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 on RPCS3's root directory and add one or more of the following patches to it.
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 create patch.yml==
==Manually adding custom patches==
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++).
# 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.''
# 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.
# 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.
# 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 '''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>: RPCS3's root directory (where rpcs3.exe is located)
#: <u>Windows</u>:<pre>&lt;RPCS3 folder&gt;\patches\</pre>
#: <u>Linux</u>: <code>~/.config/rpcs3/</code>
#: <u>Linux</u>:<pre>~/.config/rpcs3/patches/</pre>
# Press save and boot the game.
#: <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.


==How to identify the PPU hash from your executable==
==How to identify the PPU/SPU executable hash==
If the patch that you wish to use already mentions the correct PPU hash, you can ignore this section. However, patches for some games (such as Persona 5) 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:
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:
# 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''.
==SPU MLAA==
 
===SPU MLAA removal patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Patch version:''' 1.5
: '''Notes:''' Removes Morphological Anti-Aliasing, known as ''MLAA'', a form of post process anti-aliasing which is done using the CELL's SPUs instead of the RSX for extra performance. These patches are generally game and version agnostic, and currently work with 37 titles.
<syntaxhighlight lang="yaml">
SPU-9001b44fd7278b5a6fa5385939fe928a0e549394: # Soul Calibur V, Yakuza Ishin, Journey, Yakuza 5, Tokyo Jungle, Oddworld: Stranger's Wrath HD, Soul Calibur Lost Swords, Binary Domain, Puppeteer
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000031f4, 0x40800003 ] # il r3 0
  - [ be32, 0x0000349c, 0x40800017 ] # il r23 0 # Comment this line out to fix the blackscreen in Puppeteer
 
SPU-969cf3e9db75f52a6b41074ccbff74106b709854: # Sly 4, Motorstorm Apocalypse, Motorstorm RC, DmC DMC, Red Faction Armageddon, Ace Combat Assault Horizon
#SPUNAME: 'objs/release/edgepost-mlaa-task.' // NOTE: has asserts!
  - [ be32, 0x0000325c, 0x40800003 ] # il r3 0
  - [ be32, 0x00004C00, 0x40800091 ] # il r17 1
 
SPU-931132fd48a40bce0bec28e21f760b1fc6ca4364: # captain america, Yakuza dead souls, Need for Speed Shift 2
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000031f4, 0x40800003 ] # il r3 0
  - [ be32, 0x0000349c, 0x40800017 ] # il r23 0
 
SPU-7b5ea49122ec7f023d4a72452dc7a9208d9d6dbf: # Dragon age 2
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000031f4, 0x40800003 ] # il r3 0
  - [ be32, 0x0000349c, 0x40800017 ] # il r23 0
 
SPU-e3780fe1dc8953f849ac844ec9688ff4da3ca3ae: # Metro Last Light
#SPUNAME: 'u:\bin_ps3_SNC\edgepost_mlaa_ta'
  - [ be32, 0x000031f4, 0x40800003 ] # il r3 0
  - [ be32, 0x000034a4, 0x40800017 ] # il r23 0
 
SPU-794795c449beef176d076816284849d266f55f99: # Macross 30
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000031f4, 0x40800003 ] # il r3 0
  - [ be32, 0x000034a4, 0x40800017 ] # il r23 0
 
SPU-df5b1c3353cc36bb2f0fb59197d849bb99c3fecd: # Shadow of the collosus, Medieval Moves: Deadmund's Quest, Sports Champions 2
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000031f4, 0x40800003 ] # il r3 0
  - [ be32, 0x0000349c, 0x40800017 ] # il r23 0
 
SPU-5177cbc4bf45c8a0a6968c2a722da3a9e6cfb28b: # Prince of Persia: The Sands of Time, Prince of Persia: The Two Thrones, Prince of Persia: Warrior Within
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000031f4, 0x40800003 ] # il r3 0
#  - [ be32, 0x0000349c, 0x40800017 ] # il r23 0 # blackscreen
 
SPU-ac189d7f87091160a94e69803ac0cff0a8bb7813: # ico mlaa
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000031f4, 0x40800003 ] # il r3 0
  - [ be32, 0x0000349c, 0x40800017 ] # il r23 0
 
SPU-530c255936b07b25467a58e24ceff5fd4e2960b7: # gow 3 mlaa // Almost certainly specific to GOW3
#SPUNAME: 'mlaascanline.PS3_Release/mlaasca'
  - [ be32, 0x00005948, 0x40800094 ] # il r20 1
  - [ be32, 0x0000690c, 0x40800027 ] # il r39 0
 
SPU-2239af4827b17317522bd6323c646b45b34ebf14: # gow 3 patch 1.03
#SPUNAME: 'mlaascanline.PS3_Release/mlaasca'
  - [ be32, 0x00005948, 0x40800094 ] # il r20 1
  - [ be32, 0x0000690c, 0x40800027 ] # il r39 0
 
SPU-976d2128f08c362731413b75c934101b76c3d73b: # Early versions of LBP2
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000036d4, 0x4080001d ] # il r29 0
  - [ be32, 0x000033d0, 0x40800005 ] # il r5 0
 
SPU-a129a01a270246c85df18eee0e959ef4263b6510: # Other early versions of LBP2
#SPUNAME: 'C:\dev\CW_br2_move_final-output\'
  - [ be32, 0x00003744, 0x4080001e ] # il r30 0
  - [ be32, 0x00003430, 0x40800006 ] # il r6 0
 
SPU-702d0205a89d445d15dc0f96548546c4e2e7a59f: # Little big planet 2 and 3
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000036bc, 0x4080001c ] # il r28 0
  - [ be32, 0x000033c0, 0x40800005 ] # il r5 0
 
SPU-45f98378f0837fc6821f63576f65d47d10f9bbcb: # yakuza 0, yakuza kiwami
#SPUNAME: 'PS3_Release\edgepost-mlaa-task.s'
  - [ be32, 0x000033b0, 0x40800017 ] # il r23 0
  - [ be32, 0x0000373c, 0x4080001f ] # il r31 0
 
SPU-82b3399c8e6533ba991eedb0e139bf20c7783bac: # Twisted Metal
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
  - [ be32, 0x000033b0, 0x40800017 ] # il r23 0
  - [ be32, 0x0000373c, 0x4080001f ] # il r31 0
 
SPU-191fe1c92c8360992b3240348e70ea37d50812d4: # Alice madness returns
#SPUNAME: 'E:\Alice2\Development\Intermedia'
  - [ be32, 0x00003344, 0x40800003 ] # il r3 0
  - [ be32, 0x000037b4, 0x4020007f ] # spu nop
 
SPU-7cd211ff1cbd33163eb0711440dccbb3c1dbcf6c: # God of War Ascension
#SPUNAME: 'z:/export/jenkins/workspace/int6'
  - [ be32, 0x00004440, 0x40800002 ] # il r2 0
  - [ be32, 0x000056C4, 0x4080008a ] # il r10 0
 
SPU-1549476fe258150ff9f902229ffaed69a932a9c1: # God of War Ascension
#SPUNAME: 'Z:/output/EURint6/SPUMLAATask/PS'
  - [ be32, 0x00004440, 0x40800002 ] # il r2 0
  - [ be32, 0x000056C4, 0x4080008a ] # il r10 0
 
SPU-58fb5172bd99336a4ac96eefb00e739ce41f788b: # test drive unlimited 2
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
#TODO: check this game later
 
SPU-273bd5a0640e71876c11878ba9496d928d608f9e: # Socom 4
#SPUNAME: '.imogen/ps3_gold/edgemlaa.elf'
#TODO: check this game later, doesn't yet go ingame
 
SPU-239ea3f6ee242d11d857c844820aeda5157691c3: # Also Socom 4
#SPUNAME: '.imogen/ps3_gold_3d/edgemlaa3d.e'
#TODO: check this (yes, two different elfs for the same game)
 
