020a --- /dev/null +++ b/patches/SCUS-97465_9BFBCD42.dnatch @@ -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)