(03-29-2012, 06:51 AM)synce Wrote: [ -> ]k here it is!
http://forums.pcsx2.net/Thread-Guide-Cre...n-10-steps
Took over an hour... I don't do tutorials often so if it's lacking just add your tips and I'll amend the main post with them
I don't want to trash tutorial thread with not neccessary usefull info, but I would add a few notes which maybe you find usefull for it or maybe not - lol I wouldn't really know, guess I'm not into making tutorials either, keeping it simple is probably the key.
But anyway my rant begins - to create a widescreen patch, we are basically looking for constant value, sure some of those nasty games will keep it as variable for every different scene or even for every scene and character, but I guess nobody will bother to create a patch which needs manual input for every scene as it's not really usefull.
Soo when we're looking for a constant value, then we should use that knowledge to help ourselves a bit, simply make a 3-4 savestates in different part of the game, and while I say different part I mean main menu, intro animation, and any 3D scene not just 3 different 3D scenes or 3 different parts of menu;]. Now the only thing that's hard in seeking constant values is that they do not change and we have no way to change it, but as a positive side here, those constant values which are usefull for widescreen patch are set during first loading screens and stay unchanged through every other part of the game(like I said otherwise patch would be mostly useless and would be breaking other stuff). Soo basically we seek that range of floats and get alot, ie. like 150k results so next try to seek unchanged values and it gives still lots of results and we feel it's useless and wanna give up feeling it'll surely crash alot when mass changing. Well to change that, we load the other savestate and seek for unchnged values once again, the result should drop by alot now, and if we try with even different part of the game it can drop to 2k or even just few results depending on the game and range we seek. Doing soo we can get only adresses usefull for a patch which can mean nothing usefull at all in some troublesome games, but it allows us to check wider float range fairy fast.
Also for the second float range you proposed, I would make it wider, I use from 100 to 1000, just couse they're rarer and will not boost result list soo much and last game I was looking on had the usefull value as 224 ~ a bit out your range, but I guess it can as well get between 2-100 and then again a little bit of self thinking will always be needed, cannot make 100% working tutorial over something that's based on luck and willing game engine.
I wouldn't really seek such big range from 22xxxxxx to 30000000 there should be nothing usefull for us, soo basically I seek just 20000000-21FFFFFF, that should be enough, through I guess that I don't really know exactly how ps2 memory is divided and how it's reflected in pcsx2 and it'll most likely not find any results outside of the correct range anyway, soo that's ok as it is I guess.
But other than my usual lenghty rant, I think the tutorial should get an matematical way to change ratio soo it can be set without guessing or comparing screenshots, as I bet(remembering my school times) most people are usually bad even at simple math and will try to compare visuals
.
Soo if we change width value, we wanna decrease it, if we change height, we want to increase it, to be exact in case of width multiply the value you have for width by 0.75, in case of height multiply it by 1.3333333 to get correct(original*) width for 4:3 stretched to 16:9. For 16:10, multiply base values by 1.2 for height, 0.833333333 for width. Hope I didn't fail at math too bad, couse I did that just now in memory. It'll be slightly different if we find and will want to change both, but generally just changing width is best unless it causes glitches, soo then height. At times both will cause glitches, not every game likes the idea of being patched to widescreen:].
*some pal games/bad ports are already stretched and in 4:3 looks like stretched ntsc version, it's nice to remember that and apply properly changed values - same as normally, but ^2 - so multiply height by 1.7777 or width by 0.5625
Oh I nearly forgot, one thing more, you could add a link to
PCSX2CE as it can automatically create a pnach from plain adress&value format. Probably that's easier than explaining the format, through I don't really see anything about creating the patch itself in that tutorial yet.(if there is, I'm blind;P)
I guess not all of this info should go to tutorial and it's a mess as I am by trying to write fast^_^;, before I leave, soo good luck finding any part usefull for tutorial in it;3(aw I'm mean, sorry, just created yet another a wall of text in my forum history *presses enter a few times inside to hide that fact*).
Good job on the tutorial through, hope people are actually gonna try it with their games, couse I guess I'm not the only one who got lazy after quite a bunch of games got patched already.(and I didn't even had time to test a bit more all of my own yet *sight*)