PSOne Widescreen Patches
#21
More widescreen goodness.

Driver (SLUS-00842)

Code:
16:9 8008AA38 1333
Eyefinity 8008AA38 0666

Widescreen
   

Eyefinity
   

Driver 2 (SLUS-01161) (Greatest Hits)
Code:
16:9 8007F170 0C00
Eyefinity (Not Recommended) 8007F170 0400

Widescreen
   

Eyefinity
   

Ridge Racer Type 4 (SLUS-00797)
Code:
16:9 8006E458 0E00
Eyefinity 8006E458 0800

Widescreen
   

Eyefinity
   
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#22
Good work! Keep it going! Could I ask if you could try any of the Tekken series? (and if you did already if you had any luck with 'em)
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#23
I'll give the Tekken series a shot. I've figured out how the widescreen values are stored in ASM so with any luck it shouldn't be too difficult.
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#24
Can you give megaman legends series a shot as well?
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#25
Sure, I'll try Megaman Legends.
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#26
PSXFan. Could i humble request Legend of Legaia? Me love you long time (if you could fix the battle HUD as well, i may have found a God Tongue)
Intel Core i7-8700k @5ghz
G.Skill 16GB DDR4 @3600mhz
GeForce GTX 1080 8GB
Windows 10 x64
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#27
I'll try. Recently, i've had no luck with requests.
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#28
I have tried a bit myself, but it seems to "look for a needle in a haystack."
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#29
Also it's a bit weird what happens with the addresses you posted. They appear to not be able to be patched on-the-fly, meaning that even if we find the address, we won't be able to notice something changing because the value stays static, you can't edit it. That's not good.
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#30
That's because they directly effect the ASM language of the game. Some games can only be done through this method. Ridge Racer Type 4 is an example. I tried to change the value in RAM but it refused to let me change it. The only way I was able to change it was by modifying the stored value in ASM.

It is possible to see the change on the fly by loading a save state with the code active. This should force the code to recompile. That is how I have been doing it.
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