SPU-1dbc4a6d4925b004b25b41d9ae2cf7a6e60e793a: # Starhawk single player demo
#SPUNAME: 'C:\spin\Branch\SPDemo\RT\PS3_Can' // Different for full game?
#TODO: check this, doesn't yet go ingame
 
SPU-8acb4f81726084c67d74ceceb5461681fcabf45b: # Retro/Grade
#SPUNAME: 'PS3_Release/edgepost-mlaa-task.s'
#TODO: check this
 
SPU-cc438f40a4d7d2ce312a064b8a99ae1b6217bd71: # Ace Combat Infinity
#SPUNAME: 'PS3_Release\edgepost-mlaa-task.s'
#TODO: This game is online only, and if this variant doesn't appear in other titles it will remain unpatched
</syntaxhighlight>
 
==Army of TWO: The 40th Day==
 
===Unlock FPS patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS30408/BLES00659
: '''Patch version:''' NA
: '''Notes:''' Max framerate with the patch is Vblank frequency/2.
<syntaxhighlight lang="yaml">
PPU-97355e97c701cea87a0ed08bce085cac4949dade: # Army of TWO: The 40th Day [BLUS30408/BLES00659] v1.00
  - [ be32, 0x003c5f9c, 0x60000000 ]
  - [ be32, 0x003c6000, 0x60000000 ]
  - [ be32, 0x003c6010, 0x60000000 ]
 
PPU-66e68ab81cb8c107687e708170fd7f13cfdd641e: # Update v1.03 (tested only US update)
  - [ be32, 0x003cc00c, 0x60000000 ]
  - [ be32, 0x003cc070, 0x60000000 ]
  - [ be32, 0x003cc080, 0x60000000 ]
</syntaxhighlight>
 
==Asura's Wrath==
 
===Unlock FPS patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS30721
: '''Patch version:''' NA
: '''Notes:''' Max framerate with the patch is Vblank frequency/2. 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 will let the game cap at about 57FPS.
<syntaxhighlight lang="yaml">
PPU-83096111daff850cc92b637aec1780c4079e1c58: # Asura's Wrath [BLUS30721]
  - [ be32, 0x008bbd04, 0x60000000 ]
  - [ be32, 0x008bbd64, 0x60000000 ]
  - [ be32, 0x008bbd68, 0x60000000 ]
</syntaxhighlight>
 
==Dark Souls==
 
===Unlock FPS Patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS30782
: '''Patch version:''' 1.0
: '''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!)
<syntaxhighlight lang="yaml">
PPU-3577a3e8efa233c68dedce81a3d0a63dab05dbed: # Dark souls 1.0 BLUS30782
# 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)
</syntaxhighlight>
 
==Demon's Souls==
 
===Unlock FPS Patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie], [https://github.com/gibbed Gibbed]
: '''Game versions:''' BLUS30443, BLES00932
: '''Patch version:''' 2.1
: '''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.
<syntaxhighlight lang="yaml">
PPU-83681f6110d33442329073b72b8dc88a2f677172: # BLUS30443
# 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)
 
PPU-5446a2645880eefa75f7e374abd6b7818511e2ef: # BLES00932
# 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)
</syntaxhighlight>
 
===Disable Dynamic Exposure===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS30443, BLES00932
: '''Patch version:''' 1.0.1
: '''Notes:''' Can disable Write Color Buffers for 20% faster performance. Enable this patch if you experience flickering.
<syntaxhighlight lang="yaml">
PPU-83681f6110d33442329073b72b8dc88a2f677172: # BLUS30443
  - [ be16, 0x00025edc, 0x981f ]
 
PPU-5446a2645880eefa75f7e374abd6b7818511e2ef: # BLES00932
  - [ be16, 0x00026ac4, 0x981f ]
</syntaxhighlight>
 
===Skip Intro Videos===
: '''Author:''' [https://github.com/RipleyTom GalCiv]
: '''Game versions:''' BLUS30443, BLES00932
: '''Patch version:''' 1.0
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
PPU-83681f6110d33442329073b72b8dc88a2f677172: # BLUS30443
  - [ be32, 0x008eef78, 0x38000003 ] # Intro logos skip
  - [ be32, 0x008eef7c, 0x901c0100 ]
 
PPU-5446a2645880eefa75f7e374abd6b7818511e2ef: # BLES00932
  - [ be32, 0x008f0928, 0x38000003 ] # Intro logos skip
  - [ be32, 0x008f092c, 0x901c0100 ]
</syntaxhighlight>
 
===21:9 Aspect Ratio===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS30443, BLES00932
: '''Patch version:''' 1.0
: '''Notes:''' UI Elements will be stretched. Users need to enable the "Stretch To Display Area" option in RPCS3 for this patch to work.
<syntaxhighlight lang="yaml">
PPU-83681f6110d33442329073b72b8dc88a2f677172: # BLUS30443
  - [ be32, 0x018cefbc, 0x4017b9aa ] # 21:9 aspect ratio
  - [ be32, 0x0190433c, 0x4017b9aa ]
 
PPU-5446a2645880eefa75f7e374abd6b7818511e2ef: # BLES00932
  - [ be32, 0x018cf13c, 0x4017b9aa ] # 21:9 aspect ratio
  - [ be32, 0x01904494, 0x4017b9aa ]
</syntaxhighlight>
 
===32:9 Aspect Ratio===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS30443, BLES00932
: '''Patch version:''' 1.0
: '''Notes:''' UI Elements will be stretched. Users need to enable the "Stretch To Display Area" option in RPCS3 for this patch to work.
<syntaxhighlight lang="yaml">
PPU-83681f6110d33442329073b72b8dc88a2f677172: # BLUS30443
  - [ bef32, 0x018cefbc, 3.5555556 ] # 32:9 aspect ratio
  - [ bef32, 0x0190433c, 3.5555556 ]
 
PPU-5446a2645880eefa75f7e374abd6b7818511e2ef: # BLES00932
  - [ bef32, 0x018cf13c, 3.5555556 ] # 32:9 aspect ratio
  - [ bef32, 0x01904494, 3.5555556 ]
</syntaxhighlight>
 
==Destroy All Humans! Path of the Furon==
 
===Unlock FPS patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLES00467
: '''Patch version:''' NA
: '''Notes:''' Totally unlocks FPS and doesn't need any special settings.
<syntaxhighlight lang="yaml">
PPU-65078c652115190ecb64b7ff52bbf1c68696deb6: # Destroy All Humans! Path of the Furon [BLES00467]
  - [ be32, 0x010b9e68, 0x60000000 ]
  - [ be32, 0x010b9ec0, 0x60000000 ]
</syntaxhighlight>
 
==Drakengard 3==
 
===60/120 FPS Patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS31197, BLJM61043, BCAS20311, NPUB31251, NPEB01407
: '''Patch version:''' 1.0.0
: '''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.
<syntaxhighlight lang="yaml">
# 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-f2f7f7ea0444353884bb715152147c3a29f4e790: # Drakengard 3 [BLUS31197] v1.01
  - [ bef32, 0x008edbcc, 0.12500000 ] # 240 max FPS
 
PPU-2b393f064786e5895d5a576621deb4c9107a8f0b: # Drakengard 3 [BLUS31197] v1.00
  - [ bef32, 0x008edc5c, 0.12500000 ] # 240 max FPS
 
PPU-b18834a8f21cd29a091b287a66656a279ccba507: # Drakengard 3 [NPUB31251] v1.00
  - [ bef32, 0x008ecf2c, 0.12500000 ] # 240 max FPS
 
PPU-9c04f427625a0064282432e4edfefe9e0956c303: # Drakengard 3 [NPUB31251] v1.01
  - [ bef32, 0x008ececc, 0.12500000 ] # 240 max FPS
 
