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(08-18-2016, 06:35 PM)paul_met Wrote: [ -> ]Yes, there is no difference for the emulator.
It is necessary to extract the executable file from cd image. Modify it and put it back into the image by cdmage. Otherwise, the crc of file will not match with ECC / EDC data.

Well, thank you very much for the info.

Best regards.
(08-18-2016, 06:35 PM)paul_met Wrote: [ -> ]Yes, there is no difference for the emulator.
It is necessary to extract the executable file from cd image. Modify it and put it back into the image by cdmage. Otherwise, the crc of file will not match with ECC / EDC data.
Hi
You method works , extract  [SLES_026.05]  patched hex and import .
Burn CD works ,PSX and PS2
Thanks
hello, codes widescreen for Winning Eleven 2002 ntsc-j and crash team racing??? thank you.
I made the widescreen codes for the game World Soccer Winning Eleven 2002 (NTSC-J), is available in the archive.

I found also a lot of values for put in widescreen also the HUD, i needed adjust the parts, is not perfect but i've done my best
in which i spent a lot of work and time:

[attachment=60837] [attachment=60838]


About Crash Team Racing happens the same like the rest of Crash series.

With all the values of the tutorial i not found absolutely nothing, then i tried random values and i found two Y-FOVs, but
unfortunately when you move the kart they are lost, are unstable for some reason, too bad.
Also i found a good zoom, and another value which seams a good widescreen but then the graphics are broken strongly
in the sides of the screen... needs a big render fix?
Well, at least i found values that changes the screen, i try searching a little more time for see if i find something more but without hopes.

Best regards.
Hi:
Need widescreen codes AR or Hex
Gran Turismo 2 [U] (Arcade Mode) (v1.0) [SCUS_944.55]
Gran Turismo 2 [U] (Simulation Mode) (v1.0) [SCUS_944.88]
Thanks.
Guys! I found something interesting again.
Yes, now epsxe has a built-in ws hack, but...
But this hack DOESN' NOT WORK with SOME games! It's so strange...
For example - with Test Drive 4.

So I use awesome patch for TD4 by VIRGIN KLM, thanks to him...
Winning Eleven 2000 U-23 [NTSC-J] (SLPM-86600)
Code:
Widescreen 16:9
80072A48 0C00

Eyefinity
80072A48 0400

ISS Pro Evolution 2 (Multi 3) [PAL] (SLES-03321)
Code:
Widescreen 16:9
80073668 0C00

Eyefinity
80073668 0400

ISS Pro Evolution 2 (Multi 2) [PAL] (SLES-03322)
Code:
Widescreen 16:9
80072A78 0C00

Eyefinity
80072A78 0400


Eyefinity looks horrible
Is there any way to apply these changes directly over the iso?


Original 4:3
[Image: novrlk.jpg]

Widescreen 16:9
[Image: 28we87r.jpg]
(08-26-2016, 01:24 PM)polipoli Wrote: [ -> ]Winning Eleven 2000 U-23 [NTSC-J] (SLPM-86600)
Code:
Widescreen 16:9
80072A48 0C00

Zoom
80072A58 1200

ISS Pro Evolution 2 (Multi 3) [PAL] (SLES-03321)
Code:
Widescreen 16:9
80073668 0C00

Zoom
80073678 1200

ISS Pro Evolution 2 (Multi 2) [PAL] (SLES-03322)
Code:
Widescreen 16:9
80072A78 0C00

Zoom
80072A88 1200

Eyefinity looks horrible
Is there any way to apply these changes directly over the iso?

Hi,

What does this mean?
For what is the second Zoom code, if the first code puts the game in widescreen? i don't understand what you've done here.
Also from your screens there is no screen which matches the first original 4:3 screen.

Yes for Eyefinity the graphics are strongly broken in the sides of the screen, seems that needs a render fix from what i saw when
i made the codes for the World Soccer Winning Eleven 2000.
For apply widescreen changes directly to the games is needed hexadecimal values which are hard to find.


Best regards.
(08-27-2016, 02:17 AM)El_Patas Wrote: [ -> ]Hi,

What does this mean?
For what is the second Zoom code, if the first code puts the game in widescreen? i don't understand what you've done here.
Also from your screens there is no screen which matches the first original 4:3 screen.

Yes for Eyefinity the graphics are strongly broken in the sides of the screen, seems that needs a render fix from what i saw when
i made the codes for the World Soccer Winning Eleven 2000.
For apply widescreen changes directly to the games is needed hexadecimal values which are hard to find.


Best regards.

Hi. The zoom code is just an extra, as it changes the display of the game I thought it was also interesting to share. This code zooms in or out the game, I changed it to zoom out a little bit, winning extra graphics in both directions, vertical and horizontal.

About the screens: 
Image 1, 800x600, 4:3, original game
Image 2; 800x450, 16:9, widescreen
Image 3, 800x600, 4:3, zoom out
Image 4, 800x450, 16:9, widescreen+zoom out

We are talking about 4:3 and 16:9 aspect ratios, well, let's show the changes in their respective aspect ratio
(08-27-2016, 03:40 AM)polipoli Wrote: [ -> ]Hi. The zoom code is just an extra, as it changes the display of the game I thought it was also interesting to share. This code zooms in or out the game, I changed it to zoom out a little bit, winning extra graphics in both directions, vertical and horizontal.

About the screens: 
Image 1, 800x600, 4:3, original game
Image 2; 800x450, 16:9, widescreen
Image 3, 800x600, 4:3, zoom out
Image 4, 800x450, 16:9, widescreen+zoom out

We are talking about 4:3 and 16:9 aspect ratios, well, let's show the changes in their respective aspect ratio

Mm, this is not the objective, a zoom is not a widescreen respecting the original 4:3 proportions changing the vertical size, a zoom is a zoom.
Also this can confuse the people that don't have too much idea even if it is an extra, is better don't include zooms, i don't include them in the
archive, we like true widescreen codes only.
A zoom can be included when a widescreen is needed to be made with the combination of an Y-FOV for obtain the desired widescreen because
the direct widescreen is not found, and one of this cases was not happened yet with PSX games unlike PS2 games.
What i include is the Eyefinity for completion although is needed big render fix.

And for screenshots it is advisable that they match for check well the difference, the screens needs have the same size vertically,
as reference mines are made of 480x360 4:3 and 640x360 for 16:9.

Thank you very much for your codes and work.

Best regards.