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(05-19-2012, 10:44 PM)pentel Wrote: [ -> ]lol, we'd have an officially released HD collection of KH before we can look through 537 million values. Dammit. Can't we narrow it down. Aren't there any hints as to what the width address will end in or start with or anything like that..ANYTHING to narrow the search down? Sad
Nope, apparently the width value behaviour is not stored in the traditional way we are talking about here (a float value or the values the widescreen helper has as defaults like 3F800000) seriously it could be anything between a value of 00000001 and FFFFFFFF between these 537 million addresses.
On top of that it could be another game that does dynamic memory allocation that would make us look silly searching ALL those addresses.

What I found out is that those behaviours are stored very near to the addresses that are responsible for the vmode of GS. (Crash Twinsanity and Soul Calibur 3 are good examples) The addresses will never be more distant than 255 adresses away even on a game that does dynamic memory allocation.
What I want to ask is how and where does GSdX set the desired internal resolution and where does it store it on the memory? You could isolate this range for whatever use. Also by finding this we could force all games render in progressive scan mode and it would make useless the reason for a deinterlace method on GSdX.
As an disney anti-fanboy(lol) I don't have KH and unless there's a demo of it, not gonna be much helpfull, but I guess the only reason it doesn't have WS patch yet, is probably nobody cares enough for it to actually try, WS helper is probably usefull, but not soo much if you don't know the value;] and that's most likely different.

Knowing how Square loves to reuse things KH1/FM which were released between first PS2 FF and KH2 which use pretty much same engine it should be easy to find as long as you don't expect the value to be exactly same as in those other games;]. Use synce guide and search it with CE, you just need to search the 20000000-21FFFFFF range or even less as square games have it in 20xxxxxx for 0.5-1.5 float range in different places of the game(video playback, 3D gameplay, main menu for example) and mass change the few thousand results to be fairy sure to find the correct adress, I would be really suprised for this game to be any different than other already patched square ones, and even if, you give up too soon.

We patched quite a few of games which stored their width or height values in completely different way(not just different value like here;]) than FFX which this thread was based on, and it surely didn't last ages. Althrough the most troublesome took me few tries, couse it required 4 pairs of adresses to be patched depending on each other, but oh bummer, favourite games deserve a bit of sacrifice, besides I never spent too much time at once on it as with mass change the results are fairy quick to be seen and only when you fail at such stuff it's better to get a longer break to get with completely different ideas next try. >.>

To straight up some facts, WS helper use also 30000000+, but that's not PS2 game memory which ends at around the 21FFFFFF-22FFFFFF most of the time and end of it doesn't have anything usefull for us(that's why I limit myself to 20000000-21FFFFFF range), the 3xxxxxxx range is useless for a patch being probably GS memory, which is usefull at most to external programs like WS helper or aob scan trainers etc., in the end you have only 0x7FFFFF different floats to check and realistically, counting only adresses with constant values, it's at most like 100k, most of the time much less, soo I dunno why you consider 500 millions or more, it's just an useless self-discouraging - really, read a guide Synce wrote it has all/most usefull info packed in nice/readable format;].

If you have found some usefull aob that repeats itself in GS memory, you could just write an aob scan "trainer" patching it on the fly for all games that have it;P, but wasn't progressive scan support added few revisions ago? Not forgetting auto interlace mode, through I didn't really check how those two changes really work;P.
Youtube user CeruleansBlue was kind enough to give me a patch for Persona 3 FES. Since I did not see this game in the main list in this forum, I wanted to give you the link to the pnatch file!
Comparison pictures;
[Image: 5zQIBs.png][Image: TzfHOs.png]
Code:
94A82AAA
gametitle=Persona 3
comment=Widescreen
patch=1,EE,207CAD1C,word,3FE38E39
[attachment=32001]
I did not make this patch.
@miseru99

