#Modding the MGS1 emulator

1 messages · Page 12 of 1

kindred chasm
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2 dll? And by .exe you mean of Gaiden?

pure radish
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I think that exact string appears in MGS

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yeah, some chain of imports causes these DLLs to get loaded, it's most likely the EXE

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those DLLs I named are just academic since they're also emulator-related

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but probably not directly related to the m2ftg stuff

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at this point I should probably just buy the game

kindred chasm
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Wouldn't know where to find the dll you need but I can send you the .exe in a bit

pure radish
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alright, cool

kindred chasm
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Its still full priced iirc

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Want me to check the other games out too?

pure radish
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can search files there

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just searching "dll" reveals 2 others that seem emulator related

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but it's the EXE that will start the ball rolling

kindred chasm
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One's probably for the racing game i mentioned, and the other sega master whatever

pure radish
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yeah that'd make sense

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half of the DLLs seem nvidia related bloat, incredible

kindred chasm
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Probably trying to make modern hardware run the game ig

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There's a folder called emu with a bunch of roms. Idk if the .dlls in there tho

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Have one other idea where it might be

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@pure radish dming now

pure radish
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cool

kindred chasm
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Yakuza uses parc file format for it's many animations, maybe some more stuff. Here's a sample mod from another game utilizing it

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https://www.nexusmods.com/yakuza0/mods/198

It's not a simple drag and replace, you have to actually modify the parcs in question

Nexus Mods :: Yakuza 0

Hokuto Shinken '88 adds 13 new Heat Actions from Fist of the North Star : Lost Paradise so you can let your enemies know that they are already dead using the power of HOKUTO SHINKEN! Works for both Ya

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I only wish i knew which file it modifies

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Afaik they use this format since ps2 days

pure radish
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denuvo

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lol

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well then

kindred chasm
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Shit no wonder why it's running so much more roughly than 6

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Anything from the stuff you got?

pure radish
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I looked at that extra SMS DLL, and that is definitely not M2, but the original 3 are highly suspicious and quite possibly M2

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Denuvo has kind of killed it dead though, and I can't really progress until that is stripped

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they'll prob remove it at some stage

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Denuvo is hilarious to look at

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it'd probably take me at least a year to get into that thing

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do ppl use hardware hax to defeat Denuvo, seems like an approach u could take

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tbh based konami for not using denuvo

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steamstub we can cope with

kindred chasm
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Idk how removing denuvo works

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If i did I'd do it myself

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Lemme take a look at yakuza 0

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And deck is acting up again rip going have to wait

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How long has m2 been around

pure radish
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their emu efforts go back to the wii era I think

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m2engage is written for potato platforms

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the core is all C, custom memory management, the accelerator system etc, all screams low horsepower

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not sure at what point Squirrel was added

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but that is just the frontend

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as soon as you hit the emu core it's all C

kindred chasm
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Ok so all yakuza titles except maybe 3 might have m2

pure radish
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any without Denuvo sloggers

kindred chasm
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I dunno how to check for denuvo

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0-6 on gog are drm free if that means anything

pure radish
zinc ferry
kindred chasm
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If so even the ps2 games might have it ig

pure radish
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PS2 game with Denuvo PoggersRow /s

hearty dirge
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lmao

kindred chasm
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Yakuza Kiwami 2 is one of the first yakuza games to be ported to PC. dunno if it has denuvo. But it has the same m2ftg folder. The content is roms packed in .par for Virtua Fighter 2 and "omg," and a sound folder

pure radish
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fling EXEs my way if you want me to check

pure radish
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checking for denuvo doesn't take long with the right tools

kindred chasm
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Gimme a moment i have to reinstall the silly mod

red cradle
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damn can't believe all of sudden this become Yakuza modding thread lol

pure radish
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i don't really care for yakuza games tbh

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im just here for M2

kindred chasm
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It's less yakuza modding and more yakuza having emulators that just so happens to use the same one as mgs1

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Sent in dm. I'm going have to figure out what omg is later, assuming this doesn't have damn denuvo

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Who said m2 did segaages? I just found a folder named that in 0

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That one def had denuvo removed

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Fantasy Zone, Outrun, and 2 other games I don't recognize

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If it helps crack mgs1 emu then it'll be worthwhile

If not ig nuggs still get some new toys to mess with

pure radish
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no denuvo here

kindred chasm
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Good shit. Now gotta figure out what omg is

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Anything worthwhile inside?

keen wharf
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They also worked on the Sega Rally Championship port for the PS2.

red cradle
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hmm the most common feedback I got from the CN translation mod is that they wish bundle with correct buttons ui with their prefer controller, since the setting in ini only can be set GlobalRAM = false GlobalCDROM = false so everything is showing correctly in game. But the buttons ui will be showing the original PS layout. Maybe can be done like having the controller button official patch option alone? Tho I don't know if this also one of the official patches that conflict the cn ppf before

pure radish
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whoops

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I doubt the button patches conflict

