Uncharted 3: Drake's Deception

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Uncharted 3: Drake's Deception
Developer(s) Naughty Dog
Publisher(s) Sony Computer Entertainment
Series Uncharted
Release date(s) NA November 1, 2011
EU November 2, 2011
AU November 3, 2011
Release type PlayStation exclusive
Genre(s) Action, Adventure, Third-person shooter, Platform
Mode(s) Single-player, Multiplayer
GameID(s) BCES01175 (IRD), BCES01176 (IRD), BCUS98233 (IRD)
Game of the Year Edition
BCES01670 (IRD), BCUS99086 (IRD)
Beta
BCET70034, NPUA70153, NPUA70180
See also... Check Compatibility
Open Issues
Search Google
Wikipedia Page

Uncharted 3: Drake's Deception is the third game in the Uncharted series, and follows Nathan Drake, who partners with his mentor Victor Sullivan as they search for the legendary lost city of Iram of the Pillars, whilst competing with a mercenary group led by Sullivan's former employer, Katherine Marlowe.

Drake has a large number of different animation sets, enabling him to react according to his surroundings. Drake is physically adept and is able to jump, sprint, climb, swim, scale narrow ledges and wall-faces to get between points, and perform other acrobatic actions. Drake can now take on opponents in more ways than before: hand-to-hand combat with multiple opponents, contextual melee attacks, and new stealth options. Uncharted 3 also features expanded and diverse traversal moves with deep gunplay. Drake can be equipped with up to two firearms – one single-handed and one two-handed – and four grenades. Drake can pick up weapons, automatically replacing the existing weapon he was using, and additional ammunition from downed enemies.

Uncharted 3: Drake's Deception received critical acclaim from critics, with praise for its voice acting, graphics, writing, story, and cinematic quality; criticism was directed at its gunplay controls, which was improved with a post-release update, and failure to live up to its more critically successful predecessor.

Configuration

Only options that deviate from the default configuration to ensure best performance are listed below. The full list of default options is available here.

GPU configuration

Setting Option Notes
Resolution scale 100 Resolution scaling is only supported when the MLAA patch is enabled.
Write color buffers On Fixes where some scenes are too bright.

Advanced configuration

Setting Option Notes
Accurate RSX reservation access On To be enabled on systems that do not have TSX.

Known Issues

There are no reported issues with this title.

Special Notes

Patches

Anchors:
  uc3_100_FPS: &uc3_100_FPS
    - [ be32, 0x0093b348, 0x90e30034 ] #FPS
    - [ be32, 0x0093b34c, 0x90e30038 ] #Unlock
  
  uc3_100_mlaa: &uc3_100_mlaa
    - [ be32, 0x00635f90, 0x60000000 ] # nop byte write on 00 9c
    - [ be16, 0x0093b46c, 0x9b83 ]     # store 0
   #- [ be32, 0x00720340, 0x480009ac ] # unconditonally branch to disable MLAA
  
  # This patch cycles through various post-processing modes. Values accepted are:
  #    0 = None
  #    1 = Bloom
  #    2 = Depth of Field
  #    3 = ??? (Tonemapping)
  #    4 = Bloom & Depth of Field
  #    5 = Bloom & Depth of Field & Tonemapping (Default)
  
  uc3_100_post: &uc3_100_post
    - [ be32, 0x0093acd4, 0x39000003 ] # Post-processing modes  (mem address: 0x1346D47)
  
  uc3_100_mesh: &uc3_100_mesh
    - [ be32, 0x0073f05c, 0x980b0004 ] # Disable mesh trimming  (mem address: 0x12C3940)
  
  # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine, // needs correction on subroutine
  #    r6  = 2
  #    r27 = 1
  #    r28 = 0
  # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the
  # source register from one to the other, though some are words and some are bytes, so be careful.
  
