(12-14-2013, 08:23 AM)devina40 Wrote: I'm not, and it's still not in widescreen. I'm using your code here, and I have both the PAL and NTSC-U copy of the game.
The emulator says it found the patch and has loaded the addresses, so I don't know.
I checked the patch again and everything looks good
Patch works when doing a normal boot. The patch doesn't apply when using save states ...
I'd like to ask for a game called Stolen (SLUS - 21099). I just can't find this widescreen hack code, neither for pal nor ntsc region. I hope there's a way to find it or at least an explanation how to find it in the iso. Sorry for my grammar, english isn't my native language
Fixed shell menu FOV (dark background image that flashes when the game starts - aka PAL language select menu). The hack for this was already included in the original pnaches, but had been commented out (which I later realized was causing problems).
Fixed tree sprite widths (easy to spot in title menu; likely has in-game benefits too)
Fixed FOV in PAL menus (was caused by a few mixups on my part when the NTSC-U pnach was ported to PAL).
Fixed FOV in 2-4 player pause menus.
Fixed goggles zoom-in/zoom-out FOV in bike shop.
Mostly fixed bike shop shadow width and top/bottom HUDs via conditional live memory hacks (haven't had any luck creating ELF-friendly hacks out of them). The reason I said mostly is because, due to the lack of ELF hacks for these parts, the game engine forces the top/bottom HUDs to their original widths during transition animations.
Implemented minor PAL FOV adjustments
Renamed and reorganized various hacks throughout the pnaches.
Ported the widescreen patches to MTBikers (Japanese version of Downhill Domination).
Notes:
I've attached an avalanche of NTSC-U screenshots to give a comprehensive overview of these pnaches. Where two 16:9 shots are present, the first one represents the original pnaches, and the second represents the current versions.
Downhill Domination's Japanese name doesn't seem to be accurate in PCSX2's game database. The game DB currently refers to it as "Bakuso! Mountain Bikers". I've referred to it as "MTBikers: Bakusou Mountain Bikers" in my pnach.
All of Incognito's PS2 games use combinations of 2D/3D elements for their HUDs... resulting in nightmare scenarios for widescreen hacking. Having said that, I've been able to develop comprehensive FOV hacks and various HUD fixes for all of Incognito's other games. Stay tuned for new/updated pnaches for those games in the near-future... I also have FOV and basic HUD repositioning hacks working in Eat Sleep Play's PS2 game...
12-22-2013, 01:50 PM (This post was last modified: 12-22-2013, 05:01 PM by joule123456.)
Hello
I have difficult with 16/9 patch of Tales of Abyss (NTSC-U) SLUS-21386
I have no problem to works this games, but is that since the addition of a patch 16/9 has every cinematics or cutscene I one loses SE sound (in particular all them menu, sound of footsteps, door). I have to say that enough annoying especially that disputes them plant in this case: (
Here is I would thus like to know if somebody makes him work on emulator with this patch 16/9 with no problem at all of sound.
I made a pnach file for the PAL version which will work with single-player mode only.
Project - Snowblind (PAL-M4) (SLES-53124)
For games with multiple ELF files, like Project Snowblind, it should be possible to use an extended E type hack to make a single pnach compatible with all 3 ELF files at once (without any risk of conflicts).
I used this method in Downhill Domination's new pnach files to conditionally fix some HUD issues in live memory *only* when the user is in the right menu, because the game engine re-uses the same addresses for other things when in-game/etc. Without a conditional hack, random in-game crashes occur. I didn't have any luck finding the relevant MIPS instructions in its ELF file (at least so far).
This CMP forum thread describes it in more detail:
PCSX2-specific notes (based on my experience in other games):
The width switch (w) must be set to 0.
The valid comparison type value must be set to 0.
The E hack's line should use extended instead of word. Not sure if you can mix in extended and word hacks in the same condition, so it might also be a good idea to set every line to extended, and ensure all the addresses start with 1 or 2 (usually the latter).
Maybe something like this could work?
Code:
// SLES_531.24
patch=1,EE,e0023faa,extended,00332bb8 // Check last 2 bytes of 20332bb8 in live memory and write next 2 lines if a match occurs
patch=1,EE,20332bb8,extended,3c013fe3 // 3c013faa hor fov gameplay
patch=1,EE,20332bbc,extended,34218e39 // 3421aaab hor fov gameplay
// BO3GM.ELF
patch=1,EE,e0023faa,extended,???????? // Check last 2 bytes of 2??????? (set 2 to 0 on this line) in live memory and write next 2 lines if a match occurs
patch=1,EE,2???????,extended,3c013fe3 // 3c013faa hor fov gameplay
patch=1,EE,2???????,extended,34218e39 // 3421aaab hor fov gameplay
// BO3NETGM.ELF
patch=1,EE,e0023faa,extended,???????? // Check last 2 bytes of 2??????? (set 2 to 0 on this line) in live memory and write next 2 lines if a match occurs
patch=1,EE,2???????,extended,3c013fe3 // 3c013faa hor fov gameplay
patch=1,EE,2???????,extended,34218e39 // 3421aaab hor fov gameplay
(12-22-2013, 10:24 PM)Aced14 Wrote: For games with multiple ELF files, like Project Snowblind, it should be possible to use an extended E type hack to make a single pnach compatible with all 3 ELF files at once (without any risk of conflicts).
Works great, thanks a lot!
Here is the updated patch for the PAL version. Should be easy to port to other regions.