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problem is working out what is a button patch

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some are obv

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and for me I think it's quite low priority to sift through them all, basically anyone could do that

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I'll do it eventually if no one does, but it's really a better use of my time to understand the emu

kindred chasm
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Do you have raw patch files? If so how about sharing them and having them find the prompts

cerulean coral
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hey, how are you doing with the patch?

pure radish
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but some of them are in title_patchdata.psb.json and not in their own files

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there's the M2Patch.py script that will apply the patches to the ISOs too

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if there's any way I can help to speed up the process, I'm all ears

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there's definitely stuff other people could do

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having the thing extracted with MArchiveBatchTool is really essential to look at anything, though

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I did that like once 3 months ago and constantly go in there for stuff

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understanding what M2Fix is actually doing requires looking at the extracted alldata

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obv the main problem is some patches will depend on other patches, nothing is really going to be "clean", e.g. they'll patch some index to refer to something else that was patched in

pure radish
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but I'll resume looking at the GPU soon

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hopefully if we understand the GPU enough, patching the internal res might be a more realistic prospect

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I tried before but I was doing retarded blind patching whenever I saw certain numbers

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I've started reversing the GPU struct like I did for the CPU but it's nowhere near finished yet

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the GPU struct is much bigger but clearly a lot of it is just VRAM and similar so that should come down real fast

kindred chasm
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Hey nuggs anything come from the files i sent from kiwami

pure radish
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yeah, I looked but it's essentially a completely separate project - not the m2engage we see in MGS

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which is exactly what you want

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looks like he figured out how to launch the emus separately

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has basically nothing in common with the MGS emu though

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but I get a sense that M2 did it

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it's just a different project entirely

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much more recent codebase

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vs the PS2/Wii/whatever codebase that MGS uses

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the way to explore those would be taking what this guy did and putting it on steroids

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this was basically my idea for MG1/2 - figure out exactly what is needed to start those DLLs and do it externally without the MGS3 chassis

kindred chasm
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Looking at what the dude said in that article, he didn't make emu launch separately, it's still through accessing a arcade machine

pure radish
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"As those arcade games are DLL files separate from the game executable, for the past week I’ve been experimenting with running Virtua Fighter 5 standalone; in fact, that’s how I found this unused “console mode” in the first place! At the moment, my standalone game reaches the title screen only, so it’s too early to say whether it’s going to be doable or not."

kindred chasm
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Oh I didn't get that far

pure radish
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ah

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that's the one you want

kindred chasm
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Wonder how much progress he made

pure radish
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2nd post lol

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he made more progress

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I just linked the older one

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"Audio is not implemented" seems like the biggest thing

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these are very cool really because they're basically native ports

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it's a spectrum

kindred chasm
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That's a lot of progress

pure radish
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yeah if someone fixed the audio and made it compatible with more of em it'd be very legit

kindred chasm
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Is that why gaiden uses 2 and not 5

pure radish
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2? 5?

cerulean coral
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Visualizing the VRAM would be interesting

kindred chasm
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Gaiden has virtua fighter 2.1, even replaced the exact same machines that was supposed to use virtua fighter 5, even though it takes place at the exact same time as Yakuza Like a Dragon

pure radish
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oh huh

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well

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the interface seems the same

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"module_start" "module_stop" and the same sort of structs that this guy references

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so it doesn't seem like it'd be insane to adapt what he did

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and importantly the denuvo doesn't apply to the DLLs lol

kindred chasm
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That'd be fucked 🐢

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So this is very different from what mgs1 uses?

pure radish
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yeah, MGS is using something that clearly originated on way older consoles

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this is a new codebase

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seems to support lua instead of squirrel

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it might be like their next gen system

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PSX stuff will continue with the older system

kindred chasm
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Wonder if the ps3 yakuza uses squirrel

pure radish
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having a look at the GPU again.. they've seemingly done some amusing things with some hardware components

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like adding "secret" commands that don't exist on a real PSX

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the emulation is definitely not "accurate"... just "good enough"

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impressive that it's this smooth

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there's stuff they just didn't even bother with and it all works fine

pure radish
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you know what's great? being able to find several PSX emulators on github to compare against

cerulean coral
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maybe see all opcode implement

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The recompiled code of the cameras should be linked there

pure radish
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GPU struct is 0x2000EC bytes

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but don't worry! 0x200000 of that is just a VRAM buffer

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so about 0xEC bytes needs figured out there

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there's also a separate "scene" struct

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which is 0x13C bytes

cerulean coral
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Nice

timid hemlock
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You think there's any chance of dithering? With the mosaic blur and other patches fixed, lack of dithering is probably the main culprit in terms of accuracy

pure radish
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I'd completely guess it should be simpler than a res bump

