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gepatch's Introduction

GE Patch Plugin

This is an experimental plugin for Adrenaline that allows you to play a few games in native resolution.

Compatibility List

Please help testing games and filling out the spreadsheet.

Changelog v0.2

  • Added ability to skip GE patches by holding L while starting a game.
  • Changed framebuffer copy algorithm.
  • Changed behavior of sync opcode.
  • Disabled forced dithering again.

Changelog v0.19.1

  • Removed optimization introduced earlier since it's not working.
  • Forced dithering on.

Changelog v0.19

  • Fixed a small bug that was introduced earlier.
  • Fixed a few bugs that caused certain games to crash.

Changelog v0.18.1

This must be used with Adrenaline-7, not Adrenaline-6.9!

  • Fixed bug that enables more games to render without smear.

Changelog v0.18

This must be used with Adrenaline-7, not Adrenaline-6.9!

  • Changed fake vram address to allow more games to work.
  • Added patch to allow games to use more memory of fake vram to store textures.
  • Added optimization to prevent double patching of vertices. May increase performance in some games and prevent overzoomed textures.

Changelog v0.17.1

  • Fixed indexed draws which caused some games to render at 480x272 only.

Changelog v0.17

  • Fixed artifacts, flickering and black screens in some games.
  • Fixed some regressions introduced in earlier versions.

Changelog v0.16

  • Added behavior of signal commands.
  • Optimized draws to ignored framebuffers.

Changelog v0.15

  • Switched to using dfs algorithm to traverse the display list.
  • Fixed a few commands and changed their stopping criteras.
  • Added indexed draws support.

Changelog v0.14

  • Fixed another issue that causes games to show black screen only.

Changelog v0.13

  • Fixed issue where some games would render a black screen only.
  • Fixed issue where some games would crash because vertices were updated multiple times.

Changelog v0.12

  • Fixed issue where some games would be inverted or upsidedown.

Changelog v0.11

  • Fixed issue where black rectangles would cover the screen in lots of games.

Installation

  • Before you start make sure that you have

    • Adrenaline 7 or higher.
    • The option Recovery Menu->Advanced->Advanced configuration->Force high memory layout DISABLED.
    • All plugins in ux0:pspemu/seplugins/game.txt and ux0:pspemu/seplugins/vsh.txt disabled (you can gradually enable them if you think they should not interfere with GePatch. Please be aware that plugins that print stuff to the screen may not be visible with GePatch since the framebuffer is redirected.
  • Download ge_patch.prx and copy it to ux0:pspemu/seplugins/.

  • Write this line to ux0:pspemu/seplugins/game.txt (ux0:pspemu is mounted as ms0: in the PSP emu):

    ms0:/seplugins/ge_patch.prx 1
    

    You can also do the same change in file ux0:pspemu/seplugins/vsh.txt to get a XMB in higher resolution, but be aware that the VSH menu will be invisible.

Known Issues

Some games may:

  • Not display cutscenes.
  • Have a black screen.
  • Not display all textures.
  • Contain clipping/culling.

Donation

If you like my work and want to support future projects, you can make a donation:

  • via bitcoin 361jRJtjppd2iyaAhBGjf9GUCWnunxtZ49
  • via paypal
  • via patreon

gepatch's People

Contributors

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gepatch's Issues

Game whitelist for applying patch?

Is it possible to have a text file whitelist to add game IDs to when using GePatch, so that the patch is only applied to certain games (for those who want to use it for games that are perfect but not others)?

PSX

Hi, you're doing a great job. Do you plan on doing something similar to psx games? Thanks

ABM updating and Adrenaline 7

I'm curious to know if there are any other dependencies that Bubbles Manager uses. Is there a possibility that the sce_module folder in ADRBUBMAN can be updated similarly to updating Adrenaline so that Bubbles can be used without it downgrading?

Fractional scaling

I've tried this plugin on Monster Hunter Freedom Unite and it was super cool, except when the game begun to slow down. I'm assuming it slowes because of rendering 4 times more pixels, so I became curious if fractional scaling as a middleground would be possible?

Gran Turismo PSP

Some slow downs, sometimes the screen gets black when loading in menus, some of the cameras in game are weird but the third person one is fine. its all fine but that, awesome work!

Gepatch in 2022?.../ hot shot golf psp does not work on adrenaline😞

adrenaline is the best psp emulator for me, it's one of the best things about PS Vita, love the bubble, and boot like psp and beautiful , gepatch came with it all, people embraced it with open arms, please continue the project in 2022 , you're doing a great job, gepatch is very good, you could try patching each game individually if it's hard to create the plugin for all games, try the approach taken in vitagrafix with individual patches for each game, or put the two methods together, a part for all games but some specific games leaving the list of all games is going to individual patches 🙂

error in hot shot golf psp, not initialized in latest adrenaline version.

Small fix to logger function.

This should fix a potential buffer overflow in the logger function. It should also make it a bit more efficient by avoiding call to strlen().

`#define LOG_BUF_SIZE 256
#define log(...)
{
char msg[LOG_BUF_SIZE];
int len = snprintf(msg, LOG_BUF_SIZE, VA_ARGS); \ // use snprintf to specify size of msg
logmsg(msg, len); \ // use returned length from snprintf to remove strlen() call
}

void logmsg(char *msg, int len) {
int k1 = pspSdkSetK1(0);

SceUID fd = sceIoOpen("ms0:/ge_patch.txt", PSP_O_WRONLY | PSP_O_CREAT, 0777);
if (fd >= 0) {
sceIoLseek(fd, 0, PSP_SEEK_END);
sceIoWrite(fd, msg, len); // use returned length from snprintf to remove strlen() call
sceIoClose(fd);
}

pspSdkSetK1(k1);
}`

Are install instructions correct?

Hi
In your installation instructions it says to;
Copy it to ux0:pspemu/seplugins/

Then write this line
ms0:/seplugins/ge_patch.prx 1

to
ux0:pspemu/seplugins/game.txt

But I just copied that file to ux0?

Do I copy it to both locations?

Is this project still alive?

Been testing out Persona 3 using this plug-in, and aside from all of the graphical bugs, it looks WAY better than it does at the normal resolution

I would love to see this become more stable, but the lack of commits has me worried that this is dead.

Gepatch with Adrenaline Graphics Filters and Smoothing

First of all, let me thank you for all your hard work not only on Gepatch but all your other myriad contributions to the Vita modding scene.

As far as I can tell, the Adrenaline AA filters and smoothing option don't currently work with Gepatch, at least not in the many games I have tried. The Sharp Bilinear option still adds scanlines but that's about it as far as I can tell, no actual filtering appears to be taking place as far as I can tell and the smoothing option no longer does anything either.

I realise game compatibility, fixes and performance optimisations will be of bigger concern at present but just wanted to know if the restoral / implementation of the above features to Gepatch is possible / intended?
I suspect a good number of PSP games would look even better if one could combine Gepatch's amazing up-rendering with your superb 'Advanced AA filter'.

Many thanks in advance.

Save state loading disables patch

When loading a Save state even for an already launched game. The patch won't work. You have to load the game and then the save through the game, not the save state.

does GePatch work in pops.txt?

I have enabled this plugin in pops.txt, then launched FFVIII but nothing was rendered on the screen.
Is it possible to make it compatible PS1 games?
Anyway, thanks for this plugin.

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