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Any chance we can get the code ported to NTSC-U?

The first address is working, as it activates first person.
I think the rest of the addresses are right, but the 2nd and 3rd values I think are wrong.

patch=1,EE,20137fe8,extended,15000003
patch=1,EE,202806a0,extended,3C1B4110
patch=1,EE,202806a4,extended,AC3B03CC
patch=1,EE,20280a14,extended,00000000

Let me know if you need the .elf file.
(04-11-2019, 07:47 AM)Devina Wrote: [ -> ]Just don't get your hopes up too much. Those are from the Gamecube Dolphin version using the first person mod and free look, and unless someone offers to find a render/camera fix, it's not worth it.

I'll just post these codes for future reference (both for NTSC-U):

Gamecube AR codes:
04488170 3f4ddddd (widescreen)
00433d7b 000000c2 (first person)

PS2 (first person):
patch=1,EE,0043315C,word,000000C2

Here are the remade Gun Survivor codes which now allows R1 to shoot (it does feel way more natural). They aren't add-ons, unlike the RE4 camera code.

NTSC-J:
patch=1,EE,0010bff4,word,0803f414
patch=1,EE,000fd050,word,00c0c821
patch=1,EE,000fd054,word,08042fff
patch=1,EE,000fd058,word,24030070
patch=1,EE,0010c064,word,0803f417
patch=1,EE,000fd05c,word,87240002
patch=1,EE,000fd060,word,308573ff
patch=1,EE,000fd064,word,93260010
patch=1,EE,000fd068,word,93270011
patch=1,EE,000fd06c,word,9328000f
patch=1,EE,000fd070,word,93290004
patch=1,EE,000fd074,word,30810800
patch=1,EE,000fd078,word,34a38000
patch=1,EE,000fd07c,word,0061280b
patch=1,EE,000fd080,word,a327000f
patch=1,EE,000fd084,word,34a30400
patch=1,EE,000fd088,word,2d210041
patch=1,EE,000fd08c,word,0061280a
patch=1,EE,000fd090,word,3923007f
patch=1,EE,000fd094,word,00031840
patch=1,EE,000fd098,word,2d21007f
patch=1,EE,000fd09c,word,0001180a
patch=1,EE,000fd0a0,word,a3230010
patch=1,EE,000fd0a4,word,34a30800
patch=1,EE,000fd0a8,word,2d2100bf
patch=1,EE,000fd0ac,word,0061280b
patch=1,EE,000fd0b0,word,2523ff80
patch=1,EE,000fd0b4,word,00031840
patch=1,EE,000fd0b8,word,2d210081
patch=1,EE,000fd0bc,word,0001180b
patch=1,EE,000fd0c0,word,a3230011
patch=1,EE,000fd0c4,word,34090080
patch=1,EE,000fd0c8,word,00060842
patch=1,EE,000fd0cc,word,3821007f
patch=1,EE,000fd0d0,word,0026480b
patch=1,EE,000fd0d4,word,00080842
patch=1,EE,000fd0d8,word,24230080
patch=1,EE,000fd0dc,word,0068480b
patch=1,EE,000fd0e0,word,a7250002
patch=1,EE,000fd0e4,word,03e00008
patch=1,EE,000fd0e8,word,a3290004