  uc3_100_ssao: &uc3_100_ssao
    - [ be32, 0x00635f8c, 0x60000000 ] # nop byte write on 00 57
    - [ be32, 0x0093b3ac, 0x9b830057 ] # Disable SSAO           (mem address: 0x1346DBF)
  
  uc3_100_dof: &uc3_100_dof
    - [ be32, 0x0093b430, 0x9b83007a ] # Disable Depth of Field (mem address: 0x1346DE2)
  
  uc3_100_speed: &uc3_100_speed
    - [ be32, 0x0093b44c, 0x9b830081 ] # Speedup (WCB)          (mem address: 0x1346DE9)
  
  uc3_100_dbv: &uc3_100_dbv
    - [ be32, 0x0093b6b8, 0x9b6302f9 ] # Depth buffer viewport  (mem address: 0x1347061)
  
  uc3_100_dbf: &uc3_100_dbf
    - [ be32, 0x0093b6f8, 0x9b83031d ] # Depth border fix       (mem address: 0x1347085)
  
  uc3_100_db: &uc3_100_db
    - [ be32, 0x00635f88, 0x60000000 ] # nop byte write on 03 ec
    - [ be32, 0x0093b704, 0x90e303ec ] # Depth buffer           (mem address: 0x1347157)

  uc3_JP_100_mlaa: &uc3_JP_100_mlaa
    - [ be32, 0x00635fb8, 0x60000000 ] # nop byte write on 00 9c
    - [ be16, 0x0093b494, 0x9b83 ]     # store 0
   #- [ be32, 0x00720368, 0x480009ac ] # unconditonally branch to disable MLAA
  
  # This patch cycles through various post-processing modes. Values accepted are:
  #    0 = None
  #    1 = Bloom
  #    2 = Depth of Field
  #    3 = ??? (Tonemapping)
  #    4 = Bloom & Depth of Field
  #    5 = Bloom & Depth of Field & Tonemapping (Default)
  
  uc3_JP_100_post: &uc3_JP_100_post
    - [ be32, 0x0093acfc, 0x39000003 ] # Post-processing modes
  
  uc3_JP_100_mesh: &uc3_JP_100_mesh
    - [ be32, 0x0073f084, 0x980b0004 ] # Disable mesh trimming
  
  # Many settings below are enabled/disabled in sub_93B2C0. In this subroutine,
  #    r6  = 2
  #    r27 = 1
  #    r28 = 0
  # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the
  # source register from one to the other, though some are words and some are bytes, so be careful.
  
  uc3_JP_100_ssao: &uc3_JP_100_ssao
    - [ be32, 0x00635fb4, 0x60000000 ] # nop byte write on 00 57
    - [ be32, 0x0093b3d4, 0x9b830057 ] # Disable SSAO
  
  uc3_JP_100_dof: &uc3_JP_100_dof
    - [ be32, 0x0093b458, 0x9b83007a ] # Disable Depth of Field
  
  uc3_JP_100_speed: &uc3_JP_100_speed
    - [ be32, 0x0093b474, 0x9b830081 ] # Speedup (WCB)
  
  uc3_JP_100_dbv: &uc3_JP_100_dbv
    - [ be32, 0x0093b6e0, 0x9b6302f9 ] # Depth buffer viewport
  
  uc3_JP_100_dbf: &uc3_JP_100_dbf
    - [ be32, 0x0093b720, 0x9b83031d ] # Depth border fix
  
  uc3_JP_100_db: &uc3_JP_100_db
    - [ be32, 0x00635fb0, 0x60000000 ] # nop byte write on 03 ec
    - [ be32, 0x0093b72c, 0x90e303ec ] # Depth buffer = 2

