#Modding the MGS1 emulator
1 messages Ā· Page 8 of 1
they've got to have some mgs1 tools for that i think
did we really go through one script VM to find another script VM
konami really has the magic touch
Turns out they're not incompetent, they just had to prioritize getting it to work with all the vendor requirements, rather than adding a crt filter
They played us like a damn fiddle
"I was wrong--
You're not lazy
"You're batshit insane"


@finite peak how hard is it to use that shader pack I sent outside of RetroArch?
Was it made specifically for RA?
I'm guessing the chances of getting MGS1 to run at higher framerates is probably almost zero, right?
Probably an issue much deeper than modders are able to fix
I wouldn't bank on MGS1 being able to run at higher framerates until the decomp project is complete and there are ports made from it.
For sure - i was just curious from a theory perspective
but even then, i would have thought it might be unlikely
question is more "who is going to do it" than "can it be done"
Santa obviously
Yeah, I doubt it would be an easy task even if it was possible
But you reckon it theoretically might be?
Because I was under the impression that something like that (which is tied to physics in this game too I think?) was probably not really easily fixable
Maybe if it was done like in OoT, but OoT is a native PC port, unlike this one
Driver2 had a PSX to PC port through fan decompilation. The people who made it wrote some kind of translation layer or something, to make PSX exe's work in x64. The guys on the MGS decomp project said that this might be a way to port mgs. But a lot of work is to be done no doubt. I don't think we'll see a native mgs port for a couple of years at least, since they've not even decompiled half the overlays
Yeah if an MGS decomp project gets done, then they can surely do higher FPS
I have seen hacks that raise emulated games' FPS but they have issues most of the time
So it's not impossible but it seems to be a lot more difficult to do
It's completely outside my sphere of knowledge though
Sometimes they raise fps through interpolation so they don't have to rewrite game logic
Yeah
There was a dev on some forum somewhere, and he said that MGS1's PC port was more of a wrapper than a proper port or anything else.
And that they were in relatively frequent comms with KCEJ and Kojima
Had a story about that image of MGS1 Snake with eyes you occasionally see. They'd put the work in and were going to pay some dude to start upressing things, but Kojima veto'd it. Something along the lines of a 'Less is More' approach.
I worked on the port of MGS to PC back in 1999-2000. Here is what I've learned:- Models were not "skinned" as it was popular in the day. Some textures were covering only the front part of the body, others arms, etc. As such it was possible to use very little colors per texture (16) and use palettes (which is a very small "texture" in the graphic...
Found it
- The game used a tricky pointer hack, basically on the PSX accessing a pointer with the highest-24-bit set means read it from the CPU cache, otherwise not (or maybe the other way around). This was used for example to indicate whether the C4 bomb was planted on the ground, or on the wall instead of keeping a booblean/bit flag for it. Possibly was used for some more things. Since it was 24-bit, that meant 16mb.```
In layman's terms, it's more like how you can use Windows Programs on Linux using WINE, than it is emulation or porting.
I got that sense from looking at it for about 10 min
it almost makes a point of pride of porting it with the least effort possible
not in a derogatory way
They were a pretty small company, with some really good programmers, it seems like.
The result is more finess than effort.
yeah it seems quite clever
- On my part I'm really proud that I was able to do a global-hack where I kept the fixed-point coordinates sub-pixel precision, so our PC port did not "tremble" or "shake" like others to come. Basically on the PSX when you draw a triangle, the "chip" makes all numbers integer pixels, and each vertex "sticks" to a concrete pixel - this makes "shimmering" like feature, and I was able to get around it.
Took PSX emulation proper another 25-30 years to achieve this.
Yes... I don't know if his solution is similar to PGXP, but the result is the same. In fact, his solution is probably better, but then again the old PC port is not really emulation, so it's probably not fair to compare them
The old PC port (2000) and the GOG port (2020) have zero texture wobbling
GOG is obviously based on the old one
Yes, it's the same port. GOG has added some fixes. There's also a custom fanmade launcher which includes a bunch other fixes, including some of the audio issues and stuff.
Yeah I own it with the fan-made launcher
It's still worse than DuckStation unfortunately
Only thing that's better is zero texture wobbling
Most notable issues are the botched Mantis fight, 24 FPS cutscenes, and altered/missing particles during flashbacks
Also lack of rumble support
Yeah, I agree. It's not a good version.
will get back to this soon.. i decided to buy a laptop to install windows 98 on
wonder if i can use it to code
Neat :).
So old hardware?
I love old tech š
You mean to code in general or to attempt to code something about MGS1?
