PCSX2 - Widescreen Game Patches
(04-02-2015, 12:58 AM)Devina Wrote: It distorts the original colors too much and imo, it's way too strong.
Also, it's not necessarily true that the setting was intended to look like the final version. I doubt whoever made the blue sky and red tomatoes intended a green sky and brown tomatoes.

RE5 is just another victim of the "next gen, dudebro, bleak and brown and muddy color shooter" trend.

They should have at least made it optional.

i have nvidia and work perfect
my brother have intel graphic of laptop and the screen is black when start a play, maybe not work with intel graphic
Intel i7 4790k / 32gb Ddr3 1600Mhz / GTX 1080 /Wind 10 64bit



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(04-02-2015, 03:39 AM)Devina Wrote: Got an AMD card?
yes

(04-02-2015, 03:39 AM)Devina Wrote: In that case, follow the tutorial.
what tutorial and for what tools?

(04-02-2015, 03:39 AM)Devina Wrote: Do you know when you can release the letterbox fix, Nemesis?
I'd love to do a second playthrough and test it.
when it's done

It has minor issues: random black line on the screen, outzoomed menu, subtitles at the center of the screen in some cutscenes
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(04-02-2015, 08:12 AM)nemesis2000 Wrote: what tutorial and for what tools?

http://helixmod.blogspot.ru/2012/04/how-...-game.html
http://helixmod.wikispot.org/oldvers (I used the very top one)

Quote:I went to chapter 1-1. I disabled pixel shader.... around 54, which looked like a blue-white gradient, and disabled it. Then go to chapter 6-2 and look for another pixel shader which looks like it could be the filter.

Then reverse engineer the v2 version I made. All you have to do is disable the two correct CRCs.
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(04-02-2015, 09:15 AM)Devina Wrote: http://helixmod.blogspot.ru/2012/04/how-...-game.html
http://helixmod.wikispot.org/oldvers (I used the very top one)


Then reverse engineer the v2 version I made. All you have to do is disable the two correct CRCs.
CRC is the same that in your archive, but code that disabling shader doesn't work with AMD videocard
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I made a progressive scan mode patch for Shin Megami Tensei: Nocturne. Might have bugs because I just started the game so I haven't had much to test it on.

Code:
// NOP out old interlaced field switch
patch=1,EE,002AA1B4,word,00000000

// Another field switch here that needs to be NOP'd to prevent
// post processing effects from getting misaligned when entering
// and leaving menus.
patch=1,EE,002ADBE0,word,00000000

// Patch sceGsResetGraph arguments to set 480p
patch=1,EE,002C81D4,word,24110000 // addiu $s1, 0, 0x00
patch=1,EE,002C81D8,word,24120050 // addiu $s2, 0, 0x50
patch=1,EE,002C81DC,word,24020001 // addiu $s3, 0, 0x01

Make sure you force the internal resolution height to something greater than or equal to your window height or you'll see missing rows.

Here's what it looks like in 1920x1080:
https://dl.dropbox.com/s/wiclf7rmn1k9vkv....42.47.png
https://dl.dropbox.com/s/g2mz26g71lf7ych....30.09.png
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(04-04-2015, 02:42 AM)Altimor Wrote: I made a progressive scan mode patch for Shin Megami Tensei: Nocturne. Might have bugs because I just started the game so I haven't had much to test it on.

Code:
// NOP out old interlaced field switch
patch=1,EE,002AA1B4,word,00000000

// Another field switch here that needs to be NOP'd to prevent
// post processing effects from getting misaligned when entering
// and leaving menus.
patch=1,EE,002ADBE0,word,00000000

// Patch sceGsResetGraph arguments to set 480p
patch=1,EE,002C81D4,word,24110000 // addiu $s1, 0, 0x00
patch=1,EE,002C81D8,word,24120050 // addiu $s2, 0, 0x50
patch=1,EE,002C81DC,word,24020001 // addiu $s3, 0, 0x01

Make sure you force the internal resolution height to something greater than or equal to your window height or you'll see missing rows.

