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NTSC-U

Eternal Ring (ELF hack)
Pride FC - Fighting Championships
Yanya Caballista - City Skater


PAL

Eternal Ring (ELF hack)
Pride FC - Fighting Championships


NTSC-J

Eternal Ring (ELF hack)
Pride FC - Fighting Championships
Yanya Caballista featuring Gawoo

--------------------------------------

Happy NEW YEAR~~!
Happy new year to you too. But how'd you patch Yanya Caballista? Can you make the game work at full speed on PCSX2? Every version I tried runs extremely slow and I don't think it's due to bottlenecking
(01-03-2015, 05:40 AM)synce Wrote: [ -> ]Happy new year to you too. But how'd you patch Yanya Caballista? Can you make the game work at full speed on PCSX2? Every version I tried runs extremely slow and I don't think it's due to bottlenecking

Yes. It runs about 30 fps. and I cannot make work better speed it. Sorry
(12-29-2014, 03:57 PM)FeRcHuLeS Wrote: [ -> ]Thanks for all your answers now all is plain and clear, by the way do you think all the values proposed in making elf hacks to find renders or horizontal fovs helps to find vertical fovs as well?.
Thank you very much again.

I don't know what you're referring to by "proposed" values, but if you're thinking of things like the widescreen helper tool's built-in values, 1.0 (3F800000) would probably be the most likely value to apply to both horizontal and vertical FOVs. 1.0 is way more generic than a lot of other potential FOV values, so it makes sense that it'd apply in more games. But that's not to say that it'll apply to all or even most games. Other widescreen helper values like 447.0 (43DF8000) and 448.0 (43E00000) look like they'd have a higher chance of applying to vertical FOVs, since 448 is often used as an internal height resolution.

FOVs aren't set up in a standardized way across all PS2 games. Every game potentially has a different way of doing FOVs. Having said that, you might have an easier time finding FOVs in certain games if they use the same game engine as another game that already has widescreen hacks available for it.

Many PS2 game developers probably designed in-house game engines that were used for all of their games. So for example, if you're trying to create widescreen hacks for game developer A's second game, and hacks are already available for their first game, there's a moderate chance that the first game's hacks could point you in the right direction to hack the second game. Be careful not to confuse developers with publishers. Publishers like EA have a whole lot of developers under their portfolios, so it's highly likely that their games use a myriad of different game engines. You'd want to look for specific "teams" responsible for given games or series of games. Or try to research games that use popular generic engines like RenderWare.
I would still really appreciate it if someone could look into my spider man request and also if someone could help with the teenage mutant ninja turtles vert - problem.
I made the widescreen hack for the game Mafia in NTSC-U and PAL versions,
but unfortunately needs a render fix and i don't know how to make
render fixes, i tried it but without result.
Please if somebody can make the render fix and complete the hack
for both versions would be great:

[attachment=53622] [attachment=53623]

Mafia NTSC-U (SLUS-20671)
[attachment=53624]

Mafia PAL (SLES-52282)
[attachment=53625]

I can provide the ELF files if is needed by pm.

Best regards.
(01-04-2015, 05:22 PM)El_Patas Wrote: [ -> ]I made the widescreen hack for the game Mafia in NTSC-U and PAL versions,
but unfortunately needs a render fix and i don't know how to make
render fixes, i tried it but without result.
Please if somebody can make the render fix and complete the hack
for both versions would be great:



Mafia NTSC-U (SLUS-20671)


Mafia PAL (SLES-52282)


I can provide the ELF files if is needed by pm.

Best regards.

Mafia NTSC-U (SLUS-20671)
---------------------
//Render fix
patch=1,EE,20ff8db4,extended,3d000000 //3d4ccccd

//Rendering distancce
patch=1,EE,20ff8db8,extended,44000000 //43660000
--------------------

I have tested very short time.
@arapapa:
PHP Code:
gametitle=Kamen Rider Climax Heroes [NTSC-J] (SLPS-25944)
//16:9
patch=1,EE,0030be78,word,3c013f40 //3c013f80 hor 

Can u make render fixes for Kamen Rider: Climax Heroes
If u can fix it that would be great
many thanks
Thank you so much for Mafia!
(12-22-2014, 12:13 AM)Aced14 Wrote: [ -> ]This has been a long time coming... ports and major updates to Twisted Metal Black (TMB)'s widescreen hacks Smile!