PPU-e1a44e5d3fb03a37f0445e92ed13abce8d6efdd4: # Drakengard 3 [NPEB01407]
  - [ bef32, 0x008eceec, 0.12500000 ] # 240 max FPS
 
PPU-a017576369165f3746730724c8ae762ed9bc64d8: # Drag-On Dragoon 3 [BLJM61043] v1.00
  - [ bef32, 0x00939a14, 0.12500000 ] # 240 max FPS
 
PPU-c09c496514f6dc591434575b04eb7c003826c11d: # Drag-On Dragoon 3 [BLJM61043] v1.04
  - [ bef32, 0x008ed62c, 0.12500000 ] # 240 max FPS
 
PPU-5eb979631fbbe531db5d20f0622dca5a8b64090e: # Drag-On Dragoon 3 [BCAS20311] v1.02
  - [ bef32, 0x008edc5c, 0.12500000 ] # 240 max FPS
</syntaxhighlight>
 
==Folklore==
 
===Unlock FPS patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BCUS98147, BCES00050
: '''Patch version:''' NA
: '''Notes:''' Totally unlocks FPS during gameplay. Sadly the cloth physics go nuts at 60 FPS, despite the gameplay working perfectly. You can however set the fps limit to 50 and the cloth physics will work perfectly! However, note that even without this patch you may want to limit the framerate to 60FPS, else the cutscenes will playback too fast.  
<syntaxhighlight lang="yaml">
PPU-66404421d1f8ed7dd0b2898e1d015a44bf273bf8: # Folklore [BCES00050]
  - [ be32, 0x0181118, 0x60000000 ]
 
PPU-eb05d70d23d075ef6d9c81f7e7cf9bffc98c404c: # Folklore [BCUS98147] v1.00
  - [ be32, 0x0181354, 0x60000000 ]
 
PPU-9b16663fa1aa1dd62c2c6bfee4f333242dde4171: # Folklore [BCUS98147] v1.10
  - [ be32, 0x01823c0, 0x60000000 ]
</syntaxhighlight>
 
==Genji: Days of the Blade==
 
===21:9 Patch===
: '''Author:''' [https://github.com/Esppiral Esppiral]
: '''Game versions:''' BCES00002
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
# Genji: Days of the Blade [BCES00002]
PPU-4aeb132cdf86d9c4ab20e48ae70cc823e455e05d:
  - [ be32, 0x100FA8B0, 0x4017B9AA ] # 21:9
</syntaxhighlight>
 
===60 FPS Patch===
: '''Author:''' [https://github.com/Esppiral Esppiral]
: '''Game versions:''' BCES00002
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
# Genji: Days of the Blade [BCES00002]
PPU-4aeb132cdf86d9c4ab20e48ae70cc823e455e05d:
  - [ be32, 0x100FA964, 0x00000000 ] # for 60FPS
</syntaxhighlight>
 
==Gran Turismo HD Concept==
 
===21:9 Patch===
: '''Author:''' Unknown RPCS3 Discord member
: '''Game versions:''' NPEA90002, might work for US/JPN also with adjustments
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
PPU-ad3a1ecff65a78f9a8380ff4f12960f499604bf4: #NPEA90002
  - [be32, 0x9BAD3C, 0x3F95C28F]
</syntaxhighlight>
 
==Hatsune Miku: Project DIVA Dreamy Theater==
 
===Sign in without connecting a PSP===
: '''Author:''' [https://github.com/samyuu samyuu], [https://github.com/Brolijah Brolijah], [https://github.com/nastys nastys]
: '''Game versions:''' NPJB00047 (v1.00, v1.01)
: '''Patch version:''' NA
: '''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.
<syntaxhighlight lang="yaml">
# Project DIVA Dreamy Theater
PPU-ddd080c3a59b7d8f7e640b419efccea6972d1e21: # NPJB00047 (v1.00)
  - [be32, 0x66C464, 0x000004B8]
 
PPU-890a336132e35e8bfb7cbe430ea9b09114915346: # NPJB00047 (v1.01)
  - [be32, 0x66F9B4, 0x00000718]
</syntaxhighlight>
 
==Hatsune Miku: Project Diva F==
 
===60 FPS Patch===
: '''Author:''' [https://github.com/Brolijah Brolijah]
: '''Game versions:''' Disc v1.00 (JP, US) and Digital v1.00 (EU, JP, US)
: '''Patch version:''' NA
: '''Notes:''' Patch accelerates some game effects by 2x. Does not affect playability.
<syntaxhighlight lang="yaml">
# Project DIVA F USA Disc & PSN 1.00
PPU-f3227f57ec001582b253035fd90de77f05ead470:
  - [ be32, 0xBF289C, 0x3F800000 ]
  - [ be16, 0x589496, 0x0001 ]
  - [ be16, 0x5894BA, 0x0001 ]
  - [ be16, 0x589802, 0x0001 ]
  - [ be16, 0x58982A, 0x0001 ]
 
# Project DIVA F EUR PSN 1.00
PPU-c02e3b52e3d75f52f76fb8f0fb5be7ca4d921949:
  - [ be32, 0xBF289C, 0x3F800000 ]
  - [ be16, 0x589496, 0x0001 ]
  - [ be16, 0x5894BA, 0x0001 ]
  - [ be16, 0x589802, 0x0001 ]
  - [ be16, 0x58982A, 0x0001 ]
 
# Project DIVA F JAP Disc & PSN 1.00
PPU-1105af0a4d6a4a1481930c6f3090c476cde06c4c:
  - [ be32, 0xBF22FC, 0x3F800000 ]
  - [ be16, 0x586202, 0x0001 ]
  - [ be16, 0x586226, 0x0001 ]
  - [ be16, 0x58656E, 0x0001 ]
  - [ be16, 0x586596, 0x0001 ]
</syntaxhighlight>
 
==Hatsune Miku: Project Diva F 2nd==
 
===60 FPS Patch===
: '''Author:''' [https://github.com/Brolijah Brolijah]
: '''Game versions:''' BLUS31431 (v1.00), BLAS50723 (v1.00), BLJM61079 (v1.00, v1.01, v1.02), NPEB02013 (v1.00), NPJB00435 (v1.00, v1.02), NPHB00671 (v1.00)
: '''Patch version:''' NA
: '''Notes:''' Patch accelerates some game effects by 2x. Does not affect playability.
<syntaxhighlight lang="yaml">
# Project DIVA F 2nd USA Disc 1.00 (Maybe also PSN?)
PPU-092c43e2bcacccfe3cdc22b0ab8062b91d4e1cf9: # BLUS31431 v1.00
  - [ be32, 0x0423C8, 0x3F800000 ]
  - [ be16, 0x6AF44E, 0x0001 ]
  - [ be16, 0x6AF46E, 0x0001 ]
  - [ be16, 0x6AF492, 0x0001 ]
  - [ be16, 0x6AF4B6, 0x0001 ]
 
# Project DIVA F 2nd EUR PSN 1.00 (Maybe also Disc?)
PPU-67e0e7c9b2a7a340c914a0d078e25aac1047e4d4: # NPEB02013 v1.00
  - [ be32, 0x0423C8, 0x3F800000 ]
  - [ be16, 0x6AF44E, 0x0001 ]
  - [ be16, 0x6AF46E, 0x0001 ]
  - [ be16, 0x6AF492, 0x0001 ]
  - [ be16, 0x6AF4B6, 0x0001 ]
 
# Project DIVA F 2nd ASIA Disc 1.00
PPU-51d336edfa3774f2db83ed030611f462c097c40b: # BLAS50723 v1.00
  - [ be32, 0x042390, 0x3F800000 ]
  - [ be16, 0x6AF0B6, 0x0001 ]
  - [ be16, 0x6AF0D6, 0x0001 ]
  - [ be16, 0x6AF0FA, 0x0001 ]
  - [ be16, 0x6AF11E, 0x0001 ]
 
