The Last of Us | |
---|---|
Developer(s) | Naughty Dog |
Publisher(s) | Sony Computer Entertainment |
Release date(s) | June 14, 2013 |
Release type | PlayStation exclusive |
Genre(s) | Action, Adventure, Survival horror |
Mode(s) | Single-player, Multiplayer |
GameID(s) | BCES01584 (IRD), BCES01585 (IRD), BCUS98174 (IRD), BCJS37010 (IRD), NPEA00435, NPHA80243, BCAS20270 (IRD), NPJA00096, NPUA80960 Left Behind NPUA81175, NPEA00521, NPJA00129, NPHA80279 Demo NPEA90122, NPUA70257 |
Quick links | Check Compatibility Open Issues Search Google Wikipedia Page |
The Last of Us is a game where players control Joel, a smuggler tasked with escorting a teenage girl, Ellie, across a post-apocalyptic United States. The Last of Us is played from a third-person perspective. Players use firearms and improvised weapons, and can use stealth to defend against hostile humans and cannibalistic creatures infected by a mutated strain of the Cordyceps fungus. In the online multiplayer mode, up to eight players engage in cooperative and competitive gameplay.
Development of The Last of Us began in 2009, soon after the release of Naughty Dog's previous game, Uncharted 2: Among Thieves. For the first time in the company's history, Naughty Dog split into two teams; while one team developed Uncharted 3: Drake's Deception, the other half developed The Last of Us. The relationship between Joel and Ellie became the central focus of the game, with all other elements developed around it. Actors Troy Baker and Ashley Johnson portrayed Joel and Ellie respectively through voice and motion capture, and assisted creative director Neil Druckmann with the development of the characters and story. The original score was composed and performed by Gustavo Santaolalla.
Following its announcement in December 2011, The Last of Us was widely anticipated. Upon release, it received critical acclaim, with praise directed at its narrative, gameplay, visual and sound design, characterization, and depiction of female characters. The Last of Us became one of the best-selling games on the PlayStation 3, selling over 1.3 million units in its first week and 17 million by April 2018. After the game's release, Naughty Dog released several downloadable content additions. The Last of Us: Left Behind adds a single-player campaign following Ellie and her best friend Riley.
Configuration
Options that deviate from RPCS3's default settings and provide the best experience with this title are listed below.
GPU configuration
Setting | Option | Notes |
---|---|---|
Framelimit | 60 | Enabling framelimit prevents rare crashes during loading screens when framerate may exceed 500FPS. Alternatively, enable VSync on a 60Hz monitor for the same effect. |
ZCULL accuracy | Relaxed | Improves performance. |
Resolution scale | 100 | Resolution scaling is only supported when the MLAA patch is enabled. |
Resolution scale threshold | 1x1 | When using Resolution scaling above 100%, this must be set to 1x1 otherwise some effects like lens flares will be missing. |
Write color buffers | On | Only needed if you're not using MLAA patch. Fixes Green Rain and particle issues. Slightly reduces performance. |
Advanced configuration
Setting | Option | Notes |
---|---|---|
Accurate RSX reservation access | On | To be enabled on systems that do not have TSX. |
Read color buffers | On | Fixes graphical issues when certain patches are enabled. |
RSX FIFO accuracy | Atomic | Helps with stability. |
Known Issues
Special Notes
The Last of Us can be played from start to finish, but requires a good CPU and using RPCS3's patches (especially MLAA patch) for serviceable performance.
Netplay testing
For the complete list of games tested with RPCN, please check the RPCN Compatibility List.
Game Version | RPCS3 Version | Connects? | Create/Join lobbies? | Match with others? | Online features working? | Requires custom servers? | Notes |
---|---|---|---|---|---|---|---|
1.11 | Yes | No | No | No | Requires a custom server. |
Patches
Anchors: # Since we only change store reg and branch, we don't need to patch last 2 bytes again. tlou100_mlaa: &tlou100_mlaa - [ be16, 0x00a7a514, 0x9b83 ] # store 0 # - [ be16, 0x00a51a8c, 0x4800 ] # unconditonally branch to disable MLAA - [ be16, 0x0092ddac, 0x4800 ] # Skip memory check function - [ be32, 0x00ae5d4c, 0x38000000 ] # Green rain - [ be32, 0x00a2c4f0, 0x38000000 ] # Green rain - [ be32, 0x00a2c4fc, 0x38000000 ] # Green rain - [ be32, 0x00a58da8, 0x60000000 ] # skip assert: x + w <= width && y + h <= height - [ be32, 0x0093e30c, 0xc1890990 ] # Cargo fix - [ be32, 0x0093e394, 0xc0090990 ] # Reticle bloom # Dof patch - [ be32, 0x0093dd64, 0x48113d2d ] #Call1 - [ be32, 0x0093dd88, 0x48113d19 ] #Call2 - [ be32, 0x00a0ae2c, 0x48046c85 ] #Call3 # Func 1 Overall DoF 1 - [ be32, 0x00a51a90, 0xc09c0aa4 ] #Load f4 - [ be32, 0x00a51a94, 0xc27e04d4 ] #f19 = 0.3 - [ be32, 0x00a51a98, 0xec8404f2 ] #f4*f19 - [ be32, 0x00a51a9c, 0x4e800020 ] #Return # Func 2 Cutscene Dof - [ be32, 0x00a51aa0, 0xc01c0aac ] #Load f0 - [ be32, 0x00a51aa4, 0xc17e1d34 ] #f11 = 0.75 - [ be32, 0x00a51aa8, 0xec0002f2 ] #f0*f11 - [ be32, 0x00a51aac, 0x4e800020 ] #Return # Func 3 Overall Dof 2 - [ be32, 0x00a51ab0, 0x3d200146 ] #r9 = 1460000 - [ be32, 0x00a51ab4, 0x3929481c ] #r9 = 146481c - [ be32, 0x00a51ab8, 0x80080014 ] #Load pattern to r0 - [ be32, 0x00a51abc, 0x7f804800 ] #Compare r0 to r9 - [ be32, 0x00a51ac0, 0x409e0010 ] - [ be32, 0x00a51ac4, 0xc01e10a0 ] #f0 = 0.3 - [ be32, 0x00a51ac8, 0xd008000c ] #Store f0 - [ be32, 0x00a51acc, 0x48000008 ] - [ be32, 0x00a51ad0, 0xd3e8000c ] #Default store - [ be32, 0x00a51ad4, 0x4e800020 ] #Return # Bloom correction patch v2.2 - [ be32, 0x0093e308, 0x481137d1 ] #Call - [ be32, 0x00a51ad8, 0xc1a909a4 ] #Load f13 - [ be32, 0x00a51adc, 0xc19e064c ] #f12 = 0.69 - [ be32, 0x00a51ae0, 0x808909a8 ] #r4 unique value e198 - [ be32, 0x00a51ae4, 0x2f840000 ] #if r4 <= 0 - [ be32, 0x00a51ae8, 0x409d0058 ] #Skip to Main menu # Bills town Bloater and escape (2) - [ be32, 0x00a51aec, 0x3ca03ba4 ] #r5 = 3ba40000 - [ be32, 0x00a51af0, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a51af4, 0x419c0074 ] #go to Patch if less # Bills town Cemetery (1) - [ be32, 0x00a51af8, 0x808909a4 ] #r4 unique value e194 - [ be32, 0x00a51afc, 0x3ca03e80 ] #r5 = 3e800000 - [ be32, 0x00a51b00, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a51b04, 0x419c0068 ] #go to Patch if less # Bills town main street (2) - [ be32, 0x00a51b08, 0x3ca04026 ] #r5 = 40260000 - [ be32, 0x00a51b0c, 0x38a56666 ] #r5 = 40266666 - [ be32, 0x00a51b10, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a51b14, 0x419e0054 ] #go to Patch if == # Bills town Trap (2) - [ be32, 0x00a51b18, 0x3ca0403d ] #r5 = 403d0000 - [ be32, 0x00a51b1c, 0x38a5e4e2 ] #r5 = 403ce4e2 - [ be32, 0x00a51b20, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a51b24, 0x419e0044 ] #go to Patch if == # Bills Town intro check (2) - [ be32, 0x00a51b28, 0x808909bc ] #r4 unique value e1ac - [ be32, 0x00a51b2c, 0x3ca04007 ] #r5 = 40070000 - [ be32, 0x00a51b30, 0x38a50a3d ] #r5 = 40070a3d - [ be32, 0x00a51b34, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a51b38, 0x419e0030 ] #go to Patch if == - [ be32, 0x00a51b3c, 0x4e800020 ] #Return # Patch Menu/Ending level - [ be32, 0x00a51b40, 0x808909a0 ] #r4 unique value e190 - [ be32, 0x00a51b44, 0x3ca03f8d ] #r5 = 3f8d0000 - [ be32, 0x00a51b48, 0x38a52f6f ] #r5 = 3f8d2f6f - [ be32, 0x00a51b4c, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a51b50, 0x419e0010 ] #Patch menu - [ be32, 0x00a51b54, 0x80a909a4 ] #r5 unique value e194 - [ be32, 0x00a51b58, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a51b5c, 0x4c9e0020 ] #Return (bnelr) - [ be32, 0x00a51b60, 0xc19e03fc ] #f12 = 0.5 - [ be32, 0x00a51b64, 0x48000008 ] #go to Patch # Patch function - [ be32, 0x00a51b68, 0xedad0332 ] #f13=f13*f12 - [ be32, 0x00a51b6c, 0xec000332 ] #f0=f0*f12 - [ be32, 0x00a51b70, 0x4e800020 ] #Return # 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 // reversed from orbis version confirmed this exists # 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) - [ be32, 0x0093e300, 0xc0090990 ] # load e190 with 0 - [ be32, 0x0093e30c, 0xc1890990 ] # load e198 with 0f - [ be32, 0x0093e394, 0xc0090990 ] # load e1a0 with 0f tlou100_mesh: &tlou100_mesh - [ be16, 0x00923a94, 0x9809 ] # Disable Mesh trimming (r3 => r0 ) (mem address: 0x142C584) # Many settings below are enabled/disabled in sub_A7A340. In this subroutine, # r6 = 2 # r27 = 1 # r28 = 0 # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the # source register from one to the other, though some are words and some are bytes, so be careful. tlou100_ssao: &tlou100_ssao - [ be16, 0x00a7a470, 0x9b83 ] # Disable SSAO (r27 => r28) (mem address: 0x14C7C0F) tlou100_mb: &tlou100_mb - [ be16, 0x00a7a4d4, 0x9b83 ] # Disable motion blur (r27 => r28) (mem address: 0x14C7C2E) tlou100_dof: &tlou100_dof - [ be16, 0x00a7a4e0, 0x9b83 ] # Disable depth of field (r27 => r28) (mem address: 0x14C7C31) tlou100_dbv: &tlou100_dbv - [ be16, 0x00a7a760, 0x9b63 ] # Depth buffer viewport (r28 => r27) (mem address: 0x14C7E9D) tlou100_dbf: &tlou100_dbf - [ be16, 0x00a7a7ac, 0x9b83 ] # Depth border fix (r27 => r28) (mem address: 0x14C7EC1) tlou100_db: &tlou100_db - [ be16, 0x00a7a7b8, 0x90e3 ] # Depth buffer (r27 => r6 ) (mem address: 0x14C7F93) - [ be16, 0x00a516ec, 0x4800 ] # Cabin resort crash fix tlou100_speed: &tlou100_speed - [ be16, 0x00a7a6b8, 0x9383 ] # Speedboost (mem address: 0x14c7e5f) tlou111_mlaa: &tlou111_mlaa # - [ be16, 0x00aaa040, 0x9b83 ] # store 0 - [ be16, 0x00a80350, 0x4800 ] # unconditonally branch to disable MLAA - [ be16, 0x0095b8f8, 0x4800 ] # Skip memory check function - [ be32, 0x00b0e140, 0x38000000 ] # Green rain - [ be32, 0x00a5bc38, 0x38000000 ] # Green rain - [ be32, 0x00a5bc44, 0x38000000 ] # Green rain - [ be32, 0x00a877e0, 0x60000000 ] # skip assert: x + w <= width && y + h <= height - [ be32, 0x0096be58, 0xc1890990 ] # Cargo