  uc3_110_mlaa: &uc3_110_mlaa
    - [ be32, 0x0063e014, 0x60000000 ] # nop byte write on 00 9c
    - [ be16, 0x0094d850, 0x9b83 ]     # store 0
    #- [ be32, 0x00728cac, 0x480009ac ] # unconditonally branch to disable MLAA
    # Beginning of new blooom code
    - [ be16, 0x0077bd92, 0xfd40 ]
    - [ byte, 0x0077bdb7, 0xb0 ]
    - [ byte, 0x0077be4b, 0xb0 ]
    - [ be32, 0x0077bdb0, 0x4bfacf01 ]
    - [ be32, 0x00728cb0, 0xc1a907d4 ]
    - [ be32, 0x00728cb4, 0x808907d8 ]
    # Desert storm
    - [ be32, 0x00728cb8, 0x80beacb4 ]
    - [ be32, 0x00728cbc, 0x7f842800 ]
    - [ be32, 0x00728cc0, 0x409d0030 ]
    # Deflicker check
    - [ be32, 0x00728cc4, 0x80be3e6c ]
    - [ be32, 0x00728cc8, 0x7f842800 ]
    - [ be32, 0x00728ccc, 0x409d0018 ]
    # Yemen: Talbot chase
    - [ be32, 0x00728cd0, 0x80be1144 ]
    - [ be32, 0x00728cd4, 0x7f842800 ]
    - [ be32, 0x00728cd8, 0x409d0018 ]
    # Talbot multiplier 0.5
    - [ be32, 0x00728cdc, 0x38a00068 ]
    - [ be32, 0x00728ce0, 0x48000008 ]
    # Desert storm multiplier 0.04
    - [ be32, 0x00728ce4, 0x38a0edc8 ]
    # Value correction
    - [ be32, 0x00728ce8, 0x7d85f42e ]
    - [ be32, 0x00728cec, 0xedad0332 ]
    - [ be32, 0x00728cf0, 0x4e800020 ]
    # Yemen temple Dof Correction
    - [ be32, 0x0077b864, 0x4bfad491 ]
    - [ be32, 0x00728cf4, 0xc07d08dc ]
    - [ be32, 0x00728cf8, 0x801d07e8 ]
    - [ be32, 0x00728d00, 0x409c000c ]
    - [ be32, 0x00728d04, 0xc29e0068 ]
    - [ be32, 0x00728d08, 0xec630532 ]
    - [ be32, 0x00728d0c, 0x4e800020 ]
  
  uc3_110_mb: &uc3_110_mb
    - [ be32, 0x0077aacc, 0x480000c4 ] # Disable motion blur
  
  # This patch cycles through various post-processing modes. Values accepted are:
  #    0 = None
  #    1 = Bloom
  #    2 = Depth of Field
  #    3 = ??? (Tonemapping)
  #    4 = Bloom & Depth of Field
  #    5 = Bloom & Depth of Field & Tonemapping (Default)
  
  uc3_110_post: &uc3_110_post
    - [ be32, 0x0094d0b8, 0x39000003 ] # Post-processing modes  (mem address: 0x1376F77)
  
  uc3_110_mesh: &uc3_110_mesh
    - [ be32, 0x00747b0c, 0x980b0004 ] # Disable mesh trimming  (mem address: 0x12D5A70)
  
  # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine, // needs correction on subroutine
  #    r6  = 2
  #    r27 = 1
  #    r28 = 0
  # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the
  # source register from one to the other, though some are words and some are bytes, so be careful.
  
  uc3_110_ssao: &uc3_110_ssao
    - [ be32, 0x0063e010, 0x60000000 ] # nop byte write on 00 57
    - [ be32, 0x0094d790, 0x9b830057 ] # Disable SSAO           (mem address: 0x1376FEF)
  
  uc3_110_dof: &uc3_110_dof
    - [ be32, 0x0094d814, 0x9b83007a ] # Disable Depth of Field (mem address: 0x1377012)
  
  uc3_110_speed: &uc3_110_speed
    - [ be32, 0x0094d830, 0x9b830081 ] # Speedup (WCB)          (mem address: 0x1377019)
  
  uc3_110_dbv: &uc3_110_dbv
    - [ be32, 0x0094da9c, 0x9b6302f9 ] # Depth buffer viewport  (mem address: 0x1377291)
  
  uc3_110_dbf: &uc3_110_dbf
    - [ be32, 0x0094dadc, 0x9b83031d ] # Depth border fix       (mem address: 0x13772B5)
  
  uc3_110_db: &uc3_110_db
    - [ be32, 0x0063e00c, 0x60000000 ] # nop byte write on 03 ec
    - [ be32, 0x0094dae8, 0x90e303ec ] # Depth buffer = 2       (mem address: 0x1377387)

  uc3_119_FPS: &uc3_119_FPS
    - [ be32, 0x0096e980, 0x3b6000da ] #FPS
    - [ be32, 0x0096e97c, 0x48000040 ] #Unlock
  