# Project DIVA F 2nd ASIA PSN 1.00
PPU-c70b15d3f6694af74fa329dd4fc25fe28a59e9cc: # NPHB00671 v1.00
  - [ be32, 0x042390, 0x3F800000 ]
  - [ be16, 0x6AF0B6, 0x0001 ]
  - [ be16, 0x6AF0D6, 0x0001 ]
  - [ be16, 0x6AF0FA, 0x0001 ]
  - [ be16, 0x6AF11E, 0x0001 ]
 
# Project DIVA F 2nd JAP Disc & PSN 1.00
PPU-c3291f5919ca147ac854de10f7436f4ad494233f: # BLJM61079/NPJB00435 v1.00
  - [ be32, 0x041F40, 0x3F800000 ]
  - [ be16, 0x6A48F6, 0x0001 ]
  - [ be16, 0x6A4916, 0x0001 ]
  - [ be16, 0x6A493A, 0x0001 ]
  - [ be16, 0x6A495E, 0x0001 ]
 
# Project DIVA F 2nd JAP Disc 1.01
PPU-058cf39c07fd13f100c1f6dc40a0ead9bf3ad51b: # BLJM61079 v1.01
  - [ be32, 0x041F40, 0x3F800000 ]
  - [ be16, 0x6A48F6, 0x0001 ]
  - [ be16, 0x6A4916, 0x0001 ]
  - [ be16, 0x6A493A, 0x0001 ]
  - [ be16, 0x6A495E, 0x0001 ]
 
# Project DIVA F 2nd JAP Disc 1.02
PPU-8fc9f26ed77cc9237db0e6348dcf9d6c451b6220: # BLJM61079 v1.02
  - [ be32, 0x041F40, 0x3F800000 ]
  - [ be16, 0x6A48F6, 0x0001 ]
  - [ be16, 0x6A4916, 0x0001 ]
  - [ be16, 0x6A493A, 0x0001 ]
  - [ be16, 0x6A495E, 0x0001 ]
 
# Project DIVA F 2nd JAP PSN 1.02
PPU-311fcd98af6adc5e64e6a833eb959f43b0976193: # NPJB00435 v1.02
  - [ be32, 0x041F78, 0x3F800000 ]
  - [ be16, 0x6AB316, 0x0001 ]
  - [ be16, 0x6AB336, 0x0001 ]
  - [ be16, 0x6AB35A, 0x0001 ]
  - [ be16, 0x6AB37E, 0x0001 ]
</syntaxhighlight>
 
==JoJo's Bizarre Adventure: All Star Battle==
 
===60 FPS Patch===
: '''Author:''' SutandoTsukai181 on our [https://discord.me/rpcs3 Discord Server]
: '''Game versions:''' BLUS31405
: '''Patch version:''' NA
: '''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).
<syntaxhighlight lang="yaml">
# JoJo's Bizarre Adventure: All Star Battle [BLUS31405]
PPU-6875682ab309df32307c5305c43bb132c4e261fa:
  - [ bef32, 0xFF5A08, 0.5 ] # Match timer rate
  - [ bef32, 0xFDB724, 0.5 ] # Animation speed
  - [ bef32, 0xFF8F70, 0.5 ]
  - [ bef32, 0xFEE2F8, 0.5 ] # UI speed
</syntaxhighlight>
 
==JoJo's Bizarre Adventure: Eyes of Heaven==
 
===60 FPS Patch===
: '''Author:''' SutandoTsukai181 on our [https://discord.me/rpcs3 Discord Server]
: '''Game versions:''' BLJS10318 (v1.05)
: '''Patch version:''' NA
: '''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.
<syntaxhighlight lang="yaml">
# JoJo's Bizarre Adventure: Eyes of Heaven v1.05 [BLJS10318]
PPU-18cf9a4e8196684ed9ee816f82649561fd1bf182:
  - [ bef32, 0x0236FEF0, 0.5 ] # Match timer rate
  - [ bef32, 0x02370360, 0.5 ]
  - [ bef32, 0x023AED1C, 0.5 ]
</syntaxhighlight>
 
==Kingdom Hearts HD 1.5 ReMIX==
 
===21:9 Patch===
: '''Author:''' [https://github.com/Esppiral Esppiral]
: '''Game versions:''' Disc (US)
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
PPU-d626d9832ed48d1ff0d8d97e53a4e23df50cfae6:
  - [ be32, 0xEB170, 0x3FAAAAAB ] # VERT+ (21.9)
  - [ be32, 0xEB16C, 0x3FC00000 ] # ZOOM+ (21.9)
</syntaxhighlight>
 
===60 FPS Patch===
: '''Author:''' [https://github.com/Esppiral Esppiral]
: '''Game versions:''' Disc (US)
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
PPU-d626d9832ed48d1ff0d8d97e53a4e23df50cfae6:
  - [ be32, 0x20D1016, 0x00000000 ] # 60FPS
</syntaxhighlight>
 
==LittleBigPlanet 2==
 
===21:9 Patch===
: '''Author:''' [https://github.com/slashiee slashiee]
: '''Game versions:''' NPUA80662 (v1.33)
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
# LittleBigPlanet 2 1.33 [NPUA80662]
lbp2AspectRatio_133_NPUA80662: &lbp2AspectRatio_133_NPUA80662
  - [ bef32, 0x00D9C8EC, 2.37037037 ]
 
PPU-a74423ca913fc18e46cfe926db1d48e41f9858a9: # NPUA80662
  - [ load, lbp2AspectRatio_133_NPUA80662 ]
</syntaxhighlight>
 
==Lollipop Chainsaw==
 
===Unlock FPS Patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS30917, BLES01525
: '''Patch version:''' 1.0
: '''Notes:''' Max framerate with the patch is Vblank frequency/2. Without the patch the framerate will be limited at around 57 fps, the patch allows you to go past this.
<syntaxhighlight lang="yaml">
PPU-df6f6701742921b9cbb2554983bb4568aae8d659: # BLUS30917
  - [ be32, 0x00932f2c, 0x60000000 ]
  - [ be32, 0x00932f8c, 0x60000000 ]
  - [ be32, 0x00932f90, 0x60000000 ]
 
PPU-6f69ee207208d55faacb75a3aac6a9ce2aa290b7: # BLES01525
  - [ be32, 0x00932f2c, 0x60000000 ]
  - [ be32, 0x00932f8c, 0x60000000 ]
  - [ be32, 0x00932f90, 0x60000000 ]
</syntaxhighlight>
 
==Metal Gear Solid 2 HD==
<!-- MGS3 21:9 + MGS4 21:9 also made by Esppiral ... Missing currently -->
===21:9 Patch===
: '''Author:''' [https://github.com/Esppiral Esppiral]
: '''Game versions:''' NPEB00685
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
PPU-79c9f5ae14fe84851dca7bfe33f58bee3367730b: # METAL GEAR SOLID 2 HD EDITION [NPEB00685]
  - [ be32, 0xDEE1B0, 0x3F100001 ] # INGAME 21:9 AR
</syntaxhighlight>
 
==NieR==
 
===FPS Patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS30481, BLES00826, BLJM60223
: '''Patch version:''' 2.1
: '''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.
<syntaxhighlight lang="yaml">
PPU-13950b2e29e05a115fe317815d3da9d2b2baee65: # BLUS30481, BLES00826
# "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)
 
PPU-f098ee8410599c81c89f90d698340a078dc69a90: # BLJM60223
# "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)
</syntaxhighlight>
 
===21:9 Aspect Ratio===
: '''Author:''' [https://github.com/dio-gh dio]
: '''Game versions:''' BLUS30481, BLES00826
: '''Patch version:''' 1.0
: '''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.
<syntaxhighlight lang="yaml">
PPU-13950b2e29e05a115fe317815d3da9d2b2baee65: # BLUS30481, BLES00826
  - [ bef32, 0x01120398, 2.3703704 ] # HUD elements will look wrong & needs stretch to display area
</syntaxhighlight>
 
