SoulCalibur V: Difference between revisions

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<!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox
<!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox
|developer = Bandai Namco Games <!-- Project Soul -->
|image    = [[File:{{#setmainimage:SoulCaliburV.jpg}}|300px]]
|developer = Bandai Namco Games<!-- Project Soul -->
|publisher = Bandai Namco Games
|publisher = Bandai Namco Games
|series    = SoulCalibur <!-- delete if not applicable -->
|series    = SoulCalibur
|date      = {{vgregion|NA=January 31, 2012}}{{vgregion|JP=February 2, 2012|EU=February 3, 2012}}
|date      = {{vgregion|NA=January 31, 2012}}{{vgregion|JP=February 2, 2012|EU=February 3, 2012}}
|release  = Console exclusive <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform -->
|release  = Console exclusive<!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform -->
|genre    = Fighting
|genre    = Fighting
|modes    = Single-player, Co-op, Multiplayer <!-- Choose all relevant options: Single-player, Co-op, Multiplayer -->
|modes    = Single-player, Co-op, Multiplayer<!-- Choose all relevant options: Single-player, Co-op, Multiplayer -->
|gameid    = {{gameid|id=BLUS30736, BLES01250, NPEB01363, NPUB31195|ird=Yes}}
|gameid    = {{gameid|id=BLUS30736, BLES01250, NPEB01363|oid=BLJS10115, NPUB31195, NPJB00381|ird=Yes}}
|wikipedia = https://en.wikipedia.org/wiki/Soulcalibur_V
|internal resolution =  
}}
}}


Line 15: Line 16:
Like the previous games in the series, Soulcalibur V is a weapon-based fighting game. Players use high and low vertical and horizontal attacks to damage opposing player characters and can block incoming attacks or parry enemies' moves to gain a tactical advantage. The game features a tweaked "Critical Edge" system, allowing players to fill up a meter and unleash powerful special attacks.
Like the previous games in the series, Soulcalibur V is a weapon-based fighting game. Players use high and low vertical and horizontal attacks to damage opposing player characters and can block incoming attacks or parry enemies' moves to gain a tactical advantage. The game features a tweaked "Critical Edge" system, allowing players to fill up a meter and unleash powerful special attacks.


The game features a variety of gameplay modes. In Story Mode, players take control of the game's protagonist Patroklos and various supporting characters, guiding him through a series of battles divided into 20 episodes. Unlike previous installments, not every character is playable in Story Mode. The game's arcade mode allows players to control any of the game's characters and face six opponents in time trial matches. In addition, the game features Quick Battle mode, which allows players to unlock titles for their online profiles and an extra "Legendary Souls" mode. Like its predecessors, Soulcalibur V also sports variety of multiplayer modes, allowing players to face each other both online and offline. The character creation mode from previous games has also been retained.  
The game features a variety of gameplay modes. In Story Mode, players take control of the game's protagonist Patroklos and various supporting characters, guiding him through a series of battles divided into 20 episodes. Unlike previous installments, not every character is playable in Story Mode. The game's arcade mode allows players to control any of the game's characters and face six opponents in time trial matches. In addition, the game features Quick Battle mode, which allows players to unlock titles for their online profiles and an extra "Legendary Souls" mode. Like its predecessors, Soulcalibur V also sports variety of multiplayer modes, allowing players to face each other both online and offline. The character creation mode from previous games has also been retained.


