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Atlus Streamlining Megami Tensei PS2 games

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
BROS, something for fags who find random encounter rate in SMT games too high or want to tweak exp / money / other values.

To use these you have to:
  • put proper .pnach files into "cheats" folder
  • enable cheats in Pcsx2 "System" menu.
17ZzdIA.png


1) Digital Devil Saga:

Recommended values (enabled below):
  • Atma Gain x2 (quicker than normal skill gain, but combined with lower encounter rate!),
  • Random Battles Occurrence Halved (less random encounters = less EXP, Atma & Money!),
  • You can disable / enable random encounters entirely by using "L1 + Select" and "L2 + Select" respectively (pure awesome),
  • Progressive Scan mode enabled (no interlace = pure awesome).
More stuff below.

Contents of /cheats/D7273511.pnach file:

Code:
gametitle=Shin Megami Tensei - Digital Devil Saga [SLUS_209.74]
comment=spekkio, Altimor, http://www.codemasters-project.net/

/-------------[After Battle Codes]

// Atma Gain X2
patch=1,EE,201A7B98,extended,00118840

// Atma Gain X4 
/patch=1,EE,201A7B98,extended,00118880

// EXP Gain X2
/patch=1,EE,201A4428,extended,00118840

// EXP Gain X4
/patch=1,EE,201A4428,extended,00118880

// Money Gain X100
/patch=1,EE,201A7D9C,extended,00108040

/-------------[After Battle Codes]---END

/-------------[Random Battles Codes]
// P1 Press L1+Select To Disable Random Battles 
patch=1,EE,D03F9902,extended,0000FBFE
patch=1,EE,2011CC88,extended,00000000

// P1 Press L2+Select To Enable Random Battles 
patch=1,EE,D03F9902,extended,0000FEFE
patch=1,EE,2011CC88,extended,A4831364

// No Random Battles
/patch=1,EE,21142664,extended,00000000

// Almost No Random Battles (one in 2-3 minutes)
/patch=1,EE,1011CC6C,extended,00000000
/patch=1,EE,1011CC84,extended,00000000

// Random Battles Occurrence Halved
patch=1,EE,1011CC6C,extended,00000003
patch=1,EE,1011CC84,extended,00000001

// Random Battles Occurrence Doubled
/patch=1,EE,1011CC6C,extended,0000000C
/patch=1,EE,1011CC84,extended,00000004

// Random Battles Every Step
/patch=1,EE,21142664,extended,00000201

/-------------[Random Battles Codes]---END

// Progressive Scan Mode patch for DDS1 by Altimor

// NOP out old interlaced field switch
patch=1,EE,002D1558,word,00000000

// Another field switch here that needs to be NOP'd to prevent
// post processing effects from getting misaligned when entering
// and leaving menus.
patch=1,EE,002D5060,word,00000000

// Patch sceGsResetGraph arguments to set 480p
patch=1,EE,002EFD7C,word,24110000 // addiu $s1, 0, 0x00
patch=1,EE,002EFD80,word,24120050 // addiu $s2, 0, 0x50
patch=1,EE,002EFD84,word,24020001 // addiu $s3, 0, 0x01

2) Digital Devil Saga 2:

Recommended values (enabled below):
  • Atma Gain x2 (quicker than normal skill gain, but combined with lower encounter rate!),
  • Random Battles Occurrence Halved (less random encounters = less EXP, Atma & Money!),
  • You can disable / enable random encounters entirely by using "L1 + Select" and "L2 + Select" respectively (pure awesome),
  • Progressive Scan mode enabled (no interlace = pure awesome).
More stuff below.

