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That's awesome. Pretty much what I wanted .
On a different note I am also now looking at this Naruto game, it appears to have a really good fighting mode and an interesting looking story mode even. I have not yet started to even try and make it widescreen yet.
Naruto Ultimate Ninja 3
https://www.youtube.com/watch?v=r2XCDM2z2kY
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04-18-2015, 11:34 AM
(This post was last modified: 04-19-2015, 03:48 PM by 2007excalibur2007.)
Hey everyone~
I'm kind of new here (only have been stalking the forums thus far and not actually participating lol), but I need some help right now with a little something~
I've been trying to make a widescreen patch for Amplitude (kinda new to this), and so far I think I've managed to do it:
However, the addresses that I modified only work for this instance of gameplay. In other words, as soon as I exit from this song...
They no longer control the same variable, and any widescreen effects simply revert back to 4:3. It wouldn't have the same address either if you replay the same song, unless you happen to have a savestate to load from (which I do), but even then, it would only be valid for that ONE SONG only...
So where do I go from here? :\
(also, I hope this is the right thread to post this on...)
EDIT
After messing around a bit, I found out that everytime I load a new song, it stores that same value ( 1.1917532626) in 5 new random addresses, which could mean that it's not actually the viewport that I'm modifying, but rather the graphical objects themselves, but at least it's a step in the right direction.
The values where they were stored in were not actually far from where they were previously, i.e. i loaded two other songs, and they were found in these addresses:
a) 20629640, 2062F340, 20630180, 20633010, 207333A0
b) 20628470, 2062B0F0, 2062B480, 2061D100, 2061D180
But again, they'll only work until you exit the song, in which case, they'll be storing the value somewhere else the next time you load a song. :\
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04-24-2015, 06:35 AM
(This post was last modified: 04-24-2015, 06:39 AM by Aced14.)
(04-18-2015, 11:34 AM)2007excalibur2007 Wrote: Hey everyone~
I'm kind of new here (only have been stalking the forums thus far and not actually participating lol), but I need some help right now with a little something~
I've been trying to make a widescreen patch for Amplitude (kinda new to this), and so far I think I've managed to do it:
However, the addresses that I modified only work for this instance of gameplay. In other words, as soon as I exit from this song...
They no longer control the same variable, and any widescreen effects simply revert back to 4:3. It wouldn't have the same address either if you replay the same song, unless you happen to have a savestate to load from (which I do), but even then, it would only be valid for that ONE SONG only...
So where do I go from here? :\
(also, I hope this is the right thread to post this on...)
EDIT
After messing around a bit, I found out that everytime I load a new song, it stores that same value (1.1917532626) in 5 new random addresses, which could mean that it's not actually the viewport that I'm modifying, but rather the graphical objects themselves, but at least it's a step in the right direction.
The values where they were stored in were not actually far from where they were previously, i.e. i loaded two other songs, and they were found in these addresses:
a) 20629640, 2062F340, 20630180, 20633010, 207333A0
b) 20628470, 2062B0F0, 2062B480, 2061D100, 2061D180
But again, they'll only work until you exit the song, in which case, they'll be storing the value somewhere else the next time you load a song. :\
You're in luck !
Using the float value you discovered as a starting point (1.191753626; 3F988B62 in HEX), I've managed to come up a with a preliminary widescreen hack that works across the entire game, including FMVs and HUDs. It appears that it'll probably also be easy to port over to Frequency.
What I currently have isn't ready for prime time yet, but should hopefully be good to go in a few days.
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Location: Spain
I've been trying to make the widescreen patch for the game
Football Kingdom (NTSC-J) (SLPS-20374)
And i encountered one value which is correct in the x-fov, but unfortunately
fails in the y-fov:
patch=1,EE,002afbb4,word,3c013f40 //3c013f80
If somebody can encounter a y-fov value for complete it, or another
x-fov value which works fine in all the screen would be very appreciated.
Best regards.
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Thank you very much Aced14! great.
I have the original game which i have purchased from Japan long
years ago, and it have different CRC number (1ED40BF2) than the
one you posted.
And i'm succsessful patching the game with the english patch translation
v0.004, is needed apply it to a BIN clean image, then i converted it
to an ISO image, CRC again is different.
This is the patch with the different CRC's:
- Football Kingdom (1ED40BF2)
1ED40BF2.pnach (Size: 1,98 KB / Downloads: 566)
- English patched Football Kingdom (3EE9A586)
3EE9A586.pnach (Size: 321 bytes / Downloads: 550)
I noticed that the players which are more away in the borders of
the screen appears and dissappears too many suddenly, and seems
the cursor in the heat of the players changes sometimes strangely,
seems the game needs a little of render fix.
Best regards.
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04-30-2015, 04:10 AM
(This post was last modified: 04-30-2015, 04:11 AM by Devina.)
Anyone interested in widescreen hacking GameCube games on Dolphin using AR codes?
Yes, Dolphin has a Widescreen Hack feature, but many games require a render fix (like Ocarina of Time).
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Many? Most I'd say. Like every game I've ever played in Dolphin with WS hack had rendering issues.
Gaming Rig: Intel i7 6700k @ 4.8Ghz | GTX 1070 TI | 32GB RAM | 960GB(480GB+480GB RAID0) SSD | 2x 1TB HDD
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(04-30-2015, 04:12 AM)Blyss Sarania Wrote: Many? Most I'd say. Like every game I've ever played in Dolphin with WS hack had rendering issues.
Hmm, yeah...
I heard you can use some Swiss thing, but I can't get it working.
I wonder if Hyakki's program can be tweaked to run on Dolphin.
http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Helper
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