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Probably fewer changes required

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but I know nothing about GPUs so it's a total guess for now

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Resolution-related code has been inlined everywhere

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So there's lots of instances of it to patch and maybe other knock-on effects

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but I don't even know how most emus implement a res bump yet

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e.g. this sort of pattern appears multiple times:

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but I dunno if that even needs changing lol

cerulean coral
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I will try to improve the cycles, there are frame drops in open spaces

timid hemlock
cerulean coral
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I don't know, that's up to Konami to fix it one day

timid hemlock
pure radish
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it's easy enough to make the game run faster

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runs at 2x speed easily

cerulean coral
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xD true and 60fps+ unlock

pure radish
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nah there's literally a squirrel function that sets the run speed

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you can set it to 2x

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and it copes with it fine

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obviously everything is sped up that way (audio, gameplay)

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but it works

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you can try it yourself with M2Debug.py and the debugger enabled in the ini

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g_emu_task.setRunSpeed(2.0)

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iirc

chrome path
chrome path
pure radish
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LOL

pure radish
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some of the emus that are more widely used are a bit hard to quickly parse and understand

pure radish
pure radish
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what the fuck is "qf08"

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can someone please explain the entire emulator to me

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thanks

pure radish
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compiler had some fun with gpu_draw()

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4D chess

cerulean coral
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🤔

pure radish
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hmm

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MGS demake

kindred chasm
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Dude i can't believe you ported ghost babel to MGS1

pure radish
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am i poking in the right area? not sure

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i think so?

humble ravine
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N Gage port

pure radish
kindred chasm
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My favorite game

pure radish
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"EmuGpuScreenTask" 👀

hearty dirge
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😯

pure radish
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"M2DCameraRoot"

pure radish
pure radish
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looooool

red cradle
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let's gooooooo tiny MGS1

woeful flare
cerulean coral
pure gazelle
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Awaiting on analog update to go out damn lol

pure radish
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you wont have much luck on a weekend

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alright

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got some hours to goof off

sick osprey
dusty radish
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just making the screen tiny

pure radish
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hmm

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wonder if I can patch some of this res stuff without wanting to jump out of a window

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need to figure out some ~novel~ techniques

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it's inlined so aggressively

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i almost need some kind of data watchpoint-based patching system

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i.e. set a watchpoint on the relevant parts of the GPU struct and have that invoke a detour

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this thing needs to act like a debugger

hollow rock
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Is it possible they are doing something slightly odd, like doing a render to texture to display the actual game? I haven't kept up with your discoveries nuggs

pure radish
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yeah that seems to be the final destination of the thing

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why would that be slightly odd? i would expect that to be the pragmatic option but i know nothing about graphics

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(for an emu at least)

hollow rock
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For an emulator maybe yeah, it's not really something you encounter in many modern games at least.

pure radish
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i found some GLSL shaders and shader model assembly in the exe at the GPU-facing side (not that I understand any of this)

hollow rock
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GLSL/HLSL are like voodoo to me, it's hard enough learning x86 asm

pure radish
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but from looking at how other emus generally implement a render resolution boost, you need to extend the PSX-side and the GPU-facing stuff is probably not worth much investigation

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trying to lie to myself by saying we don't need to rewrite the PSX-GPU module but not sure how long I can maintain that lie

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stuff that handles PAL/NTSC lines is inlined all over the place, dozens of instances of it

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spose I should actually look at dithering instead to start with since I expect that to be simpler

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feel free to tell me to lay off the crack, but the M2 module interface is good enough that it might be tractable to attach a 3rd party emu's PSX-GPU implementation instead of trying to fix the built-in one

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e.g. just hook up the duckstation renderer since everyone likes it so much

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by the time the built-in one has been patched it might as well have been rewritten

hollow rock
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That does seem a little crazy but as you say, if you have to rewrite a bunch on the GPU side it would be extremely hard to match the capabilities of something like duckstation's renderer.

pure radish
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but there's only so many pixels in VRAM

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there's something dirty about outsourcing the GPU emulation instead of improving the existing stuff... i dunno if it's any sillier than the squirrel hijacking we're already doing though

hollow rock
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How many other games actually use this M2 emulator?

pure radish
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very good question, i'd be interested in porting to or learning from other games but we haven't found much, just a few red herrings

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it has to be used somewhere and we just haven't found it

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it looks like a product they sell for rereleases

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has lots of tools to help with the process

hollow rock
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That recent-ish Castelvania Advance collection was M2 right?

pure radish
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i think i read that somewhere, yeah

hollow rock
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So between this image

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and this one

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The second is definitely rendering at a higher resolution right? I think there might be a limit of 640x512 since that's all it allocates for it.

pure radish
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isn't that a reversal of cause and effect? they allocate that amount because the rest of the logic will only use that amount