An acquaintance of mine still uses windows xp for some reason... on his main pc
He worked at Valve for a brief period
thinkpaaaaaaaad 
Thinkpads are the best. Love the little red nipple
both
mgs might be tricky, definitely can't run the m2 port
steam input for one and steam doesn't even support xp anymore
couldn't even compile it at the moment because of the requirement of the recent intel compiler
but the game is from 1999 so it would be very aesthetic
can you even get something like python on win98
i bought it because there's always something that eventually requires old windows, and 98 VMs suuuuuuuuck
but its an interesting experience using it again
like if i had to, i could live with it
i wonder if with steam input replaced and steam drm patched out, it would run on 98
it is conveniently 32bit
I don't think it has steam drm. Just steam inputs being in the way
i since realised it definitely wouldnt work coz its dx11
it blows my mind that you can get dx9 on win98 though
nah would need to rewrite the gfx backend, i think there is only a dx11 one in mgs
I just noticed the decomp labels all of the overlays, so here's what the patches change:
abst Load Save From Memcard
camera Load JPEG From Memcard
change Disc Change
d16e Rex Hangar Cutscene
demosel Demo Theater
option Options Menu
rank Rank Screen
s03b Torture Room
s07a Nuke Building B1
s07c Commanders Room
s07cr Commanders Room
s09a Cave
s09ar Cave
s12b Snow Field (After Sniper Wolf Battle)
s12c Snow Field (After Sniper Wolf Battle)
s16a Rex Hangar 1st Floor
s16c Rex Hangar 3rd Floor
s16d Command Room
title Title Screen
most of those make sense and are obvious but i havent memorised the game enough to identify the changes to random rooms
yeah, there are
init and init_ve
they're not in the mgs_reversing overlay table for some reason
its a shame there's no working gcx decompiler for mgs1
well i can't find one for sure
its the best ive seen so far
it gives it a go
whys it in a webpage tho lmao
ah, found the source
the code overlay patches just jump to their extra ram codecave thing
worth mapping these addresses since they will likely be the same for all game versions
the camera patch just sets some flag in the special sauce area
which I assume is read by squirrel
not sure what we call this thing. i quite like "special sauce area" but open to ideas
i've pushed the scripts I'm using to git to give them a proper place: https://github.com/nuggslet/MGSM2Fix/commit/f3d50440b552f59007ba553961b4bd3268066a8b
that should be all u need to apply the patches and play along at home
so,,, how is this used? a little unfamiliar with this stuff myself
haven't worked with python in years
you need alldata.bin fully unpacked & deserialised, then run the script from the alldata root dir
need to specify game title and version, as well as pad type
it also needs the lz4 python module: https://pypi.org/project/lz4/
so e.g.
M2Patch.py --name INTEGRAL --version VR-DISK --pad PS5
should work if you have things set up properly
if you don't set the pad, it'll try to patch it skipping patches that are differentiated by pad type... no idea what the result of that would be though, it may be that some of the general patches depend on a set of the pad patches being applied
that would at least be a very good way of finding what patches do what, i guess
i'm kinda stuck here... 
i don't know how to install modules on python and the guides aren't making sense to me š
i try things on python but it's just giving me errors
should be able to just type "pip install lz4" on command line if your python isnt borked
š
whaaaa!
noooo
remove the python
just pip install lz4
python -m pip install lz4 should work if that doesnt
aw whaaaat i gotta get it from the microsoft store?
wut
but i just installed it

ye that worked
now u should be able to run M2Patch.py
if u have the alldata unpacked
needs to be run from the root where u have system/ and 099/ etc
no idea
welp, no better time to test than now
i assume they all have to have ingame settings
are there 3 sets of PS buttons ingame?
there's only two, for the dualshock 4 and dualsense

so i did this, another blank cmd window flashed after i pressed enter
i assume it did... something?
unless it did nothing
then
that might be on me
what version would i select for MGS1_US? idk what to put there
it suggests values for version based on what you set for name
so for --name INTEGRAL you have two versions, "INTEGRAL" and "VR-DISK"
coz integral has a disc 3 which is separate
most of them will just have one obvious version (but it doesnt pick it by default)
i see
the "date modified" time didn't change from when i first extracted em
so idk if anything changed
it wont change the existing files, it should make new ones
ooh, ok
it should also print all the patches it found
yeeeah nothing printed, so
i dunno, it gave me an error when i didn't put in a name before, but not for a version
huhh
that doesnt make any sense lol
no version should definitely give an error
what happens if you stick "python" before M2Patch.py? any difference?
it gives me the version error now
interedasting
wait, so is this what i was missing LOL
i assume your machine is like mine then and we have like 50 different versions of python installed all over the place and no idea whats going on
coz if I run without "python" it ends up executing in a python install that doesnt have the lz4 module

yeah, looks good if it found the version
we out here
you should have files in system/roms without the file extension
mmhmm
those are the patched ones
so, i can rename the old ones and just add the extension to the new one?
that wont rly do much coz the game is already applying these patches
oooh
this would let you run the MC version in another emu
OOOH that's what i figured!!
but need to reconstruct an iso with them (which is possible but i havent done it)
ok that was unclear to me at first
the file it derived from the lz4a is also decompressed so u can see the part of the rom they split off
i'd need to write another script to turn it all back into an iso
can be done in a hex editor tho if you know what ur doing
i'll do it l8r if no one else does
but yeah the stuff it prints is the entire patch table for that rom
so there are cd patches and ram patches
yeeeeah i figured just adding .bin wouldn't make it playable LOL
ive been extracting the unpatched and patched roms and then diffing the two folders
yeah, the ".bin" and the ".lz4a" outputs need to be combined which is a step i havent done
i see i see
also needs some psx libraries added back in manually
they handle the logic natively and decided to strip them out of the ram
but as far as i can tell, they're always identical even across game versions
sooo
someone just needs to splice bits together now
the lz4a thing is no longer a problem which is nice
atm this is mostly just useful for looking at wtf they did
definitely is interesting, alright
i guess after this gets figured out, maybe save file extraction could be done next...?
unless that was done already... i haven't been tuned into that stuff LOL
thats probably just a case of finding the offset in that huge steam save file
can't imagine there's anything complicated about that
it's probably just saves for all games / versions lumped into one file more or less
i think so, yeah
hmm
how are mods for the psx game packaged
someone said the psx version has mods
where are they lul

there's only two things on romhacking.net and it's just tools
so it'd be nice if we could load ppf patches
is that what ur saying
i have
just in my head
lol
should be possible to get the game to load a ppf
i think the way it'd work is the ppf gets first dibs
then the m2 patches are loaded
with something to turn off selected m2 patches, that should all do the job
probably nicer than us trying to make our own m2 patches coz it aint pretty
but, good to know about ppf, seems like its quite widely used
im very impressed that they patched gcx
that means they have secret mgs tools
wonder if that means they have source code
the gcx patches probably don't control johnny's underpants tho
not in the right stages
Could the undub be made with this?
not sure what that means
Nuggs, to force MGS into borderless mode, did you just just change the flags or did you also have to change the directx calls?