Contents of /cheats/D382C164.pnach file:

Code:
gametitle=Shin Megami Tensei - Digital Devil Saga 2 [SLUS_211.52]
comment=spekkio, Altimor, http://www.codemasters-project.net/

/-------------[After Battle Codes]

// Atma Gain X2
patch=1,EE,201b2040,extended,00118840

// Atma Gain X4 
/patch=1,EE,201b2040,extended,00118880

// EXP Gain X2
/patch=1,EE,201ad798,extended,00118840

// EXP Gain X4
/patch=1,EE,201ad798,extended,00118880

// Money Gain X100
/patch=1,EE,201b2244,extended,00108840

/-------------[After Battle Codes]---END

/-------------[Random Battles Codes]
// P1 Press L1+Select To Disable Random Battles 
patch=1,EE,D0476282,extended,0000FBFE
patch=1,EE,2011EA28,extended,00000000

// P1 Press L2+Select To Enable Random Battles 
patch=1,EE,D0476282,extended,0000FEFE
patch=1,EE,2011EA28,extended, a4831444

// No Random Battles
/patch=1,EE,21175744,extended,00000000

// Almost No Random Battles (one in 2-3 minutes)
/patch=1,EE,1011EA0C,extended,00000000
/patch=1,EE,1011EA24,extended,00000000

// Random Battles Occurrence Halved
patch=1,EE,1011EA0C,extended,00000003
patch=1,EE,1011EA24,extended,00000001

// Random Battles Occurrence Doubled
/patch=1,EE,1011EA0C,extended,0000000C
/patch=1,EE,1011EA24,extended,00000004

// Random Battles Every Step
/patch=1,EE,21175744,extended,00000201

/-------------[Random Battles Codes]---END

// Progressive Scan Mode patch for DDS2 by Altimor

// NOP out old interlaced field switch
patch=1,EE,0032A408,word,00000000

// Another field switch here that needs to be NOP'd to prevent
// post processing effects from getting misaligned when entering
// and leaving menus.
patch=1,EE,0032DF10,word,00000000

// Patch sceGsResetGraph arguments to set 480p
patch=1,EE,00348C24,word,24110000 // addiu $s1, 0, 0x00
patch=1,EE,00348C28,word,24120050 // addiu $s2, 0, 0x50
patch=1,EE,00348C2C,word,24020001 // addiu $s3, 0, 0x01

3) SMT3 - Nocturne:

Recommended values (enabled below):
  • Progressive Scan mode enabled (no interlace = pure awesome).
Enable other stuff if you want!

Unfortunately, I couldn't find random encounter rate modifiers for SMT3 (well, nobody posted these so far), so you'll have to use Estoma / Repulse to lower encounter rate.
Or disable / enable randoms entirely via cheat code below.
:oops:

Contents of /cheats/E8FCF8EC.pnach file:

Code:
gametitle=Shin Megami Tensei 3 - Nocturne [SLUS_209.11]
comment=spekkio, Altimor, http://www.codemasters-project.net/

/-------------[After Battle Codes]

// EXP X2 
/patch=1,EE,2026A86C,extended,00041040

// EXP X4 
/patch=1,EE,2026A86C,extended,00041080

// Money X2 
/patch=1,EE,2026A89C,extended,00041040

// Money X4 
/patch=1,EE,2026A89C,extended,00041080

/-------------[After Battle Codes]---END

/-------------[Random Battles Codes]

// No Random Battles 
/patch=1,EE,0124A1F8,extended,00000000

// Random Battles Every Step
/patch=1,EE,1124A1F8,extended,00000201

/-------------[Random Battles Codes]---END

// Progressive Scan Mode patch for SMT3 by Altimor

// NOP out old interlaced field switch
patch=1,EE,002AA1B4,word,00000000

// Another field switch here that needs to be NOP'd to prevent
// post processing effects from getting misaligned when entering
// and leaving menus.
patch=1,EE,002ADBE0,word,00000000

// Patch sceGsResetGraph arguments to set 480p
patch=1,EE,002C81D4,word,24110000 // addiu $s1, 0, 0x00
patch=1,EE,002C81D8,word,24120050 // addiu $s2, 0, 0x50
patch=1,EE,002C81DC,word,24020001 // addiu $s3, 0, 0x01

.
.
.

