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Shutokou Battle 01 Taikenban (Trial Version) SLPM-60206
16:9 widescreen. No-interlace code included as well.
For PCSX2, set interlacing to "none" and enable the Align Sprite hack when upscaling.



[attachment=75577]
Code:
gametitle=Project Zero * SLES-50821 * PAL-M5 * 22E91837
comment=Patch by wagrenier

// aspect ratio of 16:9
patch=1,EE,002565f0,word,3F400000    // x aspect ratio

// aspect ratio of 16:10
//patch=1,EE,002565f0,word,3F400000  // x aspect ratio
//patch=1,EE,002565f4,word,3EC28F5C  // y aspect ratio

// aspect ratio of 21:9 (3440x1440)
//patch=1,EE,002565f0,word,3F0CCCCD  // x aspect ratio

// EU Deinterlacing patch
//patch=1,EE,0010ba94,word,00000000
//patch=1,EE,0010bac0,word,00000000
//patch=1,EE,00173620,word,00000000
//patch=1,EE,001829b0,word,00000000

Code:
gametitle=Fatal Frame II: Crimson Butterfly (SLUS-20766) (9A51B627)
comment=Patch by wagrenier

// aspect ratio of 16:9
patch=1,EE,004000dc,word,3F400000 // x aspect ratio

// aspect ratio of 16:10
//patch=1,EE,004000dc,word,3F400000 // x aspect ratio
//patch=1,EE,004000e0,word,3F4A3D71 // y aspect ratio

// aspect ratio of 21:9 (3440x1440)
//patch=1,EE,004000dc,word,3f0e978d   // x aspect ratio

Code:
gametitle=Zero: Akai Chou (SLPS-25303) (B292D14D)
comment=Ultra Widescreen hack by wagrenier

// aspect ratio of 16:9
patch=1,EE,003ff6b8,word,3F400000     // x aspect ratio

// aspect ratio of 16:10
//patch=1,EE,003ff6b8,word,3F400000   // x aspect ratio
//patch=1,EE,00336d0c,word,3F4A3D71   // y aspect ratio

// aspect ratio of 21:9 (3440x1440)
//patch=1,EE,003ff6b8,word,3F400000   // x aspect ratio

Those patches are much better than the current ones in the emulator. They modify the value in the elf that is responsible for the game's camera aspect ratio. As such, all calculations are done with the correct aspect ratio. No need for extra patches of flashlight glare or other similar patches.
I just want to let people know that Dynasty Warriors 5 Xtreme Legends and Dynasty Warriors 4 Xtreme legends Widescreen hacks cause the emulator to crash/freeze in certain stages.

in DW5 XL choose legend mode-Mai Castle and it always crashes in the first "cutscene" at the beginning

in DW4 XL choose legend mode of Wei Yan or Lu Meng and same thing happens.

It's possible it happens on more stages/games by Koei. It happens because the in-game "cutscenes" don't like having their FOV too high. I already made a fix but I have to improve it before releasing it. This post is more like a warning to make people aware of it.

There's also another bug that the widescreen patches cause on games DW2-DW5 (not sure if all of them but most). The renderfix value is set too low so the left/right sides often show missing textures. The fix for this is to increase renderfix slightly, but this has it's own side effects as well (crashing). I also have a fix for that but same deal, have to improve it first.

Since there are 2 bugs, one crashes/freezes the emulator and one causes graphical bugs, maybe they should be removed until they're fixed
(06-16-2022, 02:35 PM)wagrenier Wrote: [ -> ]Those patches are much better than the current ones in the emulator. They modify the value in the elf that is responsible for the game's camera aspect ratio. As such, all calculations are done with the correct aspect ratio. No need for extra patches of flashlight glare or other similar patches.
Sure sure bro. Say to us what value is in the address 004000DC after current patch in the emulator is applied. And then we compare this value with value in your patch.
(06-16-2022, 03:26 PM)xMichael Wrote: [ -> ]I just want to let people know that Dynasty Warriors 5 Xtreme Legends and Dynasty Warriors 4 Xtreme legends Widescreen hacks cause the emulator to crash/freeze in certain stages.

in DW5 XL choose legend mode-Mai Castle and it always crashes in the first "cutscene" at the beginning

in DW4 XL choose legend mode of Wei Yan or Lu Meng and same thing happens.

It's possible it happens on more stages/games by Koei. It happens because the in-game "cutscenes" don't like having their FOV too high. I already made a fix but I have to improve it before releasing it. This post is more like a warning to make people aware of it.

There's also another bug that the widescreen patches cause on games DW2-DW5 (not sure if all of them but most). The renderfix value is set too low so the left/right sides often show missing textures. The fix for this is to increase renderfix slightly, but this has it's own side effects as well (crashing). I also have a fix for that but same deal, have to improve it first.

