gametitle=Final Fantasy X (UK) comment=WideScreen patches for ELF file SCES_504.90 via pnach patching // //NB 1: By renaming this file with the correct CRC for the Italian or French //releases of FFX Int, it can be used to identical effect with those games. //It may work that way for other PAL releases too, but this is unverified. // //NB 2: From my observations it appears that the FFX software uses an odd video //format that needs extra adaption of the scaling constant for the aspect ratio. //Most NTSC games use 640x448 pixels to completely fill an NTSC 4:3 screen. This //would correspond to 640x480 pixels in PCSX2 (PS2 pixels are assymetrical, //but PC pixels are not). So PS2 rez calculations need to be readjusted by a //factor of 14/15, as that is the quotient of 448/480. But in addition to this, //FFX does not really use the entire NTSC screen height, so when FFX is viewed //with full screen height, it has been magnified even more than other PS2 games. //And for good proportionality the width needs to be adjusted accordingly. //That is why a save sphere is not spherical, when playing in PCSX2 4:3 mode //without any patching. I've tried to adapt my patches to cope with this effect, //so as to produce correct aspect ratio for all patched video modes. This means //that my 4:3 mode has a vertically increased field of vision, to cope with the //fact that the original aspect ratio of FFX is not 4:3. //Naturally, my scale factors may still be a little off the correct values, //so feel free to tweak them to suit yourself. // //NB 3: For the PAL adaption of these games, the only part of the video mode //that was changed was its sync rate. So all pixel relationships remain exactly //identical to the NTSC games. Thus the patch values needed for PCSX2 widescreen //modes are identical for PAL and NTSC FFX versions. Only the addresses differ. // //NB 4: All patches in this file use the 'extended' format, which means that //the addresses and values may be 'lifted out' and used as-is with any normal //cheat engine on a real PS2. // //NB 5: In cramped quarters, such as huts or the Arena entrance, the game does //not use the normal scaling routines, but instead uses a fixed scaling method. //So while in such tiny areas these widescreen patches have no effect at all. // // //Rendering scale and range patching is done at 7 addresses, //four of them hold half a value, So the number of patched values is really 5. //You should leave only one set of 7 such patches active (uncommented), and //make sure that all others are inactivated by the "//" comment prefix. // // Original values of used patch locations: // //patch=1,EE,1011973C,extended,000043FA //B_range = 500 (H_range for battles) //patch=1,EE,10176144,extended,00004400 //H_range = 512 //patch=1,EE,1017615C,extended,000043D0 //V_range = 416 //patch=1,EE,101A5974,extended,00003F4C //H_scale_H \/ H_scale = 4/5 //patch=1,EE,101A5978,extended,0000CCCD //H_scale_L /\ //patch=1,EE,101A5984,extended,00003F6E //V_scale_H \/ V_scale = 14/15 //patch=1,EE,101A5988,extended,0000EEEF //V_scale_L /\ // // //Patch for PCSX2 in corrected 4:3 mode (increases vertical visibility) // //patch=1,EE,1011973C,extended,000043FA //B_range = 500 (H_range for battles) //patch=1,EE,10176144,extended,00004400 //H_range = 512 //patch=1,EE,1017615C,extended,000043E6 //V_range = 460 //patch=1,EE,101A5974,extended,00003F4C //H_scale_H \/ H_scale = 4/5 //patch=1,EE,101A5978,extended,0000CCCD //H_scale_L /\ //patch=1,EE,101A5984,extended,00003F58 //V_scale_H \/ V_scale = 27/32 //patch=1,EE,101A5988,extended,00000000 //V_scale_L /\ // // //Patch for PCSX2 on 16:10 fullscreen with original vertical visibility // patch=1,EE,1011973C,extended,00004408 //B_range = 544 (H_range for battles) patch=1,EE,10176144,extended,0000440B //H_range = 556 patch=1,EE,1017615C,extended,000043D0 //V_range = 416 patch=1,EE,101A5974,extended,00003F3C //H_scale_H \/ H_scale = 160/217 patch=1,EE,101A5978,extended,0000C179 //H_scale_L /\ patch=1,EE,101A5984,extended,00003F6E //V_scale_H \/ V_scale = 14/15 patch=1,EE,101A5988,extended,0000EEEF //V_scale_L /\ // // //Patch for PCSX2 on 16:9 fullscreen with original vertical visibility // //patch=1,EE,1011973C,extended,00004417 //B_range = 604 (H_range for battles) //patch=1,EE,10176144,extended,0000441A //H_range = 616 //patch=1,EE,1017615C,extended,000043D0 //V_range = 416 //patch=1,EE,101A5974,extended,00003F29 //H_scale_H \/ H_scale = 144/217 //patch=1,EE,101A5978,extended,0000E153 //H_scale_L /\ //patch=1,EE,101A5984,extended,00003F6E //V_scale_H \/ V_scale = 14/15 //patch=1,EE,101A5988,extended,0000EEEF //V_scale_L /\ // // //Patch for PCSX2 on 16:10 fullscreen with 40% increased vertical visibility //(May cause some screen edge glitches) // //patch=1,EE,1011973C,extended,0000443F //B_range = 764 (H_range for battles) //patch=1,EE,10176144,extended,00004443 //H_range = 780 //patch=1,EE,1017615C,extended,00004412 //V_range = 584 //patch=1,EE,101A5974,extended,00003F06 //H_scale_H \/ H_scale = 800/1519 //patch=1,EE,101A5978,extended,0000D357 //H_scale_L /\ //patch=1,EE,101A5984,extended,00003F2A //V_scale_H \/ V_scale = 2/3 //patch=1,EE,101A5988,extended,0000AAAA //V_scale_L /\ // // //Patch for PCSX2 on 16:10 fullscreen with 40% increased vertical visibility //(May cause some screen edge glitches) // //patch=1,EE,1011973C,extended,00004454 //B_range = 848 (H_range for battles) //patch=1,EE,10176144,extended,00004458 //H_range = 864 //patch=1,EE,1017615C,extended,00004412 //V_range = 584 //patch=1,EE,101A5974,extended,00003EF2 //H_scale_H \/ H_scale = 720/1519 //patch=1,EE,101A5978,extended,0000AF9C //H_scale_L /\ //patch=1,EE,101A5984,extended,00003F2A //V_scale_H \/ V_scale = 2/3 //patch=1,EE,101A5988,extended,0000AAAA //V_scale_L /\ // //