BTW, to get the best possible graphical output in these games (as far as emulation options go):
  • Get latest unofficial Pcsx2 build,
  • Use OpenGL Renderer (fixes broken shadows),
  • Set CRC Hack Level to "Aggressive" (disables shitty motion blur effect, most noticeable in SMT3),
  • Switch to Progressive Scan Mode (no need for de-interlace F5 fuckery). You can do this by using patches above.
Moar info: here, nice avatar, SCO-kun(?).

R1dDBsx.png


King Frost approves.
 
Last edited:

Matador

Arcane
Patron
Joined
Jun 14, 2016
Messages
1,643
Codex+ Now Streaming!
I didn't found encounter rate too high in Nocturne.

But in DDS1 was unbearable. Finally I'm going to finish that game. Many thanks
 

Hitoshura

Educated
Joined
Nov 9, 2013
Messages
54
I don't understand why you would want to change EXP gain. These games already apply an important multiplier that is dependent on the difference of your level and your opponent. If you fight higher level demons than you are, expect lots of experience, fighting demons that have lower level than you have, the EXP will be awful, it's generally better to negotiate in that situation unless you are desperate for money. I remember that the second part of SMT1 and SMT2 I was typically gaining several levels for each boss fight and earning the max EXP a fight could give (65535) thanks to be under leveled.

Given that modifier, I'm pretty sure that SMT games could be fun to speed run as you will not have to run in circle at one point only to gather EXP. I never saw someone attempt to do one a run of one of these game. Additionally, the idea that your party gains strength quite fast with acquiring new demons and fusions, each fight will be important and will not only be a matter of survival. Finally, when played in hard mode, trying to run away from random encounter is generally pointless. These would change significantly the strategies used to speed run most RPGs.
 

Tripicus

Augur
Joined
Oct 22, 2011
Messages
161
I didn't found encounter rate too high in Nocturne.

But in DDS1 was unbearable. Finally I'm going to finish that game. Many thanks
I don't think I'll go back to DDS, but this is why I put it down. I liked the spin it had on the SMT universe.

But I got it on PSN, so the codes do little to help me with the encounter rates. And I don't feel like revisiting the played through content.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,581
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
If I can't scream at the screen about how fucking mad the encounter rate makes me, then I am not playing a SMT game.
 
Joined
Jan 7, 2012
Messages
14,269
Never really had problems with the encounter rates, but nice to know that the OpenGL renderer works and fixes some of the problems Directx had. Is SMT3/DDS looking perfect now?
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,659
A recent beta build fixes the weird mirror shadowing in nocturne. For performance a quadcore is suggested so pcsx can run the gfx stuff in a separate thread. I use dx11 + 4xsmaa and nocturne looks almost perfect.
 
Joined
Jan 7, 2012
Messages
14,269
I keep getting a line of bad pixels to the top right of my screen every time I change areas or go to a menu. Seems to be a problem with the OpenGL renderer, I can see it popping up in other games too. Any idea what the cause is?

5l4xltV.png


btw, if you want Widescreen go to cheats_ws.zip and copy over the widescreen hack to your /cheats_ws/xxxxxx.pnach file. Or just put your pnach file in the cheats folder rather than cheats_ws so that it doesn't overwrite the widescreen hack.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
AM said:
I can see it popping up in other games too. Any idea what the cause is?
Dying graphics card? :(

btw, if you want Widescreen...
I'm p. sure pcsx2 looks for xxx.pnach file:
1) in the cheats_ws.zip
2) in the cheats_ws directory.

So, for widescreen patches ONLY, you don't have to copy anything from the zip.

But shit's different if you want to use WS patches + progressive scan mode or some other shit. Most of the time you have to make such .pnach file yourself and put it into cheats_ws directory.
For example the DDS1 WS patch (D7273511.pnach) in the cheats_ws.zip includes the progessive patch by altimor, but it's disabled by default. :roll:

Check what's going on in your log:

q0ZUtGX.png


Widescreen looks ghey anyway, due to stretched 2D elements. :obviously:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
BROS, quick update concerning DDS1.