Unrelated to mgs specifically, trying to mod another game
i just patched the CreateWindowExA style
and force the already-present windowed mode
right, i guess I will do ISO reconstruction because that knowledge will also be required for PPF loading
lol the r3000 accelerator uses some custom "checksum"
its literally just
add the first 256 words of the ram image
take the low 32 bits of that
that's your checksum
ah, that library block is actually a slightly different size in each rom
does anyone have all of the original roms
it's basically 0x10000 bytes that are missing from each, but it's not game code, just psx libraries
I wonder if it can be restored from the accelerator info
local rsc = Resource(); rsc.load("system/config/system_prof.psb"); while (rsc.loading) wait(0); return rsc.find("system/config/system_prof.psb").root.root.title_list[0].name.europe;
<?xml version='1.0' encoding='utf-8'?><eval type="OT_STRING" value="METAL GEAR SOLID - Master Collection Version"/>
glad we can do all this useless bullshit now
Iāve got them
Do you need the original roms as in all the ones extracted for the .bin or do you need all the original playstation images?
it's part of the lz4a that is missing, so i definitely don't need the entire rom
you could figure it out yourself if you're handy with a hex editor and can run my script
but I assume its all in the mgs/slus/whatever "exe"
not particularly bothered by "piracy" here since its just library code shared between most psx games
Well I work the weekends so I wouldnāt be able to do all that right now, I can do it in a couple of days or I can package and send the images
Also to be clear, it wouldnāt be piracy anyway cuz we all bought the collection rightā¦..right???
lol true
yeah whatever's easiest
using no$psx to extract the executables would do but if thats too much effort then the entire images lol
im gonna try and get the script to inject the missing bits and reconstruct a bootable iso
with all the patches in place
Well itās not so much the effort as it is access to do all that on my work days on top of working on porting all this over to the deck
Iāll just package them up and give you a link, give me just a bit, Iāll do it on my lunch break
cool, nice one
heres what it looks like btw
this section should not be all FF lol
means there actually isnt enough data in the MC to make an ISO
Yeah thats what I was talking about, they replaced the sony header, but theres more
its definitely not in the right location but that's because its a ram dump that gets loaded
Canāt remember all the details atm, work is on fire and Iāve only had like 2 hours of sleep
i compared against an iso with things moved back, and well
first difference is the code they deleted
progress has been all over the place recently coz the goalposts keep moving lol
what im trying to accomplish keeps changing
so many goals to achieve about MGS1 modding, eh?
What are you trying to accomplish then?
The page still says Next on the list of maybes but not sure yet: upscaling, 16:9, Overclocking
what page
Uh... The mod page?
You're listed as one of the authors but sure
only page i'm responsible for is https://github.com/nuggslet/MGSM2Fix
I see
i dont even have a nexusmods account lol
i'm not green enough to promise things that aren't basically done
This probably doesn't help at all, but I speak/read Japanese, if that might come in handy for you at some stage, feel free to ping me
I'm sure it's irrelevant cause you have other tools for language issues, but y'know, just in case there's something amongst this that you need looked at
Are there any new elements in Integral that have never gotten an official translation?
Not even on the 2000 PC port?
good question tbh
š®
damn, i don't think i've heard of that
this was in Integral specifically?
was it 'secret' or more like a 'bug' i.e. something they forgot to remove?
Yeah that would be good, having trouble reading some of the kanji on the 2nd message of it
but i could make it out from the context
first screen says along the lines of "This frequency is for the staff to share behind-the-scenes info (tidbits?) from the development of Metal Gear Solid"
the next screen is harder to read (qual drops for some reason) but basically "This will be displayed in Japanese, even the user has English setting"
aw man...
It flicks off some too fast, but yeah after that, it has a few messages from devs (with their names); first one talks about the infinity bandana and how they called it "kombu" in development cause it floats like kombu in the sea
In the PlayStation version of Metal Gear Solid: Integral, there are two hidden Codec frequencies: 140.07 and 140.66. 140.66 plays classic Metal Gear themes at certain areas, including "Discovery", "Zanzibar Breeze", and "Theme of Solid Snake." 140.07 features staff commentaries (in Japanese only).
next says he like's Meryl's orange vest in the last scene and asks "doesn't it look familiar?"
didnt' bother reading the rest but yeah that's a neat discovery!
https://youtu.be/l57XbaMyuss?t=46 better quality
Available only in the Japanese version on PSX
oh nice
ahh interesting, this has different dev msgs, i guess they appear at random similar to regular codec calls
actually tbh,
like magic
pretty damn accurate except a few minor errors, japanese machine translation has come a long way it seems
š
Who said that
Ikuya Nakamura
Ah I see
@glad frost https://www.youtube.com/watch?v=5eQ3qnzX5B0
How to Unlock MGS1 Secret Briefing Scenes
⤠SUBSCRIBE for more! https://www.youtube.com/channel/UC5thYv0__1H11k6PdFVRKVQ?sub_confirmation=1
#metalgearsolid #nostalgia #mgs4 #mgs1 #duckstation #mastercollection
Here's how to unlock the two secret briefing scenes in MGS1. All you need to do is choose "Exit" after the very first briefing scene, ...
I caught as many as I could
this is way better quality lol
nice job
i'm surprised these haven't been translated already?
if not, i can certainly take a look
would've thought fans would've done this already though, or maybe they have
If they have, I couldn't find them anywhere
Ty
I asked for nuggs permission to use his HD fix and I would credit him, Iām the one who uploaded it.
