Help:Game Patches: Difference between revisions

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This page lists the current existing community patches for RPCS3's game patching system. To use them, create a <code>patch.yml</code> file and add one or more of the following patches to it. See the detailed instructions below.
This page aims to provide all information relating to RPCS3's patch system.
* The [[/Main|Main subpage]] lists the current PPU patches available for RPCS3's game patching system.
* The [[/SPU|SPU subpage]] lists the general-use SPU patches available for RPCS3's game patching system.
* The [[/Canary|Canary subpage]] lists patches that are severely buggy, in-development, or circumvent emulation bugs. These patches are not shipped with RPCS3's patch download functionality.


Refer to the [[/Canary|Canary page]] for patches that are in-development, severely buggy or generally not recommended for use.
==Using game patches==
The simplest way to enable patches in RPCS3 is as follows:
# Boot RPCS3
# Select <code>Manage > Game Patches</code> to access the Patch Manager.
# Click the '''Download latest patches''' button and the emulator will automatically fetch the latest version of available patches.
# Navigate to the patch you wish to enable and tick the checkbox corresponding to the patch. You may want to tick the check box '''Only show owned games''' to make navigation simpler.
# Click '''Save''' and boot the game.


==How to use patches==
==Manually adding custom patches==
The first step is to create a <code>patch.yml</code> file:
There are many patches that aren't shipped with the automatic download facility due to them being canary patches, privately-shared patches, or otherwise missing from the Wiki. These patches can be added to RPCS3 in the following manner:
# Open your preferred text editor (e.g: Notepad++, VSCode, Sublime).
# Open your preferred text editor (e.g: VSCode, Sublime, Notepad++).
# Add the line <code>Version: 1.0</code> to the top of the file. Do not paste anything else on this line. Hit <code>Enter</code> and move to the next line.
# Add the text <code>Version: 1.2</code> as the first line. Do not paste anything else on this line. Hit <code>Enter</code> and move to the next line.
# You can find a list of all patches available for various games below. Copy the lines of code for the patch that you wish to apply. ''Do not try to edit any of the patches unless you know what you are doing.''
# Paste your custom patch from the [[/Canary|Canary page]] or any other source. Ensure that the formatting for these patches are perfect, as the emulator will ignore the patch if it detects any formatting deficiencies.
# Click '''Save''' and name the file '''patch.yml'''. Do NOT change the capitalization or use any other name, RPCS3 will not be able to apply the patches.
# Click '''Save''' and name the file '''imported_patch.yml'''. Do NOT change the capitalization or use any other name, RPCS3 will not be able to apply the patches. On Windows, select ''All files (*.*)'' as the file type when saving.
# Save the file in relevant location:
# Save the file in relevant location:
#: <u>Windows</u>: <code>~/patches/</code>
#: <u>Windows</u>:<pre>&lt;RPCS3 folder&gt;\patches\</pre>
#: <u>Linux</u>: <code>~/.config/rpcs3/patches/</code>
#: <u>Linux</u>:<pre>~/.config/rpcs3/patches/</pre>
#: <u>MacOS</u>: <pre>~/Library/Application Support/rpcs3/patches/</pre>If you're unable to locate this directory then copy/paste the path shown here into Spotlight and hit Enter.
# Navigate to the Patch Manager as mentioned before and tick the checkbox corresponding to the patch you wish to apply.


Next you need to select the patches you wish to enable in the Patch Manager. To do this:
==How to identify the PPU/SPU executable hash==
# Boot RPCS3
This section is meant for adept users who wish to apply a patch to a different game version. ''Do not try to edit any of the patches unless you know what you are doing.'' Please note that you will also have to edit the Title ID and game version information for the modified patch to be applied by the emulator.
# Select <code>Manage > Game Patches</code> to access the Patch Manager.
# Navigate to the patch you wish to enable and tick the checkbox corresponding to the patch.
# Click '''Save''' and boot the game.


==How to identify the PPU hash from your executable==
To identify the executable hash, follow the instructions mentioned here:
If the patch that you wish to use already mentions the correct PPU hash, you can ignore this section. However, patches for some games mention only a single hash and leave it up to the user to identify the PPU hash for their version and apply the same. In such cases, follow the instructions mentioned here:
# Boot the game for a minute and then close the emulator.
# Boot the game for a minute and then close the emulator.
# Open '''RPCS3.log''' (or just RPCS3 with the Notepad icon).
# Open '''RPCS3.log''' (or just RPCS3 with the Notepad icon).
# Search for the string <code>PPU executable hash:</code>.
# Search for the string <code>PPU executable hash:</code>.
# Copy the value that looks like <code>PPU-b8c34f774adb367761706a7f685d4f8d9d355426</code>. This is the PPU hash of your game.
# Copy the value that looks like <code>PPU-b8c34f774adb367761706a7f685d4f8d9d355426</code>. This is the PPU hash of your game.
# Open '''patch.yml''' with any text editor (e.g: Notepad++, VSCode, Sublime).
# Open '''patch.yml''' with any text editor (e.g: VSCode, Sublime, Notepad++).
# Find the existing patch that you wish to modify and copy it to '''imported_patch.yml'''. Ensure that you also copy over any anchors that the patch relies on.
# Find the existing PPU hash in the patch and replace the same with the PPU hash you obtained in ''Step 4''.
# Find the existing PPU hash in the patch and replace the same with the PPU hash you obtained in ''Step 4''.


__TOC__
Please note that some games may have multiple PPU executable hashes, and it is up to you to figure out the correct hash to be copied. Also, the same method can be used to extract SPU executable hashes by searching for <code>SPU executable hash:</code> in ''Step 3''.
==Army of TWO: The 40th Day==
<syntaxhighlight lang="yaml">
PPU-97355e97c701cea87a0ed08bce085cac4949dade:
  Title: "Army of TWO: The 40th Day"
  Serials: BLUS30408 (v1.00), BLES00659 (v1.00)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: Maximum framerate with the patch is half the Vblank frequency.
      Version: 1.0
      Patch:
        - [ be32, 0x003c5f9c, 0x60000000 ]
        - [ be32, 0x003c6000, 0x60000000 ]
        - [ be32, 0x003c6010, 0x60000000 ]
 
PPU-66e68ab81cb8c107687e708170fd7f13cfdd641e:
  Title: "Army of TWO: The 40th Day"
  Serials: BLUS30408 (v1.03)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: Maximum framerate with the patch is half the Vblank frequency. Only US version has been tested. BLES00659 (v1.03) may work with this patch as well.
      Version: 1.0
      Patch:
        - [ be32, 0x003cc00c, 0x60000000 ]
        - [ be32, 0x003cc070, 0x60000000 ]
        - [ be32, 0x003cc080, 0x60000000 ]
</syntaxhighlight>
 
==Asura's Wrath==
<syntaxhighlight lang="yaml">
PPU-83096111daff850cc92b637aec1780c4079e1c58:
  Title: "Asura's Wrath"
  Serials: BLUS30721
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: Maximum framerate with the patch is half the Vblank frequency. While most of the game works without any issue, some of the button mashing QTEs are tied to framerate. It's quite possible to play through the game at 60FPS if you are good at button mashing, but 120FPS and higher aren't really playable in several missions. Without the patch, adjusting Vblank frequency increases the maximum framerate up to about 57FPS.
      Version: 1.0
      Patch:
        - [ be32, 0x008bbd04, 0x60000000 ]
        - [ be32, 0x008bbd64, 0x60000000 ]
        - [ be32, 0x008bbd68, 0x60000000 ]
</syntaxhighlight>
 
==Dark Souls==
<syntaxhighlight lang="yaml">
Anchor:
  DS1_US_FPS: &DS1_US_FPS
  # 60fps noskip
    - [be32, 0x00146e40, 0x38800002 ] # li r4 0x2
    - [be32, 0x00146e44, 0x989f070c ]
    - [be32, 0x00146e48, 0x989f070d ]
 
  # delta time
    - [ be32, 0x001423e8, 0x494447e9 ] # jump to code cave
 
  # get mftb
    - [ be32, 0x01586bd0, 0x7eac42e6 ] # mftb r21              // Move from timebase register (clock)
 
  # get mftb delta
    - [ be32, 0x01586bd4, 0x3ec0017d ] # lis r22,0x017d        // load high bits of address (0x017de3f8)
    - [ be32, 0x01586bd8, 0x62d6e3f8 ] # ori r22,r22,0xe3f8    // load low bits of address
    - [ be32, 0x01586bdc, 0x7e96a02a ] # ldx r20,r22,r20      // load previous frames mftb reading
    - [ be32, 0x01586be0, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
    - [ be32, 0x01586be4, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
 
  # mftb delta to float
    - [ be32, 0x01586be8, 0xfa7600e0 ] # std r19,0xe0(r22)    // store mftb delta (to be loaded into FPR)
    - [ be32, 0x01586bec, 0xcbd600e0 ] # lfd f30,0xe0(r22)    // load mftb delta into FPR
    - [ be32, 0x01586bf0, 0xffc0f69c ] # fcfid f30,f30        // convert integer to double
    - [ be32, 0x01586bf4, 0xffc0f018 ] # frsp f30,f30          // round to single precision
 
  # mftb delta to seconds
    - [ be32, 0x01586bf8, 0x3e400158 ] # r18,0x158            // load high bits constants pointer
    - [ be32, 0x01586bfc, 0x62526bd0 ] # ori r18,r18,0x6bd0    // load low bits of constants pointer
    - [ be32, 0x01586c00, 0xc3b20054 ] # lfs f29,0x54(r18)    // load timebase frequency constant
    - [ be32, 0x01586c04, 0xc3920058 ] # lfs f28,0x58(r18)    // load maximum timestep size
    - [ be32, 0x01586c08, 0xfffee824 ] # fdiv f31,f30,f29      // divide timebase delta by timebase frequency
 
  # check timestep size
    - [ be32, 0x01586c0c, 0xff9fe000 ] # fcmpu cr7,f31,f28    // compare current delta time to maximum timestep
    - [ be32, 0x01586c10, 0x419c0008 ] # blt +0x08            // don't return the maximum timestep size
 
  # set maximum timestep
    - [ be32, 0x01586c14, 0xffe0e090 ] # fmr f31,f28          // move maximum timestep to be returned
 
  # cleanup
    - [ be32, 0x01586c18, 0x7e94a278 ] # xor r20,r20,r20      // zero r20
    - [ be32, 0x01586c1c, 0x7e94a278 ] # xor r19,r19,r19      // zero r19
    - [ be32, 0x01586c20, 0x4e800020 ] # blr                  // return
 
  # constants
    - [ be32, 0x01586c24, 0x4c989680 ]  # timebase frequency as hexfloat (80mhz)
    - [ bef32, 0x01586c28, 0.05000000 ] # maximum timestep size (50ms or 20fps)
 
PPU-3577a3e8efa233c68dedce81a3d0a63dab05dbed:
  Title: "Dark Souls"
  Serials: BLUS30782 (v1.00)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: For people who would like to play the unpatched version of dark souls at decent framerates (unpatched PC version is equivalent to 1.06 on consoles!)
      Version: 1.0
      Patch:
        - [ load, *DS1_US_FPS ]
</syntaxhighlight>
 
==Demon's Souls==
<syntaxhighlight lang="yaml">
Anchor:
  BLUS30443_FpsUnlock: &BLUS30443_FpsUnlock
  # Set 60FPS with no frameskip
  # by Gibbed
    - [ be16, 0x25ed8, 0x981f ]
 
  # delta time
  # by Whatcookie
    - [ be32, 0x0001b964, 0x496ac2cd ] # jump to code cave
 
  # get mftb
    - [ be32, 0x016c7c30, 0x7eac42e6 ] # mftb r21              // Move from timebase register (clock)
 
  # get mftb delta
    - [ be32, 0x016c7c34, 0x3ec00185 ] # lis r22,0x0185        // load high bits of address
    - [ be32, 0x016c7c38, 0x3ad62608 ] # addi r22,r22,0x2608  // load low bits of address
    - [ be32, 0x016c7c3c, 0x7e96a02a ] # ldx r20,r22,r20      // load previous frames mftb reading
    - [ be32, 0x016c7c40, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
    - [ be32, 0x016c7c44, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
 
  # mftb delta to float
    - [ be32, 0x016c7c48, 0xfa760018 ] # std r19,0x18(r22)    // store mftb delta (to be loaded into FPR)
    - [ be32, 0x016c7c4c, 0xcbd60018 ] # lfd f30,0x18(r22)    // load mftb delta into FPR
    - [ be32, 0x016c7c50, 0xffc0f69c ] # fcfid f30,f30        // convert integer to double
    - [ be32, 0x016c7c54, 0xffc0f018 ] # frsp f30,f30          // round to single precision
 
  # mftb delta to seconds
    - [ be32, 0x016c7c58, 0x3e40016c ] # r18,0x16c            // load high bits constants pointer
    - [ be32, 0x016c7c5c, 0x3a527c30 ] # addi r18,r18,0x7c30  // load low bits of constants pointer
    - [ be32, 0x016c7c60, 0xc3b20054 ] # lfs f29,0x54(r18)    // load timebase frequency constant
    - [ be32, 0x016c7c64, 0xc3920058 ] # lfs f28,0x58(r18)    // load maximum timestep size
    - [ be32, 0x016c7c68, 0xeffee824 ] # fdivs f31,f30,f29    // divide timebase delta by timebase frequency
 
  # check timestep size
    - [ be32, 0x016c7c6c, 0xff9fe000 ] # fcmpu cr7,f31,f28    // compare current delta time to maximum timestep
    - [ be32, 0x016c7c70, 0x419c0008 ] # blt +0x08            // don't return the maximum timestep size
 
  # set maximum timestep
    - [ be32, 0x016c7c74, 0xffe0e090 ] # fmr f31,f28          // move maximum timestep to be returned
 
  # cleanup
    - [ be32, 0x016c7c78, 0x7e94a278 ] # xor r20,r20,r20      // zero r20
    - [ be32, 0x016c7c7c, 0x7e94a278 ] # xor r19,r19,r19      // zero r19
    - [ be32, 0x016c7c80, 0x4e800020 ] # blr                  // return
 
  # constants
    - [ be32, 0x016c7c84, 0x4c989680 ]  # timebase frequency as hexfloat (80mhz)
    - [ bef32, 0x016c7c88, 0.05000000 ] # maximum timestep size (50ms or 20FPS)
 
  BLES00932_FpsUnlock: &BLES00932_FpsUnlock
  # Set 60FPS with no frameskip
  # by Gibbed
    - [ be16, 0x26ac0, 0x981f ]
 
  # delta time
  # by Whatcookie
    - [ be32, 0x0001c534, 0x496ada1d ] # jump to code cave
 
  # get mftb
    - [ be32, 0x016c9f50, 0x7eac42e6 ] # mftb r21              // Move from timebase register (clock)
 
  # get mftb delta
    - [ be32, 0x016c9f54, 0x3ec00185 ] # lis r22,0x0185        // load high bits of address
    - [ be32, 0x016c9f58, 0x3ad62608 ] # addi r22,r22,0x2608  // load low bits of address
    - [ be32, 0x016c9f5c, 0x7e96a02a ] # ldx r20,r22,r20      // load previous frames mftb reading
    - [ be32, 0x016c9f60, 0xfab60000 ] # std r21,0x0(r22)      // store this frames mftb reading
    - [ be32, 0x016c9f64, 0x7e74a850 ] # subf r19,r21,r20      // subtract previous mftb reading from this mftb frames reading
 
  # mftb delta to float
    - [ be32, 0x016c9f68, 0xfa760018 ] # std r19,0x18(r22)    // store mftb delta (to be loaded into FPR)
    - [ be32, 0x016c9f6c, 0xcbd60018 ] # lfd f30,0x18(r22)    // load mftb delta into FPR
    - [ be32, 0x016c9f70, 0xffc0f69c ] # fcfid f30,f30        // convert integer to double
    - [ be32, 0x016c9f74, 0xffc0f018 ] # frsp f30,f30          // round to single precision
 
  # mftb delta to seconds
    - [ be32, 0x016c9f78, 0x3e40016c ] # r18,0x16c            // load high bits constants pointer
    - [ be32, 0x016c9f7c, 0x62529f50 ] # ori r18,r18,0x9f50    // load low bits of constants pointer
    - [ be32, 0x016c9f80, 0xc3b20054 ] # lfs f29,0x54(r18)    // load timebase frequency constant
    - [ be32, 0x016c9f84, 0xc3920058 ] # lfs f28,0x58(r18)    // load maximum timestep size
    - [ be32, 0x016c9f88, 0xeffee824 ] # fdivs f31,f30,f29    // divide timebase delta by timebase frequency
 
  # check timestep size
    - [ be32, 0x016c9f8c, 0xff9fe000 ] # fcmpu cr7,f31,f28    // compare current delta time to maximum timestep
    - [ be32, 0x016c9f90, 0x419c0008 ] # blt +0x08            // don't return the maximum timestep size
 
  # set maximum timestep
    - [ be32, 0x016c9f94, 0xffe0e090 ] # fmr f31,f28          // move maximum timestep to be returned
 
  # cleanup
    - [ be32, 0x016c9f98, 0x7e94a278 ] # xor r20,r20,r20      // zero r20
    - [ be32, 0x016c9f9c, 0x7e94a278 ] # xor r19,r19,r19      // zero r19
    - [ be32, 0x016c9fa0, 0x4e800020 ] # blr                  // return
 
  # constants
    - [ be32, 0x016c9fa4, 0x4c989680 ]  # timebase frequency as hexfloat (80mhz)
    - [ bef32, 0x016c9fa8, 0.05000000 ] # maximum timestep size (50ms or 20FPS)
 
  DeS_FPS_Notes: &DeS_FPS_Notes "Patch version 2.0 and above is not compatible with the settings used for the previous patch. Clocks scale and Vblank rate must be set to the defaults. Vblank rate can be modified to increase the framelimit beyond 60FPS, however it's not recommended as users may encounter physics issues."
 
