PCSX2 - Widescreen Game Patches
(01-02-2013, 02:22 AM)nemesis2000 Wrote: Kingdom Hearts (SLUS-20370) 0F6B6315.pnach

[Image: kh3.jpg] [Image: kh4.jpg]
Nice this one makes obsolete the "switch to sofware rendering for fmvs" for this game since the glitches are offscreen now!

One small notice though, in Sillent Hill 2 you should do in the last image exactly the opposite thing of what you showed. You streched the image and squished it on sides (both at the same time) using black pillars when you should just zoom it to fit 16:9 and cuts the upper/lower pillars.
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(06-05-2012, 04:11 AM)ElHecht Wrote: New widescreen hacks (16:9) :

Silent Hill 2 (PAL-M6) (SLES-50382)
6B149273.pnach

Resident Evil - Code Veronica (PAL-M4) (SLES-50306)
6EA9DDA9.pnach

Resident Evil - Outbreak (PAL-M5) (SLES-51589)
47C231CC.pnach

Resident Evil - Outbreak File #2 (PAL-M5) (SLES-53319)
A8505479.pnach

Can you patch Silent Hill 2 Directors Cut please? (http://www.gamefaqs.com/ps2/561049-silen...tinum/data)

THX!
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A Kingdom Hearts HUD hack would be amazing
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(01-02-2013, 02:36 AM)VIRGIN KLM Wrote: you should just zoom it to fit 16:9 and cuts the upper/lower pillars.
nope, because FMV's in SH2 not in widescreen format

with black borders

[Image: sh0.jpg]

without black borders

[Image: sh1.jpg]
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@nemesis2000:
Can you tell me the original values of the addresses for your FMV-hacks for Fatal Frame 1 & 3; 3F800000 or what?
Thanx.
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Nice work on Persona!

The patches seems a little problematic, though.

The Persona 3 (non-FES) patch is currently linking to the Persona 4 patch.

I tried the Persona 3: FES patch, and all the portraits are still stretched.

I tried Persona 4, and the 480p hack makes Yu walk super fast, and it doesn't feel natural at all.
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(01-02-2013, 03:31 AM)pgert Wrote: @nemesis2000:
Can you tell me the original values of the addresses for your FMV-hacks for Fatal Frame 1 & 3; 3F800000 or what?
Thanx.

for FF1 24026С00 (x-pos = 2048-320 (half-width)) and 24092800 (FMV's width)
for FF3 3f800000 (left side) and 44200000 (right side)
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(01-02-2013, 03:44 AM)devina40 Wrote: The Persona 3 (non-FES) patch is currently linking to the Persona 4 patch.
can't edit old post, so

http://ps2wide.net/pnach/7AE1C04B.pnach

(01-02-2013, 03:44 AM)devina40 Wrote: I tried the Persona 3: FES patch, and all the portraits are still stretched.
fixed

(01-02-2013, 03:44 AM)devina40 Wrote: I tried Persona 4, and the 480p hack makes Yu walk super fast, and it doesn't feel natural at all.
originally it was the patch for P3 by Asmodean, P3 and P4 has the same engine, so i thought it would work for P4
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Awesome! Great work.

I updated the archive, though I deleted the 480p hack for Persona 4 for now.
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@nemesis2000: I managed to stumble onto at least one value that seriously widens the area before the PS2 culls geometry, but apparently it's way too high, because I'm seeing some random geometry pop in front of the camera in some scenes. If I try most lower values, the game defaults to culling pretty much everything... which is bad. Pointers on editing your patch would still be greatly appreciated.

(01-01-2013, 11:56 PM)devina40 Wrote: My PC is a budget build with an entry-level card around $100, not $300, so that's why it lagged. You need a powerhouse for Eyefinity, and that could be a con to some people who can't afford high-end gaming PCs (I don't mean to use it in an argument against Eyefinity, but it is a truth).

There are actually pretty decent cards for around $100 now. You can get your hands on a Radeon HD 6850 for $160, and it'll absolutely tear through PS2 games at these resolutions Smile

(01-01-2013, 11:56 PM)devina40 Wrote: Thanks for the notification about Dark Cloud. Happy

No problem, always happy to help a fellow widescreen enthusiast.

Never would have found it if I weren't making these 48:10 patches. lol

(01-02-2013, 12:37 AM)VIRGIN KLM Wrote: PCSX2 devs can't do nothing about the HUD/2D ellements since it can't "guess" where are the borders of the actual game's real aspect ratio since such mechanism depends to values in the memory which are already modified in the widescreen patches so it will strech them to those boarders since the game is programmed to do so.

No real need to guess, since the answer will be always be a 4:3 value for games that require a widescreen hack.

If 2D overlays are held in a separate buffer before being applied, then all that you have to do is blindly squish that buffer to 4:3 and center it...and you're good.

You could also optionally blindly constrain ALL 2D (and possibly even sprite) rendering to an area maintained at a 4:3 ratio within the render window. This would fix games where things like lens flare effects get stretched in widescreen hacks, along with the HUD.

After a cursory glance, the option to add a couple such "blind" hacks to GSDX isn't out of the realm of possibility, and would fix at least a portion of games in 16:9 (and wider).
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