I see. Btw I was trying to make a good CRT preset with the PSX S-video version of the Megatron CRT shader and it's really really hard to pull off
Also I listed that as possibles because weāre working on it and have talked about it, and obviously nuggs is trying to get those things in
Yeah CRT shaders arenāt easy
Cool
It took me almost a year to figure out how to make them properly
Well considering auto hdr happens with the game I donāt see why
Eh, I have one I made for retroarch that trumps anything else Iāve seen
-
CyberLab Homepage
https://forums.libretro.com/t/cyberlab-death-to-pixels-shader-preset-packs/35606 -
Sony Megatron Colour Video Monitor Homepage
https://forums.libretro.com/t/sony-megatron-colour-video-monitor/36109 -
CRT Guest Advanced Homepage
https://forums.libretro.com/t/new-crt-shader-from-guest-crt-guest-advanced-updates/25444 -
Retro...
I'm talking about these
The author recommends an HDR display of at least 600 nits, but truthfully 1000 nits or above is the best.
Really curious to see this one on MGS1
try those instead if you are going to use retroarch, not all of them are perfect but the one for swanstation is on a large screen 4k hdr TV
Do you enable HDR in RetroArch?
Of course
full disclosure, I hate that shader but I don't like the trinitron look
I know it's a matter of personal preference which is why I shared my folder
You still need to play around with the settings for white paper luminance and stuff I assume
and of course it's for swanstation
np
nuggs I'm uploading that file now
I'll PM you the link, it's almost done
You're gonna import this shader on the MC?
I have no idea, the shader I did for reshade is good enough for now
Oh I did forget to mention one thing
swanstation you need to use deinterlacing and run at 2x
since it can render the game at native 480p that way
Why just 2x?
because it's native 480p, it's not upscaling
it looks awesome
you can't use shaders at 4k
all CRT shaders lose their effect at 4k
oh that would explain why they look so bad then
?
yeah only an ametuer would even consider that
They look absolutely fantastic
They absolutely look incredible
they don't even look like my real trinitron
the shader I sent you was matched to my real phillips CRT
I see
like it's literally sitting right next to my TV
most shaders people post are garbage cuz they are only matching them to still images that they think are how they are supposed to look
I run my CRT tv right next to my 77 inch OLED C2 and match them
then I saturate the colors just a bit cuz HDR colors can be better than CRTs
but only a bit, obviously you don't want to oversaturate them
full warning, the N64 shader, Saturn Shader and N64 Shader are all really good but the others are more experimental
I was messing with different gradients and color saturations with the others
CRT shaders are really a personal preference. If people like a certain shader, that's up to them. You can't say that "only an amateur would even consider that", that's just ignorant, as lots of people like the megatron shader. It's not like your opinion is the only "pro" or correct opinion. Everybody has different opinions, and that's fine. I don't particularly like the shader you use in your mod, I would never use it, but I'm not calling you an amateur because your opinion differs from mine.
Im backing up the fact CRT effects look not nearly as great at 4k
It often ends up looking way too different from an actual CRT
Then again maybe its just because I associate CRt with a degree of visual noise and
4k CRT filters looks WAYYYY too fucking clean
Even normal CRT filters to me are a missed cause usually, you cant replicate that phosphoric blur
Its like a good cigar
Did you watch the video? They just look amazing
Also they work on 4K displays without having to bump up the resolution to 4K
There is also downsampling to the native resolution
All sorts of techniques
I would say these were the most accurate CRT shader presets I've ever seen so far
You can even see the subpixels on an OLED TV screen
There a no "facts", only personal preferences. I like 480p, with crt shaders. I also like 240p and 4k sometimes. I sometimes like widescreen, sometimes not. CRT shaders and resolution options are aesthetic preferences, and those are highly subjective. It's basically meaningless to discuss which is "the right" or "correct" way to play a game. No one can be "right" or "wrong" in that regard.
Honestly though I just think MGS1 at 9x without shaders looks better than low res with shaders or even on an actual CRT
MGS1 specifically
There are facts in which the 4k CRT image actually doesnt replicate CRT imagery as well
yeah I love how mgs1 looks at plain high res
it gives it a more cartoony but unique look
I did look at the video, it does nothing to show how 4k CRT looks actually
So im confused what video youre talking about
I have run the preset that the video has run
Ehhh, it looks fine
Way too little visual noise is produce on 3D game
If youre designing a filter to replicate the CRT visual youd get from actual hardware
And it fails to capture that aspect
Then it fails
No matter how good it is
Its not a matter of preference, it just doesnt look like it would on CRT
Still tho, itsa pretty good looking, i never said it looked like shit
-
CyberLab Homepage
https://forums.libretro.com/t/cyberlab-death-to-pixels-shader-preset-packs/35606 -
Sony Megatron Colour Video Monitor Homepage
https://forums.libretro.com/t/sony-megatron-colour-video-monitor/36109 -
CRT Guest Advanced Homepage
https://forums.libretro.com/t/new-crt-shader-from-guest-crt-guest-advanced-updates/25444 -
Retro...
There's plenty of screenshot and video examples in the actual thread
You just reposted the same thing LOL
It does look amazing and replicates a CRT quite impressively
You cant HDR capture on object properly the the conditions you can create
...
He literally says that LOL
Disclaimer: I present these to you without making any claims, representations, warranties nor acceptance of any liabilities including any arising out of the use of this software whatsoever. They are just my presets that I use and Iām sharing with you in the hope that you may have an as wonderful and magical experience as I do when playing retr...