It looks like something is indeed fucky with EXP gain in the game and thus with the EXP cheat, at least when it comes to boss fights.

Regular fights work fine. Quicksaved during random battle with cheats disabled, got 949 Karma (EXP):

ENyC2dp.png


Enabled EXPx2 cheat, got exactly x2 EXP:

4Rhf8PS.png


When using following value for this cheat:

patch=1,EE,201A4428,extended,00118820

You will get "normal" EXP - 949 Karma.

But boss-battles are different story...

Did the same as above for the 1st fight against Beelzebub.
Disabled cheats, used a regular memcard save to be sure, killed him and got only 7600 EXP:

LWhcgkA.png


But with the EXPx2 cheat anabled, he gives almost 300000 EXP :oops:

FM5eu5T.png


Using the 00118820 value doesn't help, you'll still get a shitload of EXP.

At least the Atma cheat seems to be working perfectly, compare no cheat (#1) and Atma x2 (#2):

LWhcgkA.png

Iw6LEf2.png


tl;dr

Use the EXP cheat (if you want) only for random battles, before each boss battle ("Strong fag can be detected behind this door") make a regular (memcard) save, disable EXP cheat, restart, load regular save, proceed.
OFC not a problem if you want to reach L99 ASAP...
 
Joined
Jan 7, 2012
Messages
14,269
AM said:
I can see it popping up in other games too. Any idea what the cause is?
Dying graphics card? :(

Don't think so. It's strictly happening on the OpenGL renderer for PCSX2, nothing else has a problem. Might be an AMD/driver thing though. Only appears for half a second. Maybe by the time I need to replay Nocturne again it will be fixed (or I'll spend more time trying to figure out a solution).

I'm p. sure pcsx2 looks for xxx.pnach file:
1) in the cheats_ws.zip
2) in the cheats_ws directory.

So, for widescreen patches ONLY, you don't have to copy anything from the zip.

But shit's different if you want to use WS patches + progressive scan mode or some other shit. Most of the time you have to make such .pnach file yourself and put it into cheats_ws directory.
For example the DDS1 WS patch (D7273511.pnach) in the cheats_ws.zip includes the progessive patch by altimor, but it's disabled by default. :roll:

Widescreen looks ghey anyway, due to stretched 2D elements. :obviously:

Yeah, that's how it works. But your advice is a bit misleading, since if someone wants to use widescreen then they have to manually copy the line from the zip to their cheats_ws folder. You can put the progressive scan mode code in the cheats directly and it works just fine with widescreen being toggleable through the PCSX2 options.

Also UI isn't stretched by the widescreen hack. Widescreen fixes Hitoshura looking like some kind of dwarf bodybuilder.

GjAjLoU.png

3FkLKwV.png
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,086
Average Manatee are you using the latest 1.50 pcsx2 build? There may be improvements with the opengl renderer. Also the latest builds include all widescreen hacks, just enable it in the menu.
http://www.rpgcodex.net/forums/inde...ations-in-1st-post.86871/page-47#post-4741537

As for SMT III you really shouldn't use XP and encounter cheats since you'll basically fuck up the main reason for playing this, because combat goes hand to hand with demon gathering/leveling. AT most I'd suggest cheating only with getting many repulse bells for the parts that start to feel tedious. Just have in mind that in normal you have very high odds at escaping combat anyway.
(This applies for all SMT games really, indeed combat can get tedious, but without a really indepth rebalace hack you shouldn't mess with xp/money/encounters or the gameplay will just become crap.)

