08-11-2017, 07:04 PM
(08-11-2017, 06:27 AM)Aced14 Wrote: Since the post you quoted, I had made big enhancements to Sonic R's widescreen hacks, but hadn't yet reached a release-worthy state. Then I went MIA from game hacking for several months due to factors beyond my control. It's only very recently that I've started trying to get my setup back into gear to pick up from where I left off. Release date is still TBD.
Here's where things currently stand...
New features:
- Sonic R:
- Added full support for menu screens (including 3D FOV hacks and repositioning all 2D text/HUDs I could find).
- Not a feature, but I reported a PCSX2 bug that was previously preventing foreground objects from appearing in multiplayer modes. Once it got resolved, I was able to look into multiplayer widescreen hacks.
- Added full support for 2 player horizontal splitscreen.
- Added partial support for 2 player vertical splitscreen. Although it's not working properly with my ELF hacks at the moment. Might need to use supplemental E-type codes as a workaround.
- Horizontally-repositioned the spinning 3D "R" logo in replays.
- Can't recall if @Esppiral's hacks already did these, but the title and loading screens' 3D objects are now in widescreen. Although the title screen's 3D objects look a bit off compared to that screen's stretched background image.
Todos:
- Sonic R:
- Propose implementing a change into PCSX2 to enhance how it handles type 0 pnaches in multi-ELF games. Without it, part of my ELF hacks won't work. Not sure how feasible it would be to work around the need for this change via other means (like extra E-type codes).
- Fix 2 player vertical splitscreen.
- Possibly other things.
- Sonic the Fighters:
- Try dealing with ELF hacks and E-type codes to inject them (or @Esppiral's "live" memory hacks) into memory.
- Other:
- Logistics involved in making a release (i.e. more testing, finalizing hacks, cleaning up pnach comments, changelog, notes, comparison screenshots, etc...).
Thx man! Keep up the good work!