==Persona 5==
 
===60 FPS Patch===
: '''Author:''' [https://github.com/TGEnigma TGEnigma]
: '''Game versions:''' Unspecified (Use your executable hash)
: '''Patch version:''' Update 4/30/2018
: '''Notes:''' Patch may accelerate some game effects by 2x.
<syntaxhighlight lang="yaml">
# Update 4/30/2018: Fix various timings, incl. battle, fix voice cutoff during cutscenes
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
 
# Replace the PPU hash by the one from your executable
PPU-b8c34f774adb367761706a7f685d4f8d9d355426:
  - [ load, p5_60FPS ]
</syntaxhighlight>
 
===Disable Blur Filter===
: '''Author:''' [https://github.com/TGEnigma TGEnigma], [https://github.com/ruipin ruipin], [https://github.com/kd-11 kd-11]
: '''Game versions:''' Unspecified (Use your executable hash)
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
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 ]
 
# Replace the PPU hash by the one from your executable
PPU-d0b4d4ba47cab3d5d8328ade1af75f0ae4861488:
  - [ load, p5_DisableBlur ]
</syntaxhighlight>
 
===Disable Normal Distortion Filter (<=99% Alert & Velvet Room)===
: '''Author:''' [https://github.com/TGEnigma TGEnigma], [https://github.com/ruipin ruipin], [https://github.com/kd-11 kd-11]
: '''Game versions:''' Unspecified (Use your executable hash)
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
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 ]
 
# Replace the PPU hash by the one from your executable
PPU-d0b4d4ba47cab3d5d8328ade1af75f0ae4861488:
  - [ load, p5_DisableDistortion ]
</syntaxhighlight>
 
===Disable Angery Distortion Filter (100% Alert)===
: '''Author:''' [https://github.com/TGEnigma TGEnigma], [https://github.com/ruipin ruipin], [https://github.com/kd-11 kd-11]
: '''Game versions:''' Unspecified (Use your executable hash)
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
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 ]
 
# Replace the PPU hash by the one from your executable
PPU-d0b4d4ba47cab3d5d8328ade1af75f0ae4861488:
  - [ load, p5_Disable100PctDistortion ]
</syntaxhighlight>
 
===Disable HUD Elements===
: '''Author:''' [https://github.com/TGEnigma TGEnigma]
: '''Game versions:''' Unspecified (Use your executable hash)
: '''Patch version:''' NA
: '''Notes:''' Elements can disabled separately by adding/removing their respective lines from the patch.
<syntaxhighlight lang="yaml">
# Replace the PPU hash by the one from your executable
PPU-d0b4d4ba47cab3d5d8328ade1af75f0ae4861488:
  - [ 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
</syntaxhighlight>
 
==Red Dead Redemption ==
 
===21:9 Patch===
: '''Author:''' [https://github.com/Esppiral Esppiral]
: '''Game versions:''' NPEB00833
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
# Red Dead Redemption [NPEB00833]
PPU-8a18a0314cade28526874128b253acd98863b83d:
  - [ be32, 0x474F24, 0x4017B9AA ] # 21.9 Aspect Ratio
  - [ be32, 0x954B8, 0x4017B9AA ] # 21.9 HUD fix for 21.9 AR
</syntaxhighlight>
 
==Sengoku Basara 4 Sumeragi==
 
===Unlock FPS Patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLJM61248 (v1.02)
: '''Patch version:''' NA
: '''Notes:''' Locked to 60FPS by default, totally kills the frame limiter, doesn't need any special settings.
<syntaxhighlight lang="yaml">
PPU-533d9f764374a5174b4e3c2834e742c4184d7211: # Sengoku Basara 4 Sumeragi [BLJM61248] v1.02
  - [ be32, 0x00e23160, 0x3860001e ] # li  r3, 1e
  - [ be32, 0x00e23178, 0x60000000 ] # nop
</syntaxhighlight>
 
==Shadows of the Damned==
 
===Unlock FPS Patch===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BLUS30653
: '''Patch version:''' NA
: '''Notes:''' Max framerate with the patch is Vblank frequency/2. Without the patch the framerate will be limited at 31 fps.
<syntaxhighlight lang="yaml">
PPU-888f4088d305a6add6f83728bdf917c8245fb72c: # Shadows of the Damned [BLUS30653]
  - [ be32, 0x009e0ce4, 0x60000000 ]
  - [ be32, 0x009e0d64, 0x60000000 ]
</syntaxhighlight>
 
==Sonic Adventure==
 
===16:9 Patch===
: '''Author:''' [https://github.com/Esppiral Esppiral]
: '''Game versions:''' NPEB00304
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
# Sonic Adventure [NPEB00304] Fullscreen 16:9 rendering
PPU-5fc2b4ea8ae9cd7a4247f28dc6af65ca1a6a9fa4:
  - [ be32, 0x05043F18, 0x3F400000 ]
  - [ be32, 0x00909260, 0x009B1604 ]
  - [ be32, 0x0090E5B0, 0x40A00000 ]
  - [ be32, 0x00909270, 0x40400000 ]
  - [ be32, 0x00909274, 0xC0400000 ]
  - [ be32, 0x00909278, 0xBF400000 ]
</syntaxhighlight>
 
==Sonic Unleashed==
 
===1280x720 Patch===
: '''Author:''' [https://github.com/TGEnigma TGEnigma], [https://github.com/slashiee slashiee]
: '''Game versions:''' NPUB31204, NPEB01347, BLUS30244, BLES00425, BLJM60112, NPUB90194, NPEB90132, NPJB90162
: '''Patch version:''' 1.3
: '''Notes:''' This game originally rendered at 880x720. With this patch, it will render at a resolution of 1280x720.
<syntaxhighlight lang="yaml">
# Title        : Sonic Unleashed
# Subject      : Internal 1280x720 render resolution
# Author        : TGEnigma, slashiee
# Game versions : NPUB31204, NPEB01347, BLUS30244, BLES00425, BLJM60112, NPUB90194, NPEB90132, NPJB90162
# Patch version : 1.3
# Notes        : This game originally rendered at 880x720. With this patch, it will render at a resolution of 1280x720.
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 ]
 
 
# Comment a line with # at the beginning if you don't want a particular mod
PPU-88b57d524597bbee38df3a452eb0e86c5e789f73: # NPUB31204
  - [ load, su1280x720_Digital ]
 
PPU-d0bf7a33f1763725609feaa87e0e4d18ab9e8acd: # NPEB01347
  - [ load, su1280x720_Digital ]
 
PPU-6ebcaf71dc08cd612acb82f8e32738a8693d9347: # BLUS30244, BLES00425 v1.00
  - [ load, su1280x720_USEUPhysical ]
 
PPU-fbb2149d0f9ad51398eed59cbd26db5367d6376e: # BLJM60112 v1.00
  - [ load, swa1280x720_BLJM60112 ]
 
PPU-c2911b4248ca2090819299f90d1a2d37f50fd5a8: # BLUS30244 v1.02
  - [ load, su1280x720_v102 ]
 
PPU-dfe27b6a57f3fd01f310e402e97a297836b46ceb: # BLES00425 v1.02
  - [ load, su1280x720_v102 ]
 
PPU-4b48caf21e1f10d47aa9a20acce8ecd8c055755e: # BLJM60112 v1.02
  - [ load, su1280x720_v102 ]
 
PPU-bd76a566ab62386b90443711206c3f5063b5ab38: # NPUB90194
  - [ load, su1280x720_NPUB90194_Demo ]
 
PPU-7d9105cac7fb9c8ebbbd791693c27986b12c98ad: # NPEB90132
  - [ load, su1280x720_NPEB90132_Demo ]
 
PPU-8bc924308cd72132d78bae70fb9a1fa82af03c19: # NPJB90162
  - [ load, swa1280x720_NPJB90162_Demo ]
</syntaxhighlight>
 
