PCSX2 - Widescreen Game Patches
Amazing, thanks ElHecht.
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(10-27-2013, 07:28 AM)ElHecht Wrote: Tom Clancy's Splinter Cell (PAL-M5) (SLES-51466)
Tom Clancy's Splinter Cell 2 - Pandora Tomorrow (PAL-M5) (SLES-52149)
Tom Clancy's Splinter Cell 3 - Chaos Theory (PAL-M3) (SLES-53007)
Tom Clancy's Splinter Cell 4 - Double Agent (PAL-M3) (SLES-53826)

Thank you. Should you have time, please take a look at Operation: Snowblind NTSC, which is already in the request section Smile
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Fire Warrior: Warhammer 40000 Pal SLES_509.58



.pnach   09147CE4.pnach (Size: 247 bytes / Downloads: 487)

Original 4:3
   

Original ingame widescreen
   

New widescreen (Widescreen is always enabled no matter what ingame setting is selected
)
   
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(07-14-2012, 06:35 AM)synce Wrote: I finally figured, you know what, if you can expand the rendering area within the ELF, why not in CE? Tongue Just search for 500-550f and go crazy.
By "rendering area", are you talking about the framebuffer? Would this make a game that renders a 512x448 image render a 640x448 image and thus eliminate black borders that appear when forced to 480p?
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Archive updated, over 1000 patches now! Great job everyone. Laugh
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(05-17-2012, 03:57 PM)VIRGIN KLM Wrote: I don't try to prove you wrong or something. Till today I thought the same about forcing a resolution on PS2, it results into what GSMode does but it looks like there is something else which is game depended that could force a game render at the desired resolution. I had checked the native resolution on GSdX on Tekken 4 which is 640x448 and then forced a 0x52 video mode on PCSX2. This resulted into PCSX2 showing 1280x720 on the resolution space in the window while I still had checked the native resolution on GSdX. I went on and took some screen caps to make a comparison of 640x448i vs 640x448p vs 1280x720p (using the 0x52 hack) vs 1280x720p (by chosing that resolution on GSdX window). The results were intresting, 640x448p looked better than 640x448i. Now, 640x448p vs 1280x720p (using the 0x52 hack) looked worse so the hack really did something more than line doubling+magnification on the game so I had to check using the next test. Finally, both 720p snaps with and without the hack looked identical or atleast 95% identical. I tried to do exactly the same on SMS media player and it rendered instead a native 1216x676 on 0x52 mode. This was no way a 480i image magnified to 720p, you can test it your own. So my point is that there is something (undocumented?) that sets the behaviour of GS on how to handle vmodes that by default are set on line doubling+magnification when is done using the SetGsCrt syscall but when are used by RAM hacking they use the settings of the last used rendering resolution.

You make a valid point and i tried this out and with GSM the resolution stays the same but with tekken 4 i noticed that patching the address improved the crispness of the picture and changed the resolution. I wonder if this type of upscailing could eliminate graphical glitches that are caused by pcsx2 upscailer because most graphical effects are determined by the internal resolution i.e. SetGsCrt
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(10-29-2013, 08:12 AM)EmucraZ Wrote: You make a valid point and i tried this out and with GSM the resolution stays the same but with tekken 4 i noticed that patching the address improved the crispness of the picture and changed the resolution. I wonder if this type of upscailing could eliminate graphical glitches that are caused by pcsx2 upscailer because most graphical effects are determined by the internal resolution i.e. SetGsCrt
Tekken 4 has a real Progressive Scan mode on it (NTSC with the button trick PAL hidden in the code), I am talking about games that don't and you force it to with a syscall, the result will be inferior.
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Hi im trying to make a pnatch for starwars episode III (PAL) (SLES 53155), but the cheat engine methode doesnt work, can i make a request here for help?
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Original Widescreen hack by nemesis2000 and sergx12


Attached Files Thumbnail(s)
                       
                   
           

.pnach   FDDE7528 Siren [NTSC-J] (SCPS-15053).pnach (Size: 229 bytes / Downloads: 349)
.pnach   B808413B Rhapsodia [NTSC-J] (SLPM-66105).pnach (Size: 339 bytes / Downloads: 352)
.pnach   7915CB1E Digimon Savers - Another Mission [NTSC-J] (SLPS-25716).pnach (Size: 164 bytes / Downloads: 393)
.pnach   91EC035D Ichigeki Sacchuu!! HoiHoi-San [NTSC-J] (SLPM-62391).pnach (Size: 148 bytes / Downloads: 323)
.pnach   FE0A6AB6 Saru! Get You! 2 [NTSC-J] (SCPS-15025).pnach (Size: 115 bytes / Downloads: 350)
.pnach   1D9C3331 Saru Get You 3 [NTSC-J] (SCPS-15096).pnach (Size: 158 bytes / Downloads: 341)
.pnach   8EFDBAEB Saru Get You - Million Monkeys [NTSC-J] (SCPS-15115).pnach (Size: 131 bytes / Downloads: 363)
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(10-29-2013, 09:28 AM)VIRGIN KLM Wrote: Tekken 4 has a real Progressive Scan mode on it (NTSC with the button trick PAL hidden in the code)
According to the golden list at PSX-Scene, Tekken 4's 480p mode is present in the PAL version and accessible the same way as in the NTSC version. So the information is wrong?
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