==Configuration==
==Configuration==
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config
<!-- CPU configuration -->
<!-- CPU configuration -->
|ppu decoder                          = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) -->
|ppu decoder                          = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (LLVM) -->
|ppu decoder notes                    =  
|ppu decoder notes                    =  
|spu decoder                          = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) -->
|spu decoder                          = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (ASMJIT), Recompiler (LLVM) -->
|spu decoder notes                    =  
|spu decoder notes                    =  
|preferred spu threads                = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) -->
|preferred spu threads                = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) -->
Line 28: Line 29:
|thread scheduler                      = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler -->
|thread scheduler                      = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler -->
|thread scheduler notes                =  
|thread scheduler notes                =  
|lower spu thread priority            = <!-- On, Off -->
|lower spu thread priority notes      =
|enable spu loop detection            = <!-- On, Off -->
|enable spu loop detection            = <!-- On, Off -->
|enable spu loop detection notes      =  
|enable spu loop detection notes      =  
|spu cache                            = <!-- On, Off -->
|spu xfloat accuracy                  = <!-- Accurate, Approximate, Relaxed -->
|spu cache notes                      =
|spu xfloat accuracy notes             =  
|accurate xfloat                      = <!-- On, Off -->
|accurate xfloat notes                 =  
|spu block size                        = <!-- Safe, Mega, Giga -->
|spu block size                        = <!-- Safe, Mega, Giga -->
|spu block size notes                  =  
|spu block size notes                  =  
Line 45: Line 42:
|aspect ratio                          = <!-- 4:3, 16:9 -->
|aspect ratio                          = <!-- 4:3, 16:9 -->
|aspect ratio notes                    =  
|aspect ratio notes                    =  
|framelimit                            = <!-- Off, 59.94, 50, 60, 30, Auto -->
|framelimit                            = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite -->
|framelimit notes                      =  
|framelimit notes                      =  
|anisotropic filter                    = <!-- Auto, 2x, 4x, 8x, 16x -->
|anisotropic filter                    = <!-- Auto, 2x, 4x, 8x, 16x -->
Line 51: Line 48:
|anti-aliasing                        = <!-- Auto, Disabled -->
|anti-aliasing                        = <!-- Auto, Disabled -->
|anti-aliasing notes                  =  
|anti-aliasing notes                  =  
|zcull accuracy                        = <!-- Precise, Approximate, Relaxed -->
|zcull accuracy notes                  =
|shader quality                        = <!-- High, Low, Auto -->
|shader quality notes                  =
|3d rendering mode                    = <!-- Disabled, Anaglyph, Side-by-side, Over-under -->
|3d rendering mode notes              =
|default resolution                    = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 -->
|default resolution                    = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 -->
|default resolution notes              =  
|default resolution notes              =  
|resolution scale                      = <!-- Value between 50% to 800% -->
|resolution scale                      = <!-- Value between 50% to 800% -->
|resolution scale notes                =  
|resolution scale notes                =  
|resolution scale threshold            = <!-- Value between 1 to 1024 in the format 16 x 16 -->
|resolution scale threshold            = 512x512 <!-- Value between 1 to 1024 in the format 16 x 16 -->
|resolution scale threshold notes      =  
|resolution scale threshold notes      = Fixes broken bloom when upscaling.
|shader mode                          = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only -->
|shader mode                          = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only -->
|shader mode notes                    =  
|shader mode notes                    =  
|write color buffers                  = On <!-- On, Off -->
|write color buffers                  = On<!-- On, Off -->
|write color buffers notes            = Fixes white characters in battle.
|write color buffers notes            = Fixes white characters in battle.
|strict rendering mode                = <!-- On, Off -->
|strict rendering mode                = <!-- On, Off -->
Line 67: Line 70:
|stretch to display area              = <!-- On, Off -->
|stretch to display area              = <!-- On, Off -->
|stretch to display area notes        =  
|stretch to display area notes        =  
|enable 3d                            = <!-- On, Off -->
|enable 3d notes                      =
|disable vertex cache                  = <!-- On, Off -->
|disable vertex cache notes            =
|multithreaded rsx                    = <!-- On, Off -->
|multithreaded rsx                    = <!-- On, Off -->
|multithreaded rsx notes              =  
|multithreaded rsx notes              =  
Line 76: Line 75:
|asynchronous texture streaming notes  =  
|asynchronous texture streaming notes  =  
<!-- Audio configuration -->
<!-- Audio configuration -->
|audio out windows                    = <!-- XAudio2, OpenAL, Disabled -->
|audio out windows                    = <!-- Cubeb, XAudio2, Disabled -->
|audio out windows notes              =  
|audio out windows notes              =  
|audio out linux                      = <!-- OpenAL, PulseAudio, ALSA, Disabled -->
|audio out linux                      = <!-- Cubeb, FAudio, Disabled -->
|audio out linux notes                =  
|audio out linux notes                =  
|audio channels                        = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 -->
|audio format                          = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual -->
|audio channels notes                 =  
|audio format notes                   =  
|dump to file                          = <!-- On, Off -->
|dump to file                          = <!-- On, Off -->