fix # Dof correction patch - [ be32, 0x0096b8b0, 0x48114aa5 ] #Call1 - [ be32, 0x0096b8d4, 0x48114a91 ] #Call2 - [ be32, 0x00a3a588, 0x48045ded ] #Call3 # Func 1 Overall DoF 1 - [ be32, 0x00a80354, 0xc09c0aa4 ] #Load f4 e294 - [ be32, 0x00a80358, 0xc27e0424 ] #f19 = 0.3 - [ be32, 0x00a8035c, 0xec8404f2 ] #f4*f19 - [ be32, 0x00a80360, 0x4e800020 ] #Return # Func 2 Cutscene Dof - [ be32, 0x00a80364, 0xc01c0aac ] #Load f0 e29c - [ be32, 0x00a80368, 0xc17e1b64 ] #f11 = 0.75 - [ be32, 0x00a8036c, 0xec0002f2 ] #f0*f11 - [ be32, 0x00a80370, 0x4e800020 ] #Return # Func 3 Overall Dof 2 - [ be32, 0x00a80374, 0x3d200151 ] #r9 = 1510000 - [ be32, 0x00a80378, 0x3929e29c ] #r9 = 150e29c - [ be32, 0x00a8037c, 0x80080014 ] #r0 = key addr - [ be32, 0x00a80380, 0x7f804800 ] #Compare r0 to r9 - [ be32, 0x00a80384, 0x409e000c ] - [ be32, 0x00a80388, 0xc01e137c ] #f0 = 0.3 - [ be32, 0x00a8038c, 0xd008000c ] #Store f0 - [ be32, 0x00a80390, 0xc0050000 ] #Restore f0 - [ be32, 0x00a80394, 0x4e800020 ] #Return # Bloom correction patch - [ be32, 0x0096be54, 0x48114549 ] #Call - [ be32, 0x00a8039c, 0xc1a909a4 ] #Load f13 - [ be32, 0x00a803a0, 0xc19e059c ] #f12 = 0.69 - [ be32, 0x00a803a4, 0x808909a8 ] #r4 unique value e198 - [ be32, 0x00a803a8, 0x2f840000 ] #if r4 <= 0 - [ be32, 0x00a803ac, 0x409d0058 ] #Skip to Main menu # Bills town Bloater and escape(2) - [ be32, 0x00a803b0, 0x3ca03ba4 ] #r5 = 3ba40000 - [ be32, 0x00a803b4, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a803b8, 0x419c0074 ] #go to Patch if less # Bills town Cemetery(1) - [ be32, 0x00a803bc, 0x808909a4 ] #r4 unique value e194 - [ be32, 0x00a803c0, 0x3ca03e80 ] #r5 = 3e800000 - [ be32, 0x00a803c4, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a803c8, 0x419c0068 ] #go to Patch if less # Bills town main street(2) - [ be32, 0x00a803cc, 0x3ca04026 ] #r5 = 40260000 - [ be32, 0x00a803d0, 0x38a56666 ] #r5 = 40266666 - [ be32, 0x00a803d4, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a803d8, 0x419e0054 ] #go to Patch if == # Bills town Trap(2) - [ be32, 0x00a803dc, 0x3ca0403d ] #r5 = 403d0000 - [ be32, 0x00a803e0, 0x38a5e4e2 ] #r5 = 403ce4e2 - [ be32, 0x00a803e4, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a803e8, 0x419e0044 ] #go to Patch if == # Bills Town intro check(2) - [ be32, 0x00a803ec, 0x808909bc ] #r4 unique value e1ac - [ be32, 0x00a803f0, 0x3ca04007 ] #r5 = 40070000 - [ be32, 0x00a803f4, 0x38a50a3d ] #r5 = 40070a3d - [ be32, 0x00a803f8, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a803fc, 0x419e0030 ] #go to Patch if == - [ be32, 0x00a80400, 0x4e800020 ] #Return # Patch Menu/Ending level - [ be32, 0x00a80404, 0x808909a0 ] #r4 unique value e190 - [ be32, 0x00a80408, 0x3ca03f8d ] #r5 = 3f8d0000 - [ be32, 0x00a8040c, 0x38a52f6f ] #r5 = 3f8d2f6f - [ be32, 0x00a80410, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a80414, 0x419e0010 ] #Patch menu - [ be32, 0x00a80418, 0x80a909a4 ] #r5 unique value e194 - [ be32, 0x00a8041c, 0x7f842800 ] #compare r4 to r5 - [ be32, 0x00a80420, 0x4c9e0020 ] #Return (bnelr) - [ be32, 0x00a80424, 0xc19e034c ] #f12 = 0.5 - [ be32, 0x00a80428, 0x48000008 ] #go to Patch # Patch function - [ be32, 0x00a8042c, 0xedad0332 ] #f13=f13*f12 - [ be32, 0x00a80430, 0xec000332 ] #f0=f0*f12 - [ be32, 0x00a80434, 0x4e800020 ] #Return # 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 // reversed from orbis version confirmed this exists # 4 = Bloom & Depth of Field # 5 = Bloom & Depth of Field & Tonemapping (Default) tlou111_post: &tlou111_post # - [ be32, 0x00aa944c, 0x38000003 ] # Post-processing modes (mem address: 0x1571867) - [ be32, 0x0096be4c, 0xc0090990 ] # load e190 with 0 - [ be32, 0x0096BE58, 0xc1890990 ] # load e198 with 0 - [ be32, 0x0096BEE0, 0xc0090990 ] # load e1a0 with 0 tlou111_mesh: &tlou111_mesh - [ be16, 0x009515d8, 0x9809 ] # Disable Mesh trimming (r3 => r0 ) (mem address: 0x14A9604) # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine, # r6 = 2 # r27 = 1 # r28 = 0 # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the # source register from one to the other, though some are words and some are bytes, so be careful. tlou111_ssao: &tlou111_ssao - [ be16, 0x00aa9f9c, 0x9b83 ] #Disable SSAO tlou111_mb: &tlou111_mb - [ be32, 0x0096aa94, 0x480000e0 ] # Disable motion blur tlou111_dof: &tlou111_dof - [ be16, 0x00aaa00c, 0x9b83 ] # Disable depth of field (r27 => r28) (mem address: 0x1571AD1) tlou111_dbf: &tlou111_dbf - [ be16, 0x00aaa2d8, 0x9b83 ] # Depth border fix (r27 => r28) (mem address: 0x1571D65) tlou111_db: &tlou111_db - [ be16, 0x00aaa2e4, 0x90c3 ] # Depth buffer (r27 => r6 ) (mem address: 0x1571E37) - [ be16, 0x00aaa290, 0x9b63 ] # Depth buffer viewport (r28 => r27) (mem address: 0x1571D41) - [ be32, 0x00ab9ec8, 0x38000001 ] # Depth buffer viewport (r28 => r27) (mem address: 0x1571D41) #Cabin resort fix - [ be64, 0x01572020, 0x1070fd7d7973c900 ] #first line - [ be64, 0x01572030, 0x674da76646c80092 ] #second line p.1 - [ be32, 0x01572039, 0x2bfb00a3 ] #second line p.2 - [ be64, 0x01572040, 0x00003f8000014034 ] #third line p.1 - [ be64, 0x01572048, 0x0000403400013f80 ] #third line p.2 - [ be64, 0x01572052, 0x3f80000000a3a588 ] #Inicial Current result #Alpha pass func - [ be32, 0x00a7ffac, 0x419e0020 ] #Go to Alpha pass check - [ be32, 0x00a7ffb0, 0x3d200157 ] #r9 = 0x1570000 #Check Task id - [ be32, 0x00a7ffb4, 0x3880201f ] #r4 = 0x201f - [ be32, 0x00a7ffb8, 0x4800018d ] #Task id func Call - [ be32, 0x00a7ffbc, 0x419e0010 ] #beq to Alpha pass check - [ be32, 0x00a7ffc0, 0x98091d41 ] #stb Disable Alpha pass - [ be32, 0x00a7ffc4, 0xb0092028 ] #sth Store flag (0x1572028) - [ be32, 0x00a7ffc8, 0x480001a8 ] #Go to a80170 #Alpha pass check - [ be32, 0x00a7ffcc, 0x88691d41 ] #lbz r3 = Alpha pass - [ be32, 0x00a7ffd0, 0x7f801800 ] #cmpw r0 vs r3 - [ be32, 0x00a7ffd4, 0x409e019c ] #Skip to a80170 - [ be32, 0x00a7ffd8, 0x2f800000 ] #cmpwi r0 vs 0 - [ be32, 0x00a7ffdc, 0x419e0010 ] #beq - [ be32, 0x00a7ffe0, 0x38800000 ] #li r4 = 0 - [ be32, 0x00a7ffe4, 0xb0892028 ] #sth Store flag (0x1572028) - [ be32, 0x00a7ffe8, 0x48000008 ] - [ be32, 0x00a7ffec, 0x38800001 ] #li r4 = 1 - [ be32, 0x00a7fff0, 0x98891d41 ] #stb r4 Store Alpha pass - [ be32, 0x00a7fff4, 0x4800017c ] #Go to a80170 #Task id func - [ be32, 0x00a80144, 0x7ca92214 ] #add r5 = r9 + r4 - [ be32, 0x00a80148, 0x3c800142 ] #lis r4 = 0x1420000 - [ be32, 0x00a8014c, 0x88649ef4 ] #lbz r3 = Task id first byte - [ be32, 0x00a80150, 0x8c850001 ] #lbzu r4 table byte - [ be32, 0x00a80154, 0x2f840000 ] #r4 vs 0 (Default case) - [ be32, 0x00a80158, 0x419e000c ] #beq (r4 = 0) - [ be32, 0x00a8015c, 0x7f832000 ] #cmpw r3 vs r4 - [ be32, 0x00a80160, 0x409efff0 ] #Go back - [ be32, 0x00a80164, 0x2f840000 ] #cmpwi r4 vs 0 - [ be32, 0x00a80168, 0x4e800020 ] #Return #The Main function - [ be32, 0x00a3a584, 0x48045a75 ] #Function Call - [ be32, 0x00a7fff8, 0x3d200157 ] #lis r9 = 0x1570000 - [ be32, 0x00a7fffc, 0x90692060 ] #stw Store r3 - [ be32, 0x00a80000, 0x90a92064 ] #stw Store r5 - [ be32, 0x00a80004, 0x3ca00151 ] #lis r5 = 0x1510000 - [ be32, 0x00a80008, 0x38a5db24 ] #subi r5 = 0x150db24 - [ be32, 0x00a8000c, 0x80050aec ] #lwz r0 = blizzard byte - [ be32, 0x00a80010, 0x2f800000 ] #cmpwi r0 vs 0 - [ be32, 0x00a80014, 0x419e0114 ] #beq to Default store (a80128) - [ be32, 0x00a80018, 0xa0092028 ] #lhz r0 = Alpha pass flag - [ be32, 0x00a8001c, 0x2f800001 ] #cmpwi r0 vs 1 - [ be32, 0x00a80020, 0x419e0108 ] #beq to Default store (a80128) #Check key addrs - [ be32, 0x00a80024, 0x80080014 ] #lwz r0 = key addr - [ be32, 0x00a80028, 0x7f802800 ] #cmpw r0 vs r5(0x150db24) - [ be32, 0x00a8002c, 0x38803f00 ] #li r4 = 3f00 Final Result - [ be32, 0x00a80030, 0x419e00f0 ] #Go to store result (a80120) - [ be32, 0x00a80034, 0x38a50030 ] #addi r5 = 0x150db54 - [ be32, 0x00a80038, 0x7f802800 ] #cmpw r0 vs r5 - [ be32, 0x00a8003c, 0x419e00e4 ] #Go to store result (a80120) - [ be32, 0x00a80040, 0x38a5ffe4 ] #subi r5 = 0x150db38 - [ be32, 0x00a80044, 0x7f802800 ] #cmpw r0 vs r5 - [ be32, 0x00a80048, 0x419e0024 ] #Go to 0x150db38 case (a8006c) - [ be32, 0x00a8004c, 0x38a5fff8 ] #subi r5 = 0x150db30 - [ be32, 0x00a80050, 0x7f802800 ] #cmpw r0 vs r5 - [ be32, 0x00a80054, 0x409e00d4 ] #Go to Default store (a80128) #0x150db30 case - [ be32, 0x00a80058, 0x3880203b ] #li r4 = 0x203b(case a3) - [ be32, 0x00a8005c, 0x480000e9 ] #Task id func Call - [ be32, 0x00a80060, 0x419e00c8 ] #Go to Default store (a80128) - [ be32, 0x00a80064, 0x38803f00 ] #li r4 = 3f00 - [ be32, 0x00a80068, 0x480000b8 ] #Go to Store result (a80120) #0x150db38 Special cases - [ be32, 0x00a8006c, 0x3880203b ] #li r4 = 0x203b(case a3) - [ be32, 0x00a80070, 0x480000d5 ] #Task id func Call - [ be32, 0x00a80074, 0x419e000c ] #Go to next check - [ be32, 0x00a80078, 0x38803f00 ] #li r4 = 0x3f00 Final result - [ be32, 0x00a8007c, 0x480000a4 ] #Go to Store result (a80120) - [ be32, 0x00a80080, 0x38802036 ] #li r4 0x2036(case 92) - [ be32, 0x00a80084, 0x480000c1 ] #Task id func Call - [ be32, 0x00a80088, 0x419e000c ] #Go to next check - [ be32, 0x00a8008c, 0x38804040 ] #li r4 = 0x4040 Final result - [ be32, 0x00a80090, 0x48000090 ] #Go to Store result (a80120) - [ be32, 0x00a80094, 0x38802038 ] #li r4 = 0x2038 (cases 2b/fb) - [ be32, 0x00a80098, 0x480000ad ] #Task id func Call - [ be32, 0x00a8009c, 0x419e000c ] #Skip to usual cases - [ be32, 0x00a800a0, 0x38003f80 ] #li r0 = 0x3f80 Final Result - [ be32, 0x00a800a4, 0x4800007c ] #Go to Store result (a80120) - [ be32, 0x00a800a8, 0x3880202f ] #r4 = 0x202f(main cases) - [ be32, 0x00a800ac, 0x48000099 ] #Task id func Call - [ be32, 0x00a800b0, 0x419e0014 ] #to Joel cases - [ be32, 0x00a800b4, 0x3c60013d ] #lis r3 = 0x13d0000 - [ be32, 0x00a800b8, 0x886371b4 ] #lbz r3 = Inside/outside byte (13d71b4) (r3) - [ be32, 0x00a800bc, 0x38a9203c ] #addi r5 = r9+0x203c(0x157203c Ellie cases) - [ be32, 0x00a800c0, 0x48000010 ] - [ be32, 0x00a800c4, 0x3c600151 ] #lis r3 = 0x1510000 - [ be32, 0x00a800c8, 0x8063e600 ] #lbz r3 = Inside/outside byte (150e600) (r3) - [ be32, 0x00a800cc, 0x38a92044 ] #addi r5 = r9+0x2044(0x1572044 Joel cases) #Main cases - [ be32, 0x00a800d0, 0xa4850004 ] #lhzu r4 from r5 - [ be32, 0x00a800d4, 0x7f832000 ] #cmpw r3 vs r4 - [ be32, 0x00a800d8, 0x409efff8 ] #Go back - [ be32, 0x00a800dc, 0xa0892050 ] #lhz r4 = Main byte(0x1502050) - [ be32, 0x00a800e0, 0x7f832000 ] #cmpw r3 vs r4 - [ be32, 0x00a800e4, 0xa0850002 ] #lhz r4 = eq-Current/neq-Target result - [ be32, 0x00a800e8, 0x419e0028 ] #beq to Store current result - [ be32, 0x00a800ec, 0xa0092052 ] #lhz r0 = Current result - [ be32, 0x00a800f0, 0x7f802000 ] #cmpw r0 vs r4 - [ be32, 0x00a800f4, 0x419e0024 ] #beq to Store main byte #Switcher (spends 30 frames) - [ be32, 0x00a800f8, 0x2f843f80 ] #cmpwi r4 vs 0x3f80 - [ be32, 0x00a800fc, 0x7c040378 ] #mr r4 = r0 - [ be32, 0x00a80100, 0x419e000c ] #beq - [ be32, 0x00a80104, 0x38840006 ] #addi r4 = r4 + 6 - [ be32, 0x00a80108, 0x48000008 ] - [ be32, 0x00a8010c, 0x3884fffa ] #subi r4 = r4 - 6 - [ be32, 0x00a80110, 0xb0892052 ] #sth r4 Store new current result - [ be32, 0x00a80114, 0x4800000c ] #b to Store final result #Store main byte - [ be32, 0x00a80118, 0xb0692050 ] #sth r3 Store main byte (r9) #Store results - [ be32, 0x00a8011c, 0xa0892052 ] #sth r4 = Current resullt (r9) - [ be32, 0x00a80120, 0xb088000c ] #sth r4 Store final result (r8) - [ be32, 0x00a80124, 0x48000008 ] #Go to return - [ be32, 0x00a80128, 0xd3e8000c ] #Default store #Returning - [ be32, 0x00a8012c, 0x80092056 ] #lwz Load r0 as LR - [ be32, 0x00a80130, 0x7c0803a6 ] #mtlr LR = r0 - [ be32, 0x00a80134, 0x80692060 ] #Restore r3 - [ be32, 0x00a80138, 0x80a92064 ] #Restore r5 - [ be32, 0x00a8013c, 0x38920001 ] #Restore r4 - [ be32, 0x00a80140, 0x4e800020 ] #Return tlou111_speed: &tlou111_speed - [ be16, 0x00aaa1e8, 0x9383 ] # Speedboost (mem address: 0x1571d03) tlou111_devplus: &tlou111_devplus - [ be32, 0x012850e8, 0x00e8c3e7 ] # str ptr - [ be32, 0x0128515c, 0x00e8c57f ] # str ptr - [ be16, 0x00e8c318, 0x202b ] # _+ - [ byte, 0x00e8c3e7, 42 ] # * in int - [ byte, 0x00e8c57f, 42 ] # * in int # useless memory option replace with rendering # point addr from [] to [], this offsets 002dcc40 store 00 and onwards. # i.e [] now becomes [] and so on - [ be32, 0x0129732c, 0x015715f0 ] # pointer - [ be32, 0x002dcc40, 0x38bc00be ] # disable vis - [ be32, 0x012973fc, 0x00ee0490 ] - [ be16, 0x00ee0498, 0x5669 ] # capitalise visibility for - [ be32, 0x002dcc74, 0x38bc06d9 ] # wireframe - [ be32, 0x01297400, 0x00ee01d8 ] - [ be32, 0x002dcca8, 0x38bc06da ] # see through - [ be32, 0x01297404, 0x00ee01f0 ] - [ be32, 0x002dccdc, 0x38bc06db ] # point mode - [ be32, 0x01297408, 0x00ee0210 ] - [ be32, 0x002dcd10, 0x38bc04f4 ] # post on spu - [ be32, 0x0129740c, 0x00f05a48 ] - [ be32, 0x002dcd44, 0x38bc04de ] # motion blur - [ be32, 0x01297410, 0x00f05618 ] - [ be32, 0x002dcd78, 0x38bc04e1 ] # dof - [ be32, 0x01297414, 0x00f05410 ] - [ be32, 0x012974e4, 0x0135bfe8 ] # ptr - [ be64, 0x00ea8ba0, 0x456e61626c652050 ] # rename string - [ be32, 0x00ea8ba8, 0x61757365 ] - [ byte, 0x00ea8bac, 0 ] # term str - [ be32, 0x01297418, 0x00e8d580 ] - [ byte, 0x00eeeef8, 0 ] - [ byte, 0x00eeef10, 0 ] - [ byte, 0x00eeef28, 0 ] - [ byte, 0x00eeef50, 0 ] - [ be32, 0x012bf4a4, 0x00e8d520 ] - [ be32, 0x012bf4a8, 0x00e8d550 ] # str, perhaps use utf8 here? - [ be64, 0x00e8d520, 0x437265646974733a ] - [ be64, 0x00e8d550, 0x4d61646520627920 ] - [ be64, 0x00e8d558, 0x696c6c7573696f6e ] - [ be64, 0x00e8d560, 0x2c20467265616b6f ] - [ be64, 0x00e8d568, 0x20616e6420536d61 ] - [ be64, 0x00e8d570, 0x7368657232343800 ] # vram stats - [ be64, 0x00e8d580, 0x53686f7720437265 ] - [ be32, 0x00e8d588, 0x64697473 ] # console exclusive code, we don't need this due to post on spu off - [ be32, 0x0129741c, 0x0157186e ] # ptr # - [ be32, 0x00aa9444, 0x38600001 ] # remove branch and set r3 to 1 # - [ be16, 0x00aa9464, 0x9869 ] # load from r3 tlou111_cparts: &tlou111_cparts - [ be64, 0x0e8d600, 0x496E66696E697465 ] # str Infinite Everything (Ammo, Items, Skills, Parts) - [ be64, 0x0e8d608, 0x2045766572797468 ] - [ be64, 0x0e8d610, 0x696E672028416D6D ] - [ be64, 0x0e8d618, 0x6F2C204974656D73 ] - [ be64, 0x0e8d620, 0x2C20536B696C6C73 ] - [ be64, 0x0e8d628, 0x2C20506172747329 ] - [ be32, 0x01286780, 0x00e8d600 ] # point addr to e8e490 - [ be32, 0x01286784, 0x014f3412 ] # point addr to 014f3412 # add - [ be32, 0x003495c, 0x48e58c35 ] # bl 00e8d590 - [ be32, 0x0e8d590, 0x3fa0014f ] # r29 14f0000 - [ be32, 0x0e8d594, 0x881d3412 ] # lbz r0, 0x3412, (r29) - [ be32, 0x0e8d598, 0x2f800000 ] # cmp r0, 0x0 - [ be32, 0x0e8d59c, 0x409e0008 ] # bne 0xe8d5a4 - [ be32, 0x0e8d5a0, 0x7f7fd22e ] # og lhzx - [ be32, 0x0e8d5a4, 0x4e800020 ] # ret - [ be32, 0x0034968, 0x2f9d096f ] # r29 to 512 - [ be32, 0x0034970, 0x3ba0096f ] # li r29 512 # sub - [ be32, 0x00336c0, 0x7e2802a6 ] # mflr r17,LR - [ be32, 0x00336c4, 0x48e59f01 ] # call 3 - [ be32, 0x00336c8, 0x7e2803a6 ] # mtlr LR,r17 - [ be32, 0x00336cc, 0x3a200000 ] # r17 = 0 - [ be32, 0x0e8d5c4, 