I personally just use the turbo option from the emulator when I want to speed things up.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
The cheat I like the most for DDS1 is the one which reduces encounter rate (by half).
AFAIR from SMT3, Repulse Bells reduced the encounter rate significantly (using them was making exploration much faster). It isn't the case in DDS1, where using Estoma Spray reduces encounter rate only a bit. It's especialy irritating in the last dungeon, with ITZ endless teleporters. Ability to disable / enable randoms helps a lot there.
And I'm yet another person who finds encounter rate in SMT3 high, but acceptable, while in DDS1 - simply over the top.
 
Joined
Jan 7, 2012
Messages
14,269
Average Manatee are you using the latest 1.50 pcsx2 build? There may be improvements with the opengl renderer. Also the latest builds include all widescreen hacks, just enable it in the menu.
http://www.rpgcodex.net/forums/inde...ations-in-1st-post.86871/page-47#post-4741537
Yeah, latest dev build. And the point was that if you override the widescreen hack by using cheats_ws then you have to manually enable it.

I personally just use the turbo option from the emulator when I want to speed things up.

I use this most of the time too.

AFAIR from SMT3, Repulse Bells reduced the encounter rate significantly (using them was making exploration much faster). It isn't the case in DDS1, where using Estoma Spray reduces encounter rate only a bit. It's especialy irritating in the last dungeon, with ITZ endless teleporters. Ability to disable / enable randoms helps a lot there.

Pretty sure that Estoma/Repulse in both games (and most of the rest of SMT games?) works such that it's not a general-use encounter rate reducer. What it does is cause enemies below your level not to attack (or possibly with lower chance the lower they are), while enemies above your level attack normally. So any difference in them you see between the two games is actually a difference in the average leveling rate or how fast the enemies scale up or something. If you watch the random encounter sensor while you run through a low-level area with it on you'll see it go from flashing red "encounter imminent" to orange "danger nearby" whenever the game tried to spawn a random encounter, rolled an enemy group too low to be worth fighting, and discarded it.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
BROS, added cheats for DDS2 and cleaned up the OP. Regular and progressive mode cheats were merged into "normal" cheats to avoid confusion.
Enabling / disabling random encounters in SMT3 via key combo would've been a heavan, but no such codes surfaced yet. :(
That is all.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,086
So, I just finished SMT III Nocturne with the PCSX2 emulator. Got all magatama, fused all the high lvl demons, went for the true demon ending, it took me about 140h.

Random tip: giving all your demons bright might or dark might is great. It helps a lot in boss fights all the way to the end.

Endgame party:
Hero:

Ae7vX7R.jpg

:martini:


ArchDevil:

PHN3vA4.jpg

:fight:


ArchAngel:

TAV9kvB.jpg

:whiteknight:


Hindu Deity:

YkmRzAl.jpg

:codexisforindividualswithgenderidentityissues:


Mascot:

fh7Ieil.jpg

:popamole:


I fiddled with Gsdx's external shader and it can give you some nice results. Mostly with some subtle vibrance, curves and sharpening. Some comparison shots:
No shader:
ZbMCSu9.jpg

Shader:
gZYIOWo.jpg


No shader:
RfnAaPT.jpg

Shader:
7QJhYBR.jpg
Here are the shader settings:
Code:
/*===============================================================================*\
|########################      [GSdx FX Suite v2.40]      ########################|
|##########################        By Asmodean          ##########################|
||                                                                               ||
||          This program is free software; you can redistribute it and/or        ||
||          modify it under the terms of the GNU General Public License          ||
||          as published by the Free Software Foundation; either version 2       ||
||          of the License, or (at your option) any later version.               ||
||                                                                               ||
||          This program is distributed in the hope that it will be useful,      ||
||          but WITHOUT ANY WARRANTY; without even the implied warranty of       ||
||          MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the        ||
||          GNU General Public License for more details. (c)2016                 ||
||                                                                               ||
|#################################################################################|
\*===============================================================================*/
//#NOTICE: GSdx FX is not compatible with GSdx9. Use GSdx OGL or DX10/11.