  uc3_119_mlaa: &uc3_119_mlaa
    - [ be32, 0x0064df28, 0x60000000 ] # nop byte write on 00 9c
    - [ be16, 0x0096eaa0, 0x9b83 ]     # store 0
    #- [ be32, 0x0073a1d8, 0x480009ac ] # unconditonally branch to disable MLAA
    # Beginning of new blooom code
    - [ be16, 0x0078c3aa, 0x1530 ]
    - [ byte, 0x0078c3cf, 0xb0 ]
    - [ byte, 0x0078c463, 0xb0 ]
    - [ be32, 0x0078c3c8, 0x4bfade15 ]
    - [ be32, 0x0073a1dc, 0xc1a907d4 ]
    - [ be32, 0x0073a1e0, 0x808907d8 ]
    # Desert storm
    - [ be32, 0x0073a1e4, 0x80beacec ]
    - [ be32, 0x0073a1e8, 0x7f842800 ]
    - [ be32, 0x0073a1ec, 0x409d0030 ]
    # Deflicker check
    - [ be32, 0x0073a1f0, 0x80be5774 ]
    - [ be32, 0x0073a1f4, 0x7f842800 ]
    - [ be32, 0x0073a1f8, 0x409d0018 ]
    # Yemen: Talbot chase
    - [ be32, 0x0073a1fc, 0x80be2a34 ]
    - [ be32, 0x0073a200, 0x7f842800 ]
    - [ be32, 0x0073a204, 0x409d0018 ]
    # Talbot multiplier 0.5
    - [ be32, 0x0073a208, 0x38a015f4 ]
    - [ be32, 0x0073a20c, 0x48000008 ]
    # Desert storm multiplier 0.04
    - [ be32, 0x0073a210, 0x38a01474 ]
    # Value correction
    - [ be32, 0x0073a214, 0x7d85f42e ]
    - [ be32, 0x0073a218, 0xedad0332 ]
    - [ be32, 0x0073a21c, 0x4e800020 ]
    # Yemen temple Dof Correction
    - [ be32, 0x0078be7c, 0x4bfae3a5 ]
    - [ be32, 0x0073a220, 0xc07d08dc ]
    - [ be32, 0x0073a224, 0x801d07e8 ]
    - [ be32, 0x0073a22c, 0x409c000c ]
    - [ be32, 0x0073a230, 0xc29e2998 ]
    - [ be32, 0x0073a234, 0xec630532 ]
    - [ be32, 0x0073a238, 0x4e800020 ]
  
  uc3_119_mb: &uc3_119_mb
    - [ be32, 0x0078b0e4, 0x480000c4 ] # Disable motion blur
  
  # This patch cycles through various post-processing modes. Values accepted are:
  #    0 = None
  #    1 = Bloom
  #    2 = Depth of Field
  #    3 = ??? (Tonemapping)
  #    4 = Bloom & Depth of Field
  #    5 = Bloom & Depth of Field & Tonemapping (Default)
  
  uc3_119_post: &uc3_119_post
    - [ be32, 0x0096e308, 0x39000003 ] # Post-processing modes  (mem address: 0x1386547)
  
  uc3_119_mesh: &uc3_119_mesh
    - [ be32, 0x0075811c, 0x980b0004 ] # Disable mesh trimming  (mem address: 0x12E0DF0)
  
  # Many settings below are enabled/disabled in sub_96E8CC. In this subroutine,
  #    r6  = 2
  #    r27 = 1
  #    r28 = 0
  # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the
  # source register from one to the other, though some are words and some are bytes, so be careful.
  
  uc3_119_ssao: &uc3_119_ssao
    - [ be32, 0x0064df24, 0x60000000 ] # nop byte write on 00 57
    - [ be32, 0x0096e9e0, 0x9b830057 ] # Disable SSAO           (mem address: 0x13865BF)
  
  uc3_119_dof: &uc3_119_dof
    - [ be32, 0x0096ea64, 0x9b83007a ] # Disable Depth of Field (mem address: 0x13865E2)
  
  uc3_119_speed: &uc3_119_speed
    - [ be32, 0x0096ea80, 0x9b830081 ] # Speedup (WCB)          (mem address: 0x13865E9)
  
  uc3_119_dbv: &uc3_119_dbv
    - [ be32, 0x0096ecec, 0x9b6302f9 ] # Depth buffer viewport  (mem address: 0x1386861)
  
  uc3_119_dbf: &uc3_119_dbf
    - [ be32, 0x0096ed2c, 0x9b83031d ] # Depth border fix       (mem address: 0x1386885)
  
  uc3_119_db: &uc3_119_db
    - [ be32, 0x0064df20, 0x60000000 ] # nop byte write on 03 ec
    - [ be32, 0x0096ed38, 0x90e303ec ] # Depth buffer = 2       (mem address: 0x1386957)