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the problem is more that there is so much code that assumes those are the limits

hollow rock
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mmm, I'm seeing that

pure radish
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in particular you can see a PAL/NTSC check that is inlined everywhere

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so many code paths that individually assume that PAL means X lines and NTSC means Y lines

hollow rock
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all this jazz right?

pure radish
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yup

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that +0C offset you're seeing is into the GPU struct

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they've kind of implemented C++ in C

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so that's the GPU which is of device class, VRAM is +08

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if you search for the immediate 224 you'll probably find several cases of it

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even if those are fixed, there's probably more that aren't quite so visible from orbit

hollow rock
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I'll take a drink every time I see 320 and report back

pure radish
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there are even commands to request the resolution from the machine object

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but because everything is statically linked the toolchain has had a field day optimising so it barely makes any sense

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the M2 engine can load modules from separate DLLs but that's not how MGS is shipped

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best example of it making no sense is the function that references the m2epi_machine_register string

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it checks that a bunch of funcptrs are not null, but it's actually just stuff that is static

zinc ferry
pure radish
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tf

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oh SHIT

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what

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WHAT

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thats rendering at a higher res right

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ignoring that its chopped off

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i can probably fix that

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i have no idea how this is working

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well, im very relieved it might not be as much work as i thought

humble ravine
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widescreen?

cerulean swift
woeful flare
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OH SHIT

meager ice
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Liquid wasn’t kidding when it wasn’t over yet

kindred chasm
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Finally, mgs1 4k 144 fps mod. Complete with johnny cheeks

meager ice
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Shieeeet is 60 fps even feasible here?

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That would be awesome

kindred chasm
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Prob not the end of the day its a ps1 emu. Unless we get a real pc port

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Touching that messes with game speed since it wasn't made to be touched

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Don't mind me I'm just meming Guilty

meager ice
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Don’t worry lol it’s pretty funny

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Kinda sucks though MGS1 in widescreen 60fps would be awesome

kindred chasm
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Dumb idea but hear me out

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Frame generation mod

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Frame gen produces an image in between each frame, effectively doubling FPS. Probably it actually works obviously,

dusty radish
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doesn't it look like shit at lower source frame rates

kindred chasm
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Hey it looks like shit stretching out but that's what the people want

meager yacht
pure radish
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render resolution options are a v2.0 thing surely

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we'll be skipping some versions lol

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there's some extra bits to figure out: PGXP (whatever that actually means), dithering

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well, at least the whole renderer doesn't need rewriting

red cradle
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with so many features, maybe can consider make a gui version of the ini?

pure radish
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im even thinking of making some of the ini settings game-version specific

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the ini will prob be reorganised at some point

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but yeah not opposed to that

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it'll be when things stabilise though

zinc ferry
pure radish
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is it a GTE thing? lord I hope it's a GTE thing

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i have the GTE reversed already

copper goblet
chrome path
meager yacht
zinc ferry
pure radish
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epic

pure radish
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i assume it is the cure to how wobbly this looks

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the wobbly works at the low PSX res

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but here it's like everything is made of jelly

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anyway, GTE stuff should be simpler to hook and modify

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this is nuts

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unbelievable that it works

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well

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this is going to be a bit weird to implement it without any of the emulator code in my project

pure radish
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ported the duckstation code to m2fix

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it's building but basically not plumbed up at all

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need to do all the fancy runtime hooking i have in mind

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(for PGXP, fwiw)

red cradle
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huh interesting, so it's like duckstation code combine with M2 emulator?

pure radish
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its just the PGXP bits

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I could take it from any emu, seems they've all slightly customised it to fit their environment somewhat

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so I may end up customising it further

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its a strange thing to assign a name like "PGXP" to

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because all the implementations are going to look very different

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i guess the final version will be something like "M2Fix PGXP inspired by duckstation which was inspired by beetle PSX"

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it seems to be essentially some technique for supplementing the potato math the PSX is doing, via extra book-keeping

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it needs to know a lot about what the CPU is currently doing

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which all depends on how you've implemented the CPU i guess

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in this case it's even more fucked up because I don't actually have the CPU logic in my project

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so i have to do a bunch of gymnastics to extend various implementations of instruction semantics

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im not wholesale replacing the renderer or anything like that

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no reason to, now

red cradle
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well, at least players will be happy playing their prefer internal resolution now

pure radish
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yeah, im indifferent really but some people will insist its not the best way to play the game without it

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and at this point its all basically considered to be the hardest problem to solve lol

red cradle
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tho in 16:9, the ui probably still be stretched

pure radish
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the emu has some built in wide mode

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but i dunno how it works yet

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i need to play around with all of that further to properly figure out how all the settings play against each other so that i can make them make sense lol

soft falcon
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But yeah personally when it comes to higher res for ps1 games I usually just prefer to double it to 480p

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Since that's a bump without being too much

pure radish
cerulean coral
meager yacht
# cerulean coral barbie?

