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(05-01-2013, 11:21 PM)pelvicthrustman Wrote: [ -> ]0c0521ab means JAL $001486ac (JAL or "Jump And Link" instructions call functions in the MIPS (PS2 EE) architecture)

Note that the first address in the PAL PNACH is also 001486ac

This is because JAL instructions store the function address divided by four (right shift two technically)

If you open calculator in Windows 7/8 and go to View->Programmer, click Hex, input 0521ab (ignore the first two hex digits - they mean 'JAL') and multiply by 4 you will get 1486AC.

So...to port those three lines take the address of the first ported code, put it in Calculator in Hex, divide by four and prepend the digits '0C' as well as any necessary zeros to make it an 8 character (32-bit) number.

ALL THAT....will get you the answer....but as a shortcut you could probably note that 521ab = 521ac - 1.....which means it's probably 521c0 - 1 = 521bf

That should do it, for future reference anyone doing widescreen hacks can refer to this - http://www.mrc.uidaho.edu/mrc/people/jff...IPSir.html

If your curious about why the hack is written this way - many functions have a NOP (00000000) right before the first address of a function - when Nemesis rewrote this function he needed an extra instruction so he moved the function's start up by one word (four bytes) by changing all of the instructions which call that function.

Thanks, I got it! Biggrin
I would never have figured this out by myself since I'm not a programmer.
Request done.

(05-02-2013, 05:54 AM)jadentheman Wrote: [ -> ]Sorry KLM, but I prefer the pan and scan like the remaster. Do you guys have the widescreen patches for that? Where it's pan and scan for cutscenes and real 16x9 for gameplay? If not then I will attempt to do it myself

Only for KH2. Just replace the "e0" in the .pnach file with "f9".
However, imo, it's zoomed in too close (gives me a headache sometimes), so that's why I think "e0" is a nice balance.
Some good news for European Persona fans.: I found out where I screwed up.
Persona 3: FES PAL now has the portrait fix, and Persona 4 PAL now has the font fixed. Enjoy.
Could anyone port Genji widescreen code from NTSC-U to NTSC-J?
I tried it, but failed.
If you give me the .elf files for both regions (put them in .rar) and send them to me, I can give it a try.
@PAL\Europe:
Gauntlet - Seven Sorrows * SLES-53667 * PAL-M5 * BBB8392E
http://forums.pcsx2.net/Thread-PCSX2-Wid...#pid240786
hi guys, someone please can make a widescreen patch for Gradius V (SLUS-20712)?

Thx in advance!
(05-03-2013, 04:58 AM)devina40 Wrote: [ -> ]If you give me the .elf files for both regions (put them in .rar) and send them to me, I can give it a try.

I've mailed you. Please check your mailbox.
Hello,

I'm new around here, so I apologize if this is posted in the wrong thread. I recently discovered the widescreen patch project and I want to help out if I can. But I've got a few questions about these patches and what is possible with them first.

One of the main advantages PCSX2 has over real hardware is how great you can get your games to look by up-scaling them. 3D models scale really well and FMV's scale pretty good too (at least, as good as they're going to get), but 2D sprites do not look good in most cases and it really subtracts from the HD feel when the 3D models are in stunning HD and the static images are blurry and full of artifacts.

I've noticed that most of the widescreen patches do not have font, HUD or image fixes. At first I thought this was because nothing could be done about 2D images, but then I saw a few videos on YouTube where some font and HUD fixes were being used. Most of these weren't 100% perfect, but it seems like it can be done. On the other hand, I imagine it isn't an easy fix or it would've been done already, unless it's just extremely time consuming. So here's my questions:

1. Is it possible to fix 2D graphic glitches such as artifacting around text and HUDs, gaps between static images, blurry text and HUDs and the aspect ratios of 2D images by scaling them down to smaller or native sizes using the widescreen patch method? I saw this video on YouTube and I think that's what this guy was doing:

http://www.youtube.com/watch?v=hmaqLNw7Dw8

2. If yes to the above, how perfect can you get with this method? There are a bunch of artifacts and broken 2D images in that video. Is it possible to scale the 2D images down some or even to native res and leave the 3D at high res? Maybe this wouldn't be ideal for pre-rendered backgrounds, but it would be great for HUDs and text artifacts if it's possible.

Here's a few examples of what I'm talking about:

[Image: 33le5v4.jpg]

Does this require any special programming knowledge or equipment? If it's just a matter of being time consuming, I would love to help with fixing up some of the 2D glitches. If so, how can I learn how to do this? I've checked the general guide, but it states that 2D images will remain stretched. I'm interested in learning how to fix up the 2D sprites.

Finally, I realize this is nitpicking and It's not my intent to offend the developers of PCSX2 who work hard to make the program as perfect as possible, the creators of the widescreen patches or the creator of the plugins in any way. I really do appreciate the effort. I just want to know what's possible.

Thank you for the clarification!
1. About the Widescreen fixes and their HUD aspect ratio, there are games that actually work, most of them it's really tough actually and there are always the ones that are not programmed to behave on any kind of cheat you'll come up with. Unfortunately for you you stepped on the perfect example of such thing (that can't be really done) which is Kingdom Hearts games. There are values that actually affect the size of the textures but messing with one destoys an other and when you fix the other it will reposition the first on a wrong place.

2. About the artifacts in textures. There is the issue with transparency that is not ever going to get fully corrected, also PCSX2 and specificaly GSDX uses a billinear texture filtering method which actualy and unfortunately amplifies a bit more the effect.

3. The text artifacts issue on Kingdom Hearts 2 FM (the English translation patch) is not fixable. It's a bug of the format that fonts get stored on the games code and they get bugged when you modify them. The bug is on PS2 too. There is nobody on earth that will be ever able to fix that because it's simply impossible.

4. About the blurring and pixelation in general that affects all textures and text in all games this is because of the fact that PS2's textures were made to get rendered on resolutions like 512x448 so you would never notice it on a real PS2. Now when you're playing on a bigger resolution flaws start to show up. One of them is this. There's basicaly a way to get around that which is called texture filtering. Now GSDX uses billinear filtering which -as I said like 4-5 months ago here- has rather poor quality results for today's standars. I said exactly the same on PPSSPP forums (PSP emulator) and that it would be a great idea to offer a different more sophisticated method of texture scaling, something like hqX or xBRZ, which was an idea actualy many people liked and it ended up being implemented (xBRZ x1/2/3/4/5, xBRZ Hybrid with Bicubic, and a simple/fast Deposterization effect) and it pretty like boosted the visual quality to levels unseen as of today in 3D capable console emulators. Seeing the results I felt like the bar was put really high after that, I really hope devs from other projects like PS2, PSOne and Dolphin emulators will try to implement something like that.
1. Well, the Kingdom Hearts games were just examples, this happens in a lot of games. I figured it wouldn't be possible in some games and extremely hard in others. Otherwise, patches would've probably already been made that fix the issues. My hope was that it was just something people didn't want to take the time to fix.

2. Why won't the transparency issues ever be fixed?

3. It's not only KH2 translation that has the text artifacts. Even Kingdom Hearts 1 and FFX have the text artifacting. I can understand why the English patch would cause fonts to break by modifying them, but what about games that were never modified such as the examples listed above?

4. I checked some PPSSPP videos on YouTube that use xBRZ or other filtering and you are right, it makes a huge difference. I hope PCSX2 and other authors start to use these texture enhancements as well.

Thanks so much for clarifying!
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