  uc3_119_devplus: &uc3_119_devplus
    - [ be16, 0x00d9ea48, 0x202b ] # _+
    - [ be32, 0x0112cb94, 0x01381D1E ] # base ptr
    - [ be32, 0x0112cb90, 0x00df5880 ] # str
    - [ be32, 0x0002f4c0, 0x38dc009f ] # vis
    - [ be32, 0x0112cb98, 0x00df5610 ] # str
    - [ be32, 0x0002f500, 0x38dc4acb ] # wireframe
    - [ be32, 0x0112cb9c, 0x00df5628 ] # str
    - [ be32, 0x0002f53c, 0x38dc4acc ] # see through
    - [ be32, 0x0112cba0, 0x00df5648 ] # str
    - [ be32, 0x0002f578, 0x38dc4acd ] # point
    - [ be32, 0x0112cba4, 0x00df7308 ] # str
    - [ be32, 0x0002f5b4, 0x38dc48e6 ] # post on spu
    - [ be32, 0x0112cba8, 0x00df6cf0 ] # str
    - [ be32, 0x0002f5f0, 0x38dc48c4 ] # dof
    - [ be32, 0x0112cbac, 0x00df6ed8 ] # str
    - [ be32, 0x0002f62c, 0x38dc48c1 ] # mb // overwrites itself
    - [ be32, 0x0112cbb0, 0x00da05c0 ] # str
    - [ be32, 0x0002f668, 0x38dc48f1 ] # red wireframe
    - [ be32, 0x0112cbb4, 0x00da05a8 ] # str
    - [ be32, 0x0002f6a4, 0x38dc48be ] # wireframe ball
    - [ be32, 0x0112cc74, 0x00da0590 ] # str
    - [ be32, 0x0112cc78, 0x011D0F90 ] # ptr show vox to Disable Death Zone
    - [ be32, 0x0112cc7c, 0x00da0530 ] # str
    - [ be32, 0x0112cc80, 0x0137F441 ] # ptr "Log Vox To SPU TTY" to Disable Death Collision
    - [ be32, 0x0112cc84, 0x00da0548 ] # str
    - [ be32, 0x0112cc88, 0x0120C5C0 ] # ptr "Include Rejected Vox" to Disable NPC Spawn
    - [ be32, 0x0112cc8c, 0x00da0570 ] # str
    - [ be32, 0x0112cc90, 0x01343F95 ] # ptr "Log Vox Lookups to TTY" to Make Invulnerable
    - [ be32, 0x0112cc64, 0x01343F84 ] # ptr
    - [ be32, 0x0112cc68, 0x00da05e0 ]
  # Disable Death Collision
    - [ be64, 0x00da0530, 0x44697361626C6520 ]
    - [ be64, 0x00da0538, 0x446561746820436F ]
    - [ be64, 0x00da053f, 0x6C6C6973696F6E00 ]
  # Disallow Npcs from Spawning  
    - [ be64, 0x00da0548, 0x446973616C6C6F77 ]
    - [ be64, 0x00da0550, 0x204E706373206672 ]
    - [ be64, 0x00da0558, 0x6F6D20537061776E ]
    - [ be32, 0x00da0560, 0x696E6700 ]
  # Make Invulnerable
    - [ be64, 0x00da0570, 0x4D616B6520496E76 ]
    - [ be64, 0x00da0578, 0x756C6E657261626C ]
    - [ be16, 0x00da0580, 0x6500 ]
  # Enable Death Zone  
    - [ be64, 0x00da0590, 0x456E61626C652044 ]
    - [ be64, 0x00da0598, 0x65617468205A6F6E ]
    - [ be16, 0x00da05a0, 0x6500 ]
  # Enable Wireframe Balls
    - [ be64, 0x00da05a8, 0x456E61626C652057 ]
    - [ be64, 0x00da05b0, 0x6972656672616D65 ]
    - [ be64, 0x00da05b8, 0x2042616C6C730000 ]
  # Enable Red Wireframe
    - [ be64, 0x00da05c0, 0x456E61626C652052 ]
    - [ be64, 0x00da05c8, 0x6564205769726566 ]
    - [ be32, 0x00da05d0, 0x72616D65 ]
  # NPC Model Scale
    - [ be64, 0x00da05e0, 0x4E5043204D6F6465 ]
    - [ be64, 0x00da05e8, 0x6C205363616C6500 ]

  debugmenunotesUC3: &debugmenunotesUC3 "L3 + Start = Dev Menu\nL3 + Select = Quick Menu\nL3 + Triangle = Debug Text\nL2 + R2 = Debug Fly"

  uc3mlaanotes: &uc3mlaanotes "Allows for the use of Resolution Scaling in the title and also improves performance.\nVersion 2.0 Fixes high levels of Bloom in some areas. (1.10 and 1.19 Only)"

  uc3gpulightingnotes: &uc3gpulightingnotes "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."

