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The Last of Us

2024-06-01 04:23| 来源: 网络整理| 查看: 265

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, NPUA80960Left BehindNPEA00521, NPUA81175, NPJA00129, NPHA80279DemoNPEA90122, NPUA70257, NPHA80246Bonus VideoNPJM00012SoundtrackNPEA00454, NPUA30134Survival GuideNPUO30130 Internal resolution 1280x720 Quick links Check CompatibilityOpen 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 500 FPS. Alternatively, enable VSync on a 60Hz monitor for the same effect. ZCULL accuracy Relaxed Improves performance. Resolution scale 100 Resolution scaling only works with the MLAA patch. Resolution scale threshold 1 x 1 When using Resolution scaling above 100%, this must be set to 1 x 1 otherwise some effects like lens flares will be missing. Write color buffers On Needed if you're not using the MLAA patch. Fixes green rain and particle issues. Slightly reduces performance. Advanced configuration Setting Option Notes Accurate RSX reservation access On Prevents random freezing/crashing while playing the game. Read color buffers On Fixes graphical issues when certain patches are enabled. Handle RSX memory tiling On Fixes black squares if playing unpatched. RSX FIFO accuracy Atomic Helps with stability. Recommended patches

Game patches are available through the RPCS3 Patch Manager. To enable them, right-click a game in RPCS3 then select "Manage Game Patches". Game Patches are created by RPCS3's community, and can alter how a game runs. More information can be found here.

Recommendation Patch name Notes Highly recommended patch Disable in-built MLAA, Disable Mesh Trimming, Enable GPU Lighting Improves performance and allows Resolution Scaling to work properly. Recommended patch Disable Motion Blur, Skip Intro, Infinite Flashlight Battery 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 the MLAA patch) for serviceable performance.

On systems running macOS, to get past the PPU Trap on the loading screen, find your configuration file (should typically be in ~/Library/Application Support/rpcs3/custom_configs), open it in a text editor, then search for the configuration key named "Stub PPU Traps". This value will normally show as 0. Change it to 1 and save the configuration file. The PPU Traps should no longer appear during the loading screen, and during gameplay.