Im not saying its bad at all
He only says that about accurately capturing HDR footage, especially on YouTube
But if you try it out on a 600+ nits HDR 4K display, it's extremely and freakishly close to an actual CRT
But the issue is that high res emulation of CRT filters actual tend to clear up too much visual artifacting these game were designed around
It literally boils down to
It looks too clean for an actual CRT
You can downsample to native res and still use them
Oh for sure
THe argument was for high res tho
To which I said it doesnt look better
And that looks infinitely better than actual native res
To me it doesn't, but especially MGS1 I don't think it benefits from CRT filters at 9x res
My favorite look for MGS1 is no shaders, 4K
š
Pixel art games are a different story
MGS1 barely has any pixel art though
I'mma try those shaders on MGS1MC now
Sure you can talk about some CRT shaders being more "acurate" than others, but in the end no shader can replicate real crt, so it basically comes down to an aesthetic preference.
Yea but again
Im critiquing high res CRT shaders
Looking less accurate than low res
You can probably prefer a shader over an actual CRT if there is stuff from CRTs you don't like
Obviously you can like whatever you like
I like more minimalist CRT shaders personally, the more accurate ones not so much cause I don't like the bloom effect lol
Oh for sure, some time a game just needs less bloom from a CRT effect
In the end it does boil down to personal preference, yeah
Meawhile Im more just saying to actual accuracy, not actual personal preference
Because a CRT image does not always look "better"
Especially games where that phosphoric blur you associate with CRT, just looks like shit at times
Yeah
IDK why this got into a whole its "your personal preference" when it was an accuracy agrument
Even if the accuracy looks less clear and more like shit
Thats often what CRT can look like LOL
It probably depends on the CRT in question but to me most CRTs I saw hurt to look at after some time
Lol yeah
It also just comes down to an analog VS digital visual comparison, but thats a WHOLE ANOTHER rabbit hole
silly question perhaps but what is the goal of this download?
The description goes over installing it but not what you get with it.
I can see its crt shaders plus the mgsm2fix but how is it done? is it affecting the master collection itself now as opposed to being an emualtor like before?
I have a collection of xdelta patches for restoring MC .BINs. I can upload it if you want.
I managed to apply RetroArch shaders onto MGS1 MC using this method: https://www.reddit.com/r/emulation/comments/174z130/psa_you_can_now_use_your_standalone_emulators_in/
It looks vastly different than what is actually on my screen though and I have no way of accurately capturing it
This opens up a whole new set of possibilities, as certain RetroArch shaders and shader presets were exclusive to RetroArch itself until about 2 months ago
Sounds easy to get around, to load other games onto it. Not sure why you would, but it's a curiosity.
Oh my bad, which 2 is it?
i dunno, one sec
the original japanese release, i think?
non-integral
two discs, so one rom really
Oh right, that was on purpose cuz its not part of the collection
At least not on the NTSC side
Master collection? It's in there
You just select default mgs1 and pick japanese language
thats 19 discs
Try this
#1168512986491670548 message
Oh its the bottom one
My bad, you are right!
I never noticed or I would have sent that one too
That version is kinda trippy btw
Did you need that one as well or you good?
i'll take it if you've got it
ill look at these too
im essentially gonna extract the missing bit from all of them so the script can make an iso with patches
not actually that much is missing
and distributing that bit is not gonna help anyone pirate the game so
So now we can get the originals roms that you can use for whatever emulator?
That's always nice to have in a collection for people who care about legality
yeah, it'll let you restore the original or run the patched version in other emus
I don't think it's totally legal though
its really the 2nd bit that i'm after as it'll help
its no less legal than things like the psyq sdk being on github for decomps
as that's literally all i'm extracting - they deleted some libraries
not really game code
I mean there have been court cases about things like backup roms right? They say that if you don't distribute them then it's legal
the problem is the compiler eliminates code that isn't used, and what is and isnt used varies slightly per-version
I'm talking about my xdelta patches
like the variations are about 50 bytes lol
but its enough for me to need each version
i dunno why they deleted this bit because they can still do the accelerator thing without deleting it
i actually only need 11, not 19, because the disc 2s use the disc 1 lz4a
Uploading japan and asia now
https://github.com/FoxdieTeam/mgs_reversing/blob/master/src/libgcl/hash.h is this really a hash function? like something that could be reversed rather than using defines?
Feel free to ask them question on their Discord, they are very helpful 
yeah no need, i found the function
was mostly just curious, didn't really need it lol
anyway i looked at the save format and yup its basically just 10 virtual memory cards at rando offsets in that file
ill add some tool to manage it to the list
theres soooo much to do lol
need more ppl working on this
Just pin it here
Maybe we could put it on pcgamingwiki
Kinda like how mega man x legacy collection's page has scripts to extract snes roms for 1-3
But it's not a script
It's a patch which contains a difference between MC BIN and actual working BIN.
And I don't own all these different versions legally, so... š¤·āāļø
Well maybe if you narrow it down enough so you couldn't get the original bin without having the MC bin then it could be okay?
Kinda like how decompilations require the original rom to extract assets from
thats kinda what my script will do
What kind of "saves" do the external games have?
Are they dummy files or did some intern have to boot the first level of like 15 different games.
no actual game data, its just the barebones metadata for the game to detect it
its created on the fly in the scripts rather than copied in from assets
heres the implementation
Oh is this a script? It includes Japanese code comments?
yeah
quite a lot of comments but theyre generally not too illuminating or helpful lol
they often just say the blindingly obvious
the code is at least readable unlike the vol1 bonus content
bonus content has no indentation at all, its all been flattened
theres occasionally the odd mgs-specific code block that is entirely commented out
e.g.
im kinda surprised they ship the source and not squirrel bytecode
its compiled each time you run the game
Hmm. Some function of Unity?
this isnt unity
Oh, is the emulator unrelated at all to the MGS2/3 game frontends?
yeah, they look similar but its actually a completely separate implementation
That explains the Circle to Confirm.
That's a shame, I was hoping there'd be a way to reimplement O Confirm X exit.
