PCSX2 - Widescreen Game Patches
(05-03-2020, 09:30 PM)someother1ne Wrote: Yes, I updated the camera address which seems the only thing different from the PAL version. Try this one.
The camera is too high compared to the pal version
PAL
[Image: ko2PinnF3D_XfwZ0r1VqN2hNISH3E9hPw-ta7Jh5...80-h936-ft]
NTSC
[Image: sie7U0LcNiRaN0zankPy43fHaf3ptHTzkLrzu3cf...80-h936-ft]
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(04-27-2020, 11:22 AM)Fuso90 Wrote: I'm trying for first time to see how these widescreen cheats are created. So I'm using a game that already have a patch but I wanted just to test it because the address is already known. I'm finding the address 2032f6ec which is for the aspect ratio and when I change the value from 3f800000 to 3f400000 nothing happens...


I didn't develop the Need for Speed Hot Pursuit 2 widescreen hacks, but I'll try to explain how they work Smile.

The hacks you quoted are different than the ones that come with the PCSX2 widescreen archive (which is bundled with PCSX2).

I've quoted them below and added comments to yours.

Your hacks (with comments):
Code:
"NFS Hot Pursuit 2 /ID SLUS_203.62"

Mastercode
90284EE8 0C0A1362
//Not needed by PCSX2. Only PS2 cheat devices need mastercodes (homebrew ones like PS2RD don't always need them).

//Widescreen

2010e994 46011702
//Original instruction: mul.s $f28, $f2, $f14 (f14 is 0.5 at this point)
//New instruction: mul.s $f28, $f2, $f1 (f1 is normally 0.5 at this point... 0.6666666269 with hacks - see below)
//This is a MIPS instruction that multiplies 2 float numbers to determine the game's horizontal 3D rendering area.
//The MIPS instruction has been modified to use a different float register for its calculation.
//The new float register seems to contain address 2032f6ec's value (see below).

2032f6ec 3f400000
//Original value: 1.0 (3f800000)
//New value: 0.75 (3f400000)
//This is the game's horizontal field of view (FOV). Reducing it makes 3D graphics thinner.
//This value is read twice by the game engine when the game first boots. It's unused while the game is running.
//To easily change it:
//1. Edit it in Cheat Engine
//2. Tick the checkbox beside it (to make Cheat Engine force it)
//3. Restart the game in PCSX2

2032f850 3f2aaaaa
//Original value: 0.5 (3F000000)
//New value: 0.6666666269 (3F2AAAAA)
//This is a render fix. It increases the game's horizontal 3D rendering area.
//Without it, 3D graphics would be cutoff on the far left/right of the screen when widescreen hacks are used.
//This value is used by the modified MIPS instruction (see above).


PCSX2 widescreen archive (1D2818AF.pnach):
Notes: Both NTSC-U and PAL use this pnach. These hacks use a different way of achieving the same outcome.
Code:
gametitle=Need for Speed - Hot Pursuit 2 (PAL-M6) (SLES-50731)
comment=Widescreen Hack by nemesis2000/pnach by ElHecht
// Added 16:10 support (ElHecht)

// 16:9
patch=1,EE,0032f6fc,word,3f400000 // 3f800000 hor fov
patch=1,EE,0032f850,word,3f2aaaab // 3f000000 increase hor fov
patch=1,EE,0010e840,word,3c013f2b // 3c013f00 renderfix

// 16:10
//patch=1,EE,0032f6fc,word,3f555555 // 3f800000 hor fov
//patch=1,EE,0032f850,word,3f19999a // 3f000000 increase hor fov
//patch=1,EE,0010e840,word,3c013f1a // 3c013f00 renderfix


Long story short, you picked a tricky game and tricky undocumented hacks to start with Tongue.

I'd recommend looking through the PCSX2 widescreen archive and try a few other games. You're bound to come across some simpler ones that'll be easier to get started with. Some pnach files also contain line comments (some more detailed than others) that explain how they work. This thread's OP also links out to many useful resources.

All PS2 games use different ways of setting up their 3D field of views. Some (most?) are easier to create widescreen hacks for than others. Complexity can increase depending on the game, your skill level and ambitions (e.g. font/HUD/FMV adjustments).

Games from the same developers usually use similar game engines. So porting widescreen hacks for a given developer's games to one of their other games is usually fairly straightforward.

Good luck Smile!
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Thank you, @Aced14!

So I think I made a proper aspect ratio fix for both 4:3 and 16:9 for NFS Underground (SLUS-20811). I found why the AR is not correct from the beginning. The game is rendered at 512x444 which is narrower than proper 4:3. The problem is that the geometry's AR is proper at exactly 512x444. So they just stretch the original image to 4:3, and this is the result.

