11/7/2023 0 Comments Everblue 2 on ps4Town navigation is presented in a decidedly sparse manner-each area of town is represented by a bland, static background, and you move a cursor around the screen to click on people or shops you want to talk to or enter. Ellis prompts Leo to talk to people all over the island to see if he can help them with anything, and not surprisingly, most of them have some sort of diving-related favor that needs to be taken care of. She introduces him to the island and its diving-oriented culture, and soon Leo is inducted into a diving group called the Amigos. Leo and his partner wash up on Valencia Island, and immediately he meets a girl named Ellis. You're cast in the role of Leonardo (Leo, for short), a diver whose ship flounders somewhere in the Caribbean. You're cast in the role of Leonardo (Leo, for short). Unfortunately, it doesn't have enough depth or variety to hook the mainstream gaming populace, and that ultimately makes Everblue 2 simply another quirky niche title. The game is certainly unique in its concept and execution, and it will probably appeal to a limited audience that's looking for something a little outside the norm. Considering we've seen games lately based on racing horses and simulating the life of a mosquito, Everblue 2's rather un-video-game-like focus of scuba diving shouldn't be all that surprising. Patch it using my patch (use deltapatcher_v2.0.Everblue 2 is the latest in a long line of strange and wacky simulations to come out of Japan.We don't even need real LIMG sector at all! Here is short how to + ready patch for patched(.) image. This seems to be always at start of last sector of disc, and sector count is -1.īam! Game boot fine. Which i also added just in case, not sure that was really needed. One with big endian, and one with little endian.Īdditionally game seems to have some kind of "LIMG" for own use. While i have correct sector count for fixed image, i was able to patch 0x8050 - 54 with it. Then counted sectors, result is 2042184 (because we start counting from 0, not 1), that translated to HEX is 1F2948. With previous knowledge in mind that emu does check for 0x4000 multiply, i added 0x2000 empty bytes to translated ISO. Yep, emu refused to boot ISO because data from that sector was different comparing to file size. This show that my fix for PS3 also was wrong (hey, but worked!), and it was pure luck that ps3 emu care more about LIMG data, than real data. Translation patch don't care about fixing that as this was not really issue for PS2, or PCSX2. This was something that break image read before it even start. One of them check DVD image offset 0x8050, and 0x8054. Further investigation shows that emu have few more checks for CDVD. But nope, for some reason LIMG was read, but ignored. Ok, since i was aware that PS4 emulator also read LIMG, i though that should work also here. On ps3 this forced emulator to read LIMG, game boot, everything fine. On ps3 i resolved that by creating patch that added missing bytes to make image multiply of 0x4000, then added LIMG sector with correct data. There is something wrong with sector count detection.Image is not multiply of 0x4000 (both PS3, and PS4 check that).Because i worked on it to make it work on PS3. I was aware there is something wrong with image after patching. But English translation fail to even show PS2 logo. FFXII Zodiac Job System (international), original unpatched game work fine on PS4. If (stat = 0) then - make sure the second entry is kosherĮeObj.WriteMem64(pTbl, stat) - if it is, use the x, y from that entry.ĮeObj.WriteMem64(pTbl, 0) - if the 2nd entry is not kosherĮeObj.WriteMem64(pTbl+8, 0x0000000080000000) - write 0, 0, 0x80000000, 0Įlse - check if Z value is between 0 and 0x8000 Stat = eeObj.ReadMem32(pTbl + 0x1c) - if this is the first entry Stat = eeObj.ReadMem64(pTbl-0x10) - fix by replacing the x, y withĮeObj.WriteMem64(pTbl, stat) - the previous entry's x and y. If (i > 1) then - if this is any but the first entry If (stat ~= 0) then - if not, we need to fix Local stat = eeObj.ReadMem32(pTbl + 0xc) - check 4th word, should be 0 Local pTbl = 0x1E3C4D0 - bg_point_buff (we need to scan this) Local numPts = eeObj.ReadMem32(p5Tbl+0x110) - num points in list Local p5Tbl = eeObj.ReadMem32(s6+0x10) - ptr to object's data Local s6 = eeObj.GetGpr(gpr.s6) - obj in question Fix bug 10414 - large stretched polygons block view of player characters
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