0x7c0b4a2e ] # og lhzx - [ be32, 0x0e8d5c8, 0x5408043e ] # og rlwinm - [ be32, 0x0e8d5cc, 0x3e00014f ] # r16 = 14f0000 - [ be32, 0x0e8d5d0, 0x89f03412 ] # lbz r15,0x3412,r16 - [ be32, 0x0e8d5d4, 0x2f8f0000 ] # r15 vs 0 - [ be32, 0x0e8d5d8, 0x409e0008 ] # bne - [ be32, 0x0e8d5dc, 0x7c050050 ] # og sub - [ be32, 0x0e8d5e0, 0x7f882800 ] # og cmpw - [ be32, 0x0e8d5e4, 0x39e00000 ] # r15 = 0 - [ be32, 0x0e8d5e8, 0x3a000000 ] # r16 = 0 - [ be32, 0x0e8d5ec, 0x4e800020 ] # ret tlou111_nailbombsoftlockfix: &tlou111_nailbombsoftlockfix - [ be32, 0x0069f7ac, 0x4b9c012d ] # bl SUB_0005f8d8 - [ be32, 0x0005f8d8, 0x3c800142 ] # lis r4,0x142 - [ be32, 0x0005f8dc, 0xa0849ef4 ] # lhz r4,-0x610c(r4) - [ be32, 0x0005f8e0, 0x70847fff ] # andi r4,r4,0x7fff - [ be32, 0x0005f8e4, 0x2f8440bc ] # cmpwi cr7,r4,0x40bc - [ be32, 0x0005f8e8, 0x419e0028 ] # beq cr7,LAB_0005f910 - [ be32, 0x0005f8ec, 0x2f842466 ] # cmpwi cr7,r4,0x2466 - [ be32, 0x0005f8f0, 0x419e0020 ] # beq cr7,LAB_0005f910 - [ be32, 0x0005f8f4, 0x2f841ab6 ] # cmpwi cr7,r4,0x1ab6 - [ be32, 0x0005f8f8, 0x419e0018 ] # beq cr7,LAB_0005f910 - [ be32, 0x0005f8fc, 0x2f841181 ] # cmpwi cr7,r4,0x1181 - [ be32, 0x0005f900, 0x419e0010 ] # beq cr7,LAB_0005f910 - [ be32, 0x0005f904, 0x2f844ad3 ] # cmpwi cr7,r4,0x4ad3 - [ be32, 0x0005f908, 0x419e0008 ] # beq cr7,LAB_0005f910 - [ be32, 0x0005f90c, 0x48000008 ] # b LAB_0005f914 - [ be32, 0x0005f910, 0x38000001 ] # li r0,0x1 - [ be32, 0x0005f914, 0x389b0070 ] # addiparam_2,r27,0x70 - [ be32, 0x0005f918, 0x4e800020 ] # blr tlou111_devmenu: &tlou111_devmenu - [ be16, 0x0003bfa0, 0x9b3f ] - [ be16, 0x009da99a, 0x2db6 ] - [ be16, 0x009da9a2, 0x2db6 ] - [ be32, 0x00a1a200, 0x60000000 ] #Remove "!" model render # str lookup - [ utf8, 0x011b4145, "shiv " ] - [ utf8, 0x011b4165, "pistol-uber-t1 " ] - [ utf8, 0x011b4185, "baseball-bat " ] - [ utf8, 0x011b41a5, "hatchet " ] - [ utf8, 0x011b41c5, "NO_ART_GROUP " ] - [ utf8, 0x011b41e5, "nail-bomb " ] - [ utf8, 0x011b4205, "two-by-four " ] - [ utf8, 0x011b4225, "nail-bomb " ] - [ utf8, 0x011b4245, "turret-sniper " ] - [ utf8, 0x011b4265, "rifle-lever-action " ] - [ utf8, 0x011b4285, "pistol-uber-t1 " ] - [ utf8, 0x011b42a5, "shiv " ] - [ utf8, 0x011b42c5, "radio " ] - [ utf8, 0x011b42e5, "molotov " ] - [ utf8, 0x011b4305, "bandage-apply " ] - [ utf8, 0x011b4325, "mp-parcel " ] - [ utf8, 0x011b4345, "gren-launcher-improvised " ] - [ utf8, 0x011b4365, "shotgun-dbl-barrel " ] - [ utf8, 0x011b4385, "machete-blade " ] - [ utf8, 0x011b43a5, "bow-dark " ] - [ utf8, 0x011b43c5, "rifle-variable " ] - [ utf8, 0x011b43e5, "mini-14-rifle " ] - [ utf8, 0x011b4405, "two-by-four " ] - [ utf8, 0x011b4425, "pistol-shotgun " ] - [ utf8, 0x011b4445, "rifle-improvised-fullauto " ] - [ utf8, 0x011b4465, "super-soaker " ] - [ utf8, 0x011b4485, "NO_ART_GROUP " ] - [ utf8, 0x011b44a5, "beer-bottle " ] - [ utf8, 0x011b44c5, "crossbow-dlc " ] - [ utf8, 0x011b44e5, "lead-pipe " ] - [ utf8, 0x011b4505, "lead-pipe " ] - [ utf8, 0x011b4525, "flamethrower " ] - [ utf8, 0x011b4545, "desert-eagle-t1 " ] - [ utf8, 0x011b4565, "flashlight " ] - [ utf8, 0x011b4585, "rifle-sniper " ] - [ utf8, 0x011b45a5, "m4-rifle-t1 " ] - [ utf8, 0x011b45c5, "smoke-bomb " ] - [ utf8, 0x011b45e5, "throw-brick " ] - [ utf8, 0x011b4605, "shotgun-pump-stock " ] - [ utf8, 0x011b4625, "silenced-galil-rifle " ] - [ utf8, 0x011b4645, "NO_ART_GROUP " ] - [ utf8, 0x011b4665, "bloater-pustule " ] - [ utf8, 0x011b4685, "taurus-66b4-revolver " ] - [ utf8, 0x011b46a5, "nail-bomb " ] - [ utf8, 0x011b46c5, "rifle-improvised-assault " ] - [ utf8, 0x011b46e5, "throwing-knife " ] - [ utf8, 0x011b4705, "rifle-bolt " ] - [ utf8, 0x011b4725, "beretta-jaguar-pistol " ] - [ utf8, 0x011b4745, "bow " ] - [ utf8, 0x011b4765, "molotov " ] - [ utf8, 0x011b4785, "bill-knife " ] - [ utf8, 0x011b47a5, "baseball-bat " ] - [ utf8, 0x011b47c5, "mini-14-rifle " ] - [ utf8, 0x011b47e5, "pistol-glock-burst " ] - [ utf8, 0x011b4805, "pistol-9mm " ] - [ utf8, 0x011b4825, "shotgun-tactical " ] - [ utf8, 0x011b4845, "mal-gas-can " ] - [ utf8, 0x011b4865, "machete-blade " ] - [ utf8, 0x011b4885, "none " ] - [ utf8, 0x011b48a5, "rifle-improvised-assault " ] - [ utf8, 0x011b48c5, "binoculars " ] - [ utf8, 0x011b48e5, "switchblade " ] - [ utf8, 0x011b4905, "rifle-improvised-fullauto " ] # write str to menu init - [ be32, 0x004f1690, 0x39ef0020 ] # addi r15,r15,0x20 - [ be32, 0x004f1694, 0x489c5b99 ] # bl SUB_00eb722c - [ be32, 0x00eb722c, 0x3c80011b ] # lis r4,0x11b - [ be32, 0x00eb7230, 0x60844125 ] # ori r4,r4,0x4125 - [ be32, 0x00eb7234, 0x7c847a14 ] # add r4,r4,r15 - [ be32, 0x00eb7238, 0x4e800020 ] # blr # wrtie ptr for pak arg - [ be32, 0x004f2a0c, 0x489b08bc ] # b LAB_00ea32c8 - [ be32, 0x00ea32c8, 0x90be82e4 ] # stw r5,-0x7d1c(r30) store pointer to null - [ be32, 0x00ea32cc, 0x88050000 ] # lbz r0,0x0(r5) og - [ be32, 0x00ea32d0, 0x4b64f740 ] # b LAB_004f2a10 - [ be32, 0x00574e3c, 0x38600064 ] - [ be32, 0x00574e40, 0x907c0000 ] - [ be32, 0x00574e44, 0x807c0000 ] - [ be32, 