This is the properly fixed NTSC-J version, you just need to port to other country versions.

Shin Sangoku Musou 3 Mushouden (J)(SLPM-65377)

CRC=3CEB6582

patch=1,EE,00139920,word,3c0243d6
patch=1,EE,00139654,word,3c023900
patch=1,EE,0018eb90,word,3c023f2b

Shin Sangoku Musou 4 Mushouden (J)(SLPM-66101)

CRC=3A4AC047

patch=1,EE,001472ac,word,3c0243d6
patch=1,EE,00146ff4,word,3c023900
patch=1,EE,0019824c,word,3c023f2b
(06-17-2022, 03:11 AM)nifengyxia Wrote: [ -> ]This is the properly fixed NTSC-J version, you just need to port to other country versions.

Shin Sangoku Musou 3 Mushouden (J)(SLPM-65377)

CRC=3CEB6582

patch=1,EE,00139920,word,3c0243d6
patch=1,EE,00139654,word,3c023900
patch=1,EE,0018eb90,word,3c023f2b

Shin Sangoku Musou 4 Mushouden (J)(SLPM-66101)

CRC=3A4AC047

patch=1,EE,001472ac,word,3c0243d6
patch=1,EE,00146ff4,word,3c023900
patch=1,EE,0019824c,word,3c023f2b

Yes I know, I made the fix that was posted before for DW5XL. But this zooms in the cutscenes and so isn't perfect. As I said, I'm improving it.
(06-16-2022, 02:35 PM)wagrenier Wrote: [ -> ]Those patches are much better than the current ones in the emulator. They modify the value in the elf that is responsible for the game's camera aspect ratio. As such, all calculations are done with the correct aspect ratio. No need for extra patches of flashlight glare or other similar patches.

Where did you get these patches from?
Did you make them yourself?
What are the original address-values for the patches (useful for porting to other regions)?

What does the Deinterlacing patch for Project Zero do?
Have you tested it yourself?
Why isn't it posted in the "No interlacing codes" thread?

The patch for Project Zero seems to work (haven't played through the entire game, though).
I would like to port the patch for Fratal Frame 2 to the PAL-Europe region.
Therefore requesting of you to post the original address-values for 004000d0-004000e8.
His FF2 patch doing the same that current one in the emulator

And his patch requires Lens Flare's fix


Current patch
@pgert:
project zero europe has debug symbols looking and tracking value posted by wagrenier the code is created by (InitCamera) function, maybe other games have (InitCamera) function displayed in pcsx2 debugger; about no interleacing code disable function add jump up>down>up...image (required crt tv era)  visible when pcsx2 interleacing option is disabled, some interleacing side effect is add more blur to image so this codes leave stable, less blurry image, i port wagrenier code to "function level" as "test" because the value change other values in function, tested a little but look ok, also i include some Rolleyes "QoL" codes for people interested.
[/quote]
Project Zero (Europe) and (Undub 1.02) - SLES_508.21;1) Game CRC = 0x22E91837 (Test)
!! Port wagrenier widescreen code to "function level" (unknow if fixes, broke or do nothing in long gameplay) !!!
+ Des-Pal-letizer code (load official NTSC/60hz default display boot instead PAL/50hz mode)
+ Default control type to "B" for old school people (Tank type pad old resident evil alike)
+ Changed no interleacing code to "Function level" (maybe fix something or nothing at all)

@Nemesis2000
hello, thanks many codes you post across this years Laugh,  so i ask if you can help this widescreen code fix for Baroque (USA) version, (keep me thinking some weeks after user post this problem) looks code posted in forums not apply to effects (dof- blur), i know effect can be disabled but i try to preserve effect for game atmosphere is more original that disable it; i look function who change the value to widescreen for (dof-blur) but after change value the effect is expanded vertical too, after 3F80 are some "float point operations" but i have not manage to correct or match  (sometimes effect is reduced, enlaged, mirrored etc) i leave some images and code explaination.
Code:
//Baroque (USA) SLUS_217.14;1) Game CRC = 0x4566213C
patch=1,EE,00237914,extended,3C013F40 //3f80 function area for wide (Dof-Blur)
//horizontal effect exetended ok but vertical too (images available with deafult widescreen codes)

Images is from Baroque (USA version), .pnach file is for Project Zero (Europe - Undub)
(06-18-2022, 07:20 PM)felixthecat1970 Wrote: [ -> ]Project Zero (Europe) and (Undub 1.02) - SLES_508.21;1) Game CRC = 0x22E91837 (Test)
!! Port wagrenier widescreen code to "function level" (unknow if fixes, broke or do nothing in long gameplay) !!!
you did useless work
if you compare current PZ patch in pcsx2 with yours you will see it
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