  DeS_DDE_Notes: &DeS_DDE_Notes "Can disable Write Color Buffers for 20% faster performance. Enable this patch if you experience flickering."
 
  DeS_AR_Notes: &DeS_AR_Notes "UI Elements will be stretched"
 
PPU-83681f6110d33442329073b72b8dc88a2f677172:
  Title: Demon's Souls
  Serials: BLUS30443
  Patches:
    Unlock FPS:
      Author: Whatcookie, Gibbed
      Notes: *DeS_FPS_Notes
      Version: 2.1
      Patch:
        - [ load, *BLUS30443_FpsUnlock ]
    Disable Dynamic Exposure:
      Author: Whatcookie
      Notes: *DeS_DDE_Notes
      Version: 1.0.1
      Patch:
        - [ be16, 0x00025edc, 0x981f ]
    Skip Intro Videos:
      Author: GalCiv
      Notes:
      Version: 1.0
      Patch:
        - [ be32, 0x008eef78, 0x38000003 ] # Intro logos skip
        - [ be32, 0x008eef7c, 0x901c0100 ]
    21:9 Aspect Ratio:
      Author: Whatcookie
      Notes: *DeS_AR_Notes
      Version: 1.0
      Patch:
        - [ be32, 0x018cefbc, 0x4017b9aa ] # 21:9 aspect ratio
        - [ be32, 0x0190433c, 0x4017b9aa ]
    32:9 Aspect Ratio:
      Author: Whatcookie
      Notes: *DeS_AR_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x018cefbc, 3.5555556 ] # 32:9 aspect ratio
        - [ bef32, 0x0190433c, 3.5555556 ]
 
PPU-5446a2645880eefa75f7e374abd6b7818511e2ef:
  Title: Demon's Souls
  Serials: BLES00932
  Patches:
    Unlock FPS:
      Author: Whatcookie, Gibbed
      Notes: *DeS_FPS_Notes
      Version: 2.1
      Patch:
        - [ load, *BLES00932_FpsUnlock ]
    Disable Dynamic Exposure:
      Author: Whatcookie
      Notes: *DeS_DDE_Notes
      Version: 1.0.1
      Patch:
        - [ be16, 0x00026ac4, 0x981f ]
    Skip Intro Videos:
      Author: GalCiv
      Notes:
      Version: 1.0
      Patch:
        - [ be32, 0x008f0928, 0x38000003 ] # Intro logos skip
        - [ be32, 0x008f092c, 0x901c0100 ]
    21:9 Aspect Ratio:
      Author: Whatcookie
      Notes: *DeS_AR_Notes
      Version: 1.0
      Patch:
        - [ be32, 0x018cf13c, 0x4017b9aa ] # 21:9 aspect ratio
        - [ be32, 0x01904494, 0x4017b9aa ]
    32:9 Aspect Ratio:
      Author: Whatcookie
      Notes: *DeS_AR_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x018cf13c, 3.5555556 ] # 32:9 aspect ratio
        - [ bef32, 0x01904494, 3.5555556 ]
</syntaxhighlight>
 
==Destroy All Humans! Path of the Furon==
<syntaxhighlight lang="yaml">
PPU-65078c652115190ecb64b7ff52bbf1c68696deb6:
  Title: "Destroy All Humans! Path of the Furon"
  Serials: BLES00467
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: Totally unlocks FPS. Doesn't need any special settings. Use Framelimit or VSync option to cap the maximum framerate.
      Version: 1.0
      Patch:
        - [ be32, 0x010b9e68, 0x60000000 ]
        - [ be32, 0x010b9ec0, 0x60000000 ]
</syntaxhighlight>
 
==Drakengard 3==
<syntaxhighlight lang="yaml">
Anchor:
  DOD3_FPS_Notes: &DOD3_FPS_Notes "Need to also change Vblank frequency to 120 for 60FPS or 240 for 120FPS. Going over 120FPS is possible, but you will break physics a bit (lowering jump height) and make it impossible to lock-on to enemies when flying on the dragon."
 
# Min frametime is this value / 30
# 0.125 / 30 is 4.1ms, so max FPS is 240
# This game has a second framerate limiter based
# on Vblank, so set Vblank high to raise the framerate
# Max FPS is Vblank / 2
 
PPU-2b393f064786e5895d5a576621deb4c9107a8f0b:
  Title: "Drakengard 3 (Drag-On Dragoon 3)"
  Serials: BLUS31197 (v1.00)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *DOD3_FPS_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x008edc5c, 0.12500000 ] # 240 max FPS
 
PPU-f2f7f7ea0444353884bb715152147c3a29f4e790:
  Title: "Drakengard 3 (Drag-On Dragoon 3)"
  Serials: BLUS31197 (v1.01)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *DOD3_FPS_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x008edbcc, 0.12500000 ] # 240 max FPS
 
PPU-b18834a8f21cd29a091b287a66656a279ccba507:
  Title: "Drakengard 3 (Drag-On Dragoon 3)"
  Serials: NPUB31251 (v1.00)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *DOD3_FPS_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x008ecf2c, 0.12500000 ] # 240 max FPS
 
PPU-9c04f427625a0064282432e4edfefe9e0956c303:
  Title: "Drakengard 3 (Drag-On Dragoon 3)"
  Serials: NPUB31251 (v1.01)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *DOD3_FPS_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x008ececc, 0.12500000 ] # 240 max FPS
 
PPU-e1a44e5d3fb03a37f0445e92ed13abce8d6efdd4:
  Title: "Drakengard 3 (Drag-On Dragoon 3)"
  Serials: NPEB01407
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *DOD3_FPS_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x008eceec, 0.12500000 ] # 240 max FPS
 
PPU-a017576369165f3746730724c8ae762ed9bc64d8:
  Title: "Drakengard 3 (Drag-On Dragoon 3)"
  Serials: BLJM61043 (v1.00)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *DOD3_FPS_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x00939a14, 0.12500000 ] # 240 max FPS
 
PPU-c09c496514f6dc591434575b04eb7c003826c11d:
  Title: "Drakengard 3 (Drag-On Dragoon 3)"
  Serials: BLJM61043 (v1.04)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *DOD3_FPS_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x008ed62c, 0.12500000 ] # 240 max FPS
 
PPU-5eb979631fbbe531db5d20f0622dca5a8b64090e:
  Title: "Drakengard 3 (Drag-On Dragoon 3)"
  Serials: BCAS20311 (v1.02)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *DOD3_FPS_Notes
      Version: 1.0
      Patch:
        - [ bef32, 0x008edc5c, 0.12500000 ] # 240 max FPS
</syntaxhighlight>
 
==Folklore==
<syntaxhighlight lang="yaml">
Anchor:
  Folklore_FPS_Notes: &Folklore_FPS_Notes "Totally unlocks FPS during gameplay. Sadly the cloth physics goes nuts at 60 FPS, despite the gameplay working perfectly. You can set the framelimit to 50 and the cloth physics will work perfectly!"
 
PPU-eb05d70d23d075ef6d9c81f7e7cf9bffc98c404c:
  Title: "Folklore"
  Serials: BCUS98147 (v1.00)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *Folklore_FPS_Notes
      Version: 1.0
      Patch:
        - [ be32, 0x0181354, 0x60000000 ]
 
PPU-9b16663fa1aa1dd62c2c6bfee4f333242dde4171:
  Title: "Folklore"
  Serials: BCUS98147 (v1.10)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *Folklore_FPS_Notes
      Version: 1.0
      Patch:
        - [ be32, 0x01823c0, 0x60000000 ]
 
PPU-66404421d1f8ed7dd0b2898e1d015a44bf273bf8:
  Title: "Folklore"
  Serials: BCES00050
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: *Folklore_FPS_Notes
      Version: 1.0
      Patch:
        - [ be32, 0x0181118, 0x60000000 ]
</syntaxhighlight>
 
==Genji: Days of the Blade==
<syntaxhighlight lang="yaml">
PPU-4aeb132cdf86d9c4ab20e48ae70cc823e455e05d:
  Title: "Genji: Days of the Blade"
  Serials: BCES00002
  Patches:
    21:9 Aspect Ratio:
      Author: Esppiral
      Notes:
      Version: 1.0
      Patch:
        - [ be32, 0x100FA8B0, 0x4017B9AA ] # 21:9
    60 FPS:
      Author: Esppiral
      Notes:
      Version: 1.0
      Patch:
        - [ be32, 0x100FA964, 0x00000000 ] # for 60FPS
</syntaxhighlight>
 
==Gran Turismo HD Concept==
<syntaxhighlight lang="yaml">
PPU-ad3a1ecff65a78f9a8380ff4f12960f499604bf4:
  Title: "Gran Turismo HD Concept"
  Serials: NPEA90002
  Patches:
    21:9 Aspect Ratio:
      Author: Unknown
      Notes: Might work for US and JP versions with adjustments.
      Version: 1.0
      Patch:
        - [be32, 0x9BAD3C, 0x3F95C28F]
</syntaxhighlight>
 
==Hatsune Miku: Project DIVA Dreamy Theater==
<syntaxhighlight lang="yaml">
Anchor:
  HMPDDT_PSP_Notes: &HMPDDT_PSP_Notes "Makes the game playable by skipping the PSP connection screen. A decrypted save is still required to play the game. The patch can also be used on real hardware."
 
PPU-ddd080c3a59b7d8f7e640b419efccea6972d1e21:
  Title: "Hatsune Miku: Project DIVA Dreamy Theater"
  Serials: NPJB00047 (v1.00)
  Patches:
    Sign in without connecting a PSP:
      Author: samyuu, Brolijah, nastys
      Notes: *HMPDDT_PSP_Notes
      Version: 1.0
      Patch:
        - [be32, 0x66C464, 0x000004B8]
 
PPU-890a336132e35e8bfb7cbe430ea9b09114915346:
  Title: "Hatsune Miku: Project DIVA Dreamy Theater"
  Serials: NPJB00047 (v1.01)
  Patches:
    Sign in without connecting a PSP:
      Author: samyuu, Brolijah, nastys
      Notes: *HMPDDT_PSP_Notes
      Version: 1.0
      Patch:
        - [be32, 0x66F9B4, 0x00000718]
</syntaxhighlight>
 
==Hatsune Miku: Project Diva F==
<syntaxhighlight lang="yaml">
Anchor:
  HMPDF_FPS_USEU: &HMPDF_FPS_USEU
    - [ be32, 0xBF289C, 0x3F800000 ]
    - [ be16, 0x589496, 0x0001 ]
    - [ be16, 0x5894BA, 0x0001 ]
    - [ be16, 0x589802, 0x0001 ]
    - [ be16, 0x58982A, 0x0001 ]
 
  HMPDF_FPS_JP: &HMPDF_FPS_JP
    - [ be32, 0xBF22FC, 0x3F800000 ]
    - [ be16, 0x586202, 0x0001 ]
    - [ be16, 0x586226, 0x0001 ]
    - [ be16, 0x58656E, 0x0001 ]
    - [ be16, 0x586596, 0x0001 ]
 
  HMPDF_FPS_Notes: &HMPDF_FPS_Notes "Patch accelerates some game effects by 2x. Does not affect playability."
 
PPU-f3227f57ec001582b253035fd90de77f05ead470:
  Title: "Hatsune Miku: Project Diva F"
  Serials: BLUS31319, NPUB31241
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: *HMPDF_FPS_Notes
      Version: 1.0
      Patch:
        - [ load, *HMPDF_FPS_USEU ]
 
PPU-c02e3b52e3d75f52f76fb8f0fb5be7ca4d921949:
  Title: "Hatsune Miku: Project Diva F"
  Serials: NPEB01393
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: *HMPDF_FPS_Notes
      Version: 1.0
      Patch:
        - [ load, *HMPDF_FPS_USEU ]
 
PPU-1105af0a4d6a4a1481930c6f3090c476cde06c4c:
  Title: "Hatsune Miku: Project Diva F"
  Serials: BLJM60527, NPJB00287
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: *HMPDF_FPS_Notes
      Version: 1.0
      Patch:
        - [ load, *HMPDF_FPS_JP ]
</syntaxhighlight>
 
==Hatsune Miku: Project Diva F 2nd==
<syntaxhighlight lang="yaml">
Anchor:
  HMPDF2_FPS_USEU: &HMPDF2_FPS_USEU
    - [ be32, 0x0423C8, 0x3F800000 ]
    - [ be16, 0x6AF44E, 0x0001 ]
    - [ be16, 0x6AF46E, 0x0001 ]
    - [ be16, 0x6AF492, 0x0001 ]
    - [ be16, 0x6AF4B6, 0x0001 ]
 
  HMPDF2_FPS_AS: &HMPDF2_FPS_AS
    - [ be32, 0x042390, 0x3F800000 ]
    - [ be16, 0x6AF0B6, 0x0001 ]
    - [ be16, 0x6AF0D6, 0x0001 ]
    - [ be16, 0x6AF0FA, 0x0001 ]
    - [ be16, 0x6AF11E, 0x0001 ]
 
  HMPDF2_FPS_JP: &HMPDF2_FPS_JP
    - [ be32, 0x041F40, 0x3F800000 ]
    - [ be16, 0x6A48F6, 0x0001 ]
    - [ be16, 0x6A4916, 0x0001 ]
    - [ be16, 0x6A493A, 0x0001 ]
    - [ be16, 0x6A495E, 0x0001 ]
 
  HMPDF2_FPS_Notes: &HMPDF2_FPS_Notes "Patch accelerates some game effects by 2x. Does not affect playability."
 
