PSOne Widescreen Patches
(09-11-2018, 08:32 PM)adrien48cb Wrote: Can you do one for these?

Please cool it down with the patch requests. Unless somehow own every one of those games in the list (which I highly doubt) - then you don't need a patch for every game. Maybe try your hand at making some patches yourself? It will only make the process faster for everyone as the current contributors only only work with games they legally own at their own convenience.

Have you also considered searching the forums/Google to answer some of your other questions? There's plenty of resources out there.
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I don't know How to do ws patches for PS1 games.
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No one is born knowing how to do them. Maybe you should learn like the rest?
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(09-20-2018, 04:03 AM)amiina Wrote: No one is born knowing how to do them. Maybe you should learn like the rest?

Can you give me a tip please?
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(10-06-2018, 05:51 PM)adrien48cb Wrote: Can you give me a tip please?

Sure. Start by reading the first post of this thread.
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Okay, I've got a code for PowerSlave (SLUS-00102):

00ACE104 1550

But I've no idea how 00A579A0 becomes 80000000 and attempting to subtract 00ACE104 with 00A579A0 (in hex programmer cal) produces a number that is, as far as I can tell, useless to me. Number 8 on the tutorial is a bit unclear or maybe it requires prior knowledge, I just don't know. Although I'm not the brightest bulb in the box either, so it could be me.
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(10-09-2018, 07:40 PM)Shodanbot Wrote: Okay, I've got a code for PowerSlave (SLUS-00102):

00ACE104 1550

But I've no idea how 00A579A0 becomes 80000000 and attempting to subtract 00ACE104 with 00A579A0 (in hex programmer cal) produces a number that is, as far as I can tell, useless to me. Number 8 on the tutorial is a bit unclear or maybe it requires prior knowledge, I just don't know. Although I'm not the brightest bulb in the box either, so it could be me.


Quote:Because 00A8B6A0 represents address 80000000 on PS1's memory, you need to subtract 00A8B6A0 from the resulting address (the address you found that modifies the width) and add the result to 80000000.


(00ACE104 - 00A8B6A0) + 80000000 = your adress
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@ShaolinAssassin



Can you learn me in How to convert some gameshark cheats from a region to another (PAL to ntsc-us/NTSC-J or inversed)? On the library of the widescreen cheats, It says that you ported ElPatas' WS cheat for the pal-spanish release of medievil 1 to the NTSC-USA Release, but How? i'm curious.
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(10-14-2018, 08:49 AM)adrien48cb Wrote: @ShaolinAssassin



Can you learn me in How to convert some gameshark cheats from a region to another (PAL to ntsc-us/NTSC-J or inversed)? On the library of the widescreen cheats, It says that you ported ElPatas' WS cheat for the pal-spanish release of medievil 1 to the NTSC-USA Release, but How? i'm curious.

Sure, but you need to know how to make WS codes to create ports. Also, ASM WS codes can not be ported from a region to another - at least, not that way. 

Let's take an example  : 

1. Take the code you want to port - let's say : Legend [SLES-00730] : 800BBFDC 0C00

2. All versions of a game - nevermind the region - share the same engine, so the NTSC-U code (or NTSC-J) version of the game will be : XXXXXXXX  0C00

3. 0C00 is a known WS value (from OP), the original 4:3 value it replaces is 1000. 

4. This information is useful for us : it gives us which value to search at step 4 of the tutorial. We don't have to bother with other values 1999, 199A, 12AA, 111A, 1400...

5. And now we follow the tutorial, trying to find which adress is responsible for FOV - when we replace 1000 with 0C00 at that adress, the game turns WS.
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(10-14-2018, 10:41 AM)ShaolinAssassin Wrote: Sure, but you need to know how to make WS codes to create ports. Also, ASM WS codes can not be ported from a region to another - at least, not that way. 

Let's take an example  : 

1. Take the code you want to port - let's say : Legend [SLES-00730] : 800BBFDC 0C00

2. All versions of a game - nevermind the region - share the same engine, so the NTSC-U code (or NTSC-J) version of the game will be : XXXXXXXX  0C00

3. 0C00 is a known WS value (from OP), the original 4:3 value it replaces is 1000. 

4. This information is useful for us : it gives us which value to search at step 4 of the tutorial. We don't have to bother with other values 1999, 199A, 12AA, 111A, 1400...

5. And now we follow the tutorial, trying to find which adress is responsible for FOV - when we replace 1000 with 0C00 at that adress, the game turns WS.
Can you do a tutorial video of that? I didn't understand everything. I wish some ws cheats from the crash Bandicoot and spyro games ported to their PAL and NTSC-J releases, with the ones from the syphon filter Pal-spanish releases to their ntsc-us releases. Also, i have cheat engine and epsxe but i can't do ws patches due to Very High lags/slowdowns on my epsxe, and my PC is Very crappy. Thanks for the info.
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