That's Cécile Cosima Caminades from PW
Context: https://youtu.be/GDQWl1kRs4c

yup we know that already

Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu Kojima Kami Nan Desu

i can imagine Tomokazu Sugita doing this one.

▶ Play video
cerulean coral
cerulean coral
finite peak
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I mean it's peacewalker, the worst mainline game there is

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man why is that it seems like the worse I'm out of comission the better nugs does?

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I get the rona and he goes and figures out the upscaling

finite peak
finite peak
pure radish
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this may not even be possible in the way we're envisioning coz of the accelerators

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if they've accelerated the code that PGXP needs to sniff

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it won't mean it cannot be done, but it will mean it needs a completely custom implementation

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we shall see

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I may end up throwing this away

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I'll get the CPU parts in first as I'll be able to see if they're being hit or not

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and that'll decide whether to proceed with the rest

pure radish
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lol

hearty dirge
pure radish
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I'm using the instruction decode function itself as an oracle to find where the semantics implementations are

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works

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pass it an example instruction and it returns the pointer to its implementation

finite peak
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I vote that you just get the HD upswcaling done and a public release for that first

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if you can get the upscaling and I'm particularly interested in the widescreen I think that would be good for now

pure radish
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do you want to pay me?

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coz i only take orders from my boss

finite peak
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shit at this point, I might lol

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lord knows you've done most of the heavy lifting

floral dock
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I can offer hugs

hearty dirge
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Mod bounties lol

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Would be an interesting incentive

finite peak
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that's....not actually the worst idea I've heard

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it'd be way better than those speed running bounties everyone cheats to collect

pure radish
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god its so bizarre extending an emulator without just being able to modify the source

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everything has a high jump obstacle placed in front of it

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have to solve 1 problem before you solve the one you wanted to solve

finite peak
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emulation is always a pain like that

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just writing custom controllers scripts can be a pain in emulators because of how they operate

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doing that for twin snakes was fun! (no it wasn't)

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I still need to do a public release for that but I'm not sure which platform I should use

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cuz the odds of konami releasing TTS at this point is....slim at best

hollow rock
pure radish
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cool I can intercept the simulation of individual instructions now

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that was a hell of a lot of gymnastics and im not throwing this bit away even if its not used for PGXP

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so it'd be like this

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that for christ knows how many instructions lol

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at least there's a proof of concept

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incredibly it doesnt crash

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but 10 times as fucked

zinc ferry
# hollow rock I wasn't aware there were scaling issues with Rising. What kind of problems are ...

iirc it's limited to 1080p max, and if you have a monitor that supports a 16:10+ aspect ratio, it'll lock you to 24hz unless you use an app called ForceFix (https://steamcommunity.com/app/235460/discussions/0/630802344702757872/) - similarish vein to the border issues that mgs2/mgs3 has where they're pulling info for the max resolution for the display instead of actual set resolution i think

I noticed some people are having issues with this game in full screen for 1080p including myself. I've created something that reconfigures the default system and reverts it back after use for full screen at 60Hz. It should work with windows 7 32bit/64bit but I'm unsure of 32bit or anything other than W7. If it fixes it for you or you are experie...

hollow rock
hollow rock
# pure radish

Unrelated to MGS1 but what theme is that you're using in your IDE? It looks great.

pure radish
pure radish
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i broke the game a bit

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trying to see if I can even hook all the instructions required for PGXP with stubs

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i cant fucking count

pure radish
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ah classic

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add print

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bug disappears

red cradle
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classic coding moment

hollow rock
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Schrodinger would have had a hard time coding

pure radish
#

we call them Heisenbugs for a reason

#

ive never even attached a debugger to this thing

#

i almost wish it crashed rn as i'd at least have the postmortem to work with

pure radish
#

oh huh

#

i can hook every instruction

#

if I give them each a print

#

the prints are structurally integral to it working

#

that must be encouraging the compiler to do something it isn't doing without the prints

#

either some optimisation done goofed or I need to select another of x86's many calling conventions, i guess

#

got a sort-of instruction trace

north estuary
pure radish
#

mc

pure radish
#

so I got almost all of the instructions in

#

and then also wired up GTE_NCLIP

#

but the PGXP NCLIP is never valid so it always falls back to the emulator's built-in

#

problem here is figuring out if it's an issue with my code or they just accelerated all of this with native code

pure radish
#

so it does seem accelerated

#

I think I need to do something like this instead

#

actually rewriting the GTE, more or less

#

i'll probably change gears now and come back to this l8r

#

aha, yeah, i see how this would have to work

#

i'd also have to patch the shaders like this

#

equiv in M2: gl_Position = projectionMatrix * vec4(1.0/16 * i_Position, 0, 1);

pure radish
#

it doesn't seem too involved to try replacing the M2 GTE with the PsyCross version so I might give that a go