PPU-092c43e2bcacccfe3cdc22b0ab8062b91d4e1cf9:
  Title: "Hatsune Miku: Project Diva F 2nd"
  Serials: BLUS31431
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: Patch accelerates some game effects by 2x. Does not affect playability. Might work with NPUB31488 as well.
      Version: 1.0
      Patch:
        - [ load, *HMPDF2_FPS_USEU ]
 
PPU-67e0e7c9b2a7a340c914a0d078e25aac1047e4d4:
  Title: "Hatsune Miku: Project Diva F 2nd"
  Serials: NPEB02013
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: Patch accelerates some game effects by 2x. Does not affect playability. Might work with BLES02029 as well.
      Version: 1.0
      Patch:
        - [ load, *HMPDF2_FPS_USEU ]
 
PPU-51d336edfa3774f2db83ed030611f462c097c40b:
  Title: "Hatsune Miku: Project Diva F 2nd"
  Serials: BLAS50723
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: *HMPDF2_FPS_Notes
      Version: 1.0
      Patch:
        - [ load, *HMPDF2_FPS_AS ]
 
PPU-c70b15d3f6694af74fa329dd4fc25fe28a59e9cc:
  Title: "Hatsune Miku: Project Diva F 2nd"
  Serials: NPHB00671
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: *HMPDF2_FPS_Notes
      Version: 1.0
      Patch:
        - [ load, *HMPDF2_FPS_AS ]
 
PPU-c3291f5919ca147ac854de10f7436f4ad494233f:
  Title: "Hatsune Miku: Project Diva F 2nd"
  Serials: BLJM61079 (v1.00), NPJB00435 (v1.00)
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: *HMPDF2_FPS_Notes
      Version: 1.0
      Patch:
        - [ load, *HMPDF2_FPS_JP ]
 
PPU-058cf39c07fd13f100c1f6dc40a0ead9bf3ad51b:
  Title: "Hatsune Miku: Project Diva F 2nd"
  Serials: BLJM61079 (v1.01)
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: *HMPDF2_FPS_Notes
      Version: 1.0
      Patch:
        - [ load, *HMPDF2_FPS_JP ]
 
PPU-8fc9f26ed77cc9237db0e6348dcf9d6c451b6220:
  Title: "Hatsune Miku: Project Diva F 2nd"
  Serials: BLJM61079 (v1.02)
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: *HMPDF2_FPS_Notes
      Version: 1.0
      Patch:
        - [ load, *HMPDF2_FPS_JP ]
 
PPU-311fcd98af6adc5e64e6a833eb959f43b0976193:
  Title: "Hatsune Miku: Project Diva F 2nd"
  Serials: NPJB00435 (v1.02)
  Patches:
    60 FPS:
      Author: Brolijah
      Notes: *HMPDF2_FPS_Notes
      Version: 1.0
      Patch:
        - [ be32, 0x041F78, 0x3F800000 ]
        - [ be16, 0x6AB316, 0x0001 ]
        - [ be16, 0x6AB336, 0x0001 ]
        - [ be16, 0x6AB35A, 0x0001 ]
        - [ be16, 0x6AB37E, 0x0001 ]
</syntaxhighlight>
 
==JoJo's Bizarre Adventure: All Star Battle==
<syntaxhighlight lang="yaml">
Anchor:
  JoJoASB_FPS: &JoJoASB_FPS
    - [ bef32, 0xFF5A08, 0.5 ] # Match timer rate
    - [ bef32, 0xFDB724, 0.5 ] # Animation speed
    - [ bef32, 0xFF8F70, 0.5 ]
    - [ bef32, 0xFEE2F8, 0.5 ] # UI speed
 
PPU-6875682ab309df32307c5305c43bb132c4e261fa:
  Title: "JoJo's Bizarre Adventure: All Star Battle"
  Serials: BLUS31405
  Patches:
    60 FPS:
      Author: SutandoTsukai181 # User from our Discord server
      Notes: This patch fixes issues when running the game at 60FPS but you still need to set Vblank frequency to 120 in order to play at 60FPS. You may face issues such as halved input windows, few UI elements not at normal speed, intro quotes stop half-way, projectiles speed is doubled and few graphical glitches (Jotaro not appearing during DIO's GHA).
      Version: 1.0
      Patch:
        - [ load, *JoJoASB_FPS ]
</syntaxhighlight>
 
==JoJo's Bizarre Adventure: Eyes of Heaven==
<syntaxhighlight lang="yaml">
Anchor:
  JoJoEoH_FPS: &JoJoEoH_FPS
    - [ bef32, 0x0236FEF0, 0.5 ] # Match timer rate
    - [ bef32, 0x02370360, 0.5 ]
    - [ bef32, 0x023AED1C, 0.5 ]
 
PPU-18cf9a4e8196684ed9ee816f82649561fd1bf182:
  Title: "JoJo's Bizarre Adventure: Eyes of Heaven"
  Serials: BLJS10318 (v1.05)
  Patches:
    60 FPS:
      Author: SutandoTsukai181 # User from our Discord server
      Notes: This patch fixes issues when running the game at 60FPS but you still need to set Vblank frequency to 120 in order to play at 60FPS. You may face issues such as intro quotes stopping half-way and doubled projectiles speed.
      Version: 1.0
      Patch:
        - [ load, *JoJoEoH_FPS ]
</syntaxhighlight>
 
==Kingdom Hearts HD 1.5 ReMIX==
<syntaxhighlight lang="yaml">
PPU-d626d9832ed48d1ff0d8d97e53a4e23df50cfae6:
  Title: "Kingdom Hearts HD 1.5 ReMIX"
  Serials: BLUS31212
  Patches:
    21:9 Aspect Ratio:
      Author: Esppiral
      Notes:
      Version: 1.0
      Patch:
        - [ be32, 0xEB170, 0x3FAAAAAB ] # VERT+ (21.9)
        - [ be32, 0xEB16C, 0x3FC00000 ] # ZOOM+ (21.9)
    60 FPS:
      Author: Esppiral
      Notes:
      Version: 1.0
      Patch:
        - [ be32, 0x20D1016, 0x00000000 ] # 60FPS
</syntaxhighlight>
 
==LittleBigPlanet 2==
<syntaxhighlight lang="yaml">
PPU-a74423ca913fc18e46cfe926db1d48e41f9858a9:
  Title: "LittleBigPlanet 2"
  Serials: NPUA80662 (v1.33)
  Patches:
    21:9 Aspect Ratio:
      Author: slashiee
      Notes:
      Version: 1.0
      Patch:
        - [ bef32, 0x00D9C8EC, 2.37037037 ]
</syntaxhighlight>
 
==Lollipop Chainsaw==
<syntaxhighlight lang="yaml">
Anchor:
  LC_FPS: &LC_FPS
    - [ be32, 0x00932f2c, 0x60000000 ]
    - [ be32, 0x00932f8c, 0x60000000 ]
    - [ be32, 0x00932f90, 0x60000000 ]
 
PPU-df6f6701742921b9cbb2554983bb4568aae8d659:
  Title: "Lollipop Chainsaw"
  Serials: BLUS30917
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: Maximum framerate with the patch is half the Vblank frequency. Without the patch, adjusting Vblank frequency increases the maximum framerate up to about 57FPS.
      Version: 1.0
      Patch:
        - [ load, *LC_FPS ]
 
PPU-6f69ee207208d55faacb75a3aac6a9ce2aa290b7:
  Title: "Lollipop Chainsaw"
  Serials: BLES01525
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: Maximum framerate with the patch is half the Vblank frequency. Without the patch, adjusting Vblank frequency increases the maximum framerate up to about 57FPS.
      Version: 1.0
      Patch:
        - [ load, *LC_FPS ]
</syntaxhighlight>
 
==Metal Gear Solid 2: Sons of Liberty - HD Edition==
<!-- MGS3 21:9 + MGS4 21:9 also made by Esppiral ... Missing currently -->
<syntaxhighlight lang="yaml">
PPU-79c9f5ae14fe84851dca7bfe33f58bee3367730b:
  Title: "Metal Gear Solid 2: Sons of Liberty - HD Edition"
  Serials: NPEB00685
  Patches:
    21:9 Aspect Ratio:
      Author: Esppiral
      Notes:
      Version: 1.0
      Patch:
        - [ be32, 0xDEE1B0, 0x3F100001 ] # INGAME 21:9 AR
</syntaxhighlight>
 
==NieR==
<syntaxhighlight lang="yaml">
Anchor:
  NieR_FPS_USEU: &NieR_FPS_USEU
  # "unlock" framerate
    - [ be32, 0x00f7c3b8, 0x386001f5 ] # li r3, 1f5
 
    - [ be32, 0x00711b50, 0x489c3ef1 ] # jump to code cave
 
  # get mftb
    - [ be32, 0x010d5a40, 0x7ccc42e6 ] # mftb r6            // Move from timebase register (clock)
 
  # get mftb delta
    - [ be32, 0x010d5a44, 0x3ca0010e ] # lis r5,0x010e      // load high bits of address (0x010e23c8)
    - [ be32, 0x010d5a48, 0x60a523c8 ] # ori r5,r5,0x23c8    // load low bits of address
    - [ be32, 0x010d5a4c, 0x7c85202a ] # ldx r4,r5,r4        // load previous frames mftb reading
    - [ be32, 0x010d5a50, 0xf8c50000 ] # std r6,0x0(r5)      // store this frames mftb reading
    - [ be32, 0x010d5a54, 0x7cc43050 ] # subf r6,r4,r6      // subtract previous mftb reading from this mftb frames reading
 
  # mftb delta to float
    - [ be32, 0x010d5a58, 0xf8c50080 ] # std r6,0x80(r5)    // store mftb delta (to be loaded into FPR)
    - [ be32, 0x010d5a5c, 0xcba50080 ] # lfd f29,0x80(r5)    // load mftb delta into FPR
    - [ be32, 0x010d5a60, 0xffa0ee9c ] # fcfid f29,f29      // convert integer to double
    - [ be32, 0x010d5a64, 0xffa0e818 ] # frsp f29,f29        // round to single precision
 
  # mftb delta to seconds
    - [ be32, 0x010d5a68, 0x3c80010d ] # r4,0x10d            // load high bits constants pointer
    - [ be32, 0x010d5a6c, 0x60845a40 ] # ori r4,r4,0x5a40    // load low bits of constants pointer
    - [ be32, 0x010d5a70, 0xc384003c ] # lfs f28,0x3c(r4)    // load timebase frequency
    - [ be32, 0x010d5a74, 0xec3de024 ] # fdivs f1,f29,f28    // divide timebase delta by timebase frequency
 
  # return
    - [ be32, 0x010d5a78, 0x4e800020 ] # blr                // return
 
  # constants
    - [ be32, 0x010d5a7c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)
 
  NieR_FPS_JP: &NieR_FPS_JP
  # "unlock" framerate
    - [ be32, 0x00f7cbcc, 0x386001f5 ] # li r3, 1f5
 
    - [ be32, 0x00711d58, 0x489c48e9 ] # jump to code cave
 
  # get mftb
    - [ be32, 0x010d6640, 0x7ccc42e6 ] # mftb r6            // Move from timebase register (clock)
 
  # get mftb delta
    - [ be32, 0x010d6644, 0x3ca0010e ] # lis r5,0x010e      // load high bits of address (0x010e23e8)
    - [ be32, 0x010d6648, 0x60a523e8 ] # ori r5,r5,0x23e8    // load low bits of address
    - [ be32, 0x010d664c, 0x7c85202a ] # ldx r4,r5,r4        // load previous frames mftb reading
    - [ be32, 0x010d6650, 0xf8c50000 ] # std r6,0x0(r5)      // store this frames mftb reading
    - [ be32, 0x010d6654, 0x7cc43050 ] # subf r6,r4,r6      // subtract previous mftb reading from this mftb frames reading
 
  # mftb delta to float
    - [ be32, 0x010d6658, 0xf8c50080 ] # std r6,0x80(r5)    // store mftb delta (to be loaded into FPR)
    - [ be32, 0x010d665c, 0xcba50080 ] # lfd f29,0x80(r5)    // load mftb delta into FPR
    - [ be32, 0x010d6660, 0xffa0ee9c ] # fcfid f29,f29      // convert integer to double
    - [ be32, 0x010d6664, 0xffa0e818 ] # frsp f29,f29        // round to single precision
 
  # mftb delta to seconds
    - [ be32, 0x010d6668, 0x3c80010d ] # r4,0x10d            // load high bits constants pointer
    - [ be32, 0x010d666c, 0x60846640 ] # ori r4,r4,0x6640    // load low bits of constants pointer
    - [ be32, 0x010d6670, 0xc384003c ] # lfs f28,0x3c(r4)    // load timebase frequency
    - [ be32, 0x010d6674, 0xec3de024 ] # fdivs f1,f29,f28    // divide timebase delta by timebase frequency
 
  # return
    - [ be32, 0x010d6678, 0x4e800020 ] # blr                // return
 
  # constants
    - [ be32, 0x010d667c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)
 
PPU-13950b2e29e05a115fe317815d3da9d2b2baee65:
  Title: "NieR (Nier Replicant)"
  Serials: BLUS30481, BLES00826
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: Updated with a new version that has correct game speed at any framerate, you no longer need to set the Framelimiter to 30 or 60.
      Version: 2.1
      Patch:
        - [ load, *NieR_FPS_USEU ]
    21:9 Aspect Ratio:
      Author: dio
      Notes: HUD Elements will be stretched and misplaced. Users need to enable the "Stretch To Display Area" option in RPCS3 for this patch to work.
      Version: 1.0
      Patch:
        - [ bef32, 0x01120398, 2.3703704 ] # HUD elements will look wrong & needs stretch to display area
 
PPU-f098ee8410599c81c89f90d698340a078dc69a90:
  Title: "NieR (Nier Replicant)"
  Serials: BLJM60223
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: Updated with a new version that has correct game speed at any framerate, you no longer need to set the Framelimiter to 30 or 60.
      Version: 2.1
      Patch:
        - [ load, *NieR_FPS_JP ]
</syntaxhighlight>
 
==Persona 5==
<syntaxhighlight lang="yaml">
Anchor:
  p5_ModSupport: &p5_ModSupport
  # make %s/hdd.cpk -> %s%s/mod.cpk
    - [ be32, 0x00B4D638, 0x25732573 ]
    - [ be32, 0x00B4D63C, 0x2F6D6F64 ]
    - [ be32, 0x00B4D640, 0x2E63706B ]
 
  # make mod.cpk file path
    - [ be32, 0x00114CA4, 0x3C6000B5 ] # lis    r3, cpkPathString@ha
    - [ be32, 0x00114CA8, 0x33E3D638 ] # addic  r31, r3, cpkPathString@l
    - [ be32, 0x00114CAC, 0x48968BEB ] # bla    getInstallPath
    - [ be32, 0x00114CB0, 0x60000000 ] # nop
    - [ be32, 0x00114CB4, 0x7C7E1B78 ] # mr    r30, r3
    - [ be32, 0x00114CB8, 0x48968BF7 ] # bla    getInstallPath2
    - [ be32, 0x00114CBC, 0x60000000 ] # nop
    - [ be32, 0x00114CC0, 0x33A10070 ] # addic  r29, r1, 0x70
    - [ be32, 0x00114CC4, 0x7C661B78 ] # mr    r6, r3
    - [ be32, 0x00114CC8, 0x7FA3EB78 ] # mr    r3, r29
    - [ be32, 0x00114CCC, 0x7FE4FB78 ] # mr    r4, r31
    - [ be32, 0x00114CD0, 0x7FC5F378 ] # mr    r5, r30
    - [ be32, 0x00114CD4, 0x48AD567F ] # bla    sprintf
    - [ be32, 0x00114CD8, 0x60000000 ] # nop
    - [ be32, 0x00114CDC, 0x48B44A9E ] # ba    branchOffset
    - [ be32, 0x00114CE0, 0x60000000 ] # nop
 
  # trampoline
    - [ be32, 0x00B44A9C, 0x7FA3EB78 ] # mr    r3, r29
    - [ be32, 0x00B44AA0, 0x48114B77 ] # bla    criFsBindCpk
    - [ be32, 0x00B44AA4, 0x60000000 ] # nop
    - [ be32, 0x00B44AA8, 0x3880000A ] # li    r4, 0xA
    - [ be32, 0x00B44AAC, 0x48AB8ED7 ] # bla    criFsBindPatch
    - [ be32, 0x00B44AB0, 0x60000000 ] # nop
    - [ be32, 0x00B44AB4, 0x48114CE6 ] # ba    0x114CA4 + 0x40
    - [ be32, 0x00B44AB8, 0x60000000 ] # nop
 
  p5_4K: &p5_4K
    - [ be32, 0x1cffb0, 0x48b45007 ] # bustups A
    - [ be32, 0x1d027C, 0x48b45007 ]
    - [ be32, 0x1d039C, 0x48b45007 ]
    - [ be32, 0x1cffd4, 0x48b45007 ]
    - [ be32, 0x1d02a0, 0x48b45007 ]
    - [ be32, 0x1d03c0, 0x48b45007 ]
 