Original out-of-the-box        512x444 aspect ratio
4:3 aspect ratio
                 


original 4:3 AR          512x444 AR              proper 4:3                 proper 16:9              @arapapa's fix which was requested by me one year ago

                     



Code:
proper 4:3
patch=1,EE,004ff42c,word,3f400000
patch=1,EE,004ff434,word,3f5d0000
patch=1,EE,004ff628,word,3f140000
patch=1,EE,004ff630,word,3f140000
---------------------------------
---------------------------------
proper 16:9
patch=1,EE,004ff42c,word,3f400000
patch=1,EE,004ff434,word,3f260000
patch=1,EE,004ff628,word,3f460000
patch=1,EE,004ff630,word,3f420000

//FMV's fix
patch=1,EE,00229da8,word,3c01bf2a
patch=1,EE,00229dac,word,44816800
patch=1,EE,00229ddc,word,46007307
patch=1,EE,00229de0,word,46006bc7


NFS Underground 2 also suffers from the same problem. I think I found the aspect ratio address 204D1614, but for me it's complicated because the game already has built-in 16:9 mode.

         
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(05-09-2020, 03:52 PM)Fuso90 Wrote: Thank you, @Aced14!

So I think I made a proper aspect ratio fix for both 4:3 and 16:9 for NFS Underground (SLUS-20811). I found why the AR is not correct from the beginning. The game is rendered at 512x444 which is narrower than proper 4:3. The problem is that the geometry's AR is proper at exactly 512x444. So they just stretch the original image to 4:3, and this is the result.

Original out-of-the-box        512x444 aspect ratio
4:3 aspect ratio
         


original 4:3 AR          512x444 AR              proper 4:3               proper 16:9

 



Code:
proper 4:3
patch=1,EE,004ff42c,word,3f400000
patch=1,EE,004ff434,word,3f5d0000
patch=1,EE,004ff628,word,3f140000
patch=1,EE,004ff630,word,3f140000
---------------------------------
---------------------------------
proper 16:9
patch=1,EE,004ff42c,word,3f400000
patch=1,EE,004ff434,word,3f260000
patch=1,EE,004ff628,word,3f460000
patch=1,EE,004ff630,word,3f420000

//FMV's fix
patch=1,EE,00229da8,word,3c01bf2a
patch=1,EE,00229dac,word,44816800
patch=1,EE,00229ddc,word,46007307
patch=1,EE,00229de0,word,46006bc7


NFS Underground 2 also suffers from the same problem. I think I found the aspect ratio address 204D1614, but for me it's complicated because the game already has built-in 16:9 mode.

 


The trick to NFSU2 is that the game stores the aspect ratio and rendering values separately for full-screen (4:3) and widescreen.

Menu:

4:3                               16:9
            


Gameplay: 

4:3                              4:3 with fixed aspect and icons
           


16:9                            16:9 with fixed icons      16:9 with fixed aspect and icons
                   

Fun fact: The event marker icons are actually unaffected by the built-in widescreen setting so I made a fix for those.

I adjusted the values for the aspect correction to be mathematically correct (they were off).

Code:
Need for Speed Underground NTSC-U:

//proper 4:3
patch=1,EE,004ff434,word,3F5B81D4
patch=1,EE,004ff628,word,3f154000
patch=1,EE,004ff630,word,3f154000

//proper 16:9
patch=1,EE,004ff434,word,3F24A9CF
patch=1,EE,004ff628,word,3f470000
patch=1,EE,004ff630,word,3f470000

//FMV's fix
patch=1,EE,00229da8,word,3c01bf2a
patch=1,EE,00229dac,word,44816800
patch=1,EE,00229ddc,word,46007307
patch=1,EE,00229de0,word,46006bc7

Code:
Need for Speed Underground 2 NTSC-U:

//Aspect Ratio and Icons Fix:
patch=1,EE,001CCAF4,word,0C0ED18B
patch=1,EE,003B462C,word,3C03004C
patch=1,EE,003B4630,word,E474D848
patch=1,EE,003B4634,word,03E00008
patch=1,EE,003B4638,word,2404001A
patch=1,EE,0056FB44,word,3F5B8D14 // Corrected 4:3 aspect
patch=1,EE,0056FB48,word,3F24A9CF // Corrected 16:9 aspect
patch=1,EE,0056FBF4,word,3F154000 // Corrected 4:3 rendering
patch=1,EE,0056FBF8,word,3F470000 // Corrected 16:9 rendering
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Hey there,

I'm new here, but I spent whole last night trying to make TC's Ghost Recon 2 working in widescreen but no avail.

I tried patch made by @arapapa but it is not working. I thought that I have a bug in 1.6.0 version so I downloaded old and new dev builds but nothing helped. I tried literally every solution posted on this forums, none of them worked. In the pnach file, it says that the values are the same as in Ghost Recon 1 but it looks like it is not the same. I even tried patching my iso with PS2 Patch Engine but it does not work.