|dump to file notes                    =  
|dump to file notes                    =  
Line 105: Line 104:
|camera input                          = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 -->
|camera input                          = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 -->
|camera input notes                    =  
|camera input notes                    =  
|camera settings                      = <!-- Null, Fake -->
|camera settings                      = <!-- Null, Fake, Qt -->
|camera settings notes                =  
|camera settings notes                =  
|move handler                          = <!-- Null, Fake, Mouse -->
|move handler                          = <!-- Null, Fake, Mouse -->
|move handler notes                    =  
|move handler notes                    =  
<!-- Network configuration -->
|network status                        = <!-- Disconnected, Connected -->
|network status notes                  =
|psn status                            = <!-- Disconnected, Simulated, RPCN -->
|psn status notes                      =
<!-- Advanced configuration -->
<!-- Advanced configuration -->
|debug console mode                    = <!-- On, Off -->
|debug console mode                    = <!-- On, Off -->
Line 114: Line 118:
|accurate llvm dfma                    = <!-- On, Off -->
|accurate llvm dfma                    = <!-- On, Off -->
|accurate llvm dfma notes              =  
|accurate llvm dfma notes              =  
|accurate getllar                      = <!-- On, Off -->
|accurate getllar notes                =
|accurate rsx reservation access      = <!-- On, Off -->
|accurate rsx reservation access      = <!-- On, Off -->
|accurate rsx reservation access notes =  
|accurate rsx reservation access notes =  
|accurate spu dma                      = <!-- On, Off -->
|accurate spu dma notes                =
|ppu llvm accurate vector nans        = <!-- On, Off -->
|ppu llvm accurate vector nans        = <!-- On, Off -->
|ppu llvm accurate vector nans notes  =  
|ppu llvm accurate vector nans notes  =  
|ppu llvm java mode handling          = <!-- On, Off -->
|ppu llvm java mode handling notes    =
|silence all logs                      = <!-- On, Off -->
|silence all logs                      = <!-- On, Off -->
|silence all logs notes                =  
|silence all logs notes                =  
Line 126: Line 136:
|firmware libraries                    = <!-- Switch to LLE, Switch to HLE -->
|firmware libraries                    = <!-- Switch to LLE, Switch to HLE -->
|firmware libraries notes              = <!-- Mention the libraries to be manually selected here -->
|firmware libraries notes              = <!-- Mention the libraries to be manually selected here -->
|read depth buffers                    = <!-- On, Off -->
|read depth buffers                    = On <!-- On, Off -->
|read depth buffers notes              =  
|read depth buffers notes              = Needs to be enabled alongside with Write Color Buffers to fix broken graphics.
|write depth buffers                  = <!-- On, Off -->
|write depth buffers                  = On <!-- On, Off -->
|write depth buffers notes            =  
|write depth buffers notes            = Needs to be enabled alongside with Write Color Buffers to fix broken graphics.
|read color buffers                    = <!-- On, Off -->
|read color buffers                    = On <!-- On, Off -->
|read color buffers notes              =  
|read color buffers notes              = Needs to be enabled alongside with Write Color Buffers to fix broken graphics.
|disable on-disk shader cache          = <!-- On, Off -->
|disable on-disk shader cache          = <!-- On, Off -->
|disable on-disk shader cache notes    =  
|disable on-disk shader cache notes    =  
|disable native float16 support        = <!-- On, Off -->
|disable vertex cache                  = <!-- On, Off -->
|disable native float16 support notes =  
|disable vertex cache notes           =  
|relaxed zcull sync                    = <!-- On, Off -->
|rsx fifo accuracy                    = <!-- Fast, Atomic, Ordered & Atomic -->
|relaxed zcull sync notes             =  
|rsx fifo accuracy notes               =  
|driver wake-up delay                  = <!-- Value between 0 to 7000 -->
|driver wake-up delay                  = <!-- Value between 0 to 7000 -->
|driver wake-up delay notes            =  
|driver wake-up delay notes            =  
|vblank rate                          = <!-- Value between 1 to 500 -->
|vblank rate                          = <!-- Value between 1 to 500 -->
|vblank rate notes                    =  
|vblank rate notes                    =  
|vblank ntsc fixup                    = <!-- On, Off -->
|vblank ntsc fixup notes              =
|clocks scale                          = <!-- Value between 10 to 1000 -->
|clocks scale                          = <!-- Value between 10 to 1000 -->
|clocks scale notes                    =  
|clocks scale notes                    =  
Line 149: Line 161:
|force cpu blit emulation              = <!-- On, Off -->
|force cpu blit emulation              = <!-- On, Off -->
|force cpu blit emulation notes        =  
|force cpu blit emulation notes        =  
|use gpu texture scaling               = <!-- On, Off -->
|force gpu texture scaling             = <!-- On, Off -->
|use gpu texture scaling notes         =
|force gpu texture scaling notes       =  
|accurate getllar                      = <!-- On, Off -->
|accurate getllar notes                =  
|hook static functions                = <!-- On, Off -->
|hook static functions                = <!-- On, Off -->
|hook static functions notes          =  
|hook static functions notes          =  
|accurate ppu 128 reservations        = <!-- Always Enabled, Disabled, Value between 1 to 8 -->
|accurate ppu 128 reservations        = <!-- Always Enabled, Disabled, Value between 1 to 8 -->
|accurate ppu 128 reservations notes  =  
|accurate ppu 128 reservations notes  =  
|ppu llvm java mode handling          = <!-- True, False -->
|ppu thread count                      = <!-- Value between 1 to 8 -->
|ppu llvm java mode handling notes     =  
|ppu thread count notes               =
<!-- Recommended patches -->
|highly recommended patch              = <!-- Mention patch names -->
|highly recommended patch notes        =
|recommended patch                    = <!-- Mention patch names -->
|recommended patch notes              =  
}}
}}