    - [ be32, 0xb45004, 0x38a00003 ] # li    r5,0x3
    - [ be32, 0xb45008, 0x7c632bd2 ] # divd  r3,r3,r5
    - [ be32, 0xb4500c, 0x4e800020 ] # blr
 
  p5_SkipIntro: &p5_SkipIntro
    - [ be32, 0x0055AC8C, 0x60000000 ]
 
  p5_60FPS: &p5_60FPS
    - [ be32, 0x00010268, 0x9061009C ] # set update rate to 60 -> r3, 0xE0+var_44(r1)
    - [ be32, 0x008FC864, 0x60000000 ] # nop cellGcmSetSecondVFrequency
    - [ bef32, 0x00012484, 0.01666667 ]
    - [ bef32, 0x00045678, 0.01666667 ]
    - [ bef32, 0x000616F0, 0.01666667 ]
    - [ bef32, 0x00073F20, 0.01666667 ]
  #  - [ bef32, 0x000753A0, 0.01666667 ] Doubles camera speed
    - [ bef32, 0x00077E54, 0.01666667 ]
    - [ bef32, 0x00078A70, 0.01666667 ]
    - [ bef32, 0x0007A238, 0.01666667 ]
    - [ bef32, 0x00081864, 0.01666667 ]
    - [ bef32, 0x000885C8, 0.01666667 ]
    - [ bef32, 0x0008C550, 0.01666667 ]
    - [ bef32, 0x0008D6D0, 0.01666667 ]
    - [ bef32, 0x000D058C, 0.01666667 ]
    - [ bef32, 0x000D0B4C, 0.01666667 ]
    - [ bef32, 0x000E4754, 0.01666667 ]
    - [ bef32, 0x000E50F0, 0.01666667 ]
    - [ bef32, 0x000E8190, 0.01666667 ]
    - [ bef32, 0x000F8B78, 0.01666667 ]
    - [ bef32, 0x00101CE8, 0.01666667 ]
    - [ bef32, 0x001E7344, 0.01666667 ]
    - [ bef32, 0x001EB0D4, 0.01666667 ]
    - [ bef32, 0x001EB328, 0.01666667 ]
    - [ bef32, 0x001EB814, 0.01666667 ]
    - [ bef32, 0x001EB940, 0.01666667 ]
    - [ bef32, 0x001EBA04, 0.01666667 ]
    - [ bef32, 0x001EBBA0, 0.01666667 ]
    - [ bef32, 0x001EBCD0, 0.01666667 ]
    - [ bef32, 0x001ECCA0, 0.01666667 ]
    - [ bef32, 0x00234C64, 0.01666667 ]
    - [ bef32, 0x0023F4BC, 0.01666667 ]
    - [ bef32, 0x002400BC, 0.01666667 ]
    - [ bef32, 0x00240BB0, 0.01666667 ]
    - [ bef32, 0x0029231C, 0.01666667 ]
    - [ bef32, 0x00294A70, 0.01666667 ]
    - [ bef32, 0x002952F8, 0.01666667 ]
  #  - [ bef32, 0x002B027C, 0.01666667 ] Makes it impossible to run < 60FPS
    - [ bef32, 0x002B0688, 0.01666667 ]
    - [ bef32, 0x002B6154, 0.01666667 ]
    - [ bef32, 0x002B71F8, 0.01666667 ]
    - [ bef32, 0x002B82C8, 0.01666667 ]
    - [ bef32, 0x002B98F8, 0.01666667 ]
    - [ bef32, 0x002B9F8C, 0.01666667 ]
    - [ bef32, 0x002BA614, 0.01666667 ]
    - [ bef32, 0x002BC84C, 0.01666667 ]
    - [ bef32, 0x002BCD2C, 0.01666667 ]
    - [ bef32, 0x002C550C, 0.01666667 ]
    - [ bef32, 0x002D1328, 0.01666667 ]
  #  - [ bef32, 0x002D230C, 0.01666667 ] Doubles movement speed
    - [ bef32, 0x002D2DDC, 0.01666667 ]
    - [ bef32, 0x002D8A10, 0.01666667 ]
    - [ bef32, 0x002D8A18, 0.01666667 ]
    - [ bef32, 0x002DA46C, 0.01666667 ]
    - [ bef32, 0x002FBB00, 0.01666667 ]
    - [ bef32, 0x0030E258, 0.01666667 ]
    - [ bef32, 0x003181D4, 0.01666667 ]
    - [ bef32, 0x0031CE24, 0.01666667 ]
    - [ bef32, 0x0031DBE0, 0.01666667 ]
    - [ bef32, 0x0033DBD0, 0.01666667 ]
    - [ bef32, 0x00358664, 0.01666667 ]
    - [ bef32, 0x00359020, 0.01666667 ]
    - [ bef32, 0x0035AD10, 0.01666667 ]
    - [ bef32, 0x00364A98, 0.01666667 ]
    - [ bef32, 0x0037429C, 0.01666667 ]
    - [ bef32, 0x00376E7C, 0.01666667 ]
    - [ bef32, 0x00379B08, 0.01666667 ]
    - [ bef32, 0x0037AAAC, 0.01666667 ]
    - [ bef32, 0x0037CF54, 0.01666667 ]
    - [ bef32, 0x0037DB7C, 0.01666667 ]
    - [ bef32, 0x003803F4, 0.01666667 ]
    - [ bef32, 0x00387A80, 0.01666667 ]
    - [ bef32, 0x00388684, 0.01666667 ]
    - [ bef32, 0x003ACBC0, 0.01666667 ]
    - [ bef32, 0x003BDDD0, 0.01666667 ]
    - [ bef32, 0x003E944C, 0.01666667 ]
    - [ bef32, 0x003F35EC, 0.01666667 ]
    - [ bef32, 0x003F6FF4, 0.01666667 ]
    - [ bef32, 0x0058CE18, 0.01666667 ]
    - [ bef32, 0x0058DE64, 0.01666667 ]
    - [ bef32, 0x0058E82C, 0.01666667 ]
    - [ bef32, 0x0058E958, 0.01666667 ]
    - [ bef32, 0x0058F47C, 0.01666667 ]
    - [ bef32, 0x0058FA00, 0.01666667 ]
    - [ bef32, 0x0058FAB4, 0.01666667 ]
    - [ bef32, 0x0058FBE4, 0.01666667 ]
    - [ bef32, 0x0058FD2C, 0.01666667 ]
    - [ bef32, 0x0058FE6C, 0.01666667 ]
    - [ bef32, 0x00590A04, 0.01666667 ]
    - [ bef32, 0x005B6914, 0.01666667 ]
    - [ bef32, 0x005F1C6C, 0.01666667 ]
    - [ bef32, 0x0062076C, 0.01666667 ] # battle related stuff
    - [ bef32, 0x007072BC, 0.01666667 ]
    - [ bef32, 0x00722D7C, 0.01666667 ]
    - [ bef32, 0x0073C840, 0.01666667 ]
    - [ bef32, 0x00772E50, 0.01666667 ]
    - [ bef32, 0x0087B338, 0.01666667 ]
    - [ bef32, 0x00B10110, 0.01666667 ]
    - [ bef32, 0x00B6AA14, 0.01666667 ]
    - [ bef32, 0x00B6AA38, 0.01666667 ]
    - [ bef32, 0x00B70B48, 0.01666667 ]
    - [ bef32, 0x00B70BC8, 0.01666667 ]
    - [ bef32, 0x00B71CF4, 0.01666667 ]
    - [ bef32, 0x00B72F38, 0.01666667 ]
    - [ bef32, 0x00CFF46C, 0.01666667 ]
    - [ bef32, 0x00061700, 0.1666667 ]
    - [ bef32, 0x00069AA4, 0.1666667 ]
    - [ bef32, 0x0007A1EC, 0.1666667 ]
    - [ bef32, 0x00081880, 0.1666667 ]
    - [ bef32, 0x000C8258, 0.1666667 ]
    - [ bef32, 0x000C991C, 0.1666667 ]
    - [ bef32, 0x00101CCC, 0.1666667 ]
    - [ bef32, 0x001E2C44, 0.1666667 ]
    - [ bef32, 0x001E61E8, 0.1666667 ]
    - [ bef32, 0x001E7338, 0.1666667 ]
    - [ bef32, 0x00250C50, 0.1666667 ]
    - [ bef32, 0x00256B20, 0.1666667 ]
    - [ bef32, 0x00292100, 0.1666667 ]
    - [ bef32, 0x00294A60, 0.1666667 ]
    - [ bef32, 0x002952E4, 0.1666667 ]
    - [ bef32, 0x0029FD98, 0.1666667 ]
    - [ bef32, 0x002A1BB8, 0.1666667 ]
    - [ bef32, 0x002A41D0, 0.1666667 ]
    - [ bef32, 0x002A6124, 0.1666667 ]
    - [ bef32, 0x002B4FF0, 0.1666667 ]
    - [ bef32, 0x002B60DC, 0.1666667 ]
    - [ bef32, 0x002B7174, 0.1666667 ]
    - [ bef32, 0x002B82F4, 0.1666667 ]
    - [ bef32, 0x002B8E74, 0.1666667 ]
    - [ bef32, 0x002BA600, 0.1666667 ]
    - [ bef32, 0x002BAB30, 0.1666667 ]
    - [ bef32, 0x002BB4E0, 0.1666667 ]
    - [ bef32, 0x002BB808, 0.1666667 ]
    - [ bef32, 0x002BC368, 0.1666667 ]
    - [ bef32, 0x002BC844, 0.1666667 ]
    - [ bef32, 0x002BD414, 0.1666667 ]
    - [ bef32, 0x002C4F54, 0.1666667 ]
    - [ bef32, 0x002C4FF0, 0.1666667 ]
    - [ bef32, 0x002C69E4, 0.1666667 ]
    - [ bef32, 0x002D4378, 0.1666667 ]
    - [ bef32, 0x002DD968, 0.1666667 ]
    - [ bef32, 0x002DE538, 0.1666667 ]
    - [ bef32, 0x002DEA04, 0.1666667 ]
    - [ bef32, 0x0030D7A0, 0.1666667 ]
    - [ bef32, 0x0030E6BC, 0.1666667 ]
    - [ bef32, 0x003181B8, 0.1666667 ]
    - [ bef32, 0x0031AFE0, 0.1666667 ]
    - [ bef32, 0x0031CE38, 0.1666667 ]
    - [ bef32, 0x0031DBF0, 0.1666667 ]
    - [ bef32, 0x0031EC74, 0.1666667 ]
    - [ bef32, 0x00322FB4, 0.1666667 ]
    - [ bef32, 0x00356560, 0.1666667 ]
    - [ bef32, 0x003586BC, 0.1666667 ]
    - [ bef32, 0x00358F90, 0.1666667 ]
    - [ bef32, 0x0035A380, 0.1666667 ]
    - [ bef32, 0x0035AA3C, 0.1666667 ]
    - [ bef32, 0x00364A9C, 0.1666667 ]
    - [ bef32, 0x003688C8, 0.1666667 ]
    - [ bef32, 0x00368A88, 0.1666667 ]
    - [ bef32, 0x00368E30, 0.1666667 ]
    - [ bef32, 0x00376FD0, 0.1666667 ]
    - [ bef32, 0x00377538, 0.1666667 ]
    - [ bef32, 0x00377CD8, 0.1666667 ]
    - [ bef32, 0x0037C2B0, 0.1666667 ]
    - [ bef32, 0x0037D310, 0.1666667 ]
    - [ bef32, 0x0037D418, 0.1666667 ]
    - [ bef32, 0x0037D5B4, 0.1666667 ]
    - [ bef32, 0x0037DD08, 0.1666667 ]
    - [ bef32, 0x0037DE10, 0.1666667 ]
    - [ bef32, 0x0037DF78, 0.1666667 ]
    - [ bef32, 0x00382F38, 0.1666667 ]
    - [ bef32, 0x003845F0, 0.1666667 ]
    - [ bef32, 0x00387A6C, 0.1666667 ]
    - [ bef32, 0x00398208, 0.1666667 ]
    - [ bef32, 0x00398460, 0.1666667 ]
    - [ bef32, 0x003999F8, 0.1666667 ]
    - [ bef32, 0x003A7C64, 0.1666667 ]
    - [ bef32, 0x003AA418, 0.1666667 ]
    - [ bef32, 0x003AE0E4, 0.1666667 ]
    - [ bef32, 0x003AE3A0, 0.1666667 ]
    - [ bef32, 0x003B25D8, 0.1666667 ]
    - [ bef32, 0x003BC448, 0.1666667 ]
    - [ bef32, 0x003C58C0, 0.1666667 ]
    - [ bef32, 0x003C67B0, 0.1666667 ]
    - [ bef32, 0x003C6D6C, 0.1666667 ]
    - [ bef32, 0x003EBC20, 0.1666667 ]
    - [ bef32, 0x003EE5F0, 0.1666667 ]
    - [ bef32, 0x003F1FE0, 0.1666667 ]
    - [ bef32, 0x003F6FC0, 0.1666667 ]
    - [ bef32, 0x004EB808, 0.1666667 ]
    - [ bef32, 0x0055251C, 0.1666667 ]
    - [ bef32, 0x0055EC48, 0.1666667 ]
    - [ bef32, 0x0055F4A8, 0.1666667 ]
    - [ bef32, 0x0057DC08, 0.1666667 ]
    - [ bef32, 0x0057E498, 0.1666667 ]
    - [ bef32, 0x005C5364, 0.1666667 ]
    - [ bef32, 0x00620714, 0.1666667 ]
    - [ bef32, 0x00635CB4, 0.1666667 ]
    - [ bef32, 0x00642B98, 0.1666667 ]
    - [ bef32, 0x00654EE8, 0.1666667 ]
    - [ bef32, 0x00662B04, 0.1666667 ]
    - [ bef32, 0x006AFF98, 0.1666667 ]
    - [ bef32, 0x006CAA44, 0.1666667 ]
    - [ bef32, 0x006E0224, 0.1666667 ]
    - [ bef32, 0x006E31A0, 0.1666667 ]
    - [ bef32, 0x006FCD3C, 0.1666667 ]
    - [ bef32, 0x00772E54, 0.1666667 ]
    - [ bef32, 0x00797508, 0.1666667 ]
    - [ bef32, 0x00B52E3C, 0.1666667 ]
    - [ bef32, 0x00B6AD00, 0.1666667 ]
    - [ bef32, 0x00B6B71C, 0.1666667 ]
    - [ bef32, 0x00B6E478, 0.1666667 ]
    - [ bef32, 0x00B6E880, 0.1666667 ]
    - [ bef32, 0x00B6E8B8, 0.1666667 ]
    - [ bef32, 0x00B6E8F0, 0.1666667 ]
    - [ bef32, 0x00B6E928, 0.1666667 ]
    - [ bef32, 0x00B6E960, 0.1666667 ]
    - [ bef32, 0x00B6E998, 0.1666667 ]
    - [ bef32, 0x00B6E9D0, 0.1666667 ]
    - [ bef32, 0x00B6EA08, 0.1666667 ]
    - [ bef32, 0x00B6EA40, 0.1666667 ]
    - [ bef32, 0x00B6EA78, 0.1666667 ]
    - [ bef32, 0x00B6EAB0, 0.1666667 ]
    - [ bef32, 0x00B6EAE8, 0.1666667 ]
    - [ bef32, 0x00B6EB20, 0.1666667 ]
    - [ bef32, 0x00B6EB58, 0.1666667 ]
    - [ bef32, 0x00B6EB90, 0.1666667 ]
    - [ bef32, 0x00B6EBC8, 0.1666667 ]
    - [ bef32, 0x00B6EC00, 0.1666667 ]
    - [ bef32, 0x00B6EC38, 0.1666667 ]
    - [ bef32, 0x00B6EC70, 0.1666667 ]
    - [ bef32, 0x00B6ECA8, 0.1666667 ]
    - [ bef32, 0x00B70A54, 0.1666667 ]
    - [ bef32, 0x00B70AF0, 0.1666667 ]
    - [ bef32, 0x00B70AF8, 0.1666667 ]
    - [ bef32, 0x00B70B00, 0.1666667 ]
    - [ bef32, 0x00B70B08, 0.1666667 ]
    - [ bef32, 0x00B70B10, 0.1666667 ]
    - [ bef32, 0x00B70B20, 0.1666667 ]
    - [ bef32, 0x00B70B78, 0.1666667 ]
    - [ bef32, 0x00B70B88, 0.1666667 ]
    - [ bef32, 0x00B70BB4, 0.1666667 ]
    - [ bef32, 0x00B70BC4, 0.1666667 ]
    - [ bef32, 0x00B70F60, 0.1666667 ]
    - [ bef32, 0x00B71BAC, 0.1666667 ]
    - [ bef32, 0x00B71BBC, 0.1666667 ]
    - [ bef32, 0x00B9BD30, 0.1666667 ]
    - [ bef32, 0x00CF96AC, 0.1666667 ]
    - [ bef32, 0x00CFA1E8, 0.1666667 ]
    - [ bef32, 0x00CFA20C, 0.1666667 ]
    - [ bef32, 0x00CFB210, 0.1666667 ]
    - [ bef32, 0x00CFB778, 0.1666667 ]
    - [ bef32, 0x00CFBC30, 0.1666667 ]
    - [ bef32, 0x00CFBCA8, 0.1666667 ]
    - [ bef32, 0x00CFBFD4, 0.1666667 ]
    - [ bef32, 0x00CFC0A8, 0.1666667 ]
    - [ bef32, 0x00CFF3CC, 0.1666667 ]
    - [ bef32, 0x00CFF3D4, 0.1666667 ]
    - [ bef32, 0x00CFF470, 0.1666667 ]
    - [ bef32, 0x00CFF478, 0.1666667 ]
    - [ bef32, 0x00CFF480, 0.1666667 ]
    - [ bef32, 0x00D06840, 0.1666667 ]
    - [ bef32, 0x00D06848, 0.1666667 ]
    - [ be32, 0x000FB71C, 0x3C603C88 ]
    - [ be32, 0x00109B14, 0x3C603C88 ]
    - [ be32, 0x0023FBDC, 0x3CA03C88 ]
    - [ be32, 0x00240620, 0x3CA03C88 ]
    - [ be32, 0x00241258, 0x3C803C88 ]
    - [ be32, 0x003CA4BC, 0x3C603C88 ]
    - [ be32, 0x0087B448, 0x3C603C88 ]
    - [ be32, 0x00589358, 0x60000000 ] # Fix cutscene voice cutoff
 
  p5_DLC: &p5_DLC
    - [ be32, 0x197AE8, 0x4E800020 ]
 
  p5_DisableBlur: &p5_DisableBlur
    - [ be32, 0x00FEE27A, 0x9E001700 ]
    - [ be32, 0x00FEE27E, 0xC801001D ]
    - [ be32, 0x00FEE282, 0x00000000 ]
    - [ be32, 0x00FEE286, 0x00000000 ]
    - [ be32, 0x00FEE28A, 0x1E810100 ]
    - [ be32, 0x00FEE28E, 0xC800001D ]
    - [ be32, 0x00FEE292, 0x00000000 ]
    - [ be32, 0x00FEE296, 0x00000000 ]
 
  p5_DisableDistortion: &p5_DisableDistortion
    - [ be32, 0x00FE2E28, 0x9E001700 ]
    - [ be32, 0x00FE2E2C, 0xC801001D ]
    - [ be32, 0x00FE2E30, 0x00000000 ]
    - [ be32, 0x00FE2E34, 0x00000000 ]
    - [ be32, 0x00FE2E38, 0x1E810100 ]
    - [ be32, 0x00FE2E3C, 0xC800001D ]
    - [ be32, 0x00FE2E40, 0x00000000 ]
    - [ be32, 0x00FE2E44, 0x00000000 ]
 
  p5_Disable100PctDistortion: &p5_Disable100PctDistortion
    - [ be32, 0x00FE31CC, 0x9E001700 ]
    - [ be32, 0x00FE31D0, 0xC801001D ]
    - [ be32, 0x00FE31D4, 0x00000000 ]
    - [ be32, 0x00FE31D8, 0x00000000 ]
    - [ be32, 0x00FE31DC, 0x1E810100 ]
    - [ be32, 0x00FE31E0, 0xC800001D ]
    - [ be32, 0x00FE31E4, 0x00000000 ]
    - [ be32, 0x00FE31E8, 0x00000000 ]
 
  p5_NoHudLite: &p5_NoHudLite
    - [ be32, 0xDE4EC, 0x60000000 ] # mission list
    - [ be32, 0xE83F4, 0x60000000 ] # place pict
    - [ be32, 0xE5920, 0x60000000 ] # check
    - [ be32, 0x69CC4, 0x38600001 ] # alert
    - [ be32, 0x5F678, 0x60000000 ] # date
    - [ be32, 0x38A0D0, 0x4838A186 ] # misc field hud
    - [ be32, 0x28FBA0, 0x38600000 ] # party panel
    - [ be32, 0x28FBA4, 0x4E800020 ] # party panel
    - [ be32, 0xD6B48, 0x60000000 ] # mini map
    - [ be32, 0xD6490, 0x60000000 ] # mini map
 
  p5_NoHud: &p5_NoHud
    - [ be32, 0x116934, 0x4E800020 ]
 