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 N/A No No No No Not available 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 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 ] # Initial 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, 0x00 ] # term str - [ be32, 0x01297418, 0x00e8d580 ] - [ byte, 0x00eeeef8, 0x00 ] - [ byte, 0x00eeef10, 0x00 ] - [ byte, 0x00eeef28, 0x00 ] - [ byte, 0x00eeef50, 0x00 ] - [ 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 - [ utf8, 0x00e8d600, "Infinite Everything (Ammo, Items, Skills, Parts)" ] #- [ be64, 0x00e8d600, 0x496e66696e697465 ] # str Infinite Everything (Ammo, Items, Skills, Parts) #- [ be64, 0x00e8d608, 0x2045766572797468 ] #- [ be64, 0x00e8d610, 0x696e672028416d6d ] #- [ be64, 0x00e8d618, 0x6f2c204974656d73 ] #- [ be64, 0x00e8d620, 0x2c20536b696c6c73 ] #- [ be64, 0x00e8d628, 0x2c20506172747329 ] - [ be32, 0x01286780, 0x00e8d600 ] # point addr to e8e490 - [ be32, 0x01286784, 0x014f3412 ] # point addr to 014f3412 # add - [ be32, 0x0003495c, 0x48e58c35 ] # bl 00e8d590 - [ be32, 0x00e8d590, 0x3fa0014f ] # r29 14f0000 - [ be32, 0x00e8d594, 0x881d3412 ] # lbz r0, 0x3412, (r29) - [ be32, 0x00e8d598, 0x2f800000 ] # cmp r0, 0x0 - [ be32, 0x00e8d59c, 0x409e0008 ] # bne 0xe8d5a4 - [ be32, 0x00e8d5a0, 0x7f7fd22e ] # og lhzx - [ be32, 0x00e8d5a4, 0x4e800020 ] # ret - [ be32, 0x00034968, 0x2f9d096f ] # r29 to 512 - [ be32, 0x00034970, 0x3ba0096f ] # li r29 512 # sub - [ be32, 0x000336c0, 0x7e2802a6 ] # mflr r17,LR - [ be32, 0x000336c4, 0x48e59f01 ] # call 3 - [ be32, 0x000336c8, 0x7e2803a6 ] # mtlr LR,r17 - [ be32, 0x000336cc, 0x3a200000 ] # r17 = 0 - [ be32, 0x00e8d5c4, 0x7c0b4a2e ] # og lhzx - [ be32, 0x00e8d5c8, 0x5408043e ] # og rlwinm - [ be32, 0x00e8d5cc, 0x3e00014f ] # r16 = 14f0000 - [ be32, 0x00e8d5d0, 0x89f03412 ] # lbz r15,0x3412,r16 - [ be32, 0x00e8d5d4, 0x2f8f0000 ] # r15 vs 0 - [ be32, 0x00e8d5d8, 0x409e0008 ] # bne - [ be32, 0x00e8d5dc, 0x7c050050 ] # og sub - [ be32, 0x00e8d5e0, 0x7f882800 ] # og cmpw - [ be32, 0x00e8d5e4, 0x39e00000 ] # r15 = 0 - [ be32, 0x00e8d5e8, 0x3a000000 ] # r16 = 0 - [ be32, 0x00e8d5ec, 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 - [ be32, 0x0003a69c, 0x39e00001 ] - [ be16, 0x009da99a, 0x2db6 ] - [ be16, 0x009da9a2, 0x2db6 ] - [ be32, 0x00a1a200, 0x60000000 ] # Remove "!" model render - [ be32, 0x0004113c, 0x48000028 ] # No double line in Gameplay Menu # 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 ] # control page - [ be32, 0x0034d24c, 0x48b8f27c ] # get page ptr (start) - [ be32, 0x00edc4c8, 0x2f890000 ] # check if page ptr is null - [ be32, 0x00edc4cc, 0x419e0018 ] # do original code - [ be32, 0x00edc4d0, 0x7fc4f378 ] # save working register - [ be32, 0x00edc4d4, 0x3bdef51c ] # partially resolve page ptr - [ be32, 0x00edc4d8, 0x80a90000 ] # get ptr - [ be32, 0x00edc4dc, 0x90be8030 ] # store ptr - [ be32, 0x00edc4e0, 0x7c9e2378 ] # restore working register - [ be32, 0x00edc4e4, 0x4b470d6c ] # return # script print # Gameplay Menu bool - [ utf8, 0x00e902d8, "SS Printout to Msgcon\x00" ] - [ be32, 0x01286784, 0x0150cfe0 ] - [ be32, 0x00a5228c, 0x39200001 ] # force mode 1 - [ be32, 0x00a23ed0, 0x4802e330 ] - [ utf8, 0x00efc158, "%x" ] # branch in hex - [ utf8, 0x00efc173, "%x" ] # branch in hex - [ utf8, 0x00efc177, "%x" ] # branch in hex - [ utf8, 0x00efc197, "%x" ] # branch in hex - [ utf8, 0x00efc19b, "%x" ] # branch in hex - [ utf8, 0x00efc7fe, "%x" ] # imm in hex # debug renderer - [ be32, 0x0061cf10, 0x7fa3eb78 ] - [ be32, 0x0061cf14, 0x4bd47aad ] - [ be32, 0x0061cf18, 0x7fa3eb78 ] - [ be32, 0x0061cf1c, 0x484bb6b9 ] - [ be32, 0x0061cf20, 0x7fa3eb78 ] - [ be32, 0x0061cf24, 0x484756c9 ] - [ be32, 0x00036a04, 0x60000000 ] # msgcon buff - [ be32, 0x012c6650, 0x013f1340 ] - [ be32, 0x00a92720, 0x60000000 ] # msgout to msgcon