(12-16-2014, 08:19 PM)pgert Wrote: Try these pnachs; they should work better .
@Little_Giant:
The FMW-fix for "Zero: Shisei no Koe [NTSC-J] (SLPS-25544)" looks strange .
Take a look: "patch=1,EE,00368140,word,44200000 //44200000".
you can ask nemesis2000
PHP Code:
gametitle=Fatal Frame III: The Tormented (SLUS-21244) patch=1,EE,0036EA30,word,44200000 //44200000
(12-17-2014, 05:39 PM)prettyboy Wrote: Sorry for bothering you again,but do you have some other game's 16:10 pnach?for example [Demento].Thank you!
12-20-2014, 05:00 PM (This post was last modified: 12-20-2014, 06:52 PM by FeRcHuLeS.)
Hi there these are the free limit hacks now we can play out of the 4:3 area and beyond 21:9 area I think someone would be able to fix it and put a 16:9 limit sorry I could't, I found them by chance looking for life cheats, now adding to ElHecht's .
Contra Shattered Soldier NTSC-U FREE LIMIT HACKS:
Quote:gametitle=Contra - Shattered Soldier (NTSC-U)
comment=Widescreen Hack (16:9) by ElHecht
// 16:9
patch=1,EE,005dbffc,word,3c013f40 //00000000 hor fov
patch=1,EE,005dc000,word,44810000 //00000000
patch=1,EE,005dc008,word,4600c602 //00000000
patch=1,EE,00677bf4,word,44d8aaab // 44a28000 increase enemy spawn point right
patch=1,EE,00677bf8,word,c4d8aaab // c4a28000 increase enemy spawn point left
//FREE LIMIT HACKS by FeRcHuLeS
//FORTRESS STAGE
patch=1,EE,20957320,extended,00000003 //00000004 RIGHT
patch=1,EE,209573D0,extended,00000003 //00000004 LEFT
//TRAIN STAGE
patch=1,EE,20957530,extended,00000003 //00000004 RIGHT
patch=1,EE,209575E0,extended,00000003 //00000004 LEFT
//CITY STAGE
patch=1,EE,20951180,extended,00000003 //00000004 RIGHT
patch=1,EE,20951230,extended,00000003 //00000004 LEFT
//SEABED STAGE
patch=1,EE,20956B90,extended,00000003 //00000004 RIGHT
patch=1,EE,20956C40,extended,00000003 //00000004 LEFT
//STAGE 5
patch=1,EE,209552D0,extended,00000003 //00000004 RIGHT
patch=1,EE,20955380,extended,00000003 //00000004 LEFT
//STAGE 6
patch=1,EE,20958190,extended,00000003 //00000004 RIGHT
patch=1,EE,20958240,extended,00000003 //00000004 LEFT
//FINAL BOSS BATTLE
patch=1,EE,20958920,extended,00000003 //00000004 RIGHT
patch=1,EE,209589D0,extended,00000003 //00000004 LEFT
I really need the vertical fov to widescreen hack a game can anyone tell me which values are useful to make an elf hack, I already found the zoom and the horizontal fov, but this game combines both changing hor fov results messing the game, so I really need vertical fov, any ideas or values?
Background:
No.47 previously created widescreen hacks for TMB's NTSC-U version and a Russian fan translation of it. They covered all menu and in-game Field of Views (FOVs), except for 3-4 player mode. Unfortunately, like all of Incognito/Eat Sleep Play's other PS2 games, TMB is a pain to create widescreen hacks for. Its HUDs use a mix of 2D and 3D elements. As a result, HUDs looked kind of broken in the original hacks. Not to mention text, loading bars, etc were still too wide.
What got me into PS2 widescreen hacking was an online-only expansion of TMB called TMB Online (TMBO). I started following this thread when it was around 10-20 pages long, with no knowledge about PS2 game hacking. After a while I managed to come up with FOV hacks for TMBO (not yet released). At some afterwards No.47 released TMB widescreen hacks. Those hacks didn't come with any documentation and I couldn't initially figure out what most of them did. So, using my TMBO experience as a baseline, and after learning a whole lot overtime, I ended up independently creating my own TMB widescreen hacks. Also compared them with No.47's at the end to ensure I didn't miss anything.
Changelog:
Added conditional hack to prevent crashes in PCSX2 full boot mode (PCSX2 loads pnaches into BIOS memory...) and the Russian fan translation's launcher ELF.
Revised Y FOV hacks (they were previously slightly off).
Added 3-4 player FOV hacks.
Repositioned radar and weapon HUDs to the far left and far right respectively.
Fixed issue that caused radar coordinate dots to overflow beyond the radar circle.
Decreased text width.
Repositioned text across-the-board (left-aligned, centered, right-aligned).
Decreased loading bar widths (the bars no longer overflow beyond their containers).
Decreased widths of moving enemy health bars/arrows.
Decreased width of "hollow" sprites (e.g. indestructible trees).
Ported widescreen hacks to virtually every known variant of the game.
Resized and repositioned certain HUDs and text to be consistent across all game variants.
Pnach differences exist across all game variants, due to variant-specific differences. For example, the NTSC-U demo lacks 4 player mode, so no 4 player hacks are included in its pnach.
What's missing:
Physical sprite widths (e.g. destructible trees, pickup glow effects, etc) still need to be sorted out. I found out how to resize and rotate the sprites, but resizing affects both widths and heights. The code that uses those values isn't written in MIPS, but in VU instructions ... so I'm unable to hack it. Nemesis2000 might be the only person that would be capable of fixing this. The values I found are commented-out in the sprites sections of all pnach files.
FMVs (which are all letterboxed widescreen) need to be resized. Ideally, menu FMVs should be thinned out to appear in a 4:3 aspect ratio whilst character cutscenes should be rescaled to full screen. I could create some hacks to switch between both FMV aspect ratios at the right times, but haven't yet figured out how to change the aspect ratios themselves. All NTSC-U pnach files contain commented-out FMV sections with preliminary findings.
Radar full health icon widths (they look like "+" or cross symbols) might need to be thinned out.
Ports to PAL magazine demo and other kinds of Russian fan translations (other NTSC translations and a PAL translation) are still needed.
Notes:
Incognito played around with the positioning, size, etc of TMB's HUDs and text in each successive version of the game. I reviewed them all, picked the best-looking ones for widescreen, and adjusted the pnaches to make every version consistent. Examples follow...
In the NTSC-U preview and retail versions of the game, the small rear viewport in 1 player mode is positioned at the top-right of the screen. That caused overflow problems with the reticle weapon's countdown timer and with the Endurance mode's kills counter... the rear viewport would appear on top of those and partially/fully hide them. Incognito fixed it all in the NTSC-U demo and PAL versions by slightly repositioning those elements.
Enhanced machine gun counters got repositioned by Incognito in successive versions of the game in order to look more consistent across all viewports.
TMB has random freezing problems in all or most Git builds of PCSX2 (latest I've tried is 593-g47cafaa). I'd recommend sticking to latter PCSX2 SVN builds for this game, such as R5932.