#

probably less work than all the fucking about I did in the last day

north estuary
pure radish
#

hahahahahahahah I replaced the GTE with PsyCross

#

oh my god

north estuary
#

How did you make it look so good?

pure radish
#

game is totally broken now haha

north estuary
#

I mean... till' i know, the resolution is impossible to upscale.

pure radish
#

i mean, its not

#

obviously its not

north estuary
#

HOW

#

I'M SICK OF 240p PLS TELL ME HOW

pure radish
#

write code

#

otherwise wait for m2fix update

north estuary
pure radish
#

not really any different to natural language innit

#

it has a grammar

north estuary
#

...

#

I think i'll wait...

#

Thanks

pure radish
#

the fact it renders anything with a completely different GTE implementation

#

doesnt that kind of mean it sort of works

#

WOW

#

i had the PGXP version of the PsyCross GTE enabled without realising

#

if I turn off PGXP it looks totally normal and fine

#

literally cannot tell a difference

#

i accomplished a thing? i guess?

#

definitely using PsyCross GTE atm

#

btw, don't get the idea that i'm just withholding this for no reason lol, i'm literally working on it right now and trying to solve issues with it

#

there are bugs

#

mosaic broken (and some other effects)

#

whatever is going on here

#

anyone can play the game in glorious 4K in any emulator, and we kind of have one shot at releasing the big upscale update and it should do the game justice and not be riddled with broken shit like this

#

i don't mind a few outstanding bits to be worked on in future as long as it's broadly acceptable, but this needs some more work, clearly

#

just calm down a lil bit pls lmao

#

it literally only started to work like a day ago

#

after months of wild goose chase

#

there's something called pride in yr work and i don't want to dump a shitty release out if i can avoid it

#

there literally isn't a single straight line on the screen

#

but im less worried about that

copper goblet
pure radish
#

i actually didn't even get it to display without being chopped off at 4:3

#

because: there is still shit I need to figure out

#

the stuff that configures this has a bunch of moving parts

#

and i don't quite understand how they cooperate yet

#

hence my total surprise when this worked

red cradle
#

hmm, most of the ps1 games widescreen hack, the only stretched part is about ui

pure radish
#

u can walk thru walls with this broken PGXP

#

ship it!

red cradle
pure radish
#

holy shit

#

if i walk through some walls it teleports me miles away

#

LMAO

hearty dirge
#

Speedrun

pure radish
#

"../emu_psxbase/emu_psx/modules/acc_psxlib/acc_kernel.c:443: should not be reached"

soft falcon
#

Otherwise it breaks too much

pure radish
#

well, 4:3 is currently more broken as it cuts off half the image

soft falcon
#

Oh interesting lol

pure radish
#

sooo yea needs work to smooth things out

#

it's alpha as fuck

#

also loads of text is missing

#

hopefully these are all symptoms of just one or two problems

cerulean coral
pure radish
#

it's very interesting that it seems to work fine with the PGXP mode disabled, must have some clues that would point at what else is needed

#

but it's crazy we have some part of the emu essentially decomped lol

#

PsyCross in general is a good resource for how M2 is really working

#

I think it's because this implementation of PGXP requires that I call some function to clear the cache at the end of every frame

#

but iiiiiiidk when a frame ends, haven't identified a good callback for that yet

#

so it's probably using invalid results all the time

#

anyway gonna park PGXP for a bit (I had to try and integrate the PsyCross GTE stuff once I discovered it sry)

#

his limbs at least

humble ravine
#

bugs aside, this is probably the best looking MGS1 variation I've seen now

pure radish
#

really? isnt it just the same as any emu?

humble ravine
#

From the grabs you've sent i'd say it looks cleaner to what i've got from emu

pure radish
#

huh

#

I mean the emu is made "for" MGS1 so maybe there's some tweaks here and there

#

via the accelerator shit

#

trying to get 4:3 working rn

#

got it!

#

i'll plug some other values in to confirm my understanding

cerulean coral
pure radish
#

i don't notice any difference

#

even vs 240p

#

unless I have log spam enabled and then it tanks while it thrashes the disk

#

i think the slowdown is basically emulated slowdown lol

#

it's not struggling its artificially limiting the game speed

#

to be "accurate"

pure radish
#

still something very odd with the resolution stuff lol

#

hmm

#

the menus are still not aligned properly

#

even at 4:3

kindred chasm
#

Dumb question but isn't the menus stuff like the original game, but everything else is memory dumping? Or however you'd explained it

#

Idk if that means anything

chrome path
#

It looks like the geometry is actually being corrected in some of those scenes, but the affine texture mapping is what's making it look a bit saucy.