On the Bluepoint games.
i don't know anything about the bluepoint + unity stuff
at this rate it would probably be a better use of time making the launcher suitable as a frontend for a decomp port lol
Weren't there people here saying a decomp is not even close to getting done?
Could be another chat
looks like it's making rapid progress to me unless I'm misreading their statistics
it's one of very few where I have confidence it will actually reach the end
If it's ANYTHING like the SM64, OoT, and MM (soon to be completed for that one), we're in for one hell of a ride
Everyone will be happy
nah we'll just find new things to complain about
My buddy at work was on the team that did it, just ask and Iāll get back to you
Lol
The only thing I can see people complain about if an MGS1 decomp dream ever gets realized is the lack of achievements compared to the MC
Which is a big one for a lot of people
They can still do everything required for the plat and enable the Steam achievements with Steam Achievement Manager
But yeah okay
I donāt think repurposing the launcher is the worst idea, but there has to be a way to hook the achievement system into the decomp
Ok then there would be pretty much no complaints because people would then add whatever extra features they wanted on top of the base game
But the base game would be available in its best form
BTW nuggs, tried out the fix on steam deck
Everything works except for the video scaling
Analog stick is good, filter is off, scan lines are on
Logging works, all of it, just no scaling
The game looks like itās integer scaling so itās in a small box, going to bed now but let me know if you have any ideas about why that might be
Sonic modders did manage to get the 2004 port of Sonic Adventure to grab achievements from the dreamcast collection version
Press the ... Button and look if the deck is rendering in Interger. It is a legit setting deck does and it does affect the screen.
have u looked at the deck scaling settings tho
I had a chat with someone, what they impressed on me was that they've done the main executable, and that's the big hurdle. But every stage has executable data, too, that needs decompiling.
They're making constant progress, but at this point it's not leaps and bounds? Still very exciting.
Iirc the last time I saw the progress it was near 80% but I could be wrong
It's been quite a long time
it seems like it was quite recent that they finished the main executable
and now a lot of the overlays are marked as done
over half are either done or in progress, for sure
Yeah. They've only completely decompiled the DOCKS, first area.
that strikes me as being in quite an advanced state
Quite
Good
Essentially that's what we need
A true PC port in the hands of dedicated fans
More of a want.
Oh I need it
Here's the 5-year-old jabs again
I'm not special
I just need something more than what we already got because I've replayed this game at least 100-150 times since 1999
Would be cool
The things they did with the SM64 port are insane
Luigi, Wario, modern controls, extra stuff
It's just insane
also wtf is going on in #modding-general? people relied on nexusmods and deleted local copies of their own mods?
casuals
Apparently some did
To be honest, I think what a modder has done to SM64 running on N64 hardware is the most insane stuff to come out of that game
It's cringe to look at your past work with pride and back them up
Just ask konami

To not derail too much from MGS, you can look up Kaze Emanuar
Did they compile a ROM that runs on the N64 but modded?
they rewrote lots of the engine and fixed original issues that made it slow, AFAIK
You mean the Kaze dude?
yeah
Dire Dire Docks was a general thing, they didn't use compiler optimisations for the release, and it led to slowdown. Effectively released a debug version, without debug features.
Mostly because the compiler optimisations could lead to bugs, it's thought.
This Kaze guy, some SM64 modder on Youtube, has been optimising the everloving shit out of the game and getting it to run at ludicrous framerates on hardware.
His mods for the game may as well be genuine sequels.
Now I wish the same to happen for MGS1
MGS1, you might be hard pressed. KCEJ were very into their optimisations, from what I know. They didn't even really enjoy using Sony's recommended libraries.
In a couple cases, I think they rewrote them? Or something?
Or just skipped using them all together.
I'd like to see VR missions in the actual VR š¤£
With the pain receptors please
Sony's libraries barely work anyway from what I've seen
What I meant was that I want at least some of those features in general. Frame rates are cool but even at a steady 30, the game is fine. As long as it never drops anywhere below 30, it's fine. The base version has frequent frame drops, as quite a few people are aware of. However, having a feature-complete MGS1, with zero texture wobbling, and the potential of extra content added into it, would be absolutely insane
the BIOS is completely fucked
i think on the PSX you had no choice but to do your own thing
they couldn't even get memcpy right
That was to begin with. Eventually Studio Liverpool's implementations started getting standardised.
Again, only what I've heard.
But by the point that KCEJ were developing the game, they'd have been required to use them. And probably reluctantly.
But if a game is promising enough, SONY would look the other way.
Crash Bandicoot's development had a moment where someone asked "How many hits is it doing to the CD?" and it was like, a third of the rated hits for the drive's lifetime, or something.
They promptly dropped the topic, because SONY saw bank.
PSP's PSX BIOS are supposedly more optimised, which is hilarious.
So what's the next step for this project btw?
HAH
Given PlayStation's history before getting to market, maybe you can forgive mistakes like that.
Wasn't a clean journey.
