PSOne Widescreen Patches
#31
(07-17-2014, 07:32 PM)PsxFan107 Wrote: 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.
Noticed. Too bad that this will mean ALOT of games can't be patched easily even though their value could be quite obvious. Is there any kind of formula to spot the value in the disassembler? God I hate MIPS.
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#32
(07-17-2014, 09:36 PM)VIRGIN KLM Wrote: Noticed. Too bad that this will mean ALOT of games can't be patched easily even though their value could be quite obvious. Is there any kind of formula to spot the value in the disassembler? God I hate MIPS.

There is no formula or exact way of finding them. I did come up with an idea to brute force the widescreen codes but I've yet to try it.

Also, Junior Member Hype!
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#33
(07-17-2014, 01:00 AM)PsxFan107 Wrote: Ridge Racer Type 4 (SLUS-00797)
[code]16:9 8006E458 0E00
I'm so not worthy!Biggrin
Thanks I'll start right away. I hope I can figure out what to change.
EDIT:
I've got my hex editor open, I need to find a hex value or an integer value and replace what?
I need to have HxD editor in 4 byte mode?
Sorry for asking.
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#34
(07-21-2014, 04:07 PM)d123456 Wrote: I'm so not worthy!Biggrin
Thanks I'll start right away. I hope I can figure out what to change.
EDIT:
I've got my hex editor open, I need to find a hex value or an integer value and replace what?
I need to have HxD editor in 4 byte mode?
Sorry for asking.

Look for 00 10 03 24 00 00 03 A6 and replace the "10" with "0E".
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#35
Immediately I apologize for my English. Overall, I found the address in the memory, which is responsible for the widescreen, but I can not find the corresponding hex value following this guide (Here). I think the procedure should be described in more detail.

Saiyuki Journey West [SLUS-01381]
Code:
Widescreen mode (16:9)
-----------------------
Cheat
80199174 0C00

Hex code (Thanks to edgbla)
Offset (in SLUS_013.81): 9a084
Old value: 0400E28C
New value: 000C0224
[Image: Man.gif]Meduza Team
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#36
I too have had difficulties with finding the values stored in ASM. I do not know what to tell you. Also, that tutorial is for games with built-in widescreen options.
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#37
(07-23-2014, 07:18 PM)paul_met Wrote: Saiyuki Journey West [SLUS-01381]
Code:
Widescreen mode (16:9)
80199174 0C00
Nice one, also using the value 0400 results into Eyefinity, I know kinda a waste of space but just saying... Tongue
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#38
(07-22-2014, 05:40 AM)PsxFan107 Wrote: Look for 00 10 03 24 00 00 03 A6 and replace the "10" with "0E".
First of all thanks for helping. And it works great on a real ps1!
I first tried it with a ccd image and somehow it corrected my hex edit when burning, so that was 4:3. So I made an image of the coaster and hex edited that. Works perfectly. Thanks so much!

Warning to all: hex edits may be auto-corrected when using 'Clone CD' images!!!!!!!!!!
Always verify the burned disc in an emulator.
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#39
I supplemented my previous post by the hex value that helped me find edgbla.
[Image: Man.gif]Meduza Team
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#40
(07-25-2014, 06:20 PM)paul_met Wrote: I supplemented my previous post by the hex value that helped me find edgbla.

I don't quite understand how you found that value for the hex edit. Did you use a GPU plugin by the name of edgbla?

Holy **** that hex edit you posted is actually a huge help with the problems i've been having making widescreen codes. Thank you!
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