0x00574e48, 0x60000000 ] # msgout to msgcon # start # force mode 1 (msgcon) - [ be32, 0x00a521ac, 0x38600001 ] - [ be32, 0x00a521b0, 0x4848a010 ] - [ be32, 0x00edc1c0, 0xfbc1fff0 ] - [ be32, 0x00edc1c4, 0x83c29230 ] - [ be32, 0x00edc1c8, 0x813e8014 ] - [ be32, 0x00edc1cc, 0xebc1fff0 ] - [ be32, 0x00edc1d0, 0x90690000 ] - [ be32, 0x00edc1d4, 0x4e800020 ] # reused - [ be32, 0x00035b84, 0x60000000 ] - [ be32, 0x0084bd18, 0x60000000 ] - [ be32, 0x0084bd24, 0x60000000 ] - [ be32, 0x0084bd2c, 0x48000090 ] - [ be32, 0x0084bdc4, 0x88092db6 ] # msgcon buff - [ be32, 0x012b758c, 0x013f1340 ] # clear buffer - [ be32, 0x0084be24, 0x3c60013f ] - [ be32, 0x0084be28, 0x60631340 ] # msgcon buf - [ be32, 0x0084be2c, 0x38800000 ] # data - [ be32, 0x0084be30, 0x38a01000 ] # size (4096) - [ be32, 0x0084be34, 0x4862f90d ] # memset - [ be32, 0x0084be38, 0x48000064 ] # return gpulightingnotes: &gpulightingnotes "Uses GPU (RSX) path for lighting effects instead of SPU.\nFixes rendering of lightning effects that are being rendered broken via SPU path and greatly improves performance over it.\nThis path is incomplete and results in some missing effects such as Volumetric lighting.\nVersion 2.0 - Fixes Cabin Resort level crashes/artefacts without removing the fog (1.11 only)" debugmenunotes: &debugmenunotes "L3 + Start = Dev Menu\nL3 + Select = Quick Menu\nL3 + Triangle = FPS Text\nL3 + R3 = Debug Fly" fpsnotes: &fpsnotes "Unlocks FPS without any special settings.\nGame may crash above 500FPS in loading screen." tloumlaanotes: &tloumlaanotes "Last modified: Dec 28 2020\n\nAllows for the use of Resolution Scaling and improves performance.\nVersion 2.0 - Fixes crashes introduced in the original patch.\nVersion 3.0 - Fixes the Green Rain in more areas.\nVersion 4.0 - Fixes high levels of Bloom in some areas.\n\nKnown issues: Listen mode does not work" tlou100_title: &tlou100_title "The Last of Us": BCES01584: [ 01.00 ] BCES01585: [ 01.00 ] BCUS98174: [ 01.00 ] BCJS37010: [ 01.00 ] BCAS20270: [ 01.00 ] NPEA00435: [ 01.00 ] NPUA80960: [ 01.00 ] tlou111_title: &tlou111_title "The Last of Us": BCES01584: [ 01.11 ] BCES01585: [ 01.11 ] BCUS98174: [ 01.11 ] BCJS37010: [ 01.11 ] BCAS20270: [ 01.11 ] NPEA00435: [ 01.11 ] NPUA80960: [ 01.11 ] NPHA80243: [ 01.11 ] PPU-9df60dc1aa5005a0c80e9066e4951dc0471553e6: Disable in-built MLAA: Games: *tlou100_title Author: Whatcookie Notes: *tloumlaanotes Patch Version: 4.0 Patch: - [ load, *tlou100_mlaa ] Disable Bloom: Games: *tlou100_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou100_post ] Disable Mesh trimming: Games: *tlou100_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou100_mesh ] Disable SSAO: Games: *tlou100_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou100_ssao ] Disable Motion Blur: Games: *tlou100_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou100_mb ] Disable Depth of Field: Games: *tlou100_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou100_dof ] Depth buffer viewport: Games: *tlou100_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou100_dbv ] Depth border fix: Games: *tlou100_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou100_dbf ] Enable GPU Lighting: Games: *tlou100_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: *gpulightingnotes Patch Version: 2.0 Patch: - [ load, *tlou100_db ] Speedboost: Games: *tlou100_title Author: ZEROx, illusion Notes: Improves performance in certain areas. May cause issues. Patch Version: 1.0 Patch: - [ load, *tlou100_speed ] Debug Menu: Games: *tlou100_title Author: dron_3, HdHereidme, illusion Notes: *debugmenunotes Patch Version: 1.01 Patch: - [ be16, 0x0003b2a0, 0x419e ] - [ byte, 0x0003b2c3, 1 ] - [ be16, 0x009acbde, 0x2db6 ] - [ be16, 0x009acbe6, 0x2db6 ] "Bug Fix: Infected Severed Head Crash": Games: *tlou100_title Author: illusion, ZEROx Notes: "Last modified: 13 Feb 2020.\nFixed a bug where throwing an object at a Infected Severed Head causes a game crash." Patch Version: 1.0 Patch: - [ be32, 0x006b06a8, 0x483a4b95 ] #Branch - [ be32, 0x00a5523c, 0x3d400001 ] #r10 = 0x10000 - [ be32, 0x00a55240, 0x7f9d5000 ] #r29 vs r10 - [ be32, 0x00a55244, 0x409d0008 ] #Skip if r29<=r10 // If r29 less or equal to r10 then do nothing - [ be32, 0x00a55248, 0x813d0040 ] #lwz r9,0x40(r29) // load as normal - [ be32, 0x00a5524c, 0x4e800020 ] #Return 21:9 Aspect Ratio: Games: *tlou100_title Author: illusion Notes: HUD Elements will be stretched. Users need to enable the "Stretch to Display Area" option in RPCS3 for this patch to work. Patch Version: 1.0 Patch: - [ be32, 0x000325B8, 0x60000000 ] # nop write for ar float - [ be32, 0x14AEBD0, 0x3ED70A3D ] # ar float - [ be32, 0x128F2F4, 0x3F400000 ] Unlock FPS: Games: *tlou100_title Author: illusion Notes: *fpsnotes Patch Version: 1.0 Patch: - [ be32, 0x00036AB8, 0x38A00000 ] Infinite flashlight battery: Games: *tlou100_title Author: bungholio, ZEROx Notes: "This patch is usefull for people who play with something other than DualShock3/4.