PPU-e72e715d646a94770d1902364bc66fe33b1b6606:
  Title: "Persona 5"
  Serials: BLUS31604, NPUB31848
  Patches:
    Bustup Mod:
      Author: TGEnigma
      Notes: Fix the dialog portraits when using resolution scaling. File replacement through mod.cpk. Required for all Bustup Mod versions.
      Version: 1.0
      Patch:
        - [ load, *p5_ModSupport ]
    Bustup Mod v3:
      Author: rexis
      Notes: To be used only with 4K Bustup Mod by rexis.
      Version: 1.0
      Patch:
        - [ load, *p5_4K ]
    Skip Intro Videos:
      Author: TGEnigma
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_SkipIntro ]
    60 FPS:
      Author: TGEnigma
      Notes: Patch may accelerate some game effects by 2x. Causes game progress breaking in some places.
      Version: 1.0
      Patch:
        - [ load, *p5_60FPS ]
    Disable DLC Unlock Messages:
      Author: TGEnigma
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DLC ]
    Disable Blur Filter:
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DisableBlur ]
    Disable Normal Distortion Filter (<=99% Alert & Velvet Room):
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DisableDistortion ]
    Disable Angry Distortion Filter (100% Alert):
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_Disable100PctDistortion ]
    Disable HUD Elements:
      Author: TGEnigma
      Notes: Elements can disabled separately by adding/removing their respective lines from the patch.
      Version: 1.0
      Patch:
        - [ load, *p5_NoHudLite ]
    Disable HUD Elements (Aggressive):
      Author: TGEnigma
      Notes: Disable HUD by disabling rendering of 2d elements entirely. Breaks things.
      Version: 1.0
      Patch:
        - [ load, *p5_NoHud ]
 
PPU-b8c34f774adb367761706a7f685d4f8d9d355426:
  Title: "Persona 5"
  Serials: BLES02247, NPEB02436
  Patches:
    Bustup Mod:
      Author: TGEnigma
      Notes: Fix the dialog portraits when using resolution scaling. File replacement through mod.cpk. Required for all Bustup Mod versions.
      Version: 1.0
      Patch:
        - [ load, *p5_ModSupport ]
    Bustup Mod v3:
      Author: rexis
      Notes: To be used only with 4K Bustup Mod by rexis.
      Version: 1.0
      Patch:
        - [ load, *p5_4K ]
    Skip Intro Videos:
      Author: TGEnigma
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_SkipIntro ]
    60 FPS:
      Author: TGEnigma
      Notes: Patch may accelerate some game effects by 2x. Causes game progress breaking in some places.
      Version: 1.0
      Patch:
        - [ load, *p5_60FPS ]
    Disable DLC Unlock Messages:
      Author: TGEnigma
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DLC ]
    Disable Blur Filter:
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DisableBlur ]
    Disable Normal Distortion Filter (<=99% Alert & Velvet Room):
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DisableDistortion ]
    Disable Angry Distortion Filter (100% Alert):
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_Disable100PctDistortion ]
    Disable HUD Elements:
      Author: TGEnigma
      Notes: Elements can disabled separately by adding/removing their respective lines from the patch.
      Version: 1.0
      Patch:
        - [ load, *p5_NoHudLite ]
    Disable HUD Elements (Aggressive):
      Author: TGEnigma
      Notes: Disable HUD by disabling rendering of 2d elements entirely. Breaks things.
      Version: 1.0
      Patch:
        - [ load, *p5_NoHud ]
 
PPU-3b394da7912181d308bf08505009b3578521c756:
  Title: "Persona 5"
  Serials: BLJM61346 (v1.00)
  Patches:
    Bustup Mod:
      Author: TGEnigma
      Notes: Fix the dialog portraits when using resolution scaling. File replacement through mod.cpk. Required for all Bustup Mod versions.
      Version: 1.0
      Patch:
        - [ load, *p5_ModSupport ]
    Bustup Mod v3:
      Author: rexis
      Notes: To be used only with 4K Bustup Mod by rexis.
      Version: 1.0
      Patch:
        - [ load, *p5_4K ]
    Skip Intro Videos:
      Author: TGEnigma
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_SkipIntro ]
    60 FPS:
      Author: TGEnigma
      Notes: Patch may accelerate some game effects by 2x. Causes game progress breaking in some places.
      Version: 1.0
      Patch:
        - [ load, *p5_60FPS ]
    Disable DLC Unlock Messages:
      Author: TGEnigma
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DLC ]
    Disable Blur Filter:
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DisableBlur ]
    Disable Normal Distortion Filter (<=99% Alert & Velvet Room):
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DisableDistortion ]
    Disable Angry Distortion Filter (100% Alert):
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_Disable100PctDistortion ]
    Disable HUD Elements:
      Author: TGEnigma
      Notes: Elements can disabled separately by adding/removing their respective lines from the patch.
      Version: 1.0
      Patch:
        - [ load, *p5_NoHudLite ]
    Disable HUD Elements (Aggressive):
      Author: TGEnigma
      Notes: Disable HUD by disabling rendering of 2d elements entirely. Breaks things.
      Version: 1.0
      Patch:
        - [ load, *p5_NoHud ]
 
PPU-9da9b988693598fbe1e2d316d1e927c37ad666bc:
  Title: "Persona 5"
  Serials: BLJM61346 (v1.03)
  Patches:
    Bustup Mod:
      Author: TGEnigma
      Notes: Fix the dialog portraits when using resolution scaling. File replacement through mod.cpk. Required for all Bustup Mod versions.
      Version: 1.0
      Patch:
        - [ load, *p5_ModSupport ]
    Bustup Mod v3:
      Author: rexis
      Notes: To be used only with 4K Bustup Mod by rexis.
      Version: 1.0
      Patch:
        - [ load, *p5_4K ]
    Skip Intro Videos:
      Author: TGEnigma
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_SkipIntro ]
    60 FPS:
      Author: TGEnigma
      Notes: Patch may accelerate some game effects by 2x. Causes game progress breaking in some places.
      Version: 1.0
      Patch:
        - [ load, *p5_60FPS ]
    Disable DLC Unlock Messages:
      Author: TGEnigma
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DLC ]
    Disable Blur Filter:
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DisableBlur ]
    Disable Normal Distortion Filter (<=99% Alert & Velvet Room):
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_DisableDistortion ]
    Disable Angry Distortion Filter (100% Alert):
      Author: TGEnigma, ruipin, kd-11
      Notes:
      Version: 1.0
      Patch:
        - [ load, *p5_Disable100PctDistortion ]
    Disable HUD Elements:
      Author: TGEnigma
      Notes: Elements can disabled separately by adding/removing their respective lines from the patch.
      Version: 1.0
      Patch:
        - [ load, *p5_NoHudLite ]
    Disable HUD Elements (Aggressive):
      Author: TGEnigma
      Notes: Disable HUD by disabling rendering of 2d elements entirely. Breaks things.
      Version: 1.0
      Patch:
        - [ load, *p5_NoHud ]
</syntaxhighlight>
 
==Red Dead Redemption ==
<syntaxhighlight lang="yaml">
PPU-8a18a0314cade28526874128b253acd98863b83d:
  Title: "Red Dead Redemption"
  Serials: NPUB30638 (v1.00), NPEB00833 (v1.00)
  Patches:
    21:9 Aspect Ratio:
      Author: Esppiral
      Notes:
      Version: 1.0
      Patch:
        - [ be32, 0x474F24, 0x4017B9AA ] # 21.9 Aspect Ratio
        - [ be32, 0x954B8, 0x4017B9AA ] # 21.9 HUD fix for 21.9 AR
</syntaxhighlight>
 
==Sengoku Basara 4: Sumeragi==
<syntaxhighlight lang="yaml">
PPU-533d9f764374a5174b4e3c2834e742c4184d7211:
  Title: "Sengoku Basara 4: Sumeragi"
  Serials: BLJM61248 (v1.02)
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: The game is locked to 60FPS by default. This patch completely removes the framelimiter, doesn't need any special settings.
      Version: 1.0
      Patch:
        - [ be32, 0x00e23160, 0x3860001e ] # li  r3, 1e
        - [ be32, 0x00e23178, 0x60000000 ] # nop
</syntaxhighlight>
 
==Shadows of the Damned==
<syntaxhighlight lang="yaml">
PPU-888f4088d305a6add6f83728bdf917c8245fb72c:
  Title: "Shadows of the Damned"
  Serials: BLUS30653
  Patches:
    Unlock FPS:
      Author: Whatcookie
      Notes: Maximum framerate with the patch is half the Vblank frequency. Without the patch, adjusting Vblank frequency increases the maximum framerate up to about 31FPS.
      Version: 1.0
      Patch:
        - [ be32, 0x009e0ce4, 0x60000000 ]
        - [ be32, 0x009e0d64, 0x60000000 ]
</syntaxhighlight>
 
==Sonic Adventure==
<syntaxhighlight lang="yaml">
Anchor:
  SA_169: &SA_169
    - [ be32, 0x05043F18, 0x3F400000 ]
    - [ be32, 0x00909260, 0x009B1604 ]
    - [ be32, 0x0090E5B0, 0x40A00000 ]
    - [ be32, 0x00909270, 0x40400000 ]
    - [ be32, 0x00909274, 0xC0400000 ]
    - [ be32, 0x00909278, 0xBF400000 ]
 
PPU-5fc2b4ea8ae9cd7a4247f28dc6af65ca1a6a9fa4:
  Title: "Sonic Adventure"
  Serials: NPUB30249, NPEB00304
  Patches:
    16:9 Aspect Ratio:
      Author: Esppiral
      Notes: This game originally rendered at 11:9 aspect ratio (880x720). With this patch, it will render at a resolution of 16:9 aspect ratio (1280x720).
      Version: 1.0
      Patch:
        - [ load, *SA_169 ]
</syntaxhighlight>
 
==Sonic Unleashed==
<syntaxhighlight lang="yaml">
Anchor:
  su1280x720_Digital: &su1280x720_Digital
  # Main backbuffer (880x720)
    - [ be16, 0x013D197A, 1280 ]
   
  # Other buffers
    - [ be16, 0x0144A53E, 1280 ]
    - [ be16, 0x0144A5F6, 1280 ]
    - [ be16, 0x0144A652, 1280 ]
 
  su1280x720_USEUPhysical: &su1280x720_USEUPhysical
  # Main backbuffer (880x720)
    - [ be16, 0x00DD85B6, 1280 ]
 
  # Other buffers
    - [ be16, 0x013608D6, 1280 ]
    - [ be16, 0x0136098E, 1280 ]
    - [ be16, 0x013609EA, 1280 ]
 
  swa1280x720_BLJM60112: &swa1280x720_BLJM60112
  # Main backbuffer (880x720)
    - [ be16, 0x00DEC49E, 1280 ]
 
  # Other buffers
    - [ be16, 0x013644FE, 1280 ]
    - [ be16, 0x013645B6, 1280 ]
    - [ be16, 0x01364612, 1280 ]
 
  su1280x720_v102: &su1280x720_v102
  # Main backbuffer (880x720)
    - [ be16, 0x00DFD7C6, 1280 ]
 
  # Other buffers
    - [ be16, 0x01371B8E, 1280 ]
    - [ be16, 0x01371C46, 1280 ]
    - [ be16, 0x01371CA2, 1280 ]
 
  su1280x720_NPUB90194_Demo: &su1280x720_NPUB90194_Demo
  # Main backbuffer (880x720)
    - [ be16, 0x013C4B5A, 1280 ]
 
  # Other buffers
    - [ be16, 0x01439086, 1280 ]
    - [ be16, 0x0143913E, 1280 ]
    - [ be16, 0x0143919A, 1280 ]
 
  su1280x720_NPEB90132_Demo: &su1280x720_NPEB90132_Demo
  # Main backbuffer (880x720)
    - [ be16, 0x013C4B62, 1280 ]
 
  # Other buffers
    - [ be16, 0x0143908E, 1280 ]
    - [ be16, 0x01439146, 1280 ]
    - [ be16, 0x014391A2, 1280 ]
 
  swa1280x720_NPJB90162_Demo: &swa1280x720_NPJB90162_Demo
  # Main backbuffer (880x720)
    - [ be16, 0x013C4B56, 1280 ]
 
  # Other buffers
    - [ be16, 0x01439086, 1280 ]
    - [ be16, 0x0143913E, 1280 ]
    - [ be16, 0x0143919A, 1280 ]
 
  su1280x720_Notes: &su1280x720_Notes "This game originally rendered at 11:9 aspect ratio (880x720). With this patch, it will render at a resolution of 16:9 aspect ratio (1280x720)."
 
  suAspectRatio_BLUS30244_v102: &suAspectRatio_BLUS30244_v102
  # Aspect ratio
    - [ bef32, 0x0275DB2C, 2.37037037 ]
 
PPU-6ebcaf71dc08cd612acb82f8e32738a8693d9347:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: BLUS30244 (v1.00), BLES00425 (v1.00)
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *su1280x720_USEUPhysical ]
 
PPU-c2911b4248ca2090819299f90d1a2d37f50fd5a8:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: BLUS30244 (v1.02)
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *su1280x720_v102 ]
    21:9 Aspect Ratio:
      Author: slashiee
      Notes: Divide width by height to get the float value.
      Version: 1.0
      Patch:
        - [ load, *suAspectRatio_BLUS30244_v102 ]
 
PPU-dfe27b6a57f3fd01f310e402e97a297836b46ceb:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: BLES00425 (v1.02)
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *su1280x720_v102 ]
 
PPU-fbb2149d0f9ad51398eed59cbd26db5367d6376e:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: BLJM60112 (v1.00)
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *swa1280x720_BLJM60112 ]
 
PPU-4b48caf21e1f10d47aa9a20acce8ecd8c055755e:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: BLJM60112 (v1.02)
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *su1280x720_v102 ]
 
PPU-88b57d524597bbee38df3a452eb0e86c5e789f73:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: NPUB31204
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *su1280x720_Digital ]
 
PPU-d0bf7a33f1763725609feaa87e0e4d18ab9e8acd:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: NPEB01347
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *su1280x720_Digital ]
 
PPU-bd76a566ab62386b90443711206c3f5063b5ab38:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: NPUB90194
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *su1280x720_NPUB90194_Demo ]
 
PPU-7d9105cac7fb9c8ebbbd791693c27986b12c98ad:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: NPEB90132
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *su1280x720_NPEB90132_Demo ]
 
PPU-8bc924308cd72132d78bae70fb9a1fa82af03c19:
  Title: "Sonic Unleashed (Sonic World Adventure)"
  Serials: NPJB90162
  Patches:
    16:9 Aspect Ratio:
      Author: TGEnigma, slashiee
      Notes: *su1280x720_Notes
      Version: 1.3
      Patch:
        - [ load, *swa1280x720_NPJB90162_Demo ]
</syntaxhighlight>
 