start - [ be32, 0x00a92724, 0x3cc00135 ] - [ be32, 0x00a92728, 0x60c67130 ] - [ be32, 0x00a9272c, 0x3ce041b0 ] - [ be32, 0x00a92730, 0x90e60000 ] - [ be32, 0x00a92734, 0xc0060000 ] - [ be32, 0x00a92738, 0xc0460000 ] - [ be32, 0x00a9273c, 0x3ce04204 ] - [ be32, 0x00a92740, 0x90e60000 ] - [ be32, 0x00a92744, 0xc0260000 ] - [ be32, 0x00a92748, 0x38c0ffff ] - [ be32, 0x00a9274c, 0x80fe8098 ] - [ be32, 0x00a92750, 0x48047821 ] - [ be32, 0x00a92754, 0x807e8098 ] - [ be32, 0x00a92758, 0x38800000 ] - [ be32, 0x00a9275c, 0x38a01000 ] - [ be32, 0x00a92760, 0x483e8fe1 ] - [ be32, 0x00a92764, 0x3cc00135 ] - [ be32, 0x00a92768, 0x60c67130 ] - [ be32, 0x00a9276c, 0x3ce04248 ] - [ be32, 0x00a92770, 0x90e60000 ] - [ be32, 0x00a92774, 0xc0260000 ] - [ be32, 0x00a92778, 0x3ce04422 ] - [ be32, 0x00a9277c, 0x60e70080 ] - [ be32, 0x00a92780, 0x90e60000 ] - [ be32, 0x00a92784, 0xc0460000 ] - [ be32, 0x00a92788, 0x3ce00135 ] - [ be32, 0x00a9278c, 0x60e77148 ] - [ be32, 0x00a92790, 0x38c0ffff ] - [ be32, 0x00a92794, 0x480477dd ] - [ be32, 0x00a92798, 0x48000064 ] # msgcon buffer in single area - [ be32, 0x00a519f8, 0x4848a738 ] - [ be32, 0x00edc130, 0x3d20013f ] - [ be32, 0x00edc134, 0x61291340 ] - [ be32, 0x00edc138, 0x4bb758c4 ] # taskmgr - [ be32, 0x0083f9c0, 0x807eff84 ] - [ be32, 0x012befe8, 0x01357148 ] # display-msg - [ be32, 0x008529f8, 0x60000000 ] - [ be32, 0x00852a04, 0x60000000 ] # DC printing - [ be32, 0x0081c060, 0x48002cbc ] # printf - [ be32, 0x0081c074, 0x48002ca8 ] # print-string - [ be32, 0x0078c5a4, 0x38600001 ] - [ be32, 0x0078c5a8, 0x482c5c05 ] - [ be32, 0x0078c5ac, 0x7fa3eb78 ] - [ be32, 0x0078c5b0, 0x482c5c51 ] - [ be32, 0x0078c5b4, 0x48000018 ] tlou_gpulighting_notes: &tlou_gpulighting_notes "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/artifacts without removing the fog (1.11 only)" tlou_speed_notes: &tlou_speed_notes "Improves performance in certain areas. May cause issues." tlou_debugmenu_notes: &tlou_debugmenu_notes "L3 + Start = Dev Menu\nL3 + Select = Quick Menu\nL3 + Triangle = FPS Text\nL3 + R3 = Debug Fly" tlou_infiniteflashlight_notes: &tlou_infiniteflashlight_notes "This patch is useful 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." tlou_nocamshake_notes: &tlou_nocamshake_notes "Disables camera shake during gameplay.\nIn-Game cinematics remain unaffected." tlou_localmp_notes: &tlou_localmp_notes "Matchmaking does not work." tlou_dbgtasks_notes: &tlou_dbgtasks_notes "Only enable this if you know what you are doing!" tlou_headcrash_notes: &tlou_headcrash_notes "Fixes a bug where throwing an object at an Infected Severed Head causes a game crash." tlou_ar_notes: &tlou_ar_notes "Requires \"Stretch To Display Area\" checked in the GPU settings. UI elements will be stretched." tlou_fps_notes: &tlou_fps_notes "Unlocks FPS without any special settings.\nGame may crash above 500 FPS in loading screens." tlou_mlaa_notes: &tlou_mlaa_notes "Allows 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." tloulb100_title: &tloulb100_title "The Last of Us Left Behind": NPUA81175: [ 01.00 ] NPEA00521: [ 01.00 ] 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: *tlou_mlaa_notes 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: *tlou_gpulighting_notes Patch Version: 2.0 Patch: - [ load, *tlou100_db ] "Speedboost": Games: *tlou100_title Author: "ZEROx, illusion" Notes: *tlou_speed_notes Patch Version: 1.0 Patch: - [ load, *tlou100_speed ] "Debug Menu": Games: *tlou100_title Author: "dron_3, HdHereidme, illusion" Notes: *tlou_debugmenu_notes Patch Version: 1.01 Patch: - [ load, *tlou100_devmenu ] "Bug Fix: Infected Severed Head Crash": Games: *tlou100_title Author: "illusion, ZEROx" Notes: *tlou_headcrash_notes 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


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