Yes, I don't dissagree, but seriously, you think that all people here that tried didn't take in account what you just said? I thought the same, that because the game looks and feels like it's sequel it would work the same way, but it didn't, and people here and on forums like reprep pretty like confirmed it. The game doesn't store anything size related into the common values we use here, not float, nothing. It uses a completely different philosophy that I am unable to understand. On top of that it seems that Square Soft (then) had the idea of creating something like a CRC for the memory to avoid possible errors/hangs/bugs/glitches. Everytime for example you edit values that break it, like the width/height/x-y-z placement of the models (Sora,Goofy,Donald) the game will try to correct it back to it's normal value for like 8 times every 1/4 of second. If it fails it will take it out and assign a new address for that value. So it looks like the game constantly checks some values to meet the checksum (or whatevr) assigned by the programmers. If it doesnt it will try to fix it with having worst case scenario to reassign a new address for the affected value. The thing is that if you keep going after that value and keep changing it after a bit the game's mechanic will fail/run out of possible addresses and will force your game to freeze and PCSX2 will quit. Pretty like anything that modifies visual stuff will force the game to crash except the camera axis and zoom which are not really usefull.
The actual values that the mechanics check are stored on a different way/value (maybe encrypted or different byte length) type so if you spot those THEN you will be able to do something without it crashing but till then you will just constantly break the game with whatever change you force.
I would super-love to be proven wrong, but it looks like in best case scenario, this game will be one of the most challenging games to patch.
After messing around with codebreaker for PS2 I finally give up on playing Persona 3 widescreen on my PS2.
I apparently need to load a "day 1" ".cbc" file trough codebreaker for the widescreen code to work. However, this is done by using a flash drive and Codebreaker doesn't like Slim models so it won't read the USB ports.
This sucks.
@VIRGIN KLM Oh well I didn't know the whole story really;P just saw the 500m of adresses which really is far from anything realistic and couldn't guess from it that you actually tried. If it update some of the data like model placement often, it's quite possible it updates the width/height values much quicker too, I had something like that in Bleach Blade Battlers 2, had to increase the freeze speed in CE and freeze values when mass changing to actually notice I found the correct adress, couse it just blinked fast when I was mass changing it;3. Maybe it's similar case here.

Even if it would change place also, as long as the memory range in which it changes and the update speed wouldn't be too much, it could be made in an aob scan patcher. I made one trainer like that learning some basic CE lua which basically run a wider aob scan once in limited memory range to be fairy quick, then run next scans constantly which are ultra fast, just to check if the adress is still used for and patching it if it is or running the slightly wider aob scan search anew if it isn't;], it turned out to be efficient enough to not lag anything and could be just lauched and forgotten without risking any game breaking situation. Just throwing the idea, I guess it's better than being negative, the game which isn't patched yet is still in much better situation than a game which was patched easily, but had strange problems working in the end, like ICO *sight*, gonna sit over that one when I have more time again, at least learning lua is fun;].
(05-21-2012, 03:28 AM)CornP Wrote: [ -> ]After messing around with codebreaker for PS2 I finally give up on playing Persona 3 widescreen on my PS2.
I apparently need to load a "day 1" ".cbc" file trough codebreaker for the widescreen code to work. However, this is done by using a flash drive and Codebreaker doesn't like Slim models so it won't read the USB ports.
This sucks.

you can enter codes manually. Create a new entry on codebreaker on your ps2 and find the master code for the game you want, create new code entry for both the master code and the widescreen code and you are done, you don't need to load the codes off the usb drive. The process is explained much better on some ps2 forums which were linked a few pages ago.
/Mooo;3

I have a small release to the project, ICO widescreen patch was well pretty much gamebreaking;], turning it on/off before changing every stage would be quite awfull thing to do manually, soo I wrote an automatic patcher to do that;], basically it keeps the correct WS code ON all the time during gameplay, but when the stage changes it disables the patch making it sure the stage loads just fine without bugs. I activated the patcher before even main menu showed up and tested first few stages and they loaded fine, tested also random location of end game saves and it seems to work:

Final Version - Both 16:9 and 16:10 included - can be switched during gameplay, turned on/off hopefully without any glitches;]. Added a colorfull status to see what the patcher does which could be helpfull if it still has some bugs or something:
-WAITING(blue) - the patcher doesn't do anything, it's deactivated and waiting user input,
-ACTIVATED(green) - -||- makes sure your ICO game is playing in widescreen,
-STAGE CHANGE(red) - -||- detects gamebreaking situation and doesn't do anything to avoid bugs,
-WRONG GAME(light blue) - -||- detected pcsx2 and attached to it, but can't recognize game version, if you don't turn it off manually, when you return back to playing ICO it'll find it and start patching again,
-ATTACHING(light blue) - pcsx2 was closed or crashed without turning off patcher soo it still tries to attach itself to pcsx2 and will do it once you run it again, you can turn it off or close manually through.