==Space Channel 5: Part 2==
<syntaxhighlight lang="yaml">
PPU-2f6778a8e97be84833e47ef273ff10cc2bd6809e:
  Title: "Space Channel 5: Part 2"
  Serials: NPUB30353
  Patches:
    21:9 Aspect Ratio:
      Author: Esppiral
      Notes:
      Version: 1.0
      Patch:
        - [ be32, 0x5839D4, 0x3F99999A ] # ZOOM+ (21.9)
        - [ be32, 0x57EF84, 0x3F400000 ] # VERT+ (21.9)
</syntaxhighlight>
 
==The Last of Us==
<syntaxhighlight lang="yaml">
Anchor:
  tlou100_mlaa: &tlou100_mlaa
    - [ be32, 0x00a51a8c, 0x48000a64 ] # unconditonally branch to disable MLAA
 
  # Special thanks to HdHereidme for debug menu, Smasher248 for inital memory addresses and Skye Mods for mesh trimming
  # address. Without them this patch wouldn't have been possible.
  # This patch cycles through various post-processing modes. Values accepted are:
  #    0 = None
  #    1 = Bloom
  #    2 = Depth of Field
  #    3 = ??? (Tonemapping)
  #    4 = Bloom & Depth of Field
  #    5 = Bloom & Depth of Field & Tonemapping (Default)
 
  tlou100_post: &tlou100_post
    - [ be32, 0x00a7991c, 0x38000003 ] # Post-Processing modes                    (mem address: 0x14C79C7)
 
  tlou100_mesh: &tlou100_mesh
    - [ be32, 0x00923a94, 0x98090004 ] # Disable Mesh trimming      (r3  => r0 ) (mem address: 0x142C584)
 
  # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine,
  #    r6  = 2
  #    r27 = 1
  #    r28 = 0
  # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the
  # source register from one to the other, though some are words and some are bytes, so be careful.
 
  tlou100_ssao: &tlou100_ssao
    - [ be32, 0x00a7a470, 0x9b830067 ] # Disable SSAO                (r27 => r28) (mem address: 0x14C7C0F)
 
  tlou100_mb: &tlou100_mb
    - [ be32, 0x00a7a4d4, 0x9b830086 ] # Disable motion blur        (r27 => r28) (mem address: 0x14C7C2E)
 
  tlou100_dof: &tlou100_dof
    - [ be32, 0x00a7a4e0, 0x9b830089 ] # Disable depth of field      (r27 => r28) (mem address: 0x14C7C31)
 
  tlou100_dbv: &tlou100_dbv
    - [ be32, 0x00a7a760, 0x9b6302f5 ] # Depth buffer viewport      (r28 => r27) (mem address: 0x14C7E9D)
 
  tlou100_dbf: &tlou100_dbf
    - [ be32, 0x00a7a7ac, 0x9b830319 ] # Depth border fix            (r27 => r28) (mem address: 0x14C7EC1)
 
  tlou100_db: &tlou100_db
    - [ be32, 0x00a7a7b8, 0x90e303e8 ] # Depth buffer                (r27 => r6 ) (mem address: 0x14C7F93)
 
  tlou100_speed: &tlou100_speed
    - [ be32, 0x00a7a6b8, 0x938302b4 ] # Speedboost                              (mem address: 0x14c7e5f)
 
  tlou100_trap: &tlou100_trap
    - [ be32, 0x79af9c, 0x60000000 ] # Fixes 1st RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x485638, 0x60000000 ] # Fixes 2nd RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x2bd53c, 0x60000000 ] # Fixes 3rd RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x2bedb4, 0x60000000 ] # Fixes 4th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x74b354, 0x60000000 ] # Fixes 5th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x9a19f0, 0x60000000 ] # Fixes 6th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x74bcc8, 0x60000000 ] # Fixes 7th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x8fbd3c, 0x60000000 ] # Fixes 8th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x8fbdc8, 0x60000000 ] # Fixes 9th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x74bdf8, 0x60000000 ] # Fixes 10th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x74bec0, 0x60000000 ] # Fixes 11th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x74c0a0, 0x60000000 ] # Fixes 12th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x9a0914, 0x60000000 ] # Fixes 13th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0xa41dd8, 0x60000000 ] # Fixes 14th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0xa41e3c, 0x60000000 ] # Fixes 15th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x70c7c0, 0x60000000 ] # Fixes 16th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x74b584, 0x60000000 ] # Fixes 17th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x71471c, 0x60000000 ] # Fixes 18th RSX Trap Error in the Hotel Elevator/Underground Tunnel
 
  tlou111_mlaa: &tlou111_mlaa
    - [ be32, 0x00a80350, 0x48000ab8 ] # unconditonally branch to disable MLAA
 
  # Special thanks to HdHereidme for debug menu, Smasher248 for inital memory addresses and Skye Mods for mesh trimming
  # address. Without them this patch wouldn't have been possible.
  # This patch cycles through various post-processing modes. Values accepted are:
  #    0 = None
  #    1 = Bloom
  #    2 = Depth of Field
  #    3 = ??? (Tonemapping)
  #    4 = Bloom & Depth of Field
  #    5 = Bloom & Depth of Field & Tonemapping (Default)
 
  tlou111_post: &tlou111_post
    - [ be32, 0x00aa944c, 0x38000003 ] # Post-Processing modes                    (mem address: 0x1571867)
 
  tlou111_mesh: &tlou111_mesh
    - [ be32, 0x009515d8, 0x98090004 ] # Disable Mesh trimming      (r3  => r0 ) (mem address: 0x14A9604)
 
  # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine,
  #    r6  = 2
  #    r27 = 1
  #    r28 = 0
  # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the
  # source register from one to the other, though some are words and some are bytes, so be careful.
 
  tlou111_ssao: &tlou111_ssao
    - [ be32, 0x00aa9f9c, 0x9b830067 ] # Disable SSAO                (r27 => r28) (mem address: 0x1571AAF)
 
  tlou111_mb: &tlou111_mb
    - [ be32, 0x00aaa000, 0x9b830086 ] # Disable motion blur        (r27 => r28) (mem address: 0x1571ACE)
 
  tlou111_dof: &tlou111_dof
    - [ be32, 0x00aaa00c, 0x9b830089 ] # Disable depth of field      (r27 => r28) (mem address: 0x1571AD1)
 
  tlou111_dbv: &tlou111_dbv
    - [ be32, 0x00aaa290, 0x9b6302f9 ] # Depth buffer viewport      (r28 => r27) (mem address: 0x1571D41)
 
  tlou111_dbf: &tlou111_dbf
    - [ be32, 0x00aaa2d8, 0x9b83031d ] # Depth border fix            (r27 => r28) (mem address: 0x1571D65)
 
  tlou111_db: &tlou111_db
    - [ be32, 0x00aaa2e4, 0x90c303ec ] # Depth buffer                (r27 => r6 ) (mem address: 0x1571E37)
 
  tlou111_speed: &tlou111_speed
    - [ be32, 0x00aaa1e8, 0x938302b8 ] # Speedboost                              (mem address: 0x1571d03)
 
  tlou111_trap: &tlou111_trap
    - [ be32, 0x7bb5c4, 0x60000000 ] # Fixes 1st RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x579a4c, 0x60000000 ] # Fixes 2nd RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x2c9868, 0x60000000 ] # Fixes 3rd RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x2ca7f4, 0x60000000 ] # Fixes 4th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x76f68c, 0x60000000 ] # Fixes 5th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x9cf568, 0x60000000 ] # Fixes 6th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x770000, 0x60000000 ] # Fixes 7th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x91b0a8, 0x60000000 ] # Fixes 8th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x91b134, 0x60000000 ] # Fixes 9th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x770130, 0x60000000 ] # Fixes 10th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x7701f8, 0x60000000 ] # Fixes 11th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x7703d8, 0x60000000 ] # Fixes 12th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x9ce48c, 0x60000000 ] # Fixes 13th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0xa71538, 0x60000000 ] # Fixes 14th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0xa7159c, 0x60000000 ] # Fixes 15th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x7306b0, 0x60000000 ] # Fixes 16th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x76f8bc, 0x60000000 ] # Fixes 17th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x738a48, 0x60000000 ] # Fixes 18th RSX Trap Error in the Hotel Elevator/Underground Tunnel
    - [ be32, 0x738a48, 0x60000000 ] # Fixes 19th RSX Trap Error in the Underground Tunnel
    - [ be32, 0xa7159c, 0x60000000 ] # Fixes 20th RSX Trap Error in the Underground Tunnel
 
PPU-9df60dc1aa5005a0c80e9066e4951dc0471553e6:
  Title: "The Last of Us"
  Serials: BCES01584 (v1.00), BCES01585 (v1.00), BCUS98174 (v1.00), BCJS37010 (v1.00)
  Patches:
    Disable in-built MLAA:
      Author: Whatcookie
      Notes: Allows for the use of Resolution Scaling in the title and also improves performance. However, please note that this patch causes a few issues such as the subchapter "The Cargo" only showing a blackscreen, incorrect bloom effect and the hearing feature no longer working. However, the first two issues can be addressed with the post-processing patch below.
      Version: 1.0
      Patch:
        - [ load, *tlou100_mlaa ]
    Post-processing modes:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes: This patch addresses issues caused by the MLAA patch such as the subchapter "The Cargo" only showing a blackscreen and incorrect bloom effect.
      Version: 1.0
      Patch:
        - [ load, *tlou100_post ]
    Disable Mesh trimming:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou100_mesh ]
    Disable SSAO:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou100_ssao ]
    Disable Motion Blur:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou100_mb ]
    Disable Depth of Field:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou100_dof ]
    Depth buffer viewport:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou100_dbv ]
    Depth border fix:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou100_dbf ]
    Depth buffer:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou100_db ]
    Speedboost:
      Author: ZEROx, illusion
      Notes: Improves performance in certain areas. May cause issues.
      Version: 1.0
      Patch:
        - [ load, *tlou100_speed ]
    Disable RSX trap errors:
      Author: Aphelion Gaming
      Notes: Disables most fatal RSX trap errors encountered while playing the game. However, this patch must be disabled after the elevator scene in the hotel chapter, as they cause a black screen immediately after you get past the trap error trigger spots and reach the autosave point.
      Version: 1.0
      Patch:
        - [ load, *tlou100_trap ]
 
PPU-120fb71f7352d62521c639b0e99f960018c10a56:
  Title: "The Last of Us"
  Serials: BCES01584 (v1.11), BCES01585 (v1.11), BCUS98174 (v1.11), BCJS37010 (v1.11)
  Patches:
    Disable in-built MLAA:
      Author: Whatcookie
      Notes: Allows for the use of Resolution Scaling in the title and also improves performance. However, please note that this patch causes a few issues such as the subchapter "The Cargo" only showing a blackscreen, incorrect bloom effect and the hearing feature no longer working. However, the first two issues can be addressed with the post-processing patch below.
      Version: 1.0
      Patch:
        - [ load, *tlou111_mlaa ]
    Post-processing modes:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes: This patch addresses issues caused by the MLAA patch such as the subchapter "The Cargo" only showing a blackscreen and incorrect bloom effect.
      Version: 1.0
      Patch:
        - [ load, *tlou111_post ]
    Disable Mesh trimming:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou111_mesh ]
    Disable SSAO:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou111_ssao ]
    Disable Motion Blur:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou111_mb ]
    Disable Depth of Field:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou111_dof ]
    Depth buffer viewport:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou111_dbv ]
    Depth border fix:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou111_dbf ]
    Depth buffer:
      Author: JohnHolmesII, ZEROx, illusion, Juhn
      Notes:
      Version: 1.0
      Patch:
        - [ load, *tlou111_db ]
    Speedboost:
      Author: ZEROx, illusion
      Notes: Improves performance in certain areas. May cause issues.
      Version: 1.0
      Patch:
        - [ load, *tlou111_speed ]
    Disable RSX trap errors:
      Author: Aphelion Gaming
      Notes: Disables most fatal RSX trap errors encountered while playing the game. However, this patch must be disabled after the elevator scene in the hotel chapter, as they cause a black screen immediately after you get past the trap error trigger spots and reach the autosave point.
      Version: 1.0
      Patch:
        - [ load, *tlou111_trap ]
</syntaxhighlight>
 
==Uncharted: Drake's Fortune==
<syntaxhighlight lang="yaml">
Anchor:
  uc1_Disc_100_mb: &uc1_Disc_100_mb
    - [ be32, 0x000ec2a8, 0x995d0074 ] # disable motion blur    (mem address: 0x042974A)
 
  uc1_Disc_100_dof: &uc1_Disc_100_dof
    - [ be32, 0x000ec2a0, 0x995d0072 ] # disable depth of field (mem address: 0x042974C)
 
  uc1_Disc_110_mb: &uc1_Disc_110_mb
    - [ be32, 0x000e5284, 0x995d0074 ] # disable motion blur    (mem address: 0x0BB43DA)
 
  uc1_Disc_110_dof: &uc1_Disc_110_dof
    - [ be32, 0x000e527c, 0x995d0072 ] # disable depth of field (mem address: 0x0BB43DC)
 
  uc1_PSN_mb: &uc1_PSN_mb
    - [ be32, 0x000e5234, 0x995d0074 ] # disable motion blur    (mem address: 0x0BB321A)
 
  uc1_PSN_dof: &uc1_PSN_dof
    - [ be32, 0x000e522c, 0x995d0072 ] # disable depth of field (mem address: 0x0BB321C)
 
PPU-8007056e52279bea26c15669d1ee08c2df321d00:
  Title: "Uncharted: Drake's Fortune"
  Serials: BCES00065 (v1.00), BCUS98103 (v1.00)
  Patches:
    Disable Motion Blur:
      Author: illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc1_Disc_100_mb ]
    Disable Depth of Field:
      Author: illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc1_Disc_100_dof ]
 
PPU-8363904e0b8fc276380a8f0e158dd81d7a9cefc5:
  Title: "Uncharted: Drake's Fortune"
  Serials: BCES00065 (v1.01), BCUS98103 (v1.10)
  Patches:
    Disable Motion Blur:
      Author: illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc1_Disc_110_mb ]
    Disable Depth of Field:
      Author: illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc1_Disc_110_dof ]
 
PPU-3488cb6c2a7178978b5044b09c7c7ef8397440c0:
  Title: "Uncharted: Drake's Fortune"
  Serials: NPEA00363, NPUA80697
  Patches:
    Disable Motion Blur:
      Author: illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc1_PSN_mb ]
    Disable Depth of Field:
      Author: illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc1_PSN_dof ]
</syntaxhighlight>
 
==Uncharted 2: Among Thieves==
<syntaxhighlight lang="yaml">
Anchor:
  # Note: Unlike Uncharted 3 and TLoU, Uncharted 2 doesn't change the initial address.
  uc2_Disc_100_60FPS: &uc2_Disc_100_60FPS
    - [ be32, 0x000c9250, 0x91630008 ] # Framelock: 1 (60 FPS Limit)            (mem address: 0x0E9B5FB)
 
  uc2_Disc_100_UnlockFPS: &uc2_Disc_100_UnlockFPS
    - [ be32, 0x000c9250, 0x91830008 ] # Framelock: 0 (No FPS Limit)            (mem address: 0x0E9B5FB)
 
  uc2_Disc_100_ssao: &uc2_Disc_100_ssao
    - [ be32, 0x000c9370, 0x9b830052 ] # Disable SSAO                            (mem address: 0x0E9B642)
 
  uc2_Disc_100_dof: &uc2_Disc_100_dof
    - [ be32, 0x000c93c4, 0x9b830061 ] # Disable depth of field                  (mem address: 0x0E9B651)
 
  uc2_Disc_100_post: &uc2_Disc_100_post
    - [ be32, 0x000c93ec, 0x9b830078 ] # Disable Post on SPU                    (mem address: 0x0E9B668)
 
  uc2_Disc_100_light: &uc2_Disc_100_light
    - [ be32, 0x000c962c, 0x9b830374 ] # Disable Spu lightning                  (mem address: 0x0E9B964)
 
  uc2_Disc_100_stencil: &uc2_Disc_100_stencil
    - [ be32, 0x000c9630, 0x9b630375 ] # Enable stencil buffer for gpu lightning (mem address: 0x0E9B965)
 
  uc2_Disc_100_mesh: &uc2_Disc_100_mesh
    - [ be32, 0x0072ec3c, 0x99490004 ] # Disable mesh trimming                  (mem address: 0x0F995D0)
 
  uc2_Disc_100_mb: &uc2_Disc_100_mb
    - [ be32, 0x000c93c0, 0x9b83005f ] # Disable Motion blur                    (mem address: 0x0E9B64F)
 
  uc2_Disc_100_vmb: &uc2_Disc_100_vmb
    - [ be32, 0x000c961c, 0x9b8302a4 ] # Disable Velocity motion blur            (mem address: 0x0E9B894)
 
