Recent content by SphereX

  1. SphereX

    Hacking Resolution Hacks Question

    This. I'm a n00b coder at best, but with the above method and a lot of trial and error it should be relatively simple for anyone to tackle, as long as you have a basic understanding of how the Vita renders its images. Where it gets tricky is backbuffer rendering...
  2. SphereX

    Hacking Dead or Alive 5+ native resolution.

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

    Hacking LEGO Star Wars: The Force Awaken native resolution hack progress

    Thanks! It seems 100% stable at 720x408, but I have an idea as to how to tackle the framebuffer effect issue. It's Star Wars, so it does indeed have flying segments :) I've noticed occasional hiccups at stock silicon speeds, and zero with Oclockvita.
  4. SphereX

    Hacking LEGO Star Wars: The Force Awaken native resolution hack progress

    Its silicon is running at sufficient speed to push 30fps at native res, though. It really is the -most- baffling thing to me that this game runs at 640x368 when it can run native and absolutely has the assets to support that resolution. Many other games with sub-native resolution that have been...
  5. SphereX

    Hacking LEGO Star Wars: The Force Awaken native resolution hack progress

    It has a cap at 30, unfortunately :/ Given that it rarely drops below 30 even at 960x544 it definitely could have benefited from an unlocked framerate...
  6. SphereX

    Hacking LEGO Star Wars: The Force Awaken native resolution hack progress

    Thanks! Worst case scenario it'll run flawlessly at 720x408, which is a big step up from 640x368 at least. It's actually a remarkably faithful iteration of the PS4/PS3/Xbone/360/PC version. Probably the best LEGO game IMHO.
  7. SphereX

    Hacking LEGO Star Wars: The Force Awaken native resolution hack progress

    I'm honestly baffled why the developers chose to run the game at such a low resolution. Even at the game's standard settings, it keeps a solid 30fps most of the time at 960x544.
  8. SphereX

    Hacking LEGO Star Wars: The Force Awaken native resolution hack progress

    Hey y'all. Inexplicably, everything except LEGO SW:TFA's UI elements runs at 640x363. Even without "overclocking," at 960x544 it rarely drops below its target framerate. I bumped up every resolution call I could find to native; originals first, 960x544 second: Unfortunately, the game makes...
  9. SphereX

    Many thanks! I'll drop by as soon as I get home.

    Many thanks! I'll drop by as soon as I get home.
  10. SphereX

    Ahh, maybe I lack the karma. Here I am, and thanks!

    Ahh, maybe I lack the karma. Here I am, and thanks!
  11. SphereX

    Hacking Utawarerumono: Mask of Deception - Full 540p Resolution Hack

    Oh, awesome. Is his Twitter account the source?
  12. SphereX

    Hacking Utawarerumono: Mask of Deception - Full 540p Resolution Hack

    A back buffer resolution hack blew my mind. Surely P4G must be next...!
  13. SphereX

    Hacking Dead or Alive 5+ native resolution.

    Hey, excellent work! I quite literally 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...
  14. SphereX

    Hacking Dead or Alive 5+ native resolution.

    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...
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