/*------------------------------------------------------------------------------
                       [DEFINITIONS & ON/OFF OPTIONS]
------------------------------------------------------------------------------*/

//--------------------------#[CHOOSE EFFECTS]#--------------------------------\\

//#[ANTIALIASING TECHNIQUES]   [1=ON|0=OFF]  #READ: For best results: Use gsdx fx antialiasing OR filtering. Not both together.
#define UHQ_FXAA                    1      //# High Quality Fast Approximate Anti Aliasing. If GSdx's internal FXAA is also enabled, this equals FXAA2x.[3D]

//#[FS SCALING TECHNIQUES]    [1=ON|0=OFF]  #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both.
#define BILINEAR_FILTERING          0     //# Bilinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures.[2D]
#define BICUBIC_FILTERING           0     //# Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures.[2D]
#define GAUSSIAN_FILTERING          0     //# Gaussian Fullscreen Texture Filtering. Gaussian filtering - strong to extra strong filtering of textures.[2D]
#define BICUBLIC_SCALER             0     //# Bicubic Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling.
#define LANCZOS_SCALER              0     //# Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling.

//#[LIGHTING & COLOUR]         [1=ON|0=OFF]  #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) use Bloom & Tonemapping together]
#define BLENDED_BLOOM               1      //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom.
#define SCENE_TONEMAPPING           1      //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping.
#define COLOR_CORRECTION            1      //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types.
#define CROSS_PROCESSING            0      //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another.
#define GAMMA_CORRECTION            0      //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve.
#define PIXEL_VIBRANCE              1      //# Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original color saturation.
#define COLOR_GRADING               0      //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.
#define TEXTURE_SHARPEN             1      //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity.
#define CURVE_CONTRAST              1      //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline.
#define CEL_SHADING                 0      //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
#define PAINT_SHADING               0      //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.

//#[TV EMU TECHNIQUES]         [1=ON|0=OFF]  #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc.
#define LOTTES_CRT                  0     //# Timothy Lottes CRT emulation effect. Similar to scanlines, but with more control options. Ported by request.
#define SCANLINES                   0     //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res.
#define VIGNETTE                    0     //# Darkens the edges of the screen, to make it look more like it was shot with a camera lens.
#define DEBANDING                   1     //# Applies a debanding effect, to minimize banding artifacts. Which is usually very prevalent in skyboxes (for example).
#define SP_DITHERING                1     //# Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding.
#define PX_BORDER                   1     //# Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. (Ported by request from SFX).

/*------------------------------------------------------------------------------
                          [EFFECT CONFIG OPTIONS]
------------------------------------------------------------------------------*/

//##[UHQ_FXAA]
#define FxaaSubpixMax 0.00                 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only.
#define FxaaQuality 4                      //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra.
#define FxaaEarlyExit 1                    //[0 or 1] Use Fxaa early exit pathing. When enabled: Only luma edge pixels are antialiased. When disabled: the entire scene is antialiased(FSAA).

//##[BILINEAR_FILTERING]
#define FilterStrength 1.00                //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering.
#define OffsetAmount 0.0                   //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.

//##[BICUBIC_FILTERING]
#define Interpolation Triangular           //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering.
#define BicubicStrength 0.75               //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering.
#define PixelOffset 0.0                    //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.

//##[GAUSSIAN_FILTERING]
#define FilterAmount 1.00                  //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering.
#define GaussianSpread 0.75                //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering.

//##[BLENDED BLOOM]
#define BloomType BlendGlow                //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark.
#define BloomStrength 0.280                //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
#define BlendStrength 0.800                //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength.
#define BloomDefocus 2.000                 //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc.
#define BloomWidth 3.200                   //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength.
#define BloomReds 0.040                    //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds.
#define BloomGreens 0.030                  //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens.
#define BloomBlues 0.020                   //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues.