  # Note: Unlike Uncharted 3 and TLoU, Uncharted 2 doesn't change the initial address.
  uc2_Disc_109_60FPS: &uc2_Disc_109_60FPS
    - [ be32, 0x000c26f0, 0x91630008 ] # Framelock: 1 (60 FPS Limit)            (mem address: 0x0E9C1FB)
 
  uc2_Disc_109_UnlockFPS: &uc2_Disc_109_UnlockFPS
    - [ be32, 0x000c26f0, 0x91830008 ] # Framelock: 0 (No FPS Limit)            (mem address: 0x0E9C1FB)
 
  uc2_Disc_109_ssao: &uc2_Disc_109_ssao
    - [ be32, 0x000c2810, 0x9b830052 ] # Disable SSAO                            (mem address: 0x0E9C242)
 
  uc2_Disc_109_dof: &uc2_Disc_109_dof
    - [ be32, 0x000c2864, 0x9b830061 ] # Disable depth of field                  (mem address: 0x0E9C251)
 
  uc2_Disc_109_post: &uc2_Disc_109_post
    - [ be32, 0x000c288c, 0x9b830078 ] # Disable Post on SPU                    (mem address: 0x0E9C268)
 
  uc2_Disc_109_light: &uc2_Disc_109_light
    - [ be32, 0x000c2ad2, 0x9b830374 ] # Disable Spu lightning                  (mem address: 0x0E9C564)
 
  uc2_Disc_109_stencil: &uc2_Disc_109_stencil
    - [ be32, 0x000c2ad4, 0x9b630375 ] # Enable stencil buffer for gpu lightning (mem address: 0x0E9C565)
 
  uc2_Disc_109_mesh: &uc2_Disc_109_mesh
    - [ be32, 0x0072d44c, 0x99490004 ] # Disable mesh trimming                  (mem address: 0x0F9BFD0)
 
  uc2_Disc_109_mb: &uc2_Disc_109_mb
    - [ be32, 0x000c2860, 0x9b83005f ] # Disable Motion blur                    (mem address: 0x0E9C24F)
 
  uc2_Disc_109_vmb: &uc2_Disc_109_vmb
    - [ be32, 0x000c2ac0, 0x9b8302a4 ] # Disable Velocity motion blur            (mem address: 0x0E9C494)
 
  # Note: Unlike Uncharted 3 and TLoU, Uncharted 2 doesn't change the initial address.
  uc2_PSN_60FPS: &uc2_PSN_60FPS
    - [ be32, 0x000c2bb8, 0x91630008 ] # Framelock: 1 (60 FPS Limit)            (mem address: 0x0E9C1FB)
 
  uc2_PSN_UnlockFPS: &uc2_PSN_UnlockFPS
    - [ be32, 0x000c2bb8, 0x91830008 ] # Framelock: 0 (No FPS Limit)            (mem address: 0x0E9C1FB)
 
  uc2_PSN_ssao: &uc2_PSN_ssao
    - [ be32, 0x000c2cd8, 0x9b830052 ] # Disable SSAO                            (mem address: 0x0E9C242)
 
  uc2_PSN_dof: &uc2_PSN_dof
    - [ be32, 0x000c2d2c, 0x9b830061 ] # Disable depth of field                  (mem address: 0x0E9C251)
 
  uc2_PSN_post: &uc2_PSN_post
    - [ be32, 0x000c2d54, 0x9b830078 ] # Disable Post on SPU                    (mem address: 0x0E9C268)
 
  uc2_PSN_light: &uc2_PSN_light
    - [ be32, 0x000c2f98, 0x9b830374 ] # Disable Spu lightning                  (mem address: 0x0E9C564)
 
  uc2_PSN_stencil: &uc2_PSN_stencil
    - [ be32, 0x00c2f9c, 0x9b630375 ]  # Enable stencil buffer for gpu lightning (mem address: 0x0E9C565)
 
  uc2_PSN_mesh: &uc2_PSN_mesh
    - [ be32, 0x0072d394, 0x99490004 ] # Disable mesh trimming                  (mem address: 0x0F9BFD0)
 
  uc2_PSN_mb: &uc2_PSN_mb
    - [ be32, 0x000c2d28, 0x9b83005f ] # Disable Motion blur                    (mem address: 0x0E9C24F)
 
  uc2_PSN_vmb: &uc2_PSN_vmb
    - [ be32, 0x000c2f88, 0x9b8302a4 ] # Disable Velocity motion blur            (mem address: 0x0E9C494)
 
  # Note: Unlike Uncharted 3 and TLoU, Uncharted 2 doesn't change the initial address.
  uc2_Demo_60FPS: &uc2_Demo_60FPS
    - [ be32, 0x000c94a0, 0x91630008 ] # Framelock: 1 (60 FPS Limit)
 
  uc2_Demo_UnlockFPS: &uc2_Demo_UnlockFPS
    - [ be32, 0x000c94a0, 0x91830008 ] # Framelock: 0 (No FPS Limit)
 
  uc2_Demo_ssao: &uc2_Demo_ssao
    - [ be32, 0x000c95c0, 0x9b830052 ] # Disable SSAO
 
  uc2_Demo_dof: &uc2_Demo_dof
    - [ be32, 0x000c9614, 0x9b830061 ] # Disable depth of field
 
  uc2_Demo_post: &uc2_Demo_post
    - [ be32, 0x000c963c, 0x9b830078 ] # Disable Post on SPU
 
  uc2_Demo_light: &uc2_Demo_light
    - [ be32, 0x000c987c, 0x9b830374 ] # Disable Spu lightning
 
  uc2_Demo_stencil: &uc2_Demo_stencil
    - [ be32, 0x000c9880, 0x9b630375 ] # Enable stencil buffer for gpu lightning
 
  uc2_Demo_mesh: &uc2_Demo_mesh
    - [ be32, 0x0030624c, 0x99490004 ] # Disable mesh trimming
 
  uc2_Demo_mb: &uc2_Demo_mb
    - [ be32, 0x000c9610, 0x9b83005f ] # Motion blur
 
  uc2_Demo_vmb: &uc2_Demo_vmb
    - [ be32, 0x000c986c, 0x9b8302a4 ] # Velocity motion blur
 
PPU-7b8a70c24456205b776915643a2acacb6ef6ea56:
  Title: "Uncharted 2: Among Thieves"
  Serials: BCES00509 (v1.00), BCES00757 (v1.00), BCUS98123 (v1.00)
  Patches:
    60 FPS:
      Author: ZEROx, illusion
      Notes: Raise maximum framerate cap to 60FPS.
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_60FPS ]
    Unlock FPS:
      Author: ZEROx, illusion
      Notes: Completely removes maximum framerate cap.
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_UnlockFPS ]
    Disable SSAO:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_ssao ]
    Disable Depth of Field:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_dof ]
    Disable SPU Post-processing:
      Author: ZEROx, illusion
      Notes: To use scaling correctly for this game you must set Resolution Scale Threshold to 1x1, otherwise some effects like lens flare wil be missing, and all Treasures will be invisible.
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_post ]
    Disable SPU lightning:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_light ]
    Enable stencil buffer for GPU lightning:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_stencil ]
    Disable Mesh trimming:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_mesh ]
    Disable Motion Blur:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_mb ]
    Disable Velocity Motion Blur:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_100_vmb ]
 
PPU-a3a5789c12711291dfe16a7d5d81c906d2b4c0c2:
  Title: "Uncharted 2: Among Thieves"
  Serials: BCES00509 (v1.09), BCES00757 (v1.09), BCUS98123 (v1.09)
  Patches:
    60 FPS:
      Author: ZEROx, illusion
      Notes: Raise maximum framerate cap to 60FPS.
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_60FPS ]
    Unlock FPS:
      Author: ZEROx, illusion
      Notes: Completely removes maximum framerate cap.
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_UnlockFPS ]
    Disable SSAO:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_ssao ]
    Disable Depth of Field:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_dof ]
    Disable SPU Post-processing:
      Author: ZEROx, illusion
      Notes: To use scaling correctly for this game you must set Resolution Scale Threshold to 1x1, otherwise some effects like lens flare wil be missing, and all Treasures will be invisible.
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_post ]
    Disable SPU lightning:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_light ]
    Enable stencil buffer for GPU lightning:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_stencil ]
    Disable Mesh trimming:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_mesh ]
    Disable Motion Blur:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_mb ]
    Disable Velocity Motion Blur:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Disc_109_vmb ]
 
PPU-599461c6c88935ff0ed26ef20e649c8c38b7be9c:
  Title: "Uncharted 2: Among Thieves"
  Serials: NPEA00365 (v1.10), NPUA80698 (v1.10)
  Patches:
    60 FPS:
      Author: ZEROx, illusion
      Notes: Raise maximum framerate cap to 60FPS.
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_60FPS ]
    Unlock FPS:
      Author: ZEROx, illusion
      Notes: Completely removes maximum framerate cap.
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_UnlockFPS ]
    Disable SSAO:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_ssao ]
    Disable Depth of Field:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_dof ]
    Disable SPU Post-processing:
      Author: ZEROx, illusion
      Notes: To use scaling correctly for this game you must set Resolution Scale Threshold to 1x1, otherwise some effects like lens flare wil be missing, and all Treasures will be invisible.
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_post ]
    Disable SPU lightning:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_light ]
    Enable stencil buffer for GPU lightning:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_stencil ]
    Disable Mesh trimming:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_mesh ]
    Disable Motion Blur:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_mb ]
    Disable Velocity Motion Blur:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_PSN_vmb ]
 
PPU-bfee77256ce53064051a6b0ec9d292e75284aad4:
  Title: "Uncharted 2: Among Thieves"
  Serials: NPEA90055
  Patches:
    60 FPS:
      Author: ZEROx, illusion
      Notes: Raise maximum framerate cap to 60FPS.
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_60FPS ]
    Unlock FPS:
      Author: ZEROx, illusion
      Notes: Completely removes maximum framerate cap.
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_UnlockFPS ]
    Disable SSAO:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_ssao ]
    Disable Depth of Field:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_dof ]
    Disable SPU Post-processing:
      Author: ZEROx, illusion
      Notes: To use scaling correctly for this game you must set Resolution Scale Threshold to 1x1, otherwise some effects like lens flare wil be missing, and all Treasures will be invisible.
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_post ]
    Disable SPU lightning:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_light ]
    Enable stencil buffer for GPU lightning:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_stencil ]
    Disable Mesh trimming:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_mesh ]
    Disable Motion Blur:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_mb ]
    Disable Velocity Motion Blur:
      Author: ZEROx, illusion
      Notes:
      Version: 1.2
      Patch:
        - [ load, *uc2_Demo_vmb ]
</syntaxhighlight>


==Uncharted 3: Drake's Deception==
==Patch format==
<syntaxhighlight lang="yaml">
Below are the various types of patch structures that can be used in RPCS3. It starts with the basic format and then showcases various other complex structures that can be used. In case of any doubts, you can refer to over 100 patches present in our patch repository for guidance.
Anchor:
  uc3_100_FPS: &uc3_100_FPS
    - [ be32, 0x0093b348, 0x90e30034 ] #FPS 
    - [ be32, 0x0093b34c, 0x90e30038 ] #Unlock
 
  uc3_100_mlaa: &uc3_100_mlaa
    - [ be32, 0x00720340, 0x480009ac ] # unconditonally branch to disable MLAA
 
  # This patch cycles through various post-processing modes. Values accepted are:
  #    0 = None
  #    1 = Bloom
  #    2 = Depth of Field
  #    3 = ??? (Tonemapping)
  #    4 = Bloom & Depth of Field
  #    5 = Bloom & Depth of Field & Tonemapping (Default)
 
  uc3_100_post: &uc3_100_post
    - [ be32, 0x0093acd4, 0x39000003 ] # Post-Processing modes  (mem address: 0x1346D47)
 
  uc3_100_mesh: &uc3_100_mesh
    - [ be32, 0x0073f05c, 0x980b0004 ] # Disable mesh trimming  (mem address: 0x12C3940)
 
  # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine,
  #    r6  = 2
  #    r27 = 1
  #    r28 = 0
  # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the
  # source register from one to the other, though some are words and some are bytes, so be careful.
 
  uc3_100_ssao: &uc3_100_ssao
    - [ be32, 0x0093b3ac, 0x9b830057 ] # Disable SSAO          (mem address: 0x1346DBF)
 
  uc3_100_dof: &uc3_100_dof
    - [ be32, 0x0093b430, 0x9b83007a ] # Disable Depth of Field (mem address: 0x1346DE2)
 
  uc3_100_speed: &uc3_100_speed
    - [ be32, 0x0093b44c, 0x9b830081 ] # Speedup (WCB)          (mem address: 0x1346DE9)
 
  uc3_100_dbv: &uc3_100_dbv
    - [ be32, 0x0093b6b8, 0x9b6302f9 ] # Depth buffer viewport  (mem address: 0x1347061)
 
  uc3_100_dbf: &uc3_100_dbf
    - [ be32, 0x0093b6f8, 0x9b83031d ] # Depth border fix      (mem address: 0x1347085)
 
  uc3_100_db: &uc3_100_db
    - [ be32, 0x0093b704, 0x90e303ec ] # Depth buffer          (mem address: 0x1347157)
 
  uc3_110_mlaa: &uc3_110_mlaa
    - [ be32, 0x00728cac, 0x480009ac ] # unconditonally branch to disable MLAA
 
  uc3_110_mb: &uc3_110_mb
    - [ be32, 0x00779ff0, 0x480008b0 ] # Disable
    - [ be32, 0x0077aacc, 0x480000c4 ] # motion
    - [ be32, 0x00a411ac, 0x480001a4 ] # blur
 
  # This patch cycles through various post-processing modes. Values accepted are:
  #    0 = None
  #    1 = Bloom
  #    2 = Depth of Field
  #    3 = ??? (Tonemapping)
  #    4 = Bloom & Depth of Field
  #    5 = Bloom & Depth of Field & Tonemapping (Default)
 
  uc3_110_post: &uc3_110_post
    - [ be32, 0x0094d0b8, 0x39000003 ] # Post Processing mode  (mem address: 0x1376F77)
 
  uc3_110_mesh: &uc3_110_mesh
    - [ be32, 0x00747b0c, 0x980b0004 ] # Disable mesh trimming  (mem address: 0x12D5A70)
 
  # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine,
  #    r6  = 2
  #    r27 = 1
  #    r28 = 0
  # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the
  # source register from one to the other, though some are words and some are bytes, so be careful.
 
  uc3_110_ssao: &uc3_110_ssao
    - [ be32, 0x0094d790, 0x9b830057 ] # Disable SSAO          (mem address: 0x1376FEF)
 
  uc3_110_dof: &uc3_110_dof
    - [ be32, 0x0094d814, 0x9b83007a ] # Disable Depth of Field (mem address: 0x1377012)
 
  uc3_110_speed: &uc3_110_speed
    - [ be32, 0x0094d830, 0x9b830081 ] # Speedup (WCB)          (mem address: 0x1377019)
 
  uc3_110_dbv: &uc3_110_dbv
    - [ be32, 0x0094da9c, 0x9b6302f9 ] # Depth buffer viewport  (mem address: 0x1377291)
 
  uc3_110_dbf: &uc3_110_dbf
    - [ be32, 0x0094dadc, 0x9b83031d ] # Depth border fix      (mem address: 0x13772B5)
 
  uc3_110_db: &uc3_110_db
    - [ be32, 0x0094dae8, 0x90e303ec ] # Depth buffer = 2      (mem address: 0x1377387)
 
  uc3_119_FPS: &uc3_119_FPS
    - [ be32, 0x0096e980, 0x3b6000da ] #FPS
    - [ be32, 0x0096e97c, 0x48000040 ] #Unlock
 
  uc3_119_mlaa: &uc3_119_mlaa
    - [ be32, 0x0073a1d8, 0x480009ac ] # unconditonally branch to disable MLAA
 
  uc3_119_mb: &uc3_119_mb
    - [ be32, 0x0078a608, 0x480008b0 ] # Disable
    - [ be32, 0x0078b0e4, 0x480000c4 ] # motion
    - [ be32, 0x00a6b8e8, 0x480001a4 ] # blur
 
  # This patch cycles through various post-processing modes. Values accepted are:
  #    0 = None
  #    1 = Bloom
  #    2 = Depth of Field
  #    3 = ??? (Tonemapping)
  #    4 = Bloom & Depth of Field
  #    5 = Bloom & Depth of Field & Tonemapping (Default)
 
  uc3_119_post: &uc3_119_post
    - [ be32, 0x0096e308, 0x39000003 ] # Post Processing mode  (mem address: 0x1386547)
 
  uc3_119_mesh: &uc3_119_mesh
    - [ be32, 0x0075811c, 0x980b0004 ] # Disable mesh trimming  (mem address: 0x12E0DF0)
 
  # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine,
  #    r6  = 2
  #    r27 = 1
  #    r28 = 0
  # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the
  # source register from one to the other, though some are words and some are bytes, so be careful.
 
