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02-12-2022, 12:50 PM
(This post was last modified: 06-09-2023, 05:44 AM by TheCandidate.
Edit Reason: Added serials to each game
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02-15-2022, 10:28 AM
(This post was last modified: 06-09-2023, 05:49 AM by TheCandidate.
Edit Reason: Added serials to each game
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Here are some codes for a few Artdink games and the Japanese version of Um Jammer Lammy.
Carnage Heart (NTSC-U) (SCUS-94604)
Code: 16:9 Widescreen
80128190 0C00
Tail of the Sun (NTSC-U) (SCUS-94607)
Code: 16:9 Widescreen
800C93A8 0C00
Um Jammer Lammy (NTSC-J) (SCUS-94448)
Code: 16:9 Widescreen
801C4538 0C00
Aquanaut's Holiday (NTSC-U) (SCUS-94603)
Code: 16:9 Widescreen
8013E788 0C00
Note:- Enabling this code results in the camera shaking heavily while turning for reasons unknown. Its perhaps best reserved for screenshots until a fix is found.
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Request:
Please, a widescreen patch for Einhänder [NTSC-J] (SLPS-01008) and/or [NTSC-U] (SCUS-94243)? Thanks in advance!
PS: In the archives already exists a code, but full of render glitches...
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02-17-2022, 07:07 AM
(This post was last modified: 02-17-2022, 09:02 AM by TheCandidate.)
(02-16-2022, 08:34 PM)destinydoom Wrote: Please, a widescreen patch for Einhänder [NTSC-J] (SLPS-01008) and/or [NTSC-U] (SCUS-94243)? Thanks in advance!
PS: In the archives already exists a code, but full of render glitches...
Just took a closer look at Einhänder, and it seems that multiple addresses change upon enabling the widescreen cheat in the archive. Yet, when attempting to make a patch that includes the other addresses to match the main code, it still suffers from render glitching that prevents it from staying in widescreen. Also, the glitching is more like the game trying to restore itself back to the proper aspect ratio during scene changes.
Either someone needs to figure out a widescreen patch by hex editing an address (or addresses?) directly in the game's executable, which I admittedly don't know how to do. Or there could potentially some sort of master code that's preventing the widescreen code from fully retaining itself. Although it's reportedly tough to accomplish, hex editing the game's executable (or perhaps decompiling it?) might be the best solution.
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02-18-2022, 06:15 AM
(This post was last modified: 06-09-2023, 05:53 AM by TheCandidate.
Edit Reason: Added AnK2 & R-Type Delta's serial
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Gonna be taking a break making codes for awhile since it seems I've hit a dead end with many games. But here are the codes I was able to make for the past few days.
Aquanaut no Kyuujitsu 2 / Aquanaut's Holiday 2 (NTSC-J) (SLPS-02141)
Code: 16:9 Widescreen
8006F794 0C00
16:9 Widescreen (Vert-)
8006F79C 1555
16:9 Widescreen (Vert- Adjusted)
8006F79C 1555
8006F7A4 1555
Notes:- Main widescreen code reveals the game's culling, similar to the Crash Bandicoot games. The Vert- codes are here as alternatives, with the Adjusted version pulling the FOV a bit further out (still revealing some culling unfortunately).
- As of 2/26/22, the Vert- codes have been adjusted to appear less stretched.
Magic Castle (Unreleased)
Code: 16:9 Widescreen (Adjusted)
80063F0C 0C00
80063F84 1200
16:9 Widescreen (Vert-)
80063F0C 0C00
80063F84 0C00
16:9 Widescreen (3D Only)
80063F74 0C00
Notes:- With the code demilich posted awhile back, sprites intermittently squish now and then, especially when turning the player rapidly. Some certain elements will appear uneven (e.g. the treasure chest and tutorial spotlights as shown in the screenshots), and unfortunately mess up the game's collision as well when booting with it enabled.
- The Adjusted, Vert-, and 3D Only codes are alternatives that nearly eliminate the noted visual issues, though while those and the collision bugs are completely gone with the 3D Only code, all sprites will stay squished there.
- All codes work for both "Full game" and "Beta" on version 3. Older versions are untested, however...
- It seems that many other Net Yaroze games use much of the same addresses for graphics, so these codes and demilich's can work for 3D games other than Magic Castle (as well as older and newer versions of MC). Of course, scalability and bugs will vary.
R-Type Delta (NTSC-U) (SLUS-00877)
Code: 16:9 Widescreen (Ship Selection)
80131E04 0C00
80131E14 0C00
Notes:- Additional code to complement the main widescreen code available in the archive. Didn't like how stretched the ship selection menu looked on my Vita, though leaving it on does seem to conflict with in-game graphics.
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02-21-2022, 03:19 AM
(This post was last modified: 06-09-2023, 05:57 AM by TheCandidate.
Edit Reason: Added serials to each game
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02-25-2022, 07:33 AM
(This post was last modified: 06-09-2023, 05:59 AM by TheCandidate.
Edit Reason: Added serials to each game
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In progress of piling up a bunch of new codes at the moment, but I figured I should post some games that have been previously covered for other regions first.
Crisis Beat (NTSC-J) (SLPS-01430)
Code: 16:9 Widescreen
80061E30 0C00
Note: - Credit to VIRGIN KLM for finding memory address for the PAL version.
Syphon Filter (NTSC-U) (SCUS-94240)
Code: 16:9 Widescreen
8012D700 0C00
8012D9DC 0C00
Syphon Filter 2 (NTSC-U) (Disc 1: SCUS-94451, Disc 2: SCUS-94492)
Code: 16:9 Widescreen
80120968 0C00
80120F08 0C00
Note: - Turns out that you can use the same widescreen code for disc 2!
Syphon Filter 3 (NTSC-U) (SCUS-94640)
Code: 16:9 Widescreen
801236C8 0C00
80123C68 0C00
Note: - Credit to El_Patas for finding the memory address ranges for the PAL versions of all the Syphon Filter games.
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02-26-2022, 12:29 PM
(This post was last modified: 06-09-2023, 06:04 AM by TheCandidate.
Edit Reason: Added serials to each game
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@TheCandidate
Thanks for all the great work. Would you mind to look into games like Ridge Racer Type 4, Tekken 3, Tomb Raider 2,3, Tony Hawk 1,2, Destruction Derby 1,2?
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02-28-2022, 05:43 AM
(This post was last modified: 02-28-2022, 06:41 AM by TheCandidate.)
(02-28-2022, 03:49 AM)Shenmue_Trilogy Wrote: @TheCandidate
Thanks for all the great work. Would you mind to look into games like Ridge Racer Type 4, Tekken 3, Tomb Raider 2,3, Tony Hawk 1,2, Destruction Derby 1,2?
No problem! I have looked into the Tekken, Tomb Raider, and Destruction Derby games recently and have unfortunately been left with no useful addresses on any of them. While it's not quite a Tony Hawk game, I've also tried looking to Apocalypse (from the same developers and sharing the same game engine) with only a Y-zoom address found.
Think I'll still give Tony Hawk 1 a try, but all these games are most likely using entirely different values for camera adjustments that still haven't been discovered yet. Wish I had the expertise to actually solve that easily though.
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