===21:9 Patch===
: '''Author:''' [https://github.com/slashiee slashiee]
: '''Game versions:''' BLUS30244 (v1.02)
: '''Patch version:''' NA
: '''Notes:''' To change this game's aspect ratio, divide the width of your resolution by it's height to get the new value.
<syntaxhighlight lang="yaml">
# Title        : Sonic Unleashed
# Subject      : 21:9 Aspect Ratio
# Author        : slashiee
# Game versions : BLUS30244 (v1.02)
# Patch version : 1.0
# Notes        : Divide width by height to get the float value.
suAspectRatio_BLUS30244_v102: &suAspectRatio_BLUS30244_v102
# Aspect ratio
  - [ bef32, 0x0275DB2C, 2.37037037 ]
 
# Comment a line with # at the beginning if you don't want a particular mod
PPU-c2911b4248ca2090819299f90d1a2d37f50fd5a8: # BLUS30244 v1.02
  - [ load, suAspectRatio_BLUS30244_v102 ]
</syntaxhighlight>
 
==Space Channel 5 Part 2==
 
===21:9 Patch===
: '''Author:''' [https://github.com/Esppiral Esppiral]
: '''Game versions:''' NPUB30353
: '''Patch version:''' NA
: '''Notes:''' NA
<syntaxhighlight lang="yaml">
# Space Channel 5 Part 2 [NPUB30353]
PPU-2f6778a8e97be84833e47ef273ff10cc2bd6809e:
  - [ be32, 0x5839D4, 0x3F99999A ] # ZOOM+ (21.9)
  - [ be32, 0x57EF84, 0x3F400000 ] # VERT+ (21.9)
</syntaxhighlight>
 
==The Last of Us==
 
There are multiple patches which have been made for this title. For ease of use, they have been placed together in a single space as a compendium. Copy the entire patch below into your <code>patch.yml</code> file. Do remember to read the '''Notes''' mentioned for each patch as it will contain important informations and potential issues caused by the mods. If you wish to enable or disable a particular mod, scroll all the way to the bottom and place a <code>#</code> at the start of each line for the respective mods.
 
: '''Author:''' [https://github.com/Whatcookie Whatcookie], [https://github.com/JohnHolmesII JohnHolmesII], [https://github.com/Xcedf ZEROx], [https://github.com/illusion0001 illusion], [https://github.com/isJuhn Juhn], [https://www.youtube.com/channel/UC9ftedOdJUGRtvaHtYnP_0w Aphelion Gaming]
<syntaxhighlight lang="yaml">
# Title        : The Last of Us
# Game versions : BCES01584 (v1.00, v1.11), BCES01585 (v1.00, v1.11), BCUS98174 (v1.00, v1.11), BCJS37010 (v1.00, v1.11)
 
# Subject      : Disable inbuilt MLAA
# Author        : Whatcookie
# Patch version : 1.0
# 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.
tlou100_mlaa: &tlou100_mlaa
  - [ be32, 0x00a51a8c, 0x48000a64 ] # unconditonally branch to disable MLAA
 
tlou111_mlaa: &tlou111_mlaa
  - [ be32, 0x00a80350, 0x48000ab8 ] # unconditonally branch to disable MLAA
 
 
# Subject      : Post-processing modes
# Author        : JohnHolmesII, ZEROx, illusion, Juhn
# Patch version : 1.0
# Notes        : This patch addresses issues caused by the MLAA patch such as the subchapter "The Cargo" only showing a
#                blackscreen and incorrect bloom effect.
# 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)
 
tlou111_post: &tlou111_post
  - [ be32, 0x00aa944c, 0x38000003 ] # Post-Processing modes                    (mem address: 0x1571867)
 
 
# Subject      : Disable Mesh trimming
# Author        : JohnHolmesII, ZEROx, illusion, Juhn
# Patch version : 1.0
# Notes        : NA
tlou100_mesh: &tlou100_mesh
  - [ be32, 0x00923a94, 0x98090004 ] # Disable Mesh trimming      (r3  => r0 ) (mem address: 0x142C584)
 
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.
 
 
# Subject      : Disable SSAO
# Author        : JohnHolmesII, ZEROx, illusion, Juhn
# Patch version : 1.0
# Notes        : NA
tlou100_ssao: &tlou100_ssao
  - [ be32, 0x00a7a470, 0x9b830067 ] # Disable SSAO                (r27 => r28) (mem address: 0x14C7C0F)
 
tlou111_ssao: &tlou111_ssao
  - [ be32, 0x00aa9f9c, 0x9b830067 ] # Disable SSAO                (r27 => r28) (mem address: 0x1571AAF)
 
 
# Subject      : Disable Motion Blur
# Author        : JohnHolmesII, ZEROx, illusion, Juhn
# Patch version : 1.0
# Notes        : NA
tlou100_mb: &tlou100_mb
  - [ be32, 0x00a7a4d4, 0x9b830086 ] # Disable motion blur        (r27 => r28) (mem address: 0x14C7C2E)
 
tlou111_mb: &tlou111_mb
  - [ be32, 0x00aaa000, 0x9b830086 ] # Disable motion blur        (r27 => r28) (mem address: 0x1571ACE)
 
 
# Subject      : Disable Depth of Field
# Author        : JohnHolmesII, ZEROx, illusion, Juhn
# Patch version : 1.0
# Notes        : NA
tlou100_dof: &tlou100_dof
  - [ be32, 0x00a7a4e0, 0x9b830089 ] # Disable depth of field      (r27 => r28) (mem address: 0x14C7C31)
 
tlou111_dof: &tlou111_dof
  - [ be32, 0x00aaa00c, 0x9b830089 ] # Disable depth of field      (r27 => r28) (mem address: 0x1571AD1)
 
 
# Subject      : Depth buffer viewport
# Author        : JohnHolmesII, ZEROx, illusion, Juhn
# Patch version : 1.0
# Notes        : NA
tlou100_dbv: &tlou100_dbv
  - [ be32, 0x00a7a760, 0x9b6302f5 ] # Depth buffer viewport      (r28 => r27) (mem address: 0x14C7E9D)
 
tlou111_dbv: &tlou111_dbv
  - [ be32, 0x00aaa290, 0x9b6302f9 ] # Depth buffer viewport      (r28 => r27) (mem address: 0x1571D41)
 
 
# Subject      : Depth border fix
# Author        : JohnHolmesII, ZEROx, illusion, Juhn
# Patch version : 1.0
# Notes        : NA
tlou100_dbf: &tlou100_dbf
  - [ be32, 0x00a7a7ac, 0x9b830319 ] # Depth border fix            (r27 => r28) (mem address: 0x14C7EC1)
 
tlou111_dbf: &tlou111_dbf
  - [ be32, 0x00aaa2d8, 0x9b83031d ] # Depth border fix            (r27 => r28) (mem address: 0x1571D65)
 
 
# Subject      : Depth buffer
# Author        : JohnHolmesII, ZEROx, illusion, Juhn
# Patch version : 1.0
# Notes        : NA
tlou100_db: &tlou100_db
  - [ be32, 0x00a7a7b8, 0x90e303e8 ] # Depth buffer                (r27 => r6 ) (mem address: 0x14C7F93)
 
tlou111_db: &tlou111_db
  - [ be32, 0x00aaa2e4, 0x90c303ec ] # Depth buffer                (r27 => r6 ) (mem address: 0x1571E37)
 
 
# Subject      : Speedboost patches
# Author        : ZEROx, illusion
# Patch version : 1.0
# Notes        : NA
tlou100_speed: &tlou100_speed
  - [ be32, 0x00a7a6b8, 0x938302b4 ] # Speedboost                              (mem address: 0x14c7e5f)
 
tlou111_speed: &tlou111_speed
  - [ be32, 0x00aaa1e8, 0x938302b8 ] # Speedboost                              (mem address: 0x1571d03)
 