  uc3_119_ssao: &uc3_119_ssao
    - [ be32, 0x0096e9e0, 0x9b830057 ] # Disable SSAO          (mem address: 0x13865BF)
 
  uc3_119_dof: &uc3_119_dof
    - [ be32, 0x0096ea64, 0x9b83007a ] # Disable Depth of Field (mem address: 0x13865E2)
 
  uc3_119_speed: &uc3_119_speed
    - [ be32, 0x0096ea80, 0x9b830081 ] # Speedup (WCB)          (mem address: 0x13865E9)
 
  uc3_119_dbv: &uc3_119_dbv
    - [ be32, 0x0096ecec, 0x9b6302f9 ] # Depth buffer viewport  (mem address: 0x1386861)
 
  uc3_119_dbf: &uc3_119_dbf
    - [ be32, 0x0096ed2c, 0x9b83031d ] # Depth border fix      (mem address: 0x1386885)
 
  uc3_119_db: &uc3_119_db
    - [ be32, 0x0096ed38, 0x90e303ec ] # Depth buffer = 2      (mem address: 0x1386957)


PPU-49c96996b6f3c0b32422375978c41e0c7ed95183:
===Template syntax===
  Title: "Uncharted 3: Drake's Deception"
<pre>
  Serials: BCES01175 (v1.00), BCUS98233 (v1.00)
{{patch
  Patches:
|type    = <!-- PPU, SPU, Canary -->
    Unlock FPS:
|version = 1.2
      Author: superepic31
|content =
      Notes: Haven't tested how this affects cutscenes.
<!-- Enter actual patch here (see below for format). Remember to delete this comment. -->
      Version: 1.0
}}
      Patch:
</pre>
        - [ load, *uc3_100_FPS ]
    Disable in-built MLAA:
      Author: Whatcookie
      Notes: Allows for the use of Resolution Scaling in the title and also improves performance. However, please note that this patch causes a few issues such as incorrect bloom effect. However, this issues can be addressed with the post-processing patch below.
      Version: 1.0
      Patch:
        - [ load, *uc3_100_mlaa ]
    Post-processing modes:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_100_post ]
    Disable Mesh trimming:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_100_mesh ]
    Disable SSAO:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_100_ssao ]
    Disable Depth of Field:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_100_dof ]
    Performance (WCB):
      Author: ZEROx, illusion
      Notes: Enable this patch if you are using "Write Color Buffers" to restore performance.
      Version: 1.0
      Patch:
        - [ load, *uc3_100_speed ]
    Depth buffer viewport:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_100_dbv ]
    Depth border fix:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_100_dbf ]
    Depth buffer:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_100_db ]


PPU-664fb0e4a94c62c15a6474841c202fb2bf80ce16:
===Parameters===
  Title: "Uncharted 3: Drake's Deception"
The following are the valid parameters of the Patch structure ('''required entries are in bold'''):
  Serials: BCES01670 (v1.10)
{| class="wikitable"
  Patches:
| '''''PPU/SPU executable hash''''' || This is the 40 character unique to help identify the game's executable file. It will have the prefix <code>PPU-</code> or <code>SPU-</code>. Please find the instructions to identify the hash [[#How to identify the PPU/SPU executable hash|here]].
    Unlock FPS:
|-
      Author: superepic31
| '''''PatchName''''' || This field needs to be replaced with the name of the patch (e.g. 60 FPS patch, Disable MLAA, Infinite Ammo, etc.).
      Notes: Haven't tested how this affects cutscenes.
|-
      Version: 1.0
| ''GameName'' || This field needs to be replaced with the name of the game (e.g. Persona 5, The Last of Us, etc.). To the extent possible, ensure that this matches to the title of game page on the wiki. Deviation on account of special editions or demos are allowed and will be reviewed on a case-to-case basis. In case of a global patch that is to be applied to all games, mention <code>All</code>.
      Patch:
|-
        - [ load, *uc3_110_FPS ]
| '''''GameID''''' || This field needs to be replaced with the Serial of the game (e.g. BLUS23053, NPEB54673, etc.).
    Disable Motion Blur:
|-
      Author: ZEROx
| '''''GameVersion''''' || This field needs to be replaced with the version number of the game as follows:
      Notes:
: ''Actual version'' - If you are sure of the version number of your game, mention the same (for e.g. v1.01 is to be written as <code>01.01</code>).
      Version: 1.0
: ''All'' - If you are unsure of the version and the game has only a single known version, mention <code>All</code>.
      Patch:
|-
        - [ load, *uc3_110_mb ]
| ''Author'' || Fill in the name of the authors of the patch.
    Post-processing modes:
|-
      Author: ZEROx, illusion
| ''Notes'' || Fill in any relevant information that needs to be communicated to the user of the patches. Any special settings or drawbacks to the patches needs to be mentioned here.
      Notes:
|-
      Version: 1.0
| ''Group'' || This field is used when there are multiple patches for a game that cannot be enabled at the same time. Using the same '''Group''' for these patches will ensure that only one can be enabled at a time (for e.g. mention <code>FPS</code> when both 60 FPS and 120 FPS patches are available for the same game). This only applies to patches present under the same ''PPU/SPU executable hash''.
      Patch:
|-
        - [ load, *uc3_110_post ]
| ''Patch Version'' || Fill in the version number of the patch (for e.g. v1.1 is to be written as <code>1.1</code>). This version number needs to be incremented every time a significant change has been made.
    Disable Mesh trimming:
|-
      Author: ZEROx, illusion
| '''''Patch''''' || This field will contain the actual patch code.
      Notes:
|-
      Version: 1.0
| ''Anchors'' || This field can be used to when the same patch code is to be used for multiple patches. A unique ''AnchorDesc'' needs to be declared and then called in the Patch field of every patch that uses it. Please see an example of its use in the formats below.
      Patch:
|}
        - [ load, *uc3_110_mesh ]
    Disable SSAO:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_110_ssao ]
    Disable Depth of Field:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_110_dof ]
    Performance (WCB):
      Author: ZEROx, illusion
      Notes: Enable this patch if you are using "Write Color Buffers" to restore performance.
      Version: 1.0
      Patch:
        - [ load, *uc3_110_speed ]
    Depth buffer viewport:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_110_dbv ]
    Depth border fix:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_110_dbf ]
    Depth buffer:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_110_db ]


PPU-02a88c3c6cd415b0bb81f1606bc743835881a4ba:
===Standard format===
   Title: "Uncharted 3: Drake's Deception"
<pre>
  Serials: BCES01175 (v1.19), BCES01670 (v1.19), BCUS98233 (v1.19)
PPU-0000000000000000000000000000000000000000:
  Patches:
   "PatchName":
     Unlock FPS:
     Games:
       Author: superepic31
       "GameName":
      Notes: Haven't tested how this affects cutscenes.
         GameID: [ GameVersion ]
      Version: 1.0
     Author:  
      Patch:
     Notes:  
         - [ load, *uc3_119_FPS ]
     Patch Version:  
    Disable in-built MLAA:
     Patch:
      Author: Whatcookie
       - [ Patch ]
      Notes: Allows for the use of Resolution Scaling in the title and also improves performance. However, please note that this patch causes a few issues such as incorrect bloom effect. However, this issues can be addressed with the post-processing patch below.
</pre>
      Version: 1.0
      Patch:
        - [ load, *uc3_119_mlaa ]
     Disable Motion Blur:
      Author: ZEROx
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_119_mb ]
     Post-processing modes:
      Author: ZEROx, illusion
      Notes:  
      Version: 1.0
      Patch:
        - [ load, *uc3_119_post ]
     Disable Mesh trimming:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_119_mesh ]
    Disable SSAO:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_119_ssao ]
     Disable Depth of Field:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_119_dof ]
    Performance (WCB):
      Author: ZEROx, illusion
      Notes: Enable this patch if you are using "Write Color Buffers" to restore performance.
       Version: 1.0
      Patch:
        - [ load, *uc3_119_speed ]
    Depth buffer viewport:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_119_dbv ]
    Depth border fix:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_119_dbf ]
    Depth buffer:
      Author: ZEROx, illusion
      Notes:
      Version: 1.0
      Patch:
        - [ load, *uc3_119_db ]
</syntaxhighlight>


==Unreal Tournament 3==
===Using anchor (for large patches)===
<syntaxhighlight lang="yaml">
<pre>
Anchor:
Anchors:
   UT3_FPS: &UT3_FPS
   AnchorDesc: &AnchorDesc
    - [ be32, 0x00010c70, 0x60000000 ]
     - [ Patch ]
    - [ be32, 0x00010cc8, 0x60000000 ]
    - [ be32, 0x003b79e8, 0x60000000 ]
    - [ be32, 0x003b7a4c, 0x60000000 ]
     - [ be32, 0x003b7a58, 0x60000000 ]


PPU-d4452078fad5d1d71a6ccb30d8349259749f38e7:
PPU-0000000000000000000000000000000000000000:
   Title: "Unreal Tournament 3"
   "PatchName":
  Serials: BLES00200 (v2.00)
    Games:
  Patches:
      "GameName":
    Unlock FPS:
        GAME00000: [ GameVersion ]
      Author: Whatcookie
    Author:  
      Notes: Maximum framerate with the patch is half the Vblank frequency. Without the patch, adjusting Vblank frequency increases the maximum framerate up to about 57FPS.
    Notes:  
      Version: 1.0
    Patch Version:  
      Patch:
    Patch:
        - [ load, *UT3_FPS ]
      - [ load, *AnchorDesc ]
</syntaxhighlight>
</pre>


==WipEout HD==
===Multiple GameIDs and Patches===
<syntaxhighlight lang="yaml">
<pre>
PPU-0e95b58ae209a37060f3388434b59bcce8a708ab:
PPU-0000000000000000000000000000000000000000:
   Title: "WipEout HD"
   "PatchName1":
  Serials: NPEA00057 (v2.51)
    Games:
  Patches:
      "GameName":
    21:9 Aspect Ratio:
        GAME00000: [ GameVersion ]
      Author: Esppiral
        GAME00001: [ GameVersion ]
      Notes:  
    Author:  
      Version: 1.0
    Notes:  
       Patch:
    Group:
         - [ be32, 0x7E4190, 0x4017B9AA ] # 21:9 Aspect Ratio
    Patch Version:  
        - [ be32, 0x7EB4A4, 0x4017B9AA ] # Render Fix
    Patch:
</syntaxhighlight>
       - [ Patch ]
  "PatchName2":
    Games:
      "GameName":
         GAME00000: [ GameVersion ]
        GAME00001: [ GameVersion ]
    Author:
    Notes:
    Group:
    Patch Version:
    Patch:
      - [ Patch ]
</pre>

Latest revision as of 01:42, 19 August 2023

This page aims to provide all information relating to RPCS3's patch system.

  • The Main subpage lists the current PPU patches available for RPCS3's game patching system.
  • The SPU subpage lists the general-use SPU patches available for RPCS3's game patching system.
  • The Canary subpage lists patches that are severely buggy, in-development, or circumvent emulation bugs. These patches are not shipped with RPCS3's patch download functionality.

Using game patches

The simplest way to enable patches in RPCS3 is as follows:

  1. Boot RPCS3
  2. Select Manage > Game Patches to access the Patch Manager.
  3. Click the Download latest patches button and the emulator will automatically fetch the latest version of available patches.
  4. Navigate to the patch you wish to enable and tick the checkbox corresponding to the patch. You may want to tick the check box Only show owned games to make navigation simpler.
  5. Click Save and boot the game.

Manually adding custom patches

There are many patches that aren't shipped with the automatic download facility due to them being canary patches, privately-shared patches, or otherwise missing from the Wiki. These patches can be added to RPCS3 in the following manner:

  1. Open your preferred text editor (e.g: VSCode, Sublime, Notepad++).
  2. Add the text Version: 1.2 as the first line. Do not paste anything else on this line. Hit Enter and move to the next line.
  3. Paste your custom patch from the Canary page or any other source. Ensure that the formatting for these patches are perfect, as the emulator will ignore the patch if it detects any formatting deficiencies.
  4. Click Save and name the file imported_patch.yml. Do NOT change the capitalization or use any other name, RPCS3 will not be able to apply the patches. On Windows, select All files (*.*) as the file type when saving.
  5. Save the file in relevant location:
    Windows:
    <RPCS3 folder>\patches\
    Linux:
    ~/.config/rpcs3/patches/
    MacOS:
    ~/Library/Application Support/rpcs3/patches/
    If you're unable to locate this directory then copy/paste the path shown here into Spotlight and hit Enter.
  6. Navigate to the Patch Manager as mentioned before and tick the checkbox corresponding to the patch you wish to apply.

How to identify the PPU/SPU executable hash

This section is meant for adept users who wish to apply a patch to a different game version. Do not try to edit any of the patches unless you know what you are doing. Please note that you will also have to edit the Title ID and game version information for the modified patch to be applied by the emulator.

To identify the executable hash, follow the instructions mentioned here:

  1. Boot the game for a minute and then close the emulator.
  2. Open RPCS3.log (or just RPCS3 with the Notepad icon).
  3. Search for the string PPU executable hash:.
  4. Copy the value that looks like PPU-b8c34f774adb367761706a7f685d4f8d9d355426. This is the PPU hash of your game.
  5. Open patch.yml with any text editor (e.g: VSCode, Sublime, Notepad++).
  6. Find the existing patch that you wish to modify and copy it to imported_patch.yml. Ensure that you also copy over any anchors that the patch relies on.
  7. Find the existing PPU hash in the patch and replace the same with the PPU hash you obtained in Step 4.

Please note that some games may have multiple PPU executable hashes, and it is up to you to figure out the correct hash to be copied. Also, the same method can be used to extract SPU executable hashes by searching for SPU executable hash: in Step 3.

Patch format

Below are the various types of patch structures that can be used in RPCS3. It starts with the basic format and then showcases various other complex structures that can be used. In case of any doubts, you can refer to over 100 patches present in our patch repository for guidance.

Template syntax

{{patch
|type    = <!-- PPU, SPU, Canary -->
|version = 1.2
|content =
<!-- Enter actual patch here (see below for format). Remember to delete this comment. -->
}}

Parameters

The following are the valid parameters of the Patch structure (required entries are in bold):

PPU/SPU executable hash This is the 40 character unique to help identify the game's executable file. It will have the prefix PPU- or SPU-. Please find the instructions to identify the hash here.
PatchName This field needs to be replaced with the name of the patch (e.g. 60 FPS patch, Disable MLAA, Infinite Ammo, etc.).
GameName This field needs to be replaced with the name of the game (e.g. Persona 5, The Last of Us, etc.). To the extent possible, ensure that this matches to the title of game page on the wiki. Deviation on account of special editions or demos are allowed and will be reviewed on a case-to-case basis. In case of a global patch that is to be applied to all games, mention All.
GameID This field needs to be replaced with the Serial of the game (e.g. BLUS23053, NPEB54673, etc.).
GameVersion This field needs to be replaced with the version number of the game as follows:
Actual version - If you are sure of the version number of your game, mention the same (for e.g. v1.01 is to be written as 01.01).
All - If you are unsure of the version and the game has only a single known version, mention All.
Author Fill in the name of the authors of the patch.
Notes Fill in any relevant information that needs to be communicated to the user of the patches. Any special settings or drawbacks to the patches needs to be mentioned here.
Group This field is used when there are multiple patches for a game that cannot be enabled at the same time. Using the same Group for these patches will ensure that only one can be enabled at a time (for e.g. mention FPS when both 60 FPS and 120 FPS patches are available for the same game). This only applies to patches present under the same PPU/SPU executable hash.
Patch Version Fill in the version number of the patch (for e.g. v1.1 is to be written as 1.1). This version number needs to be incremented every time a significant change has been made.
Patch This field will contain the actual patch code.
Anchors This field can be used to when the same patch code is to be used for multiple patches. A unique AnchorDesc needs to be declared and then called in the Patch field of every patch that uses it. Please see an example of its use in the formats below.

Standard format

PPU-0000000000000000000000000000000000000000:
  "PatchName":
    Games:
      "GameName":
        GameID: [ GameVersion ]
    Author: 
    Notes: 
    Patch Version: 
    Patch:
      - [ Patch ]

Using anchor (for large patches)

Anchors:
  AnchorDesc: &AnchorDesc
    - [ Patch ]

PPU-0000000000000000000000000000000000000000:
  "PatchName":
    Games:
      "GameName":
        GAME00000: [ GameVersion ]
    Author: 
    Notes: 
    Patch Version: 
    Patch:
      - [ load, *AnchorDesc ]

Multiple GameIDs and Patches

PPU-0000000000000000000000000000000000000000:
  "PatchName1":
    Games:
      "GameName":
        GAME00000: [ GameVersion ]
        GAME00001: [ GameVersion ]
    Author: 
    Notes: 
    Group: 
    Patch Version: 
    Patch:
      - [ Patch ]
  "PatchName2":
    Games:
      "GameName":
        GAME00000: [ GameVersion ]
        GAME00001: [ GameVersion ]
    Author: 
    Notes: 
    Group: 
    Patch Version: 
    Patch:
      - [ Patch ]