  uc3camshakenotes: &uc3camshakenotes "Last modified: 1 Mar 2021\n\nDisables Camera Shake during Gameplay.\nIn-Game-Cinematics remain is unaffected."

  uc3_119title: &uc3_119title
      "Uncharted 3: Drake's Deception":
        BCES01175: [ 01.19 ]
        BCES01176: [ 01.19 ]
        BCES01670: [ 01.19 ]
        BCUS98233: [ 01.19 ]
        BCJS37004: [ 02.17 ]
        NPEA00422: [ 01.19 ]
        BCUS99086: [ 01.19 ]

  uc3_110title: &uc3_110title
      "Uncharted 3: Drake's Deception":
        BCES01670: [ 01.10 ]
        BCAS25014: [ 01.10 ]

  uc3_100title: &uc3_100title
      "Uncharted 3: Drake's Deception":
        BCES01175: [ 01.00 ]
        BCES01176: [ 01.00 ]
        BCUS98233: [ 01.00 ]

PPU-49c96996b6f3c0b32422375978c41e0c7ed95183:
  Unlock FPS:
    Games: *uc3_100title
    Author: superepic31
    Notes: Haven't tested how this affects cutscenes.
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_FPS ]
  Disable in-built MLAA:
    Games: *uc3_100title
    Author: Whatcookie
    Notes: *uc3mlaanotes
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_mlaa ]
  Post-processing Modes:
    Games: *uc3_100title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_post ]
  Disable Mesh Trimming:
    Games: *uc3_100title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_mesh ]
  Disable SSAO:
    Games: *uc3_100title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_ssao ]
  Disable Depth of Field:
    Games: *uc3_100title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_dof ]
  Performance (WCB):
    Games: *uc3_100title
    Author: ZEROx, illusion
    Notes: Enable this patch if you are using "Write Color Buffers" to restore performance.
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_speed ]
  Depth Buffer Viewport:
    Games: *uc3_100title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_dbv ]
  Depth Border Fix:
    Games: *uc3_100title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_dbf ]
  Enable GPU Lighting:
    Games: *uc3_100title
    Author: ZEROx, illusion
    Notes: *uc3gpulightingnotes
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_100_db ]
  Disable Camera Shake:
    Games: *uc3_100title
    Author: illusion
    Notes: *uc3camshakenotes
    Patch Version: 1.0
    Patch:
      - [ be16, 0x00806c88, 0x3800 ]
  Debug Menu:
    Games: *uc3_100title
    Author: dron_3, HdHereidme, illusion
    Notes: *debugmenunotesUC3
    Patch Version: 1.0
    Patch:
      - [ be16, 0x00041e34, 0x419e ]

PPU-48fa849dfeaef2f36ec042a576f29bda19ec1de0:
  Disable in-built MLAA:
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: Whatcookie
    Notes: *uc3mlaanotes
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_JP_100_mlaa ]
  Post-processing Modes:
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_JP_100_post ]
  Disable Mesh Trimming:
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_JP_100_mesh ]
  Disable SSAO:
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_JP_100_ssao ]
  Disable Depth of Field:
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_JP_100_dof ]
  Performance (WCB):
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: ZEROx, illusion
    Notes: Enable this patch if you are using "Write Color Buffers" to restore performance.
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_JP_100_speed ]
  Depth Buffer Viewport:
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_JP_100_dbv ]
  Depth Border Fix:
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_JP_100_dbf ]
  Enable GPU Lighting:
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: ZEROx, illusion
    Notes: *uc3gpulightingnotes
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_JP_100_db ]
  Debug Menu:
    Games:
      "Uncharted 3: Drake's Deception":
        BCJS37004: [ 01.00 ]
    Author: dron_3, HdHereidme, illusion
    Notes: *debugmenunotesUC3
    Patch Version: 1.0
    Patch:
      - [ be16, 0x00041e34, 0x419e ]