\nNormaly flashlight battery drains after ~3600 frames, patch disables battery drain, Infinite flashlight battery no controller shake." Patch Version: 1.0 Patch: - [ be32, 0x0068eb38, 0x60000000 ] Disable Camera Shake: Games: *tlou100_title Author: illusion Notes: "Last modified: 1 Mar 2021\n\nDisables Camera Shake during Gameplay.\nIn-Game-Cinematics remain is unaffected." Patch Version: 1.0 Patch: - [ be16, 0x00966784, 0x997d ] PPU-120fb71f7352d62521c639b0e99f960018c10a56: Disable in-built MLAA: Games: *tlou111_title Author: Whatcookie, illusion, ZEROx Notes: *tloumlaanotes Patch Version: 4.0 Patch: - [ load, *tlou111_mlaa ] Disable Bloom: Games: *tlou111_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou111_post ] Disable Mesh trimming: Games: *tlou111_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou111_mesh ] Disable SSAO: Games: *tlou111_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.1 Patch: - [ load, *tlou111_ssao ] Disable Motion Blur: Games: *tlou111_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou111_mb ] Disable Depth of Field: Games: *tlou111_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou111_dof ] Depth border fix: Games: *tlou111_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: Patch Version: 1.0 Patch: - [ load, *tlou111_dbf ] Enable GPU Lighting: Games: *tlou111_title Author: JohnHolmesII, ZEROx, illusion, Juhn Notes: *gpulightingnotes Patch Version: 2.0 Patch: - [ load, *tlou111_db ] Speedboost: Games: *tlou111_title Author: ZEROx, illusion Notes: Improves performance in certain areas. May cause issues. Patch Version: 1.0 Patch: - [ load, *tlou111_speed ] Debug Menu: Games: *tlou111_title Author: illusion, ZEROx, dron_3, HdHereidme Notes: *debugmenunotes Patch Version: 1.2 Patch: - [ load, *tlou111_devmenu ] Infinite flashlight battery: Games: *tlou111_title Author: bungholio, ZEROx Notes: "This patch is usefull for people who play with something other than DualShock3/4.\nNormaly flashlight battery drains after ~3600 frames, patch disables battery drain, Infinite flashlight battery no controller shake." Patch Version: 1.0 Patch: - [ be32, 0x006acbc8, 0x60000000 ] "Bug Fix: Infected Severed Head Crash": Games: *tlou111_title Author: illusion, ZEROx Notes: "Fixed a bug where throwing an object at a Infected Severed Head causes a game crash." Patch Version: 1.0 Patch: - [ be32, 0x006d9368, 0x483aa7ed ] #Call - [ be32, 0x00a83b54, 0x3d400001 ] #r10 = 0x10000 - [ be32, 0x00a83b58, 0x7f9d5000 ] #r29 vs r10 - [ be32, 0x00a83b5c, 0x409d0008 ] #Skip if r29<=r10 // If r29 less or equal to r10 then do nothing - [ be32, 0x00a83b60, 0x813d0040 ] #lwz r9,0x40(r29) // load as normal - [ be32, 0x00a83b64, 0x4e800020 ] #Return 21:9 Aspect Ratio: Games: *tlou111_title Author: illusion Notes: HUD Elements will be stretched. Users need to enable the "Stretch to Display Area" option in RPCS3 for this patch to work. Patch Version: 1.0 Patch: - [ be32, 0x0003556C, 0x60000000 ] # nop write for ar float - [ be32, 0x1558A50, 0x3ED70A3D ] # ar float - [ be32, 0x12C1964, 0x3F400000 ] Unlock FPS: Games: *tlou111_title Author: illusion Notes: *fpsnotes Patch Version: 1.0 Patch: - [ be32, 0x00039D08, 0x38A00000 ] Dev Menu Plus: Games: *tlou111_title Author: illusion, Freako, Smasher248 Notes: "Replaces some useless options in Memory Tab with rendering features.\n\nWireframe modes currently does not work on the emulator." Patch Version: 1.0 Patch: - [ load, *tlou111_devplus ] Disable Pause in Dev Menu: Games: *tlou111_title Author: illusion, Freako Notes: Patch Version: 1.0 Patch: - [ be16, 0x009d2114, 0x9803 ] NPC Model Scale in Clock Menu: Games: *tlou111_title Author: illusion Notes: Patch Version: 1.0 Patch: - [ be32, 0x012850f8, 0x0148AE18 ] # ptr - [ be16, 0x0135dcac, 0x3f80 ] # avoid assertion - [ be64, 0x00e8c418, 0x4E5043204D6F6465 ] # string replace - [ be32, 0x00e8c420, 0x6C205363 ] - [ be16, 0x00e8c424, 0x616C ] - [ be64, 0x00e8c426, 0x653A000000000000 ] # 1 byte overlap Disable Camera Shake: Games: *tlou111_title Author: illusion Notes: "Disables Camera Shake during Gameplay.\nIn-Game-Cinematics remain unaffected." Patch Version: 1.0 Patch: - [ be16, 0x00994234, 0x997d ] Infinite Everything (Parts, Pills, Crafting items): Games: *tlou111_title Author: Medo, Randy97Killa, illusion Notes: "Activate Cheat in Gameplay... Pickup any ammount of parts or items for high value." Patch Version: 1.0 Patch: - [ load, *tlou111_cparts ] Tool Always Level 5: Games: *tlou111_title Author: illusion, ZEROx Notes: Patch Version: 1.0 Patch: - [ be32, 0x00082960, 0x38000005 ] # tools level load - [ be32, 0x00082788, 0x60000000 ] # tools gain pickup, result will be "Bug Fix: University Nailbomb Softlock Fix": Games: *tlou111_title Author: illusion, ZEROx Notes: "Fixes a softlock at the end of university chapter." Patch Version: 1.0 Patch: - [ load, *tlou111_nailbombsoftlockfix ] Skip Intro: Games: *tlou111_title Author: illusion Notes: Patch Version: 1.0 Patch: - [ be16, 0x0003dd9c, 0x4800 ]