#

and then there's the screenshots of shit just being busted.

dawn flare
#

Holy shit @pure radish, I go take a little break from MGS and then I come back to this. Great work my dude, I can't wait to see where you get with it. Money's tight right now, but I'll toss you a couple ko-fi bucks when things settle down.

pure radish
#

hmm

#

it looked like there was another resolution-related knob

#

but it seems to have no effect

#

I felt like that was a possibility so I'm glad I didn't waste time making the code for this clean kek

#

pretty sure some of these fields are top left X,Y coordinate

#

but.. not really as it centers 4:3 if 0,0

#

its an offset

#

that's a red herring I think, I can't imagine a reason you'd ever set it to anything but 0,0

#

the game has all sorts of complicated logic for setting it

cerulean coral
#

umm I know that some moments it uses some panning in the camera, it's a blur effect for the cinematics. But in the gameplay, the fps drops in first person if you observe the entire scenario from very far away

pure radish
#

this is for the entire emulator layer though

#

the value shouldn't be changing often if at all

#

dunno why you'd have such complex logic for positioning it if its already self-centering

#

oh shit

#

im retarded

#

it's so complicated because it interacts with the screen options in the menu

#

the ones they just added in 1.4

cerulean coral
#

something intentional? 🤔 even leaving things unused, I wouldn't be surprised

pure radish
#

ahh gosh the combinatorial explosion

#

i have loads of combinations to test

#

game be looking FINE in 2x res

cerulean coral
#

enhancement

pure radish
#

why tf is there a 16:9 setting in the game?

#

does that actually do anything?

#

right now with my stuff that is literally switching between 4:3 and widescreen

#

works with the wallpapers too

#

so it seems like

#

we need a scaling option that goes from 240p to the vertical resolution of your monitor

#

horizontal scaling sorts itself out

#

based on the ingame option and the vertical setting

#

im tryna work out the best way to create ini options lmfao

#

its so complicated and screwy and i want to simplify it

#

ok

#

so theres no point giving it 16:9 values

#

coz then you can't use the ingame setting to make it 4:3

#

but you can give 4:3 values and use the ingame setting to make it 16:9

#

and i don't see any point to specifying the layer size to be anything other than the game's window since it has nothing to do with the game's presentation at all

#

getting somewhere I think

#

oh hell yeah

#

now we're talking

#

as kojima-san intended

#

unironically looks great

#

how low can we go

dusty radish
#

now slap a shitty crt filter on it 😤

pure radish
#

zero downside to setting the layer width and height to 999999999999

#

but it's not allowed to be too small! then everything shits the bed

pure radish
#

i think I could still complete the game like this

#

mad visual design

#

utterly insane

#

the good news is: the text and effects break at lower resolutions as well as higher ones, so it's probably some hardcoded assumption somewhere that I haven't found yet

#

it's like you get dithering for free if you make the res super low

#

as the blocky pixels dance around so much

pure radish
#

that turned out alright

#

now just have to fix the bugs

timid hemlock
#

Crazy work dude 💯

meager yacht
#

Could all of this potentially be ported to Switch?

pure radish
#

yeah - definitely can't be done with just romfs mods anymore, the mosaic fix and render res stuff needs changes to the .exe, but it's possible yeah

#

not sure I'm going to port it myself though, I have my hands full as it is

#

it'd be a fun project for someone who wants to get into switch mods

#

since you can basically just do what m2fix does but for ARM

meager yacht
#

You are doing a genius level stuff

#

Sometimes I don't even understand what you are talking about 😂

pure radish
#

don't worry neither do I

north estuary
pure radish
#

heres a clip FeelsGoodEnoughMan

#

i'm hoping the bugs are actually all one bug

#

that sounds plausible and they all seem similar

hoary pier
hoary pier
pure radish
#

just a recent burst of mild begging / rushing because 4K 144444fps luxury space metal gear hype

#

until there was a screenshot of upscaling working this place was chill and not triggering anxiety lol

hoary pier
#

Ah gotcha

#

Yeah people need to just chill out

#

It's very exciting but it's not like the original resolution is terrible or anything. The game looks good at the res it was designed for, anything else is just extra niceties

#

You're doing great work btw. Excited to see more progress being made!

copper goblet
pure radish
#

ppl need to realise this stuff takes a looooong fucking time, longer than they think, i've spent hundreds and hundreds of hours on MGS1MC

#

i can wait to iron out the bugs, im barely playing this shit anyways

hearty dirge
#

Have you played the game lol I mean the MC version

pure radish
#

I got to the heliport 🤣

hearty dirge
pure radish
#

I'm using someone else's saves for the rest of the game

#

its only been a couple months, we wouldn't even ship one release in my day job in that time

#

so i'd say we're all doing extremely well with MC stuff lol

hoary pier
#

Yeah. All things considered things have been moving very quickly

pure radish
#

the MC releases will be played for literally years to come

#

so

#

they have some "highp" option

#

which I infer means "high precision"

#

but turning it on/off I can't tell the difference

#

they have lots of options that don't seem to do much tbh

cerulean coral
#

A comparison of the resolution of the default config and enhanced would be good

pure radish
#

u mean the game without any internal res change?

cerulean coral
#

yep

pure radish
#

ok

cerulean coral
#

I no longer remember how ugly it looked. xd

pure radish
#

both are with the built-in "pixel perfect" option

#

but you can have anything in-between and ofc stretch it to 16:9

#

can even take it down to 0 pixels if u want :S

cerulean coral
#

better

chrome path
#

Do only resolutions multiple of PS1 native work?