//##[SCENE TONEMAPPING]
#define TonemapType 1                      //[0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 & 3 are Filmic HDR(slight grading).
#define TonemapMask 0                      //[0 or 1] Enables an ALU tone masking curve. Produces a nice cinematic look. Suits some games more than others.
#define MaskStrength 0.35                  //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask.
#define ToneAmount 0.150                   //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter.
#define BlackLevels 0.500                  //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them.
#define Exposure 1.000                     //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less.
#define Luminance 1.000                    //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average.
#define WhitePoint 1.100                   //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point.

//##[COLOR CORRECTION]
#define CorrectionPalette 1                //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues.
#define ChannelR 2.00                      //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define ChannelG 1.80                      //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define ChannelB 1.50                      //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define PaletteStrength 2.00               //[0.00 to 4.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation.

//##[CROSS PROCESSING]
#define FilmicProcess 1                    //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each.
#define RedShift 0.50                      //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
#define GreenShift 0.50                    //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
#define BlueShift 0.50                     //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
#define ShiftRatio 0.50                    //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.

//##[TEXTURE SHARPEN]
#define SharpenStrength 1.35               //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used.
#define SharpenClamp 0.105                 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping.
#define SharpenBias 1.50                   //[0.50 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen.
#define DebugSharpen 0                     //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.

//##[PIXEL VIBRANCE]
#define Vibrance 0.30                      //[-1.00 to 1.00] Overall vibrance strength. Locally adjusts the vibrance of pixels depending on their original saturation.
#define RedVibrance 1.00                   //[-8.00 to 8.00] Red channel coefficient of the vibrance strength. Adjusting the vibrance of the red channel independently.
#define GreenVibrance 1.00                 //[-8.00 to 8.00] Green channel coefficient of the vibrance strength. Adjusting the vibrance of the green channel independently.
#define BlueVibrance 1.00                  //[-8.00 to 8.00] Blue channel coefficient of the vibrance strength. Adjusting the vibrance of the blue channel independently.

//##[COLOR_GRADING]
#define RedGrading 1.20                    //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones.
#define GreenGrading 1.10                  //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones.
#define BlueGrading 1.10                   //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones.
#define GradingStrength 0.25               //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount.
#define Correlation 1.00                   //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded.

//##[CEL SHADING]
#define EdgeStrength 1.00                  //[0.00 to 4.00] Overall strength of the cel edge outline effect. Affects the overall density.  0.00: no outlines.
#define EdgeFilter 0.75                    //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc.
#define EdgeThickness 1.20                 //[0.50 to 2.00] Thickness of the cel edges. Increase for thicker outlining.  Note: when downsampling, raise this to keep the same thickness.
#define UseYuvLuma 0                       //[0 or 1] Uses YUV luma calculations, or base color luma calculations. Yuv luma can produce a better shaded look.
#define ColorRounding 0                    //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others.

//##[PAINT SHADING]
#define PaintMethod 2                      //[1 or 2] The algorithm used for paint effect. 1: water painting, 2: oil painting. You may want to readjust the radius between the two.
#define PaintRadius 4                      //[2 to 8] Radius of the painted effect, increasing the radius also requires longer loops, so higher values require more performance.
#define PaintStrength 1.00                 //[0.00 to 1.00] The overall interpolated strength of the paint effect. Where 1.0 equates to 100% strength.

//##[CURVE_CONTRAST]
#define CurveType 0                        //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define CurvesContrast 0.35                //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening.