 
# Subject      : Disable RSX trap errors
# Author        : Aphelion Gaming
# Patch version : 1.0
# 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.
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_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
 
 
# Comment a line with # at the beginning if you don't want a particular mod
PPU-9df60dc1aa5005a0c80e9066e4951dc0471553e6: # The Last of Us BCES01584, BCES01585, BCUS98174, BCJS37010 v1.00
  - [ load, tlou100_mlaa ]  # Disable inbuilt MLAA
  - [ load, tlou100_post ]  # Post-Processing modes
  - [ load, tlou100_mesh ]  # Disable Mesh trimming
  - [ load, tlou100_ssao ]  # Disable SSAO
  - [ load, tlou100_mb ]    # Disable Motion Blur
  - [ load, tlou100_dof ]  # Disable Depth of Field
  - [ load, tlou100_dbv ]  # Depth buffer viewport
  - [ load, tlou100_dbf ]  # Depth border fix
  - [ load, tlou100_db ]    # Depth buffer
#  - [ load, tlou100_speed ] # Speedboost patch
#  - [ load, tlou100_trap ]  # Disable RSX trap errors
 
# Comment a line with # at the beginning if you don't want a particular mod
PPU-120fb71f7352d62521c639b0e99f960018c10a56: # The Last of Us BCES01584, BCES01585, BCUS98174, BCJS37010 v1.11
  - [ load, tlou111_mlaa ]  # Disable inbuilt MLAA
  - [ load, tlou111_post ]  # Post-Processing modes
  - [ load, tlou111_mesh ]  # Disable Mesh trimming
  - [ load, tlou111_ssao ]  # Disable SSAO
  - [ load, tlou111_mb ]    # Disable Motion Blur
  - [ load, tlou111_dof ]  # Disable Depth of Field
  - [ load, tlou111_dbv ]  # Depth buffer viewport
  - [ load, tlou111_dbf ]  # Depth border fix
  - [ load, tlou111_db ]    # Depth buffer
#  - [ load, tlou111_speed ] # Speedboost patch
#  - [ load, tlou111_trap ]  # Disable RSX trap errors
</syntaxhighlight>
 
==Uncharted 2==
 
===Disable various effects===
: '''Author:''' [https://github.com/Xcedf ZEROx], [https://github.com/illusion0001 illusion]
: '''Game versions:''' BCUS98123 (v1.00, v1.09), BCES00757 (v1.00, v1.09), BCES00509 (v1.00, v1.09) NPEA00365 NPUA80698 (v1.10)
: '''Patch version:''' 1.0
: '''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.
<syntaxhighlight lang="yaml">
PPU-7b8a70c24456205b776915643a2acacb6ef6ea56: # Uncharted 2 BCUS98123 BCES00757 BCES00509 1.0
  - [ be32, 0x000c9250, 0x91630008 ] # Framelock: 1 (60 FPS Limit)            (mem address: 0x0E9B5FB)
#  - [ be32, 0x000c9250, 0x91830008 ] # Framelock: 0 (No FPS Limit)            (mem address: 0x0E9B5FB)
# Note: Unlike Uncharted 3 and TLoU, Uncharted 2 doesn't change inital address, same applies for motion blur.
  - [ be32, 0x000c9370, 0x9b830052 ] # Disable SSAO                            (mem address: 0x0E9B642)
  - [ be32, 0x000c93c4, 0x9b830061 ] # Disable depth of field                  (mem address: 0x0E9B651)
  - [ be32, 0x000c93ec, 0x9b830078 ] # Disable Post on SPU                    (mem address: 0x0E9B668)
  - [ be32, 0x000c962c, 0x9b830374 ] # Disable Spu lightning                  (mem address: 0x0E9B964)
  - [ be32, 0x000c9630, 0x9b630375 ] # Enable stencil buffer for gpu lightning (mem address: 0x0E9B965)
  - [ be32, 0x0072ec3c, 0x99490004 ] # Disable mesh trimming                  (mem address: 0x0F995D0)
  - [ be32, 0x000c93c0, 0x9b83005f ] # Disable Motion blur                    (mem address: 0x0E9B64F)
  - [ be32, 0x000c961c, 0x9b8302a4 ] # Disable Velocity motion blur            (mem address: 0x0E9B894)
PPU-a3a5789c12711291dfe16a7d5d81c906d2b4c0c2: # Uncharted 2 BCUS98123 BCES00757 BCES00509 v1.09
  - [ be32, 0x000c26f0, 0x91630008 ] # Framelock: 2 (60 FPS Limit)            (mem address: 0x0E9C1FB)
#  - [ be32, 0x000c26f0, 0x91830008 ] # Framelock: 0 (No FPS Limit)            (mem address: 0x0E9C1FB)
# Note: Unlike Uncharted 3 and TLoU, Uncharted 2 doesn't change inital address, same applies for motion blur.
  - [ be32, 0x000c2810, 0x9b830052 ] # Disable SSAO                            (mem address: 0x0E9C242)
  - [ be32, 0x000c2864, 0x9b830061 ] # Disable depth of field                  (mem address: 0x0E9C251)
  - [ be32, 0x000c288c, 0x9b830078 ] # Disable Post on SPU                    (mem address: 0x0E9C268)
  - [ be32, 0x000c2ad2, 0x9b830374 ] # Disable Spu lightning                  (mem address: 0x0E9C564)
  - [ be32, 0x000c2ad4, 0x9b630375 ] # Enable stencil buffer for gpu lightning (mem address: 0x0E9C565)
  - [ be32, 0x0072d44c, 0x99490004 ] # Disable mesh trimming                  (mem address: 0x0F9BFD0)
  - [ be32, 0x000c2860, 0x9b83005f ] # Disable Motion blur                    (mem address: 0x0E9C24F)
  - [ be32, 0x000c2ac0, 0x9b8302a4 ] # Disable Velocity motion blur            (mem address: 0x0E9C494)
 
PPU-599461c6c88935ff0ed26ef20e649c8c38b7be9c: # Uncharted 2 NPEA00365 NPUA80698 v1.10
  - [ be32, 0x000c2bb8, 0x91630008 ] # Framelock: 2 (60 FPS Limit)            (mem address: 0x0E9C1FB)
#  - [ be32, 0x000c2bb8, 0x91830008 ] # Framelock: 0 (No FPS Limit)            (mem address: 0x0E9C1FB)
# Note: Unlike Uncharted 3 and TLoU, Uncharted 2 doesn't change inital address, same applies for motion blur.
  - [ be32, 0x000c2cd8, 0x9b830052 ] # Disable SSAO                            (mem address: 0x0E9C242)
  - [ be32, 0x000c2d2c, 0x9b830061 ] # Disable depth of field                  (mem address: 0x0E9C251)
  - [ be32, 0x000c2d54, 0x9b830078 ] # Disable Post on SPU                    (mem address: 0x0E9C268)
  - [ be32, 0x000c2f98, 0x9b830374 ] # Disable Spu lightning                  (mem address: 0x0E9C564)
  - [ be32, 0x00c2f9c, 0x9b630375 ]  # Enable stencil buffer for gpu lightning (mem address: 0x0E9C565)
  - [ be32, 0x0072d394, 0x99490004 ] # Disable mesh trimming                  (mem address: 0x0F9BFD0)
  - [ be32, 0x000c2d28, 0x9b83005f ] # Disable Motion blur                    (mem address: 0x0E9C24F)
  - [ be32, 0x000c2f88, 0x9b8302a4 ] # Disable Velocity motion blur            (mem address: 0x0E9C494)
</syntaxhighlight>
 
==Uncharted 3==
 
===Disable inbuilt MLAA===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
: '''Game versions:''' BCES01175 (v1.00, v1.19), BCUS98233 (v1.00, v1.19), BCES01670 (v1.10, v1.19)
: '''Patch version:''' 1.0
: '''Notes:''' Allows for the use of Resolution Scaling in the title and also improves performance. Has issues similar to the TLoU MLAA patch.
<syntaxhighlight lang="yaml">
PPU-49c96996b6f3c0b32422375978c41e0c7ed95183: # BCES01175, BCUS98233 1.00
  - [ be32, 0x00720340, 0x480009ac ] # unconditonally branch to disable MLAA
 