Pnaches:
  • Twisted Metal: Black [Preview] (NTSC-U) [SLPS-200] [AF3E4E18]
  • Twisted Metal: Black (NTSC-U) [SCUS-97101] [073696DA]
  • Twisted Metal: Black (NTSC-U) [Russian Fan Translation] [PBPX-95506] [7ACF7E03]
  • Twisted Metal: Black [Demo] (NTSC-U) [SCUS-97164] [CFCBDF0C]
  • Twisted Metal: Black (PAL-Unk) [SCES-50360] [2E93D897]

Background:
No.47 previously created widescreen hacks for TMB's NTSC-U version and a Russian fan translation of it. They covered all menu and in-game Field of Views (FOVs), except for 3-4 player mode. Unfortunately, like all of Incognito/Eat Sleep Play's other PS2 games, TMB is a pain to create widescreen hacks for. Its HUDs use a mix of 2D and 3D elements. As a result, HUDs looked kind of broken in the original hacks. Not to mention text, loading bars, etc were still too wide.

What got me into PS2 widescreen hacking was an online-only expansion of TMB called TMB Online (TMBO). I started following this thread when it was around 10-20 pages long, with no knowledge about PS2 game hacking. After a while I managed to come up with FOV hacks for TMBO (not yet released). At some afterwards No.47 released TMB widescreen hacks. Those hacks didn't come with any documentation and I couldn't initially figure out what most of them did. So, using my TMBO experience as a baseline, and after learning a whole lot overtime, I ended up independently creating my own TMB widescreen hacks. Also compared them with No.47's at the end to ensure I didn't miss anything.

Changelog:
  • Added conditional hack to prevent crashes in PCSX2 full boot mode (PCSX2 loads pnaches into BIOS memory...) and the Russian fan translation's launcher ELF.
  • Revised Y FOV hacks (they were previously slightly off).
  • Added 3-4 player FOV hacks.
  • Repositioned radar and weapon HUDs to the far left and far right respectively.
  • Fixed issue that caused radar coordinate dots to overflow beyond the radar circle.
  • Decreased text width.
  • Repositioned text across-the-board (left-aligned, centered, right-aligned).
  • Decreased loading bar widths (the bars no longer overflow beyond their containers).
  • Decreased widths of moving enemy health bars/arrows.
  • Decreased width of "hollow" sprites (e.g. indestructible trees).
  • Ported widescreen hacks to virtually every known variant of the game.
  • Resized and repositioned certain HUDs and text to be consistent across all game variants.
  • Pnach differences exist across all game variants, due to variant-specific differences. For example, the NTSC-U demo lacks 4 player mode, so no 4 player hacks are included in its pnach.

What's missing:
  • Physical sprite widths (e.g. destructible trees, pickup glow effects, etc) still need to be sorted out. I found out how to resize and rotate the sprites, but resizing affects both widths and heights. The code that uses those values isn't written in MIPS, but in VU instructions Ohmy... so I'm unable to hack it. Nemesis2000 might be the only person that would be capable of fixing this. The values I found are commented-out in the sprites sections of all pnach files.
  • FMVs (which are all letterboxed widescreen) need to be resized. Ideally, menu FMVs should be thinned out to appear in a 4:3 aspect ratio whilst character cutscenes should be rescaled to full screen. I could create some hacks to switch between both FMV aspect ratios at the right times, but haven't yet figured out how to change the aspect ratios themselves. All NTSC-U pnach files contain commented-out FMV sections with preliminary findings.
  • Radar full health icon widths (they look like "+" or cross symbols) might need to be thinned out.
  • Ports to PAL magazine demo and other kinds of Russian fan translations (other NTSC translations and a PAL translation) are still needed.

Notes:
  • Incognito played around with the positioning, size, etc of TMB's HUDs and text in each successive version of the game. I reviewed them all, picked the best-looking ones for widescreen, and adjusted the pnaches to make every version consistent. Examples follow...
    • In the NTSC-U preview and retail versions of the game, the small rear viewport in 1 player mode is positioned at the top-right of the screen. That caused overflow problems with the reticle weapon's countdown timer and with the Endurance mode's kills counter... the rear viewport would appear on top of those and partially/fully hide them. Incognito fixed it all in the NTSC-U demo and PAL versions by slightly repositioning those elements.
    • Enhanced machine gun counters got repositioned by Incognito in successive versions of the game in order to look more consistent across all viewports.
  • TMB has random freezing problems in all or most Git builds of PCSX2 (latest I've tried is 593-g47cafaa). I'd recommend sticking to latter PCSX2 SVN builds for this game, such as R5932.

Just popped in to say, Damn, this is awesome stuff, man!
You pretty much fixed everything to proper widescreen, the FOV, the HUDs, the menus, the text, and hell, you even properly aligned everything to the screen. It's pretty much a COMPLETE widescreen fix.

I had almost given up hope that fixing stuff like the menus was even possible. But damn, I guess anything's possible, with the proper knowledge.

Happy new year, dude. Awesome stuff.
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