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gamemasterplc
7th June 2017, 05:30 PM
Most games with codes or patches will have a stretched HUD. Codes are in the attachment. Patches must be applied using any IPS patcher using a .z64 ROM. All codes for widescreen are in GameShark format and any code you make for widescreen must be in GameShark format.

Request Rules:
No 2D games.
No games that won't boot in Project64.
No games with widescreen already in it unless if skewed.
Must specify region or its assumed to be for NTSC-U.
Revision of the game must be specified as well or its assumed to be the latest one for that particular region.

Requests:
NTSC-U:
Kirby 64
Mario Golf

PAL:

NTSC-J:

Rafaelele
12th June 2017, 08:11 PM
NTSC-U:
- F-Zero X
- Goldeneye 007
- Perfect Dark
- Kirby 64
- Beetle Adventure Racing
- Mario Golf

P.S. I can't get the patch Mario 64 Widescreen Mod to boot. Does it need a checksum fix?

gamemasterplc
12th June 2017, 08:24 PM
Goldeneye and Perfect Dark both already have it. Also make sure you are patching a .z64 ROM of Super Mario 64.

Koopa the Quick
20th June 2017, 07:13 PM
NTSC-U, PAL, and NTSC-J:
Diddy Kong Racing (all revisions)

gamemasterplc
21st June 2017, 12:06 AM
Already got NTSC 1.1 patch

catarax
12th August 2017, 12:51 PM
- Tony Hawk's Pro Skater 2 (NTSC-U)
- Tony Hawk's Pro Skater 3 (NTSC-U)
- Rayman 2 (NTSC-U)
- Transformers : Beast Wars Transmetals (NTSC-U)

Thanks!

theboy181
12th August 2017, 02:42 PM
If you are really serious about these type of codes then We need to find the scissoring, culling, and draw distance hacks for the games we wish to make widescreen.

Using GlideN64 with Custom resolution and try to adjust game to fit works well, and better than most hacks, but require the above hacks.

An example of scissoring:
Pachinko 365 Nichi (J) Fix Scissoring
8009F0E7 0000
8009F0EE 0002
8009F0EB 0000
8009F0F2 0002
Note: This may be helpful for other games

An Example of Culling:
Super Mario 64 (U) Widescreen Render Fix:
8127D55E 4740
8137A456 46C0
Note: Use with GLideN64 and force a 16:9 ratio.

Example of Draw Distance.

Zelda, The - Ocarina of Time (U) (V1.0) Extended Draw Distance:
81048D7E 3E80
81048DAA 3E80
Note: Not all items extended

SuperTurboTurkeyStuffer
13th August 2017, 02:57 AM
Ideally, there should be something in the plugin specification that allows the graphics plugin to notify the emulator that it is running in "forced widescreen" mode, and to activate the relevant hacks from a DB.

Melchior
13th August 2017, 03:07 AM
PCSX2 (PS2 Emulator) has a widescreen hack db sorta..

its a zip file called..

- cheats_ws.zip

with files named as
- 00C82D94.pnach
crc32 checksum(s) I think..

here is a sample from one...


gametitle=Beat Down - Fists of Vengeance (PAL-M5) (SLES-53505)
comment=Widescreen Hack (16:9) by ElHecht

//16:9
patch=1,EE,003753d4,word,3c013f40 // 00000000 hor fov
patch=1,EE,003753e0,word,4481f000 // 00000000
patch=1,EE,003753e8,word,461ea503 // 00000000


note sure how they are activated... let me check..
OK.. under the main MENU
[SYSTEM] --> "Enable Widescreen Patches"

theboy181
13th August 2017, 04:07 AM
Great idea ambient. I'll see what zilmar can do.

Melchior
13th August 2017, 04:10 AM
OK..

OH and here is the link to the PCSX2 BUILD BOT!! for a download for testing :D ;)
Orphis 's Automated PCSX2 builds (https://buildbot.orphis.net/pcsx2/)

gamemasterplc
13th August 2017, 01:28 PM
I am working on bomberman second attack. I had limited success on 64 with unfixable glitches due to breakpoints not working on nemu64. Second attack will be IPS patch for a .z64 ROM. The patch will also fix the letterboxing. Might need to do breakpoints on mirrors for bomberman 64.

theboy181
13th August 2017, 05:14 PM
What memory locations are you working with to rid the letter boxing? Do you think its scissoring locations? If you share your findings making changes to other games would be easier to find.

Wally123
13th August 2017, 06:07 PM
This is something someone needs to keep a database of. Widescreen anti-culling codes would be very useful while using Gonetz's GlideN64.

gamemasterplc
13th August 2017, 07:43 PM
I typically find the generation of the scissoring display list command and change some of the values that go into the command for no letterbox. Might also change some instances of values going into the fill rect command as well to get rid of letterbox. If the game doesnt run in Nemu64 I typically cannot make a code. Also how would we apply IPS patches on the fly. It will require big-endian ROMs

theboy181
13th August 2017, 09:25 PM
Can you give me an example or video of how you are finding these commands?

gamemasterplc
13th August 2017, 10:45 PM
Look up F3DEX opcodes for the display list commands. A requirement is the game being able to run in nemu64. If it runs with audio only or serious GFX glitches change your GFX plugin. Some parameters to the commands will be multiplied by 4.

theboy181
14th August 2017, 12:26 AM
Your reply seems rather vague. Are you able to elaborate a little further on the process?

catarax
14th August 2017, 11:52 AM
This is something someone needs to keep a database of. Widescreen anti-culling codes would be very useful while using Gonetz's GlideN64.
I update mupencheat.txt and add "--cheats 0" on a game with Mupen64Plus-Qt to keep it at startup along with GlideN64.

However I don't know where the game profile is stored to make a database.

gamemasterplc
14th August 2017, 12:13 PM
That's because the process is highly game specific past that. You also need MIPS assembly knowledge. I typically start widescreen hacks from finding a specific display list command as well. The upper 32 bits of the command is DA380007. That command loads the projection matrix. The lower 32 bits is the physical address of it.