Good question, actually.
you have to allow them to completely shit the bed first time around
nintendo has also had a fair share of software blunders
lots of directions to go in but it probably wouldn't be insane to weight them against decomp completion
no point doing lots of work that would be thrown away
is trying to boost the internal res a waste of time, for instance
depends how easy it ends up being
it's still worth it purely for my own learning but i can do that any time
currently im trying to reconstruct isos from the MC files, which will always be useful to someone
i'm also trying to put some better patching system in place, but that's less useful if we're being honest
i'm thinking about replacing the emulator entirely (or at least, doing the necessary learning/experimentation to allow it)
its not completely insane and out of the question, the M2 framework is abstracted nicely and has decent interfaces between stuff etc
everything is built on top of a "layer"
including all the UI elements and the emulator itself
seems feasible to replace the EmuTask class and use its layer to render something else into
but it seems a bit perverse to take a decomp and then attach it to this closed-source launcher lol
so not sure if that's really what people want either
obsessively planning whats next is probably not conducive to anything
just do shit that seems interesting and see what falls out ĀÆ_(ć)_/ĀÆ
š
I mean, the launcher is very tidy tbh
Unless the decomp allows you to pre-select any version you want
But then there's the whole Master Book thing and the UI thing where you alter between glyphs
yeah, maybe its worth doing because then you can hook anything up to it and have achievements
That would solve the issue of people who value achievements over a version of the game that actually runs and sounds good
i quite like the achievements tbh
they do a lot to make the game feel modern
its a nice touch
Me too but if I could have a version that never drops FPS, and has pristine sound quality (which is already solved but through your mod, not officially) then I'd just choose that over achievements
Bilinear filter aside
And this also exists
I can plat the game and manually give the achievements to myself on Steam
Not 100% the same but eh
i had to use it to revert all my achievements after i booted the game with their patches disabled
It is a very useful app
yeah, one of very few steam tools i trust lol
It's clean and to me it solves the issue with the achievements tbh
But yeah most people are like "If it's not inside Steam itself then it doesn't count"
As if you're doing anything else but ok
ĀÆ_(ć)_/ĀÆ
Oh, did you release a version that turns back the patches the game makes at runtime?
Like, unveiling Johnny's cheeks or the button texture modifications.
it's a WIP, main issue is actually just coming up with a good way to categorise the patches and associate them in a way that works across all game versions
then i went on this detour to generate ISOs lol
but yeah the proof of concept works
speaking of which i just figured some stuff out
this is just how the achievement system works
makes sense
that's for the PHOTO_EXORCISE achievement
nice
Ahhhh. I was gonna say, how's the camera patch work? Is there a new photo system in the game?
I recall in my time investigating MGS1. it used an early form of JPEG compression.
Does it screenshot stuff now?
the only patch for the camera overlay is for that achievement iirc
I see.
very small diff
the code it jumps out to in the codecave is also tiny, just sets a flag that the emulator listens on
i've just diffed non-stage.dir for the first time
there are patches in brf.dat, demo.dat, radio.dat, vox.dat
Tell you what. Wouldn't be a completely unhinged way to translate JP MGS1.
Only slightly unhinged.
it's really not much effort to apply some standard(ish) patch format via m2fix
PPF was mentioned here
trying to use their patch system probably just makes things more complicated for no real benefit
but from what I've seen there just aren't that many mods for the psx game
Hopefully that'll change once we're decomp'd.
do we actually have a list of observed changes in MC?
underpants, button prompts, achievements, ...?
ghost pictures
ingame options booting you out to the stance menu also counts
I wish, it just boils down to eye witness accounts of people who know MGS1 well enough tell apart
No actual definitive list
Hell even then, sometimes those obersvations are wrong
Tons of people reported MGS1 MC was horizontally stretched by a few pixels
When in reality, they were just used to playing the PS3 PSN version which compresses the game horizontally by a few pixel FOR SOME REASON
there's lots of minor variations in psx vertical res afaik
the M2 emulator has loads of them
so the PS3 one probably just says fuck it and hardcodes one
mgsdevwiki says " Captions for movies/fmv. (Audio from videos on MGS3) " for demo.dat
but i take this site with a pinch of salt
seems very incomplete and whenever it mentions mgs1 it's basically the pc version
the dar format in particular seems completely different on pc vs psx
no fkn way is this file captions
my ass
its huge
252mb of captions LOL
them going in this file to change one byte has me extremely sus
LOL one whole ass byte
theres NO way u do that unless ur trying to cover someone's posterior
the ONLY time u do that
alright i need to test this
"It's like one of my Japanese- nevermind"
Tfw attempting to patch something out ends up giving us the uncensored version
CRT "pixels" are wider than what we have as pixels now. Pixel perfect is the incorrect aspect ratio for most games pre-HD.
If you run MGS1 as such, the sniper scope will be oblong, for example.
Oblong? uh...
Oblique?
Anyway. Input a custom resolution for Duckstation and make it 43:30 instead of 4:3
This is probably why they forced the filtering by default. Imperfect pixel ratio means pixel shimmer on moving 2D elements
More like a O than a ć
Oh shit I never knew that about CRT pixels
Makes total sense especially from the wierd O looking like a 0 view
TY for the knowledge bomb that legit is for me, since I love me my CRT gaming
Weird how if you run MGS1 thru disc on your PS3
Itll look wider VS running the PSN PS3 version will be slightly skinner then
Maybe since disc run the native PS3 emulation VS PSN uses a different emulator packaged in that version
For some reason, on Sony's end, there are subtle differences in the emulator settings between Disc and PSN releases of PS1 games
And that can result in inaccurate colours, for some reason, in some games.
I couldn't tell you why, but you did well to notice.
Sometimes I feel like these differences are in my head than actual real, ty for the reassurance LOL
Don't worry about it, dude. Now we can be even more annoying about games preservation, together.
nice, pants patch is go
also robust so should work on any game version
breakthrough secured
Fingers crossed we can use this stuff to patch Integral with Eng inventory descriptions
Make it definitive-er
Does Integral feature the weird line Snake says before getting tortured, like he does in the USA version?
That line that basically makes no sense
TLDR some Ocelot lines got cut or something but Snake's response to one of them remained and it's out of place in the US version
Hm time to check in with GOG
GOG version with widescreen patch and ReShade filters.
