PCSX2 - Widescreen Game Patches
(06-28-2012, 05:13 PM)pavachan Wrote: ok, could you recommend any disassembler program i could use in Windows 7 64bit to disassemble the elf files?
http://www.codemasters-project.net/porta...hp?view.23
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(06-28-2012, 05:17 PM)nemesis2000 Wrote: http://www.codemasters-project.net/porta...hp?view.23

I was just going to recommend using ps2dis, but the master himself was faster. I guess that confirms that he made some of his hacks by disassembling the game ELF (?).
Anyway, that's beyond my abilities...
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(06-28-2012, 05:17 PM)nemesis2000 Wrote: http://www.codemasters-project.net/porta...hp?view.23
Thanks for elf patch and new method.
I saw ICO elf wide code in http://psx-scene.com. it's a little different in NTSC-K(SCPS_560.01).

00000000 00000000 03000146 0040013C 00408144 00000000
(change to)
403F013C 00C08144 03000146 0040013C 00408144 82101846

I understood instructions,
403F013C and 00C08144 mean making 0.75(3f400000).
82101846 means multiplying to original value(resister).
Is that right? but I don't know how to find subroutine.Blink I still need more studySmile
And CRC code changed after patching from 2DF2C1EA to 136A2E28.
Ico has CRC hack in gsdx for some screen problem. so I changed that by HxD, too.

BTW, Though both side render some slow.(I just have a few minute testing)
ICO patch works good. thanks again.

4:3------------------16:9
       
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(06-25-2012, 08:51 AM)synce Wrote: [attachment=38558]

Well the resolution hacks didn't work out as you can see...

Ah, forgot to mention that you can't use whatever resolution you desire.

For 720p it must be:
1216x616

And for 1080i it must be:
1820x1017

These are the only internal resolutions for 720p and 1080i (that I'm aware of) that GS will allow for internal resolutions, so using 1280x720 and 1920x1080 or 1920x540 won't work, don't even try it.
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You seem to know your stuff, I wonder can you make sense of this?

1E004014 00000000 00020224 01000724 2800A2AF 3000A427 E0000224 2000A527 2C00A2AF

bold = x res (512)
underline = y res (224)

[attachment=38683] [attachment=38684]

The characters look perfect, but the more I increase the x res the more the UI gets squished. In screen 1 the text is corrupted blue and in screen 2 the background textures are corrupted. Tried your suggested resolutions but no luck. If you've had any success with resolution patches I'd love some tips because I swear this game is impossible otherwise.
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(06-29-2012, 04:45 PM)synce Wrote: You seem to know your stuff, I wonder can you make sense of this?

1E004014 00000000 00020224 01000724 2800A2AF 3000A427 E0000224 2000A527 2C00A2AF

bold = x res (512)
underline = y res (224)



The characters look perfect, but the more I increase the x res the more the UI gets squished. In screen 1 the text is corrupted blue and in screen 2 the background textures are corrupted. Tried your suggested resolutions but no luck. If you've had any success with resolution patches I'd love some tips because I swear this game is impossible otherwise.
There is somekind of an analogy factor of how you can increase the resolution and to what I understand, in order to not break anything it must have to do something with a mathematics routine (possibly multiplication or something) with the native resolution and the routines involving how the game gets rendered.
I think the values that I gave you will work on -AND ONLY ON THOSE- games that render in those resolutions (possibly because of the factor I'm not exactly sure of what affects):
640x447@60Hz
640x511@50Hz

Also I feel pretty confident to say that you may need to alter more values than just the resolution since alot of things depend on the pixels rendered on-screen so it would result into some errors or garbage rendered outside the center 512x448 part of the screen.

BTW, the values I gave you are from the PS2 SDK. I can grab a couple more if you want, these were the ones that I just remembered. Also It would help us to know how GSdX sets the internal resolution. I think that newer BIOS'es allow pretty like everything and not just predefined resolutions

EDIT: Remember to NEVER break the aspect ratio of the resolution you input. The aspect ratio of the native resolution (512x448 let's say) must MATCH the output one (for example a direct multiplication is 1024x896). I bet this one has to do with the deforming of things.
I didn't have any real success but I'm trying to understand what people used in order to make everything working properly and trying to immitate it. Things look a bit better slowly slowly.

EDIT 2:

OK did some testing, used Final Fantsy XII:

WIDTH RESOLUTION
from: 27 00020424 0000 (512)
to: 27 D0020424 0000 (720)

HEIGHT RESOLUTION
from: 000324 C0010224 (448)
to: 000324 E0010224 (480)

The results:
1.Videos getting centered to the 512x448 space inside 720x480, which means that when you increase the resolution it just "adds" pixels to the already seen resolution, like it expands the sides with extra pixels.
2.Because it adds those pixels on the side you can see alot of garbage, like non graphical data getting rendered or while you load a map/level you can see it getting rendered in the sides.
3. HUD ellements getting placed in the first 512x448 pixels from upper left corner from the specified resolution.
4. Increasing the resolution near 1280x720 causes black screen due to low memory I guess or something super simmilar to that: http://pcsx2.net/developer-blog/88-path-...ncing.html but on real PS2 hardware.
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Warriors Orochi 2 SLES 55382 (E)


Attached Files
.pnach   1CE1DA8A.pnach (Size: 180 bytes / Downloads: 1.948)
[Image: newsig.jpg]
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Monster Hunter 2 Jap please!!! I have been trying but cant get anything. How do i know if I am making any progress? I am using widescreen helper.
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(03-28-2012, 12:54 AM)hyakki Wrote: Silent Hill 2 Widescreen patch
(This is an experimental patch, tested using 3 locations in-game)
anyways busy today might try some more games later tonight.

Hi guys, just registered to tell you

a. that you are all awesome. PS2 widescreen has been my wet dream for ages.

b. I downloaded that Silent Hill 2 patch and found the aspect ratio to still be wrong. At least it's not 16:9

Original vs hyakki's patch
       

Original vs my patch
       

hyakki changed the value in his patch to 373.3333, but the correct value for 16:9 was 338.
Here you go

.pnach   FE06A030.pnach (Size: 104 bytes / Downloads: 846)


btw
Thanks nemesis2000 for your Okami elf hack!
Now all I need to be in heaven is a patch that changes the ingame resolution of Okami, so that the software mode gives me the watercolor effects in 1080p Laugh
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1080p in sw mode would be awesome but I wonder what performance impact it would have

There's a sw-based gfx plugin for epsxe that will strain most cpu's at just 2x ps1 res (similar to ps2 native res, and similar performance to gsdx sw)... although ps1 emu's are limited to a single core so that skews things

I'd love for someone to succeed in res patching so we can see
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