==Known Issues==
==Known Issues==
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." -->
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." -->
* Vulkan hangs the GPU process (at least on Linux with Nvidia), so OpenGL is required[https://forums.rpcs3.net/thread-192808-post-301903.html#pid301903]
* Vulkan hangs the GPU process (at least on Linux with NVIDIA), so OpenGL is required: [https://forums.rpcs3.net/thread-192808-post-301903.html#pid301903]
* Multi-threaded RSX can also cause the GPU process to hang, even on OpenGL
** Multi-threaded RSX can also cause the GPU process to hang, even on OpenGL.
* Even with Write Color Buffers enabled, at least on Nvidia hardware on Linux, characters can appear with corrupted-looking textures
* Even with Write Color Buffers enabled, at least on NVIDIA hardware on Linux, characters can appear with corrupted-looking textures.
* With OpenGL, the main menu background can appear to artifact occasionally (on Nvidia w/ Linux)
* With OpenGL, the main menu background can appear to artifact occasionally on NVIDIA with Linux.
* DS4 inputs may appear sluggish, but this might be due to framerate fluctuations.


==Special Notes==
==Special Notes==
{{netplay
|gamever        = 1.00
|rpcs3 version  = v0.0.31-16341
|connect        = Yes<!-- Yes, No, Partial, Untested, N/A -->
|lobbies        = Partial<!-- Yes, No, Partial, Untested, N/A -->
|match          = Yes<!-- Yes, No, Partial, Untested, N/A -->
|features      = Yes<!-- Yes, No, Partial, Untested, N/A -->
|custom servers = Not required<!-- Available, Not available, Not required, Untested -->
|notes          = RPCN 1.2.4 - 2024/04/15
* Player match may softlock upon exit
* Global Colosseo requires Lobbies functions to be added.
}}
{{patch
|type    = PPU
|version = 1.2
|content =
PPU-60c754823a1d0fef3eac5f98f25574cabc73232d:
  "Disable MLAA":
    Games:
      "SoulCalibur V":
        NPUB31195: [ 01.00 ]
        NPEB01363: [ 01.00 ]
    Author: "illusion"
    Notes:
    Patch Version: 1.0
    Patch:
      - [ be32, 0x0031a804, 0x38000001 ]