PC Specs:
Intel Core i7 7700k
Nvidia GeForce GTX 1060 6GB
16GB of RAM
WD Blue 2TB 5200RPM
This is raw footage, there is a lot of unnecessary crap like game overs and exploration.
hd difference mods high resolution remastered
5:01:30 approximately. This line is correctly cut out in Integral
Iirc it's also cut out on the PAL version on the game
Because it runs in 480i instead of 240p
It makes perfect sense and itās still in integral
This game ignores all of those options and changing them mode no difference, the game is stuck in a small box
Scaling options are going by the launcher, not the size of the game itself
Might just put this out as is though, I agree with Nuggs that all these hours and hours of work might be completely pointless if we can swap emulators. If the launcher can be used for the decomp and the achievements can be hooked in then wasting time on this M2 emulator is pointless. Why waste time on an emulator instead of using a native PC port?
The overlays are 37% decomped and more are getting done every single day
Also I donāt really want an undub, but I would like a translation of the original Japanese release only because of all the difference between it and the rest.
OCEROT
I still wonder to this day what all the guards say
This is the main reason I made the shader, those awful colors!
What shader?
The GOG version is based on Integral and no, it's a remnant line
I'll demonstrate it later on in another video
I literally showed the GOG version lmao
Iāll double check but I donāt remember it not being there
Then again I may or may not have skipped it on this playthrough
I normally donāt watch that one
Either way, I donāt really care since the line itself is fine
Itās just a little meta narrative
Also has anyone else noticed that mei ling doesnāt do all those quotes in the original japanese release?
Bruh I posted the video just above
^
And it literally says gog version which I think is wrong
There are differences between gog and integral
Gog is simply based on integral
Weather or not they changed that line, not sure
I think this part is exactly the same
Well I couldnāt tell you but Iām about to find out!
This was being discussed in another chat and they showed which ocelot lines got cut
It's been at least 6 months since I saw it though
Yeah and if they were using gog its irrelevant
Well not entirely, it IS another version
No they talked about PAL, Integral PSX, Integral PC/GOG
I actually have a save on integral at the commanders room
This is only going to take a minute to confirm
They did remove it
Cool
I almost always skip that cinematic since its just the torture tutorial so I never noticed
Gray Fox is so much cooler on the original release
His japanese lines are just better
Moreā¦more pain!
I also like how the guard just goes GHOST! And dies
Iāll bet all the same people who hate on twin snakes probably have never played the og release
They actually got a lot more right in terms of the translation and proper expressiveness
I don't like Twin Snakes for reasons well beyond the translation lmao
I don't think the MGS2 mechanics are well implemented, voice acting is much worse, and despite the higher fidelity compared to the original the visuals are pretty ugly
The translation in TTS is better overall but imo everything else is worse. The MGS2 mechanics just don't fit within MGS1's levels at all because they break the balance of the game. More specifically hanging mode and FPV aiming mode with any gun. The music is insulting to my ears, and the voice acting is mostly worse. Graphics are alright. It was one of Kojima's worst sins to tell the director (Kitamura) to implement his own style into the cutscenes
Yeah I'm pretty sure it's also removed on PAL
Tho I couldn't care less about that trash version so I never checked
I think twin snakes is objectively better in almost every way, I just like the original cuz its what I grew up with, but anyway, Iām not going to get into that here, just thinking about how all the different versions should be worked into the decomp if we swap it
Integral PSX seems to be the best base version to work with, if only it had English everywhere
I liked the theory that TTS is the VR simulation
Integral PSX has Very Easy mode, and it seems to have the least amount of bugs also
I actually look at twin snakes as the real one and the playstation version as the VR similation
It fits in very nicely with cannon
Especially if you pay attention in mgs2
Is there anything missing from Integral as a version
I don't like models of characters in TTS. They are just uglier than even in MGS2, the game that came out before TTS.
Not really, it is the definitive version and had everything in the psx version wrapped into a single game
why does johnny's ass have no blur censor
was there ever a version of the game with no censor at all
Why are we still talking about johnnys ass??? Why is it so important to this thread???
It's not about the ass
I feel like we should just rename the whole thread to Johnnyās ass rofl
It's about censorship
And no I don't think any version had it completely uncensored
i definitely have a good way to remove the pants now
It was literally censored in a different way lol
Naw fam, its about censorship
Well we don't want that. We want the blur because it's funny
Post it with no blur
Give the people what they want!
Yeah that's the version I'd want decomped first and foremost
I have no idea why they went with the NTSC release as the base, but all of it can be added back in once itās finished
Yeah that's not really what I grew up with. I want the blur
The boxers
The old one
Because JP had it I assume
It was a lil jarring the first time I saw it
this is "MGS_EN_DISC1-washed"
which is the UK version I think
and I remember always seeing blur
thats so weird
JP has boxers but different color
maybe they broke the blur effect
I think they're green
Maybe they removed the blur first, then added boxers
maybe the game does something like
Now in MC
oh right
and it just happens that all their ram images have some value for no blur but pants
im just guessing
That could very well be it!
coz they arent booting psx.exe
hence the problems with turning it back to iso
when it boots, it basically loads a save state
right after the bios
they have been nice in one way
the patches are in some sort of order
so patches that are described next to each other are usually for the same "feature"
JP original version (1998)
Bluish pants
It's so random to change the color lol
It can't be due to copyrights
I mean I just donāt understand why itās so important rofl
Weāve spent so much time discussing this itās one of the funniest things Iāve seen lol
Iāll admit the boxer color change is random af though
im just tryna categorise the patches lol
Maybe they made them brown as part of the shitpost
Lol Idk what else to say
If Kojima was still there I could see him go like "Lol make the pants brown because this guy constantly shits himself"
"Mr Kojima you're not thirtee..."
"-DO IT"
kojima world order
The title speaks for itself; this moron joins the KWO.
generally it's not about his ass is important, more like it's important to restore it like how we experienced the game before
