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Thread: PS2 Widescreen Hack (Codebreaker and ps2rd Codes Only)
  

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  1. #351  
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    All this games miss the info about the region, nobody's can't use them if you don't know if are for the
    NTSC-U/C, NTSC-J, or PAL version of a game, or if you can provide the region ID, (SLES, SLUS, SLPS, etc.)

    Generally the codes are not compatible between the different regions of a game, is important know that.

    Please Jay-Jay update the first page with the region for every game from pelvicthrustman, from what i asked to
    him before he says all the games he tested are NTSC-U/C versions.

    It's better also that any new game you post pelvicthrustman inform about the region directly please.

    Regards.
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  2. #352  
    pelvicthrustman is online now Developer
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    JayJay,

    You should remove "Shin Megami Tenei - Persona 3"

    It might also not be a bad idea to remove the duplicate entry "USA FFX"

    ElPatas ,

    Understood - that's why I made sure to mention the region explicitly it in my last post
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  3. #353  
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    pelvicthrustman,

    is better you provide the ID for every game as stated in the first post, (SLES_534.58, SLUS-21567, SLUS_20459, etc),
    because there are reeditions of the same game with different ID and some codes don't work with reeditions.
    This is more useful and important than saying NTSC-U/C, NTSC-J and PAL.

    Jay-Jay,

    i encountered in the first post wrong information in the game called "Draken Guard", the name is not correct, is "Drakengard",
    and the ID is not "SLUS_207.36", is "SLUS_207.32".

    Regards.
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  4. #354  
    pelvicthrustman is online now Developer
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    So after being very perplexed at not beingable to get Devil May Cry to work I decided to do some work on it.
    First I verified the address in the PNACH code in ps2dis which showed that the address in the PNACH was the correct memory address for the code the ISO hex edit hack indicated, that code is:

    starting at 0x00103380
    06 6E 00 46 C6 75 00 46 86 7E 00 46 00 00 00 00
    00 00 00 00 43 AD 13 46 00 00 00 00 00 00 00 00

    I then verified that address range by doing a save state in PCSX2 and checking the offset of the EE dump in HxD.
    Then I loaded up the PNACH in PCSX2 and got the following from a savestate:

    06 6E 00 46 C6 75 00 46 86 7E 00 46 40 3F 01 3C
    00 00 81 44 43 AD 13 46 02 C6 00 46 00 00 00 00

    This mirror's the ISO hack - which is why it works.

    I then spent several hours struggling to get ps2rd to start being a remote debugger over Ethernet, for whatever reason the new ps2rd blows, but 0.5 works like a charm.

    After applying the PNACH code in ps2rd I got the following result:

    06 6E 00 46 C6 75 00 46 86 7E 00 46 40 00 00 00
    00 00 00 00 43 AD 13 46 02 00 00 00 00 00 00 00

    What's interesting here is you see the last byte of each 32-bit word being written to memory, the code was correct but for whatever reason the write was being masked.

    My original code was as follows:
    Mastercode (using the method Jay-Jay linked to previously)
    90204698 0C08114E
    Widescreen
    0010338c 3c013f40
    00103390 44810000
    00103394 4613AD43
    00103398 4600c602

    My guess is that some kind of memory write mask was somehow consistently applied before the hooked memory write (I'm not familiar with the MIPS architecture so I have no idea if that makes sense). Taking the mask into account I tried a solution of simply writing an appropriate 32-bit word to every address within the code's range, this resulted in a working code!!!

    WORKING Devil May Cry (SLUS 202.16) widescreen code:

    Mastercode
    90204698 0C08114E
    Widescreen
    0010338c 3c013f40
    0010338d 003c013f
    0010338e 00003c01
    0010338f 8100003c
    00103390 44810000
    00103391 43448100
    00103392 AD434481
    00103393 13AD4344
    00103394 4613AD43
    00103395 024613AD
    00103396 c6024613
    00103397 00c60246
    00103398 4600c602
    00103399 004600c6
    0010339A 00004600
    0010339B 00000046

    As you can see I'm just writing the 32-bit values I want redundantly at every address.

    For games where PNACH codes do not work and the culprit is some kind of masking this redundant-write method should work.

    By combining the 90 master code finding method Jay-Jay linked a few posts ago with ps2dis to find the address of hex ISO codes and turning those into PNACHs and then expanding PCSX2-verified codes which don't work on ps2rd as shown above it should be possible to simply convert hex ISO patches into working ps2rd codes.

    Hope this helps somebody, I'm just happy DMC is in widescreen .
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  5. #355  
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    I just updated the chart on the first page. Let me know if I missed anything. Or if you see anything that isn't correct.

    @pelvicthrustman (I get a smile when I read your username ), when you have time, can you provide the Game ID's of some of the games listed in your post #346. Thanks in advance.

    Both of you are doing great. I like to see activity in the PS2 sub-forums--long live the PS2! If any of you like to help out and help us maintain and update this section. Do let me know. I can fix it so you can help me edit these threads and update them. It's a volunteer task, so you can freely do it when you find the time--it will never be a mandatory task. Right now, there is only a small group active in the PS2 section that helps out, so the more the better for us all.
    Last edited by Jay-Jay; 01-08-2013 at 07:08 AM.
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  6. #356  
    pelvicthrustman is online now Developer
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    So I made some more progress - when I was retesting all of my codes for ps2rd I realized that there was an issue with the codes for both Castlevanias - the codes produce a 16:9 aspect ratio but essentially cropped instead of expanded horizontal FOV.