{{netplay
PPU-f696f96752deed23cbcb53c777ae2b837219dfe6:
|gamever  = 1.03
  "Disable MLAA":
|connect  = Yes <!-- Yes, No, Partial, Untested, N/A -->
    Games:
|lobbies  = No <!-- Yes, No, Partial, Untested, N/A -->
      "SoulCalibur V":
|match    = No <!-- Yes, No, Partial, Untested, N/A -->
        BLES01250: [ 01.00 ]
|features = No <!-- Yes, No, Partial, Untested, N/A -->
    Author: "illusion"
|notes    = Fatal on creating Lobby. [https://cdn.discordapp.com/attachments/738838647176036393/739526954952294548/scv.log SCV.log]
    Notes:
    Patch Version: 1.0
    Patch:
      - [ be32, 0x00304770, 0x38000001 ]
 
PPU-aa798f32a1fda1c23a20066edb1c623c486d53cc:
  "Disable MLAA":
    Games:
      "SoulCalibur V":
        BLUS30736: [ 01.00 ]
    Author: "illusion"
    Notes:
    Patch Version: 1.0
    Patch:
      - [ be32, 0x00304770, 0x38000001 ]
 
PPU-f467fda1a4fba93deb535665c1a416b32a6c3c72:
  "Disable MLAA":
    Games:
      "SoulCalibur V":
        BLUS30736: [ 01.03 ]
        BLES01250: [ 01.03 ]
        BLJS10115: [ 01.03 ]
    Author: "illusion"
    Notes:
    Patch Version: 1.0
    Patch:
      - [ be32, 0x0031dff0, 0x38000001 ]
}}
}}

Latest revision as of 21:55, 17 August 2024

SoulCalibur V
SoulCaliburV.jpg
Developer(s) Bandai Namco Games
Publisher(s) Bandai Namco Games
Series SoulCalibur
Release date(s) NA January 31, 2012
JP February 2, 2012
EU February 3, 2012
Release type Console exclusive
Genre(s) Fighting
Mode(s) Single-player, Co-op, Multiplayer
GameID(s) BLUS30736 (IRD), BLES01250 (IRD), NPEB01363, BLJS10115 (IRD), NPUB31195, NPJB00381
Quick links Check Compatibility
Open Issues
Search Google
Wikipedia Page

SoulCalibur V (Japanese: ソウルキャリバーV Hepburn: Sōrukyaribā Faibu) is the sixth main installment in the SoulCalibur series of fighting games and is the follow-up to SoulCalibur IV. The game follows a new character, Patroklos, who aims to rid his sister of a curse brought upon her by an ancient weapon. It is the last original SoulCalibur series timeline game. The game received positive reviews, which was praised for its gameplay, atmosphere and character creation, but was criticized for the removal of fan favorite characters and for its story mode.

