flameofrecca,
Yup, I did figure it out on my own, unfortunately the NTSC version of SH2 was significantly more complex than the PAL version, primarily because while the FMV scaling values were easy to find the developers rendered black bars over the FMVs which were pretty difficult to disable, fortunately they were rendered in the same function as the rest of the FMV which allowed me to find them after some hunting.
First let me stress that you're not going to have much luck without a working knowledge of programming and assembly language, in this case MIPS assembly (the EE is a MIPS architecture CPU).
You're going to need ps2dis to find anything, from there you'll need CMPLabelXxX.pis to allow the debugger to find some of the more common functions by name (just like the 90 master code method on page one).
Then you're going to look for (ctrl+g) sceGifPkInit, you highlight and press spacebar to select it then go to Analyzer->Jump to Next Referer in the menu bar. This will take you around to all of the places in the code that call the function sceGifPkInit().
As far as I can tell sceGifPkInit seems to be part of the FMV rendering process (note that there may be more than one instance of sceGifPkInit, which will make looking around a bit harder, one way to tell if it's FMV code is to look for sceGifPkReset right after sceGifPkInit but even then there could be ambiguities.
If you're lucky scaling values will be hard coded in near sceGifPkInit (see Silent Hill 3 below) in which case you're just looking for "li" instructions with some numbers that look helpful, then you change them with a PNACH, load in PCSX2 see if you're right and tweak.
That's pretty much as far as I've gotten in terms of general methodology, the rest is just experimentation and trial and error. It helps a lot if you can see what the code is doing (thus knowing assembly).
Attachment 40807
Hopefully this helps you get started, just try to remember not all games do it the same. I'm having a hell of a time trying to find the y-scaling value for Silent Hill 4 at the moment. In that game the code uses a formula for y-position so even that value wasn't simply apparent in the code.