Works in EU, US, JP versions - meaning potentially all, as any others are just re-releases of the above(?;]).

WARNING: If you use savestates and load the widescreen patched game, you'll need to activate the patcher again before changing stage(you could also deactivate it before saving state to avoid such need).


Download final v2:
-CEtrainer(requires CE6.2+ installed) and Standalone EXE packed together.,
and as I cleaned the code and was asked by Avih for this, my lua script included:
[attachment=38554]
//added a save of game-code adress which turned out to be bios dependant(found automatically on the first run) and updated the included source code by it;]


Yah I know what word "final" means, but anyway v2:
Add's some new features to be set in ini file(created after first run in same directory)
- no-gui option which will run in the background without gui, when it starts working pcsx2 must be running already, but if that's a problem, it has built in delay(default 10seconds, can be changed via ini setting as well),
- pcsx2 process name - if your pcsx2 executable has different name, you can set it in here.
- fix for my game-code check as it turned out it was BIOS version dependant(soo old versions wasn't working on anything, but 2.00 bios which I have;c)

I also made a slight change and basically you can swap games activate at any game in PCSX2, but it'll work only when it finds ICO gamecode in pcsx2 memory, no-gui version will automatically close itself when pcsx2.exe is closed, but gui one will actually still be running waiting you to run pcsx2 again and continue lurking there in case you would like to run ICO again:3, you can ofc still turn it off or close it manually.

About the code, it's hope not too badly commented now and also made some changes, soo it could be used as an example code to learn some basic lua or simply used as a small gui template for trainers or anything. It can probably still be a bit chaotic to read, it's just how I write, but lua generally is easy to learn and read, I had only problems with syntax when starting with it like a month or two ago.

Big Thanks to Synce for all his help with NTSC versions(both JP & US) which allowed me to finally finish it @_@.

Manual:
=========================
- run pcsx2.exe,
- run the patcher,
- click 16:9 or 16:10,
- boot ICO and be happy.

as long as it finds the ICO game loadded in pcsx2 it should change status to "activated", it's pretty automatic, even if it doesn't find the game or pcsx2 in memory, it'll just keep trying to find it.

If you're running pcsx2, but patcher only shows "ATTACHING", it failed to detect pcsx2 in memory. It could happen from reasons like:
- running pcsx2 by file called differently than "pcsx2.exe" ie. buildbot add's second exe called pcsx2-rXXXX.exe which wouldn't be detected, you can change process name in ini file now to fix that,
- MTvu bug can leave quite a bit of "pcsx2.exe", I'm not sure if my patcher would always attach to correct one in such case, but it's probably better to close those ghost pcsx2 leftovers.
I guess I could complicate my little script a bit to avoid those potential problems, but for now I hope it's clear enough.


SEMI-IMPORTANT: I had to fix the patcher a bit, previously it used a check which was successfull only on PS2 BIOS v2, it'll work on all bioses now, but the activation on different bioses can be slightly longer(only the first time as I included a save of the found adress). Soo info to share: The very start of EE memory is actually BIOS and it's length seems to depend on version.;3


If anyone is interested in my Rogue Galaxy and Dark Cloud 2(Dark Chronicle too I think, but not soo confirmed;]) patcher it can be found here.
Can someone take a look in Rogue Galaxy or this game is a case almost impossible, like KH1?Glare

If GSdx, get a widescreen hack option, the widescreen hack of GSdx would work the same as the cheats wide or it will work very worse?Blink
Awesome work miseru. If you have any free time please add support for the ntsc-j version. The address is 2028DE80 (1.0f)
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