10-31-2013, 11:07 AM
(This post was last modified: 10-31-2013, 11:08 AM by Blyss Sarania.)
I am considering trying to make a patch to fix the black lines in SC3 at resolutions above native and not 1200 by XXXX
I posted a bit on this in another thread but specifically I had this idea:
I will pause SC3 for a static image and use a color picker to pick out a pixel.
I want to use cheat engine to find this pixel in PCSX2 memory.
How is it stored? RGB, ARGB, BGRA, RGBA, HSV, etc? Specifically if I had a pixel RGB(128, 43, 245), EXACTLY how would it appear in memory? Probably in hex right? But what order. If you can tell me for that exact example, that will teach me what I need to know.
Since the black line divides the screen into sections I want to make a cheat that moves each section a few pixels left and aligns the whole thing.
Is this even possible?
I posted a bit on this in another thread but specifically I had this idea:
I will pause SC3 for a static image and use a color picker to pick out a pixel.
I want to use cheat engine to find this pixel in PCSX2 memory.
How is it stored? RGB, ARGB, BGRA, RGBA, HSV, etc? Specifically if I had a pixel RGB(128, 43, 245), EXACTLY how would it appear in memory? Probably in hex right? But what order. If you can tell me for that exact example, that will teach me what I need to know.
Since the black line divides the screen into sections I want to make a cheat that moves each section a few pixels left and aligns the whole thing.
Is this even possible?
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