I tried the second game I have, SF Logan's Shadow and the patch for that works without any issue. I only have one more game, Shadow of Rome with me, I can test it and can post results, but I think that pnach file is wrong probably if Syphon Filter is working out of the box.

Everything is matched, pnach name of the file with the CRC of my image. It recognizes the patch and says 6 widescreen hacks has been loaded but it does not work.

As I said, I tried everything posted on this forum by other users who had problems with the app, but I'm saying it again, SF Logan's Shadow works as it supposed to work.

this is the post from where i snagged WS pnach:

(09-24-2013, 03:06 PM)arapapa Wrote: NTSC-K

Bujingai - The Forsaken City
Chaos Legion
Contra - Shattered Soldier
Monster Hunter G
Smash Court Pro Tourment 2
The Bard's Tale
Tom Clancy's Ghost Recon




NTSC-J

Burnout Dominator
Constantine
Choro Q
Drakengard
Drakengard 2
Fullmetal Alchemist and the Broken Angel
Fullmetal Alchemist 2 - Curse of the Crimson Elixir
Metal Saga
Rogue Galaxy - Director's Cut
Romancing SaGa
Spartan - Total Warrior
Trapt




NTSC-U

Fullmetal Alchemist and the Broken Angel (SLUS_20994, CRC B6558133)
Pro Evolution Soccer 2013
Seven Samurai 20XX
Tom Clancy's Ghost Recon 2

------------------------------------------------------------------------------------
Original Widescreen hack by nemesis2000, ElHecht, Hyakki and someone
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Apparently there's a Greatest Hits version of Ghost Recon 2. Which one is your version?
And you are doing the NTSC-U version, right?

If there is a new version, you could try using Elf Search Tool using these values to get the new addresses:

https://www.ps2-home.com/forum/viewtopic.php?t=6182

Quote:single player

initial value
803F023C 00008244 00000000 03031446 00000000 00000000 20A00E0C 00000000 A043023C

changed to
403F023C 00008244 00000000 03031446 00000000 00000000 20A00E0C 00000000 D643023C


multi player

initial value
803F023C 00008244 00000000 03031446 00000000 00000000 20A00E0C 00000000 A043023C

changed to
403F023C 00008244 00000000 03031446 00000000 00000000 20A00E0C 00000000 D643023C


menu

initial value
803F043C 6E3F023C EFEE4334 A043023C

changed to
403F043C 6E3F023C EFEE4334 D643023C
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(05-11-2020, 12:36 AM)Devina Wrote: Apparently there's a Greatest Hits version of Ghost Recon 2. Which one is your version?
And you are doing the NTSC-U version, right?

If there is a new version, you could try using Elf Search Tool using these values to get the new addresses:

https://www.ps2-home.com/forum/viewtopic.php?t=6182 

I just tried this but no help. There are no matching codes in the elf file of the game. 

Also, I did some digging, and Greatest Hits is just a reprint of a first edition. Nothing has been altered in the game, not a single file.

EDIT: I tried editing with HeX editor, and can not find those hex codes in the SLUS_211.05 elf file.

EDIT2: Those codes are for Ghost Recon 1, and hex values are findable in HeX editor. But those codes do not exist in Ghost Recon 2 elf file. I tried two copies now, same file, same everything. I am not sure if someone even tested it, because I can not find 16:9 footage on the internet.
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Hi all, I'm very new here, but I registered just to request a widescreen patch for Panzer Front Ausf. B [PAL] (SLES-52984). I saw that there wasn't a widescreen patch for it anywhere in Devina's pack, and I didn't find anything with a forum search but a single post in this very thread by a user who mentioned it nearly a year ago, with no other replies.
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(05-10-2020, 10:36 AM)PsxFan107 Wrote: I adjusted the values for the aspect correction to be mathematically correct (they were off).

Thank you very much for NFS Underground 2 fix!
Can you fix also NFS HP2? I tried myself, but I don't have a starting point and I don't know how to make them mathematically correct. The problem is that this time 512x444 is also not the correct AR, but neither the original 4:3...

       
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Hi! Can I do a request here? I play Colin McRae Rally 2005 (SLES_526.36) on real PS2. The game has built-in widescreen but it looks very weird when in cockpit camera. The sensation is that you're driving a truck with a binoculars (because of car highness, decreased FOV and zoom). This doesn't happen on bump or hood cameras.

I use some "Force turn on native widescreen" codes for ToCA games and they are awesome! I think It's because they increase the horizontal FOV (instead of decreasing vertical FOV). Could someone please do the same kind of codes for Colin McRae Rally 2005?
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