(08-21-2022, 12:01 AM)BloodRaynare Wrote: [ -> ]It won't work with ISO patching because the values needed for replacing the codes was generated during the game's runtime in PS2's EE RAM. You have to find the pre-defined codes in the game's executable (before the game sent the values to the memory) to make it work with the ISO patching method (Either by using ps2dis or ghidra w/ "ghidra-emotionengine" processor).
I see. How do I find them using ps2dis? I'm new to the whole thing.
(10-20-2012, 02:21 AM)99skull Wrote: [ -> ]I made a Front Mission 4 NTSC-U(SLUS_208.88) and Front Mission 5 NTSC-J(SLPM_662.05) 16:9 wide patch
Front Mission 4 (SLUS_208.88)
patch=1,EE,00159438,word,3C024380 // 4340(192)->4380(256), hor+
patch=1,EE,001594D4,word,3C023EE6 // 3C023F19, render fix
patch=1,EE,001594DC,word,34426666 // 3442999A, render fix
patch=1,EE,002184F8,word,3C023EE6 // 3C023F19, wide
patch=1,EE,00218500,word,34426666 // 3442999A, wide
Front Mission 5 (SLPM_662.05)
I use miseru99's wide value(3F4CCCCD, 0.8) and add render fix and character ratio.
patch=1,EE,203D1A18,word,3F19999A //3F4CCCCD, wide by miseru99
patch=1,EE,0017BE54,word,3C023F19 //3C023F4C, battle floor render fix
patch=1,EE,0017BE5C,word,3443999A //3443CCCD, battle floor render fix
patch=1,EE,001BCDB8,word,3C033F19 //3C033F4C, left character ratio
patch=1,EE,001BCDC0,word,3463999A //3463CCCD, left character ratio
patch=1,EE,001BCE9C,word,3C033F19 //3C033F4C, right character ratio
patch=1,EE,001BCEA4,word,3463999A //3463CCCD, right character ratio
Hello from a far future. We have some problems on Earth but this patches dont work for Front Mission 4.. If i use this patch nothing happens, but when i use 16:9 auto supported patches in settings it just stretch my screen... How to fix that? Aethersx2 is used.
(08-27-2022, 10:21 AM)Neytle Wrote: [ -> ]Hello from a far future. We have some problems on Earth but this patches dont work for Front Mission 4.. If i use this patch nothing happens, but when i use 16:9 auto supported patches in settings it just stretch my screen... How to fix that? Aethersx2 is used.
we don't support aethersx2 ask them.
(07-15-2013, 11:56 AM)Dant Wrote: [ -> ]I don't know whether this has already been mooted, but in MGS3 Subsistence NTSC-U there is this thing (see screenshot). Water reflection is also affected by this thing. Obviously it has something to do with the widescreen patch. Is it fixable?
I have the same problem, I tried every possible settings within pcsx2 and nothing, I've been trying to fix this for the past few weeks to no avail it literally drives me crazy! Like you said it's something to do with the widescreen patch, if anyone could help or at least point out the problem it would be great.
Dragon Ball Z Infinite World - Better PAL / NTSC J Widescreen Patch
PAL had a widescreen patch with squeezing issues in the menu, while NTSC J had no patch whatsoever.
These are my ports of the current NTSC U patch for both versions, which works 100 times better then whatever PAL got.
335A5A1F.pnatch is PAL version (should replace the current one)
C7E583CF.pnatch is NTSC J
Showcase:
Hello,
I'm not sure if this is the right place to post, but I'm hoping somebody can help me out when it comes to making pnach files.
I'm trying to make a widescreen patch for Ribbit King, and I found the values for the horizontal FOV in Cheat Engine. The problem is that during gameplay and FMVs, the FOV is set to 540. Meanwhile on the results screen it is set to 1666 for some reason. I set the FOV to 405 which works well in gameplay, but the results screen is scrunched. The game seems to use the same address for the camera FOV throughout the entire file, but I'm not exactly sure if this is the case.
Is there a workaround that I am not considering? At first I was thinking I could capture the stage value and change the FOV based on that, but it doesn't seem like that is possible with the way in which pnach files work.
@Genesis710
Please check. Seems to be working fine
Ribbit King SLUS_208.37
edit:
Works without issues with stable 1.6 but for some reason the patch breaks game fonts with the latest pcsx2 builds.
new patch
here
(09-16-2022, 05:23 PM)sergx12 Wrote: [ -> ]@Genesis710
Please check. Seems to be working fine
Ribbit King SLUS_208.37
@Sergx12
I gave the patch you uploaded a try and it doesn't seem to be changing anything. I'm going to post some screenshots with the hex values I found and edited for the pnach file I've been working on. In cheat engine I have the type set to float to help with easily inputting different numbers. (Sorry if the images are low-res, wasn't sure what the upload limit was for the forums).
[
attachment=76001] [
attachment=76002] [
attachment=76003] [
attachment=76004]Â [
attachment=76005]
patch works for me
[
attachment=76007]Â [
attachment=76008]
You shouldn't use a quicksave for checking.
to apply the changes you need to exit to the main menu and restart the game or load from memory card
(09-16-2022, 10:06 PM)sergx12 Wrote: [ -> ]patch works for me
Â
You shouldn't use a quicksave for checking.
to apply the changes you need to exit to the main menu and restart the game or load from memory card
You're right, that is very interesting.Â
Thank you so much for your help, it works fantastically. I'll have to remember to not use quicksaves for checking the patches, pretty sound advice.Â
Also, please forgive me if previous messages made me sound like a jerk or a know it all, this was my first venture in trying to do this sort of thing.