Hacking Dead or Alive 5+ native resolution.

BasedIndex

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Hi. I hope you enjoy another resolution swap mod. This time doa5+.

Edit your decrypted game or patch eboot with following lines:

5FF4347181605FF4CC71 >> 5FF4707181605FF40871

5FF4207101615FF4B671 >> 5FF4707101615FF40871

Before

0cf03abbde.jpg

dfcf56c7c1.jpg

99b40f0ffa.jpg

bf8a3d8313.jpg
After
5f478a1783.jpg

f6e9d2c596.jpg

3822d1249e.jpg

28128d720f.jpg

Now personally I didn't notice any performance hit but you're welcome to test it with rin's framecounter and post results in this thread.

Also the game has 3 resolutions to render at so I assume some parts of it(ie UI&map preview) will stay the same which isn't bad since those are rendered at native res already.
a86c108da1.png

Cheers!
 

skydancer93

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Pardon my ignorance, but I can't tell the difference. What does this do?

--------------------- MERGED ---------------------------

Oh and speaking of fixes, I wish someone could fix Ratchet and Clank: Full Frontal Assault. That games runs so slow, it's basically unplayable. Can't BELIEVE Sony actually released that garbage....
 

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Hey, excellent work! This is funny; I quite literally -just- did this myself albeit on a personal dump of my own JP region copy.

I was inspired by the recent back-buffer native res hack for Utawarerumono... I want to tackle P4 Golden and get its non-UI elements running at 960x544. That may be a bit beyond me, though.

I also want to attempt to get Skullgirls to run in native res (it's 640x368, zoomed) and also SFxTK, which should be easy. Running games at native resolution is awesome :3
 

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Hey, excellent work! This is funny; I quite literally -just- did this myself albeit on a personal dump of my own JP region copy.

I was inspired by the recent back-buffer native res hack for Utawarerumono... I want to tackle P4 Golden and get its non-UI elements running at 960x544. That may be a bit beyond me, though.

I also want to attempt to get Skullgirls to run in native res (it's 640x368, zoomed) and also SFxTK, which should be easy. Running games at native resolution is awesome :3

Skullgirls may be too big of a jump for a locked 60fps at 544p. I haven't played it, so I don't know how much overhead the game has, if any. If you try it, maybe do 408p first
 
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SphereX

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Hey, excellent work! I quite literally
00


Skullgirls may be too big of a jump for a locked 60fps at 544p. I haven't played it, so I don't know how much overhead the game has, if any. If you try it, maybe do 408p first

Oh yeah, I'd always try in increments. It's frankly baffling why it runs at such a low resolution... Yes, it has an absurd amount of bitmap animation frames, but the 3D backgrounds of the the console/PC versions are flat 2D on Vita. I'm sure there's a very good reason it's running at so low a resolution, I'm just sort of curious to know what it is.

(By the by, if you were able to force P4G to render its back buffer native, you would be hailed as a hero until the end of time!)
 
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That's great! But is it technically possible to force the game to have Anti Aliasing on gameplay as well? On character selection, the character models appear smooth visually, which I assume it has 2x AA and it would be nice that the gameplay and even photo mode has AA as well, but I don't know if it would heavily impact the performance though.
 

BasedIndex

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That's great! But is it technically possible to force the game to have Anti Aliasing on gameplay as well? On character selection, the character models appear smooth visually, which I assume it has 2x AA and it would be nice that the gameplay and even photo mode has AA as well, but I don't know if it would heavily impact the performance though.
I'd avoid enabling AA during fights.
 
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SphereX

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That's great! But is it technically possible to force the game to have Anti Aliasing on gameplay as well? On character selection, the character models appear smooth visually, which I assume it has 2x AA and it would be nice that the gameplay and even photo mode has AA as well, but I don't know if it would heavily impact the performance though.

The character select screen also uses higher poly models than in-game.
 
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InquisitionImplied

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This is a little late, but here's a test across all stages in a spreadsheet and video.

Video


Google Docs
https://docs.google.com/spreadsheet...TQ7HfHqLOC2IaCWdATU2eF8vA/edit#gid=1846044558

Summary:
*NOTE: Power blows are not included
408p/Default Speeds- 13 maps were locked at 60FPS, five have minor dips (2-3FPS), four had more major or more frequent dips, and one (Sakura) had serious performance issues.
408p/Maximum Speeds- Locked 60FPS.
544p/Default Speeds- Only one map (The Dojo) is locked at 60FPS, four maps had minor performance issues, five maps had some performance issues, four maps had pretty bad performance issues, and nine maps have serious performance issues.
544p/Maximum Speeds- Only one map had many dips or heavier drops, five maps had a few minor dips, and the rest of the maps were locked at 60FPS.[/spoiler]
 

InquisitionImplied

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If you wanted to make the resolution something else to find a good point for some degree of locked performance, how would you change the values you're using to inject into the eboot?
 

BasedIndex

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If you wanted to make the resolution something else to find a good point for some degree of locked performance, how would you change the values you're using to inject into the eboot?

Pretty good video!

Target values are the same.
5FF4347181605FF4CC71 and 5FF4207101615FF4B671

The first one:
Replace x/y res values DEC > HEX

MOVS.W R1, #0x2D0 //Yres
STR R1, [R0, #8]
MOVS.W R1, #0x198 //Xres

so in case we wanted to make it 544p we change values accordingly.

MOVS.W R1, #0x3C0
STR R1, [R0, #8]
MOVS.W R1, #0x220

The second one:

MOVS.W R1, #0x280
STR R1, [R0, #0x10]
MOVS.W R1, #0x16C

(notice that resolution is much lower than the first one I'd poke this one first)

changed into

MOVS.W R1, #0x3C0
STR R1, [R0, #0x10]
MOVS.W R1, #0x220

Now to make an eboot injection we need to convert it back to hex.
http://armconverter.com/ is a great tool just for that. Vita uses thumb-2 instructions.

I think that covers it.
Cheers.

edit: forgot to add chart I put together while poking around with ida. https://puu.sh/xrwB9/c267eb6ed2.txt Might be helpful.
 
Last edited by BasedIndex,

xperiagenerator

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can you share your copy of prxtool db.json and .dll files needed to work on eboot.bin? i wanna make research on some eboot.bin but i m getting error using prxtool and the eboot.txt generated is blank (prxtool crashes)
if you can please help me give me a zip with all the tool needed
 
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BasedIndex

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can you share your copy of prxtool db.json and .dll files needed to work on eboot.bin? i wanna make research on some eboot.bin but i m getting error using prxtool and the eboot.txt generated is blank (prxtool crashes)
if you can please help me give me a zip with all the tool needed
Check your messages!
I'd suggest that you used ida instead but whatever app is more comfortable for you I guess.
 

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