R: Racing Evolution SLUS_207.21 CRC = 0xC6DDDB74.Psi-Ops: The Mindgate Conspiracy SLUS-20688 CRC = 0x9C71B59E.Onimusha: Dawn of Dreams SLUS_211.80 CRC = 0xFE44479E.Mushihimesama SLPM_660.56 CRC = 0xF0C24BB1.Maximo vs Army of Zin SLUS_207.22 CRC = 0x8CF7CBC0.Magic Pengel: The Quest for Color SLUS-20593 CRC = 0圆CE0EEED.Kaze no Klonoa 2: Sekai ga Nozonda Wasuremono SLPS_250.33 CRC = 0x1645DE53.
Jikkyou J.League Perfect Striker 3 SLPM_620.45 CRC = 0圆A4BE9E7.Jak and Daxter: The Precursor Legacy SCUS_971.24 CRC = 0x1B3976AB.Gregory Horror Show SLES_519.33 CRC = 0x412D44E8.Genji: Dawn of the Samurai SCUS-97471 CRC = 0xD71B57F4.
For these latter categories games the codes will display this higher res 480p backbuffer(in the case that everything is rendered to this buffer).Įdit by bositman: Supplementary list of more no interlace codes collected in one post by devina:
Both types operates with 240p frontbuffers, but while some operates with 240p backbuffers, others will downsample from a 480p backbuffer for some sort of antialiasing and performance reasons.
Ridge Racer and others are using a custom routine, so code is different.
This value is the hex for daddiu v0, v0, $0008 which is part of sceGsSetHalfOffset. When the game is running you search(the search range of course is the PS2 emulated RAM) for the following hexstring 08004264 or a 4 byte value 64420008.
This method will not work for every game.
Since people will ask how to make these codes and not everybody is comfortable with assembly(these code are, like most of my 60fps codes, assembly hacks) I devised a method for people lacking assembly knowledge. You cand disable de-interlacing option in pcsx2(video plugin setting interlace set it to none).Įffectively we are patching the sceGsSetHalfOffset routine(luckily Devilmaycry had debug symblos left in) which is responsible for the shifting image which is necessary on a CRT to give the illusion of higher resolution. The codes bellow will remove this shaking, giving the game a stable image. Pcsx2 implements different de-interlacing options but still the final image is not the same as a progressive scanned game. As you know pcsx2 implements correctly interlacing, which means that field rendered games will exhibit a shaky image(jumping up and down) compared to frame rendered games.