Fatal Frame 3 / Project Zero 3 lines
#1
I was wondering if there is a way to remove the lines that appear when you use upscaling in Project Zero 3. Usually there is a resolution where those lines don't appear, I found it for Project Zero 1 (1260x***) and 2 (1280x****) but it's harder in PZ3.

I already tried 1024x1024, 1200x960, 960x1200, 1280x1341, 1260x1341 but with no sucess so far. There is still horizontal and vertical transparent lines on the right corner. I also tried HW hacks but it hardly changed anything.

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#2
Some values that eliminate vertical black lines in some games:
1260x1260
1365x1365
1200x1200
1200*1600 (inverted)
1080x1920
720x1280
1805x1026 ?

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#3
Thanks but unfortunately none of them work for this game. It's not just vertical black lines in this game, they are white and a little bit transparent.

By changing the resolution they move, I'm still trying to find a resolution where they don't appear or become almost invisible.
#4
With "Project Zero 3" have "Enable Widescreen Patches" set.
A fix for this is included there.

With "Fatal Frame 3" (and as an alternative for "Project Zero 3"):
I the GSdx menu, have "Enable HW Hacks" set, and under "Configure" set "TC X-offset" to 395, and "TC Y-offset" to 790.
#5
Thanks a lot, it worked Laugh I didn't know that widescreen patches have this kind of fix. Thanks again Smile
#6
(06-21-2014, 03:26 AM)pgert Wrote: With "Fatal Frame 3" (and as an alternative for "Project Zero 3"):
I the GSdx menu, have "Enable HW Hacks" set, and under "Configure" set "TC X-offset" to 395, and "TC Y-offset" to 790.

I just ported it to the NTSC-U version.
#7
(06-21-2014, 04:21 PM)werewolfy Wrote: Thanks a lot, it worked Laugh I didn't know that widescreen patches have this kind of fix. Thanks again Smile

You're welcome.

(06-21-2014, 11:54 PM)devina40 Wrote: I just ported it to the NTSC-U version.

Nice, however try to find the 003xxxxx addresses.
With "Project Zero 3" the code-regions looks like this:

patch=1,EE,0036E268,word,43A30000 // 43A00000 - TC X-offset - without this patch set "TC Offset X" to 395 for HD-support (GSdx).
patch=1,EE,0036E26C,word,43660000 // 43600000 - TC Y-offset - without this patch set "TC Offset Y" to 790 for HD-support (GSdx).
lui t4, $cccc # 0036e258:3ecccccc t4=$cccc0000
lui zero, $0000 # 0036e25c:3f800000
(cop0) $02cccccc # 0036e260:42cccccc
(cop0) $028f5c28 # 0036e264:428f5c28
(cop0) $03a00000 # 0036e268:43a00000 < --
(cop0) $03600000 # 0036e26c:43600000 < --
(cop1) $00200000 # 0036e270:44200000
(cop0) $03e00000 # 0036e274:43e00000
lui zero, $0000 # 0036e278:3f000000
lui s3, $3333 # 0036e27c:3fb33333 s3=$33330000

patch=1,EE,0036EC48,word,42F00000 // 42200000 - somewhat improves CutsceneRendering, but only for some clips.
lui t1, $0fd9 # 0036ec3c:3fc90fd9 t1=$0fd90000
mfc0 zero, Index # 0036ec40:40000000
addi zero, zero, $0002 # 0036ec44:20000002
(cop0) $02200000 # 0036ec48:42200000 < --
cache ixltg, $0000(t8) # 0036ec4c:bf000000
lui t4, $cccd # 0036ec50:3dcccccd t4=$cccd0000
#8
(06-21-2014, 03:26 AM)pgert Wrote: With "Project Zero 3" have "Enable Widescreen Patches" set.
A fix for this is included there.

With "Fatal Frame 3" (and as an alternative for "Project Zero 3"):
I the GSdx menu, have "Enable HW Hacks" set, and under "Configure" set "TC X-offset" to 395, and "TC Y-offset" to 790.

Just about 7 years late but thank you, this fixed my issue 100%!
#9
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