    This is because the second line of the code from the PNACH was left out (intentionally - because it really screwed up the vertical FOV). I can now confirm that both of these games have the same issue as Devil May Cry - it was less apparent because the first code worked since it only changed a single byte.


    Long story short I used the method described in my previous post to develop these CORRECT widescreen codes for Castlevania LOI and COD:

    Castlevania Lament of Innocence
    Mastercode
    906EA264 0C1BC637
    Widescreen
    00712378 3C014455
    00712398 3c013ac0
    00712399 003c013a

    Castlevania Curse of Darkness
    Mastercode
    90404088 0C1D51B0
    Widescreen
    00771758 3C014455
    00771778 3c013ac0
    00771779 003c013a

    JayJay,
    I'll grab all the IDs later today and post them
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  7. #357  
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    I just updated the chart on the first page. Let me know if I missed anything. Or if you see anything that isn't correct.
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  8. #358  
    pelvicthrustman is online now Developer
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    These are the IDs for the codes I've tested and posted

    SLUS 207.33 - Castlevania Lament of Innocence
    SLUS 211.68 - Castlevania Curse of Darkness
    SLUS 202.16 - Devil May Cry
    SLUS 206.53 - Dynasty Warriors 4
    SLUS 209.38 - Dynasty Warriors 4 Empires
    SLUS 208.12 - Dynasty Warriors 4 Xtreme Legends
    SLUS 203.12 - Final Fantasy X
    SLUS 206.72 - Final Fantasy X-2
    SLUS 215.03 - God Hand
    SLUS 211.96 - Indigo Prophecy
    SLUS 205.54 - Metal Gear Solid 2: Subtance
    SLUS 213.59 - Metal Gear Solid 3: Subsistence
    SLUS 200.64 - Oni
    SLUS 216.21 - Persona 3 FES
    SLUS 201.84 - Resident Evil Code: Veronica X
    SLUS 204.59 - Shinobi
    SLUS 202.28 - Silent Hill 2
    SLUS 206.22 - Silent Hill 3
    SLUS 208.73 - Silent Hill 4
    SLUS 200.74 - Summoner
    SLUS 209.51 - Viewtiful Joe
    SLUS 203.23 - Virtua Fighter 4
    SLUS 204.69 - Xenosaga Episode I - Der Wille zur Macht
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  9. #359  
    pelvicthrustman is online now Developer
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    I have some FMV fixes for some games:

    Castlevania Lament of Innocence
    004511d0 24057300
    004511d1 00240573
    004511d2 00002405
    004511d3 00000024
    004511d4 24062000
    004511d5 00240620
    004511d6 00002406
    004511d7 00000024
    004511dc 24071b00
    004511dd 0024071b
    004511de 00002407
    004511df 00000024

    Castlevania Curse of Darkness
    00443eb8 00000000
    00443eb9 00000000
    00443eba 00000000
    00443ebb 00000000
    00775398 24056e40
    00775399 0024056e
    0077539a 00002405
    0077539b 00000024
    007753a4 24072380
    007753a5 00240723
    007753a6 00002407
    007753a7 00000024

    Persona 3 FES
    0010afd0 1462000a
    0010afd1 00146200
    0010afd2 00001462
    0010afd3 00000014
    0010afd8 3c02c294
    0010afd9 003c02c2
    0010afda 00003c02
    0010afdb 0000003c
    0010afdc 10000008
    0010afdd 00100000
    0010afde 00001000
    0010afdf 00000010
    0010afec 00000000
    0010afed 00000000
    0010afee 00000000
    0010afef 00000000
    0010affc 3c02c1a8
    0010affd 003c02c1
    0010affe 00003c02
    0010afff 0000003c
    0010b010 00000000
    0010b011 00000000
    0010b012 00000000
    0010b013 00000000

    I've been discovering that a number of codes that did not work initially on the PS2 can be coaxed into doing so assuming that when the code does not work it is only writing the low-byte of the 32-bit data. The fact that these codes work (note all the zeros) is essentially proof of this. To test if a currently non-working code can be adapted in this way you simply add three additional codes, each code's address is incremented by one and its data is right shifted by 8-bits and padded with leading zeros. The codes above are made by nemesis2000 - I hope this can help adapt previously nonworking codes to start working on real PS2s . Note that this really won't work for every code, just codes that happen to be exhibiting this weirdness that is stopping them from working. If somebody here knows someone really knowledgeable about the Emotion Engine's architecture I'd love to discuss this with them and help us adapt all of the existing pcsx2 codes to the real hardware, and get an explanation of where the hell this behavior originates from.

    JayJay,
    I've created a little command line program to adapt codes as I've described for those who don't understand HEX/follow directions well, I would upload it but I can't post links, advice?
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  10. #360  
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    JayJay,
    I've created a little command line program to adapt codes as I've described for those who don't understand HEX/follow directions well, I would upload it but I can't post links, advice?
    Yes, just go ahead and upload to sendspace.com or another site like that. I will then, download it myself and then put it here in our own archive download section (that's if it's alright with you). Here is the link: http://psx-scene.com/forums/downloads.php

    I think you can't link yet, until you reach the quota limit in this site, but go ahead and just paste the link here.. just separate the . c o m and other URL parts, and I will be able to put it together and then get it.

    Also if you wish, you can start a new thread discussing how to use the new app you created and then we'll sticky it in this section and you will have your own project/thread? Cool?

    I plan to update the list in the first page later on today... thanks for all your work!
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