//##[GAMMA_CORRECTION]
#define Gamma 2.20                         //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)

//##[LOTTES_CRT]
#define MaskingType 1                      //[1|2|3|4] The type of CRT shadow masking used. 1: compressed TV style, 2: Aperture-grille, 3: Stretched VGA style, 4: VGA style.
#define CRTSizeX 3000.0                     //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed width, or set it to screenSize.x
#define CRTSizeY 3000.0                     //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed height, or set it to screenSize.y
#define ScanBrightness -8.00               //[-16.0 to 1.0] The overall brightness of the scanline effect. Lower for darker, higher for brighter.
#define FilterCRTAmount -1.00              //[-4.0 to 1.0] The amount of filtering used, to replicate the TV CRT look. Lower for less, higher for more.
#define HorizontalWarp 0.00                //[0.0 to 0.1] The distortion warping effect for the horizontal (x) axis of the screen. Use small increments.
#define VerticalWarp 0.00                  //[0.0 to 0.1] The distortion warping effect for the verticle (y) axis of the screen. Use small increments.
#define MaskAmountDark 0.80                //[0.0 to 1.0] The value of the dark masking line effect used. Lower for darker lower end masking, higher for brighter.
#define MaskAmountLight 1.50               //[0.0 to 2.0] The value of the light masking line effect used. Lower for darker higher end masking, higher for brighter.
#define ResolutionScale 2.00               //[0.1 to 4.0] The scale of the image resolution. Lowering this can give off a nice retro TV look. Raising it can clear up the image.
#define MaskResolutionScale 0.80           //[0.1 to 2.0] The scale of the CRT mask resolution. Use this for balancing the scanline mask scale for difference resolution scaling.
#define UseShadowMask 1                    //[0 or 1] Enables, or disables the use of the CRT shadow mask. 0 is disabled, 1 is enabled.

//##[SCANLINES]
#define ScanlineType 0                     //[0|1|2] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy)
#define ScanlineScale 0.50                 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems.
#define ScanlineIntensity 0.18             //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.18 for ScanlineType 0|1|2, 0.50 for ScanlineType 3.
#define ScanlineBrightness 1.02            //[0.50 to 2.00] The brightness of the scanlines.  Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3.

//##[VIGNETTE]
#define VignetteRatio 1.77                 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1.
#define VignetteRadius 1.10                //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center
#define VignetteAmount 0.25                //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower.
#define VignetteSlope 12                   //[2|4|8|10|12|16] How far away from the center the vignetting will start.

//##[SUBPIXEL DITHERING]
#define DitherMethod 2                     //[1 or 2] 1: Ordered grid dithering(faster), 2: random dithering(higher quality). Hardware dithering is also enabled by default.
#define ShowMethod 0                       //[0 or 1] Shows the dithering method, based of the type of dithering selected. Useful for debugging, and confirmation of working order.

//##[DEBANDING]
#define DebandRadius 32.0                  //[0.0 to 1024.0] Sampling radius, higher values will reduce further banding but might also reduce details.
#define DebandThreshold 0.017              //[0.000 to 0.100] Threshold, higher values will reduce further banding but might also reduce details and increase noise.
#define DebandSampleCount 4                //[1 to 8] Sample count, higher values are better. But also have a higher performance cost.
#define DebandOffsetMode 3                 //[1|2|3] 1 = cross (axis aligned, fast), 2 = diagonal (45 degrees, slower), 3 = box (fully random, slower).
#define DebandDithering 1                  //[0|1|2|3] Additional dithering options to smoothen the output. 0 = No dithering 1 = Ordered dithering, 2 = Random dithering, 3 = Iestyn's RGB dither (Valve).

//##[PX_BORDER]
#define BorderWidth float2(2, 2)           //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define BorderColor float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.

//[END OF USER OPTIONS]

Newgame+ stuff:

You can change the MCs clothes and pick to wear a leather Jacket.... aaaand you get this crap:
YJnD6Nl.jpg


That faggy shit isn't a leather jacket ! :argh:

Thankfully you don't have to see that stupid ass jacket since you can now press "select" and play in first person mode like the previous SMTs :obviously::
8sxDOks.jpg



Some random pics:
6gSGXCR.jpg


bAIvdTZ.jpg


mA4sk6m.jpg


gYL8pqK.jpg


EfD9UZt.jpg


6Uf9WTf.jpg


6Z5RPEy.jpg


7HWWhXO.jpg


rdCYsXa.jpg
 
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