mirror of
https://github.com/blackbearreloaded/ProsperoEden.git
synced 2026-10-21 22:22:17 -05:00
* Console memory: a memory layout per game A mod that keeps a block of memory of its own asks the guest kernel how much the game has and reserves from the answer, so one that wants more than the standard 4 GiB stops the game before its first picture. Every session was pinned to 4 GiB with no way to ask for more; "memory_layout" in the settings file, for every game or for one, now reaches the emulator before the guest's memory block is taken. * Console memory: the size in Settings > Performance The larger memory was only a settings-file value, so a game with a mod that wants more than 4 GiB had to be set by hand - and any change on the Performance page re-saved that block of the file without it, taking the hand-written value back out again. The page now has a Memory row after the seven switches: Left and right move over 4, 6 and 8 GiB, and it writes the same "memory_layout" key the file holds and reads it back, so the menu and the file are one thing and nothing between the two has to be kept in order. A game can still have its own in the file, which comes first. The row needs no new text: "Memory" is the overlay's word for it already, and the sizes are numbers. --------- Co-authored-by: BlackBearReloaded <blackbearreloaded@protonmail.com>
4.3 KiB
4.3 KiB
Mods
A mod changes a game: a patch to its code (.pchtxt or .ips files in an exefs folder), replacement game files (a romfs folder), or cheats (a cheats folder). Mods made for other emulators of the same console come in this layout.
- Add a mod. Each mod is a folder. Copy it to
mods/<title ID>/, next toroms/in the game files folder, so that a patch ends up atmods/<title ID>/<mod name>/exefs/<file>.pchtxt. The title ID is the 16-character code in the game's file name. The Mods screen names the exact folder, and Square creates it. The About screen shows where themodsfolder is. - Add cheats. Cheats are text files in the layout that cheat collections for other emulators of the same console use: each cheat starts with its name in square brackets (
[Infinite health]), followed by its code lines. Put the file atmods/<title ID>/<mod name>/cheats/<build ID>.txt, the same place as a mod (any mod folder name; a collection's own folder works as it is). A single cheats file can also go straight into the title's folder asmods/<title ID>/cheat_<name>.txt; it is listed as its own mod. The build ID is the code the file is named after in cheat collections: each version of a game has its own, so pick the file for the version you run (with its update inupdates/). Folder names may be in any letter case. - Switch it on or off. In the Library, press Triangle on the game and pick Mods. Every mod found is listed with a switch. A mod is on unless you switch it off, and a change applies the next time the game starts.
- Switch all of a game's mods off or on. In the Library, a game's details say how many of its mods are on; Square switches them all off or on. Off, the game starts without any of its mods, and each mod keeps its own switch for when you turn it back on.
- Choose cheats one by one. A cheats file can hold many cheats, as the collections made for a game do. When a mod lists more than one, the Mods screen shows each cheat under the mod with its own switch, and none of them runs until you switch it on. Cheats that replace each other, such as two frame rates or two resolutions, take each other's place: switching one on switches the other off. A mod with a single cheat runs it whenever the mod is on.
- A mod that wants more memory. Some mods keep a block of memory of their own. They ask the console's kernel how much memory the game has and take what they want out of the answer, so a mod that wants more than the 4 GiB a game's console has finds less than it asked for. The game then stops before its first picture: the log says
jumped to an unmapped addressa moment after the mods were read, which is the mod's own check and not a fault of the game or of ProsperoEden. A mod that needs this says so in its own notes. Give that game the larger memory: Settings > Performance > Memory, which is every game's at once, or its own"memory_layout": "6Gb", or"8Gb", inside its"performance"entry under"games"in the settings file, which comes first; see Console memory. Only the games with such a mod need it, and the larger memory takes more of the console's memory pool while the game runs, so leave the rest at 4 GiB. - See what a game has. The home screen and the Library count a game's mods next to its update and DLC (
Update 1.2.0, 2 DLC, 1 mod), and say so when some are switched off (1 of 2 mods on). - Match the game's version. A patch is made for one version of a game. One made for another version is ignored without a message, so check that the mod matches the update you have in
updates/. - Frame rate. A patch that makes a 30 FPS game run at 60 FPS works on the 60 Hz output ProsperoEden uses. A patch for more than 60 FPS needs the 120 Hz output: set Refresh rate to 120 Hz in the game's settings (Triangle in the Library) or in Settings > Video. That takes a display that shows 120 Hz and the PS5's own 120 Hz output setting; without them the game runs at 60 Hz. A 60 FPS patch can gain from it too: a game that misses some frames at 60 Hz has twice as many chances to show them. A patch for more frames than the output shows (240 FPS on the 120 Hz output, 120 FPS on the 60 Hz one) still runs at its own pace: the frames the display has no refresh for are left out.
ProsperoEden does not include or download mods.