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| 1 | +gametitle=Air Ranger - Rescue Helicopter (NTSC-J) (SLPS-20083) |
| 2 | + |
| 3 | +[Widescreen 16:9] |
| 4 | +gsaspectratio=16:9 |
| 5 | +author=Souzooka |
| 6 | +description=16:9 3D (requires reset) |
| 7 | + |
| 8 | +// 3D Aspect correction |
| 9 | +patch=0,EE,2012D30C,extended,3C0243CF // lui v0,0x43CF |
| 10 | +patch=0,EE,2012D310,extended,34428C9D // ori v0,v0,0x8C9D |
| 11 | +patch=0,EE,2012D320,extended,3C023F1F // lui v0,0x3F1F |
| 12 | + |
| 13 | +// Direction arrow position |
| 14 | +patch=0,EE,20152298,extended,3C02C417 // lui v0,0xC417 |
| 15 | + |
| 16 | +// Wind sock position |
| 17 | +patch=0,EE,20152214,extended,3C024415 // lui v0,0x4415 |
| 18 | + |
| 19 | +// 3D Object culling (e.g. buildings) |
| 20 | +// Culling is checked via a VU microprogram, which is called from the EE via SimDispChk at 130D00. |
| 21 | +// A condition flag is then checked in DispChkEnd at 130D10. |
| 22 | +// VU disasm is lost on me so this is a bit of a shot in the dark but this seems to create more conservative culling |
| 23 | +// without killing performance (as would be experienced by just removing the cull check on the CPU altogether) |
| 24 | +patch=0,EE,2016CAD8,extended,01ED0022 // Was 01ED0021 |
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