PPU-664fb0e4a94c62c15a6474841c202fb2bf80ce16: # BCES01670 1.10
  - [ be32, 0x00728cac, 0x480009ac ] # unconditonally branch to disable MLAA
 
PPU-02a88c3c6cd415b0bb81f1606bc743835881a4ba: # BCES01175, BCES01670, BCUS98233 1.19
  - [ be32, 0x0073a1d8, 0x480009ac ] # unconditonally branch to disable MLAA
</syntaxhighlight>
 
===Disable various effects===
: '''Author:''' [https://github.com/Xcedf ZEROx], [https://github.com/illusion0001 illusion]
: '''Game versions:''' BCES01175 (v1.00, v1.19), BCUS98233 (v1.00, v1.19), BCES01670 (v1.10)
: '''Patch version:''' 1.0
: '''Notes:''' This is bound to cause issues. Further testing is needed.
<syntaxhighlight lang="yaml">
PPU-49c96996b6f3c0b32422375978c41e0c7ed95183: # BCES01175, BCUS98233 1.00
  - [ be32, 0x0093acd4, 0x39000003 ] # Post Processing mode (needs Post on SPU off!) (Removes overbloom when MLAA is disabled)
 
#    0 = None
#    1 = Bloom
#    2 = Depth of Field
#    3 = ??? (Tonemapping)
#    4 = Bloom & Depth of Field
#    5 = Bloom & Depth of Field & Tonemapping (Default)      (mem address: 0x1346D47)
 
  - [ be32, 0x0073f05c, 0x980b0004 ] # Disable mesh trimming  (mem address: 0x12C3940)
  - [ be32, 0x0093b3ac, 0x9b830057 ] # Disable SSAO          (mem address: 0x1346DBF)
  - [ be32, 0x0093b430, 0x9b83007a ] # Disable Depth of Field (mem address: 0x1346DE2)
  - [ be32, 0x0093b44c, 0x9b830081 ] # Speedup (WCB)          (mem address: 0x1346DE9)
  - [ be32, 0x0093b6b8, 0x9b6302f9 ] # Depth buffer viewport  (mem address: 0x1347061)
  - [ be32, 0x0093b6f8, 0x9b83031d ] # Depth border fix      (mem address: 0x1347085)
  - [ be32, 0x0093b704, 0x90e303ec ] # Depth buffer = 2      (mem address: 0x1347157)
 
PPU-664fb0e4a94c62c15a6474841c202fb2bf80ce16: # BCES01670 1.10
  - [ be32, 0x0094d0b8, 0x39000003 ] # Post Processing mode (needs Post on SPU off!) (Removes overbloom when MLAA is disabled)
 
#    0 = None
#    1 = Bloom
#    2 = Depth of Field
#    3 = ??? (Tonemapping)
#    4 = Bloom & Depth of Field
#    5 = Bloom & Depth of Field & Tonemapping (Default)      (mem address: 0x1376F77)
 
  - [ be32, 0x00747b0c, 0x980b0004 ] # Disable mesh trimming  (mem address: 0x12D5A70)
  - [ be32, 0x0094d790, 0x9b830057 ] # Disable SSAO          (mem address: 0x1376FEF)
  - [ be32, 0x0094d814, 0x9b83007a ] # Disable Depth of Field (mem address: 0x1377012)
  - [ be32, 0x0094d830, 0x9b830081 ] # Speedup (WCB)          (mem address: 0x1377019)
  - [ be32, 0x0094da9c, 0x9b6302f9 ] # Depth buffer viewport  (mem address: 0x1377291)
  - [ be32, 0x0094dadc, 0x9b83031d ] # Depth border fix      (mem address: 0x13772B5)
  - [ be32, 0x0094dae8, 0x90e303ec ] # Depth buffer = 2      (mem address: 0x1377387)


PPU-02a88c3c6cd415b0bb81f1606bc743835881a4ba: # BCES01175, BCES01670, BCUS98233 1.19
==Patch format==
  - [ be32, 0x0096e308, 0x39000003 ] # Post Processing mode (needs Post on SPU off!) (Removes overbloom when MLAA is disabled)
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.


#    0 = None
===Template syntax===
#   1 = Bloom
<pre>
#    2 = Depth of Field
{{patch
#    3 = ??? (Tonemapping)
|type   = <!-- PPU, SPU, Canary -->
#    4 = Bloom & Depth of Field
|version = 1.2
#    5 = Bloom & Depth of Field & Tonemapping (Default)      (mem address: 0x1386547)
|content =
<!-- Enter actual patch here (see below for format). Remember to delete this comment. -->
}}
</pre>


  - [ be32, 0x0075811c, 0x980b0004 ] # Disable mesh trimming  (mem address: 0x12E0DF0)
===Parameters===
  - [ be32, 0x0096e9e0, 0x9b830057 ] # Disable SSAO          (mem address: 0x13865BF)
The following are the valid parameters of the Patch structure ('''required entries are in bold'''):
  - [ be32, 0x0096ea64, 0x9b83007a ] # Disable Depth of Field (mem address: 0x13865E2)
{| class="wikitable"
  - [ be32, 0x0096ea80, 0x9b830081 ] # Speedup (WCB)         (mem address: 0x13865E9)
| '''''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]].
  - [ be32, 0x0096ecec, 0x9b6302f9 ] # Depth buffer viewport  (mem address: 0x1386861)
|-
  - [ be32, 0x0096ed2c, 0x9b83031d ] # Depth border fix      (mem address: 0x1386885)
| '''''PatchName''''' || This field needs to be replaced with the name of the patch (e.g. 60 FPS patch, Disable MLAA, Infinite Ammo, etc.).
  - [ be32, 0x0096ed38, 0x90e303ec ] # Depth buffer = 2      (mem address: 0x1386957)
|-
</syntaxhighlight>
| ''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>.
|-
| '''''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 <code>01.01</code>).
: ''All'' - If you are unsure of the version and the game has only a single known version, mention <code>All</code>.
|-
| ''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 <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 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.
|-
| '''''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.
|}


==Unreal Tournament 3==
===Standard format===
<pre>
PPU-0000000000000000000000000000000000000000:
  "PatchName":
    Games:
      "GameName":
        GameID: [ GameVersion ]
    Author:
    Notes:
    Patch Version:
    Patch:
      - [ Patch ]
</pre>


===Unlock FPS Patch===
===Using anchor (for large patches)===
: '''Author:''' [https://github.com/Whatcookie Whatcookie]
<pre>
: '''Game versions:''' BLES00200 (v2.00)
Anchors:
: '''Patch version:''' NA
   AnchorDesc: &AnchorDesc
: '''Notes:''' Max framerate with the patch is Vblank frequency/2. Without the patch the framerate will be limited at around 57 fps, the patch allows you to go past this.
    - [ Patch ]
<syntaxhighlight lang="yaml">
PPU-d4452078fad5d1d71a6ccb30d8349259749f38e7: # Unreal Tournament 3 [BLES00200] v2.00
   - [ be32, 0x00010c70, 0x60000000 ]
  - [ be32, 0x00010cc8, 0x60000000 ]
  - [ be32, 0x003b79e8, 0x60000000 ]
  - [ be32, 0x003b7a4c, 0x60000000 ]
  - [ be32, 0x003b7a58, 0x60000000 ]
</syntaxhighlight>


==WipEout HD==
PPU-0000000000000000000000000000000000000000:
  "PatchName":
    Games:
      "GameName":
        GAME00000: [ GameVersion ]
    Author:
    Notes:
    Patch Version:
    Patch:
      - [ load, *AnchorDesc ]
</pre>


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