PPU-664fb0e4a94c62c15a6474841c202fb2bf80ce16:
  Disable in-built MLAA:
    Games: *uc3_110title
    Author: Whatcookie, ZEROx
    Notes: *uc3mlaanotes
    Patch Version: 2.0
    Patch:
      - [ load, *uc3_110_mlaa ]
  Disable Motion Blur:
    Games: *uc3_110title
    Author: ZEROx
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_110_mb ]
  Disable Bloom:
    Games: *uc3_110title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_110_post ]
  Disable Mesh Trimming:
    Games: *uc3_110title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_110_mesh ]
  Disable SSAO:
    Games: *uc3_110title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_110_ssao ]
  Disable Depth of Field:
    Games: *uc3_110title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_110_dof ]
  Performance (WCB):
    Games: *uc3_110title
    Author: ZEROx, illusion
    Notes: Enable this patch if you are using "Write Color Buffers" to restore performance.
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_110_speed ]
  Depth Buffer Viewport:
    Games: *uc3_110title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_110_dbv ]
  Depth Border Fix:
    Games: *uc3_110title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_110_dbf ]
  Enable GPU Lighting:
    Games: *uc3_110title
    Author: ZEROx, illusion
    Notes: *uc3gpulightingnotes
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_110_db ]
  Disable Camera Shake:
    Games: *uc3_110title
    Author: illusion
    Notes: *uc3camshakenotes
    Patch Version: 1.0
    Patch:
      - [ be16, 0x00812b44, 0x3800 ]
  Debug Menu:
    Games: *uc3_110title
    Author: dron_3, HdHereidme, illusion
    Notes: *debugmenunotesUC3
    Patch Version: 1.0
    Patch:
      - [ be16, 0x00042624, 0x419e ]

PPU-02a88c3c6cd415b0bb81f1606bc743835881a4ba:
  Unlock FPS:
    Games: *uc3_119title
    Author: superepic31
    Notes: Haven't tested how this affects cutscenes.
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_FPS ]
  Disable in-built MLAA:
    Games: *uc3_119title
    Author: Whatcookie, ZEROx
    Notes: *uc3mlaanotes
    Patch Version: 2.0
    Patch:
      - [ load, *uc3_119_mlaa ]
  Disable Motion Blur:
    Games: *uc3_119title
    Author: ZEROx
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_mb ]
  Disable Bloom:
    Games: *uc3_119title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_post ]
  Disable Mesh Trimming:
    Games: *uc3_119title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_mesh ]
  Disable SSAO:
    Games: *uc3_119title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_ssao ]
  Disable Depth of Field:
    Games: *uc3_119title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_dof ]
  Performance (WCB):
    Games: *uc3_119title
    Author: ZEROx, illusion
    Notes: Enable this patch if you are using "Write Color Buffers" to restore performance.
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_speed ]
  Depth Buffer Viewport:
    Games: *uc3_119title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_dbv ]
  Depth Border Fix:
    Games: *uc3_119title
    Author: ZEROx, illusion
    Notes: 
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_dbf ]
  Enable GPU Lighting:
    Games: *uc3_119title
    Author: ZEROx, illusion
    Notes: *uc3gpulightingnotes
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_db ]
  Fix Aiming Reticles:
    Games: *uc3_119title
    Author: illusion, ZEROx
    Notes: Fixes broken rendered aiming reticles of throwable items and bow by puting more PPU work into it.
    Patch Version: 1.0
    Patch:
      - [ byte, 0x00701923, 0x96 ] # Fix aiming reticles
  Debug Menu:
    Games: *uc3_119title
    Author: dron_3, HdHereidme, illusion
    Notes: *debugmenunotesUC3
    Patch Version: 1.0
    Patch:
      - [ be16, 0x00042814, 0x419e ]
  Dev Menu Plus:
    Games: *uc3_119title
    Author: illusion, Skye Modz
    Notes: "Last modified: December 14 2020\nReplaces audio options with various debug features."
    Patch Version: 1.0
    Patch:
      - [ load, *uc3_119_devplus ]
  Disable Camera Shake:
    Games: *uc3_119title
    Author: illusion
    Notes: *uc3camshakenotes
    Patch Version: 1.0
    Patch:
      - [ be16, 0x008242cc, 0x3800 ]