Here's what it looks like in 1920x1080:
https://dl.dropbox.com/s/wiclf7rmn1k9vkv....42.47.png
https://dl.dropbox.com/s/g2mz26g71lf7ych....30.09.png

NTSC-U or PAL?
Does it have any noticeable effects in PCSX2?
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(04-04-2015, 04:00 AM)Devina Wrote: NTSC-U or PAL?
Does it have any noticeable effects in PCSX2?

NTSC-U. It's much crisper than deinterlacing on PCSX2.
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I know this is technically for discussing the use of PNACHs on PCSX2, but I was hoping someone could help me with applying one of these for use on the PS2 console.

Currently the patch posted for Dragon Quest V in the archive only applies to when in towns or dungeons. Someone over on the Woodus forums modified it to include battles and the overworld.

- - - - - - - - - - - -
Towns/Dungeons:
patch=1,EE,2081B5E0,extended,3F400000

Battles/Overworld:
patch=1,EE,2081A8D1,extended,003F4000
patch=1,EE,2081AB02,extended,56043F40
- - - - - - - - - - - -

When I try to apply the PNACH using PS2 Patch Engine however, I get the following error:

“Patch list contains misaligned writes"

“Patches can only be applied to addresses which are aligned to their data size - this is a restriction imposed by the Emotion Engine (and nearly all CPUs)
- Patch type 0 (byte) can use any address
- Patch type 1 (short) can use any even address
- Patch type 2 (word) can use any address which is a multiple of four”


The codes for the battles/overworld are confirmed to be working on PCSX2, but I am not sure why I can’t apply it directly to a DQV disk image. Doing only the original town/dungeon code works, but not when adding battles and overworld widescreen.

Any help would be appreciated, as I would really love to play this game on my original console. Thanks! Biggrin
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(04-06-2015, 05:43 PM)FlakBeard Wrote: I know this is technically for discussing the use of PNACHs on PCSX2, but I was hoping someone could help me with applying one of these for use on the PS2 console.

Currently the patch posted for Dragon Quest V in the archive only applies to when in towns or dungeons. Someone over on the Woodus forums modified it to include battles and the overworld.

- - - - - - - - - - - -
Towns/Dungeons:
patch=1,EE,2081B5E0,extended,3F400000

Battles/Overworld:
patch=1,EE,2081A8D1,extended,003F4000
patch=1,EE,2081AB02,extended,56043F40
- - - - - - - - - - - -

When I try to apply the PNACH using PS2 Patch Engine however, I get the following error:

“Patch list contains misaligned writes"

“Patches can only be applied to addresses which are aligned to their data size - this is a restriction imposed by the Emotion Engine (and nearly all CPUs)
- Patch type 0 (byte) can use any address
- Patch type 1 (short) can use any even address
- Patch type 2 (word) can use any address which is a multiple of four”


The codes for the battles/overworld are confirmed to be working on PCSX2, but I am not sure why I can’t apply it directly to a DQV disk image. Doing only the original town/dungeon code works, but not when adding battles and overworld widescreen.

Any help would be appreciated, as I would really love to play this game on my original console. Thanks! Biggrin

The error message you quoted seems to be complaining about the format of the "2081A8D1" and "2081AB02" addresses. PS2 Patch Engine wants the last digit of those addresses to end with a multiple of 4 (since they're set as type 2 codes).

I've revised the Battles/Overworld codes into type 1 ones. That should fix the issue you ran into Smile.

Battles/Overworld:
patch=1,EE,1081A8D2,extended,00003F40
patch=1,EE,1081AB02,extended,00003F40
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(04-06-2015, 05:43 PM)FlakBeard Wrote: Currently the patch posted for Dragon Quest V in the archive only applies to when in towns or dungeons. Someone over on the Woodus forums modified it to include battles and the overworld.

Any help would be appreciated, as I would really love to play this game on my original console. Thanks! Biggrin

Mind if I ask why you want to play it on the PS2? Are you fond of aliasing, slow disc access and low resolutions?
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CPU Intensive Games
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