Results 788 comments of emoose

Aha, seems if you set 0x10ED61C to same value as 0x10ED620 after the 0x9393E0 vertex init func has ran, that seems to disable it, I just set a breakpoint at...

Luckily there's only two uses of that first buffer, could probably just patch them to point at the second one instead: ```C SafeWrite(GameAddress + 0x537243 + 2, uint8_t(0x20)); // only...

No problem, thanks for finding that bit with the `push 00` too, wouldn't have thought to look into that vertex buffer stuff. Still don't really get why that messed up...

Huh didn't realize they toned down Ashley there, just had a quick look and seems they did add some code to switch out the ballistics on the gondola ride/boat: ```C...

Well here's a build that can force it to override with the orig NTSC values, so gondola/boat checks are made redundant, and should make physics closer to NTSC during normal...

It looks like it's running at 60 fine for me, maybe not as smooth as it could be though. Do you have the `FixAshleyBustPhysics` setting enabled in Frame rate section?...

Here's another build which removes that bad cSubChar framerate code, @TommvinHuwaltzky could you see if this makes 60 feel any better for you? To me it looks like 30/60 both...

Guess it might be the value changes, the NTSC ones we're forcing do seem lowered slightly at least, don't really know what these affect yet, but could maybe explain the...

Do you have any crash log/dmp file for when that happens? Only guess is maybe some part of the game is treating pointer as a signed int instead of actual...

We do have weapon hotkeys in the trainer section, I'm a little fuzzy about the details of it now but IIRC you can enable it from the re4_tweaks UI, then...