PAL:
patch=1,EE,0010bff4,word,0803f414
patch=1,EE,000fd050,word,00c0c821
patch=1,EE,000fd054,word,08042fff
patch=1,EE,000fd058,word,24030070
patch=1,EE,0010c064,word,0803f417
patch=1,EE,000fd05c,word,87240002
patch=1,EE,000fd060,word,308573ff
patch=1,EE,000fd064,word,93260010
patch=1,EE,000fd068,word,93270011
patch=1,EE,000fd06c,word,9328000f
patch=1,EE,000fd070,word,93290004
patch=1,EE,000fd074,word,30810800
patch=1,EE,000fd078,word,34a38000
patch=1,EE,000fd07c,word,0061280b
patch=1,EE,000fd080,word,a327000f
patch=1,EE,000fd084,word,34a30400
patch=1,EE,000fd088,word,2d210041
patch=1,EE,000fd08c,word,0061280a
patch=1,EE,000fd090,word,3923007f
patch=1,EE,000fd094,word,00031840
patch=1,EE,000fd098,word,2d21007f
patch=1,EE,000fd09c,word,0001180a
patch=1,EE,000fd0a0,word,a3230010
patch=1,EE,000fd0a4,word,34a30800
patch=1,EE,000fd0a8,word,2d2100bf
patch=1,EE,000fd0ac,word,0061280b
patch=1,EE,000fd0b0,word,2523ff80
patch=1,EE,000fd0b4,word,00031840
patch=1,EE,000fd0b8,word,2d210081
patch=1,EE,000fd0bc,word,0001180b
patch=1,EE,000fd0c0,word,a3230011
patch=1,EE,000fd0c4,word,34090080
patch=1,EE,000fd0c8,word,00060842
patch=1,EE,000fd0cc,word,3821007f
patch=1,EE,000fd0d0,word,0026480b
patch=1,EE,000fd0d4,word,00080842
patch=1,EE,000fd0d8,word,24230080
patch=1,EE,000fd0dc,word,0068480b
patch=1,EE,000fd0e0,word,a7250002
patch=1,EE,000fd0e4,word,03e00008
patch=1,EE,000fd0e8,word,a3290004

These codes were made with this:

https://www.psx-place.com/resources/ps2-...apper.692/

Thanks! Definitely plays a lot better!
Sure thing.

Also, it would be great if the updated code could be ported to GameCube.
The current first person code is glitchy. If you use free look in combination with it, Claire's ponytail disappears (so I modded it in with texture editing), and parts of the environment seem more likely to disappear.

If this updated code could be ported to GameCube, then free look in combination would likely produce a perfect over-the-shoulder mod.
(02-10-2019, 01:02 PM)arapapa Wrote: [ -> ]------ 4:3 --------------- 4:3 Wide hack ----- Internal Wide --------- 16:9 Zoom fix + HUD Fix -----

https://forums.pcsx2.net/attachment.php?aid=68395

  Internal Wide Zoom fix

** 4:3 + Wide hack + Remove black bar = Internal Wide + Zoom fix


NTSC-U (CRC 013E349D)


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

//16:9 Zoom fix + HUD Fix

//Internal Widescreen on
patch=1,EE,20430F60,extended,40000000

//Render fix
patch=1,EE,002810e0,word,3c013f2b //3c013f00

//Wide Zoom Fix
patch=1,EE,E0020001,extended,1041c0b8
patch=1,EE,20252f18,extended,3c014360
patch=1,EE,2021d2b4,extended,3c01bf80

patch=1,EE,E0020001,extended,0041c0b8
patch=1,EE,20252f18,extended,3c014328 //3c014360
patch=1,EE,2021d2b4,extended,3c01bfaa


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

@devina : How about this patch ?


Which part of the fix I need for this...?

[attachment=68838]
Fix what, the black bars?

I already made a patch right below arapapa's which acts differently and removes the black bars:

https://forums.pcsx2.net/Thread-PCSX2-Wi...#pid595921

//Keep on always
patch=1,EE,20430F60,extended,40000000 //Internal widescreen on
patch=1,EE,002810e0,word,3c013f2b //3c013f00 //Render fix

//Use if doing Leon's campaign (disable if not doing Leon's campaign)
patch=1,EE,2031E3F4,extended,42820000 //FOV1
patch=1,EE,2031DC74,extended,42820000 //FOV2
patch=1,EE,2031C2F4,extended,42700000 //knife/grenade
patch=1,EE,2031C474,extended,42700000 //knife/grenade

//Use if not doing Leon's campaign (disable if doing Leon's campaign)
//Force zoom out
//patch=1,EE,E0020001,extended,1041c0b8
//patch=1,EE,20252f18,extended,3c014360
//patch=1,EE,2021d2b4,extended,3c01bf80

//patch=1,EE,E0020001,extended,0041c0b8
//patch=1,EE,20252f18,extended,3c014328 //3c014360
//patch=1,EE,2021d2b4,extended,3c01bfaa





Like the patch notes say, if you plan on doing Ada's campaign, or anything other than the main Leon campaign, put the // under "Use if doing Leon's campaign" section, and remove them under "Use if not doing Leon's campaign".
I mean... I want the game to look like on the screenshot. I want to keep the black bars... like the original game but with hor+ fov.
(04-13-2019, 03:54 PM)Devina Wrote: [ -> ]Any chance we can get the code ported to NTSC-U?