Like the previous games in the series, Soulcalibur V is a weapon-based fighting game. Players use high and low vertical and horizontal attacks to damage opposing player characters and can block incoming attacks or parry enemies' moves to gain a tactical advantage. The game features a tweaked "Critical Edge" system, allowing players to fill up a meter and unleash powerful special attacks.

The game features a variety of gameplay modes. In Story Mode, players take control of the game's protagonist Patroklos and various supporting characters, guiding him through a series of battles divided into 20 episodes. Unlike previous installments, not every character is playable in Story Mode. The game's arcade mode allows players to control any of the game's characters and face six opponents in time trial matches. In addition, the game features Quick Battle mode, which allows players to unlock titles for their online profiles and an extra "Legendary Souls" mode. Like its predecessors, Soulcalibur V also sports variety of multiplayer modes, allowing players to face each other both online and offline. The character creation mode from previous games has also been retained.

Configuration

Options that deviate from RPCS3's default settings and provide the best experience with this title are listed below.

GPU configuration

Setting Option Notes
Resolution scale threshold 512x512 Fixes broken bloom when upscaling.
Write color buffers On Fixes white characters in battle.

Advanced configuration

Setting Option Notes
Read depth buffers On Needs to be enabled alongside with Write Color Buffers to fix broken graphics.
Write depth buffers On Needs to be enabled alongside with Write Color Buffers to fix broken graphics.
Read color buffers On Needs to be enabled alongside with Write Color Buffers to fix broken graphics.

Known Issues

  • Vulkan hangs the GPU process (at least on Linux with NVIDIA), so OpenGL is required: [1]
    • Multi-threaded RSX can also cause the GPU process to hang, even on OpenGL.
  • Even with Write Color Buffers enabled, at least on NVIDIA hardware on Linux, characters can appear with corrupted-looking textures.
  • With OpenGL, the main menu background can appear to artifact occasionally on NVIDIA with Linux.
  • DS4 inputs may appear sluggish, but this might be due to framerate fluctuations.

Special Notes

Netplay testing

For the complete list of games tested with RPCN, please check the RPCN Compatibility List.

Game Version RPCS3 Version Connects? Create/Join lobbies? Match with others? Online features working? Requires custom servers? Notes
1.00 v0.0.31-16341 Yes Partial Yes Yes Not required RPCN 1.2.4 - 2024/04/15
  • Player match may softlock upon exit
  • Global Colosseo requires Lobbies functions to be added.

Patches

PPU-60c754823a1d0fef3eac5f98f25574cabc73232d:
  "Disable MLAA":
    Games:
      "SoulCalibur V":
        NPUB31195: [ 01.00 ]
        NPEB01363: [ 01.00 ]
    Author: "illusion"
    Notes:
    Patch Version: 1.0
    Patch:
      - [ be32, 0x0031a804, 0x38000001 ]

PPU-f696f96752deed23cbcb53c777ae2b837219dfe6:
  "Disable MLAA":
    Games:
      "SoulCalibur V":
        BLES01250: [ 01.00 ]
    Author: "illusion"
    Notes:
    Patch Version: 1.0
    Patch:
      - [ be32, 0x00304770, 0x38000001 ]

PPU-aa798f32a1fda1c23a20066edb1c623c486d53cc:
  "Disable MLAA":
    Games:
      "SoulCalibur V":
        BLUS30736: [ 01.00 ]
    Author: "illusion"
    Notes:
    Patch Version: 1.0
    Patch:
      - [ be32, 0x00304770, 0x38000001 ]

PPU-f467fda1a4fba93deb535665c1a416b32a6c3c72:
  "Disable MLAA":
    Games:
      "SoulCalibur V":
        BLUS30736: [ 01.03 ]
        BLES01250: [ 01.03 ]
        BLJS10115: [ 01.03 ]
    Author: "illusion"
    Notes:
    Patch Version: 1.0
    Patch:
      - [ be32, 0x0031dff0, 0x38000001 ]