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Some more:

Test Drive 4 (NTSC-U) (SLUS-00487)

Code:
Widescreen
8006f2C8 0C00

Eyefinity
8006f2C8 0400

Test Drive 5 (NTSC-U) (SLUS-00610)
Code:
Widescreen
8008815C 1334

Eyefinity
8008815C 0667

Test Drive 6 (NTSC-U) (SLUS-00839)

Code:
Widescreen
800A56C0 0C00

Eyefinity
800A56C0 0400

Test Drive Off-Road 2 (NTSC-U) (SLUS-00609)

Code:
Widescreen
80074E28 0C00

Eyefinity
80074E28 0400

Test Drive Off-Road 3 (NTSC-U) (SLUS-00840)

Code:
Widescreen
8007C6AC 0C00

Eyefinity
8007C6AC 0400

El_Patas you can officially add 199A as a search value to the list. Thank PS1 and it's fixed point and terrible rounding mathematics...

Also I found height modifiers but no width.

Tony Hawk's Pro Skater (NTSC-U)
800D2190 (00B29B30)
800D2194 (00B29B34)

Tony Hawk's Pro Skater 2 (NTSC-U)
800D8640 (00B2FFE0)
800D863C (00B2FFDC)

EDIT: Some more...

Twisted Metal (NTSC-U) (SCUS-94304)

Code:
Widescreen
80173F9C 0C00

Eyefinity
80173F9C 0400

Twisted Metal 2 (NTSC-U) (SCUS-94306)

Code:
Widescreen
8017ECCC 0C00

Eyefinity
8017ECCC 0400
What is the initial value is replaced by 1333 or 1334?
Possible values and their replacements so far:
1000 -> 0C00
12AA -> 0E00
1999 -> 1333
199A -> 1334

Add to the list:

Smurf Racer (NTSC-U) (SLUS-01359)

Code:
Widescreen
8009C96C 0C00

Eyefinity (Note: Seems like PS1 really struggles to handle that one, it may cause slowdowns or even hangs when way too many things are being loaded or rendered onscreen)
8009C96C 0400
Parappa The Rapper (NTSC-U) (SCUS-94183)

Code:
Widescreen
8008B838 0C00

There's something weird though. If you try to apply 0400 for Eyefinity while in the middle of a game it works but if you try to start a game from the start or retry it will do crazy stuff with proportions, something that doesn't happen with simple widescreen.

Persona 2 - Eternal Punishment (NTSC-U) (SLUS-01158)

Code:
Widescreen
8008B3E8 0C00

The only issues with that are that the 2D sprites of the characters are not being affected and (typically with Persona games), things that you are not supposed to be able to see are being rendered on the sides outside the 4:3 area. Not really a big deal though, but if you go to Eyefinity, those issues get nasty.

Legend Of Dragoon (NTSC-U) (SLUS-94491/SLUS-94584/SLUS-94585/SLUS-94586)

Code:
Widescreen (Battles)
800C3588 0C00

Also I found the address that handles 3D elements in roaming mode, but since the backgrounds are prerendered, it causes the common (Resident Evil 1,2,3) issues...
800C3548 0C00

Barbie - Super Sports (NTSC-U) (SLUS-00946)

Code:
Widescreen
800AA386 0C00

Eyefinity
800AA386 0400
Great work guys.

Enough progress has been made that I feel the time has come to sticky this thread. Hopefully that will get it more interest and attention!

VIRGIN KLM - You might gather relevant posts(like the base tutorial and such) and the archive El Patas made and put it in the OP.
(09-17-2015, 06:27 AM)Blyss Sarania Wrote: [ -> ]Great work guys.

Enough progress has been made that I feel the time has come to sticky this thread. Hopefully that will get it more interest and attention!

VIRGIN KLM - You might gather relevant posts(like the base tutorial and such) and the archive El Patas made and put it in the OP.

Thanx! A thanx also to everybody who has contributed so far!
Give a day to think how I will structure it efficiently.

For the moment:

Thrill Kill (Unreleased Title) (NTSC-U) (SLUS-00752)
Code:
Widescreen
800977FC 1333

Eyefinity
800977FC 0666

Note: The game calculates the zoom distance dynamically depending on the width setting, since basically it's a square stage with nothing on the sides, the game just wants you to be able to see -at most- everything from one side to the other and nothing more. I find that acceptable and making sense, but it may alienate somebody in an Eyefinity setting for a split second because he may expect to see something else, like the typical "more geometry on the sides" thing.

Deuce (Unreleased Title)
Code:
Widescreen
800925D0 1333

Eyefinity (Not recommended, prone to crashing)
800925D0 0666
(09-15-2015, 04:49 AM)VIRGIN KLM Wrote: [ -> ]El_Patas you can officially add 199A as a search value to the list. Thank PS1 and it's fixed point and terrible rounding mathematics...

Yes, i included it with the other values and with your tutorial, which i included it in my post for not to be loosed, you can check it,
great work for all the patches!

I updated the archive with all the new patches.

You remember if you used the search value of 1000 with the two first Twisted Metal games?

Best regards.
(09-18-2015, 01:34 AM)El_Patas Wrote: [ -> ]Yes, i included it with the other values and with your tutorial, which i included it in my post for not to be loosed, you can check it,
great work for all the patches!

I updated the archive with all the new patches.

You remember if you used the search value of 1000 with the two first Twisted Metal games?

Best regards.

Yep, it was 1000. Some games need more careful searching, these ones were a good example. You need to go slow searching them and even the slightest subpixel change may indicate something, sometimes you may end up modifying height-, width- plus zoom out which may result into the same exactly result as 4:3.
I see, i remember to tried one of the Twisted Metal games and not encountered nothing, but i think it was the third game of the series.

Best regards.
Updated OP to match the demands of a stickied thread.
Also the OP contains a slightly updated and improved tutorial.