The first address is working, as it activates first person.
I think the rest of the addresses are right, but the 2nd and 3rd values I think are wrong.

patch=1,EE,20137fe8,extended,15000003
patch=1,EE,202806a0,extended,3C1B4110
patch=1,EE,202806a4,extended,AC3B03CC
patch=1,EE,20280a14,extended,00000000

Let me know if you need the .elf file.
Code:
patch=1,EE,20137FE8,extended,15000003 //*check game state needed because in 1stfps the cutscenes break
patch=1,EE,202806A0,extended,3C1B4110  //loads 41100000
patch=1,EE,202806A4,extended,AC3B28CC //writes to 204328CC
patch=1,EE,20280A14,extended,00000000  //need to nop this because by default writes 0 to 204328CC which we want to have 41100000
patch=1,EE,202805C4,extended,24073E38 //writes to 204328E4, push camera further back

two additional codes
Code:
patch=1,EE,202D5F6C,extended, AC200A80 //no fog
patch=1,EE,20133BD0,extended,10000008 //no loading doors

*i don't know if the check is fully correct since i observed the register t0 is 0 when playing and other values in different events, that's why i made the condition like this, trying to keep the code simple and elegant without inserting custom routines with jumps etc. game needs to be played from start to finish to check is everything is ok
Devina that 204328CC is the same address like in Gun survivor that we write with 41100000
like you found in gunsurvivor, the same here, you can set 204328A8  to C0000000(-2) to move claire to the left
also 204328AC and 204328B0 you can play around, but in this game Claire will rotate around the centreSad

if you wish to port the code to gamecube and assuming the game code is similar
you can start by setting a read breakpoint to the address which puts you in 1stfps and you must find that jump which skips the 1fps routine like in the ps2code
try finding the code in the ps2 version first as an exercise since you already know the code, then try doing the same on the gamecube
good luck
I guess you like the "cinematic feel". To each their own. Tongue

I'll take a look at the code and edit my post once I'm done.

EDIT:

So I tried playing around with RE4 and it seems arapapa's code just eliminates black bars no matter what, so arapapa will have to take a look at that.

Also tried Code Veronica's codes. Thanks so much, almasy. Smile It means a lot to me.

I love how the zoomout code makes the game look less nauseating. It's not quite RE4 style, but it's close enough.

I also like how when you examine, you get a close-up of Claire.

[attachment=68843]


One issue, strangely enough, is that the NTSC-U code messes up the cutscenes, while the NTSC-J version does not. Know anything about this? I might do a playthrough and make a list of the messed up cutscenes (so far, the prison intro and meeting Steve by the computer) are messed, while the zombie graveyard and first meeting with Steve are fine. Also, it's a shame that the "skip loading doors" mainly just replaces everything with "Now loading..." text.

I also have no idea how to port anything to Gamecube, sadly. And I don't know about "breakpoints" or "address jumping". I don't have as much hacking knowledge as a lot of people think I do. I'm often just a porter who wings a lot of it.
(04-14-2019, 06:53 PM)Devina Wrote: [ -> ]One issue, strangely enough, is that the NTSC-U code messes up the cutscenes, while the NTSC-J version does not. Know anything about this? I might do a playthrough and make a list of the messed up cutscenes (so far, the prison intro and meeting Steve by the computer) are messed, while the zombie graveyard and first meeting with Steve are fine. Also, it's a shame that the "skip loading doors" mainly just replaces everything with "Now loading..." text.

hmm, I don't have that problem with the two cutscenes you mention, maybe you are using other codes too: widescreen etc???
regarding the doors, the game still has to load the assets for the next room, so you can't make it instantaneous(in the j version there's no text just black screen, it's the way this game was ported to us). Still sometime the loading finishes faster than the door animation, so in those cases you have faster transition to next room(on some doors you can gain 3-4 seconds)
Are you not using widescreen with it?

I was doing some testing.

http://ps2wide.net/pnach/24036809.pnach

If you use the widescreen fix here, it causes glitchy cutscenes.

But if you use the "old widescreen values" (the FMVs fix and font fix don't make a difference), then the cutscenes are fine, although the Paris FMV cutscene is always glitched. Not a big deal tho.
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