#

or, divisible rather, I guess.

pure radish
#

no

chrome path
#

Oh!

pure radish
#

atm I have it set up so you put a height in in pixels, or 0 to use the game window res

#

it calculates the 4:3 width for that and lets the game's built-in options handle 16:9 and shit

#

pretty much dead easy lol

#

didn't seem like there was much point allowing manual control of the width because if you do anything else it's just worse

#

as in: it doesn't change the visible result and just breaks the 16:9 options and such

#

the issue with this has been that there's like 12 different knobs and dials

#

but it turns out most of them aren't really usable for anything worthwhile

#

just had me scratching my head for a day kek

#

you can... cut off parts of the image, or make a row/column stretch out to infinity, or offset the image in unpredictable ways

#

the breakthrough was logging some machine commands and writing to the callee's stack frame 🙃

#

even then it was just luck that i tried the right combination of things because miss one part and it's basically 240p

#

i had 240p in a tiny box for a long time but no further

pure radish
#

fixed one bug

#

some UIs not being centered

#

now they are

kindred chasm
# pure radish some UIs not being centered

That implies you can mess with UI separately? If so m2 is amazing to be able to commit sugery on this game and get it to work

Also would unironically love the bitcrushed version. Outside of sniper wolf that would be a nostalgic trip to a game i never played

red cradle
#

yeah, if the ui can simply be adjusted position through X,Y coordinate offset that would be awesome

glad frost
#

Only just caught up

#

Gotta say I'm kinda speechless that nuggs somehow managed to achieve this

#

also kinda sad to see there were people screaming and moaning to hurry up and make it even better (lol)

kindred chasm
#

Spite is a great motivator. I just wish I wasn't illiterate in programming mgnSweat

red cradle
#

it's really just amazing, like this thread is my favorite post to visit everyday 😆

chrome path
#

Nuggs is a suspicious name for a brit, based on my knowledge of the streets.

#

This intrusion into M2's emulator may be entirely powered by dank peng.

pure radish
#

for the record, that isn't what inspired the name

#

ffs, have to reverse some bullshit function that the compiler clobbered into dust

#

yes! fixed the codec bleed

kindred chasm
#

Colonel, I'm dummy thicc

hollow rock
#

Wait, you're a brit nuggs? You're not English are you?

hollow rock
humble ravine
hollow rock
pure radish
#

could be worse, you could be fr*nch

pure radish
#

so I think the two things we have to resolve as like P0

#

is some text not displaying and possibly the mosaic effect (which I suspect are the same issue)

pure radish
#

oh

#

i fixed the text

#

but its kind of a workaround

#

hmm

#

maybe its ok to release in this state

#

fixed the really important problems

#

everything else is minor visual effects but what do you expect from upscaling without PGXP and other enhancements

pure radish
#

this stuff has been the hardest to get working properly, lol

#

the save menu easily screws up

#

and doesnt show any level names

#

but seems ok now

#

everything works in 16:9 too, sick

quartz aspen
#

@nuggs Is it stretched 16:9 or true 16:9? There is a mod for the original PC release (available on GOG) that adds true 16:9 though the hud gets stretched I think (but nothing can be done about that I guess). Awesome work! Can´t wait to try it out.

timid hemlock
#

In other emulators, "true" widescreen (with correct fov) is achieved by some sort of hack. Not sure how it works, but the hud and codec screen will always be horizontally stretched. There will also be a few bugs with out of bounds areas being visible in some scenes, and some minor animation glitches in a few cutscenes.

pure radish
#

hmm, i might be able to add a widescreen hack

#

since I have a working GTE replacement

#

that doesn't seem like a big change

#

i mean everything ur seeing in these clips/screenshots is using the GTE replacement lol

#

yep

#

widescreen hack works lol

#

now there's a reason to release the GTE replacement haha

timid hemlock
pure radish
#

I guess I should try to tie it to the in game 16:9 setting (and also an ini switch to enable)

verbal comet
# pure radish

oh my god this looks so perfect. thank you for getting this working

pure radish
#

yeah i think now i just have to glue it all together into something coherent

#

lots of random experiments that need tidying up, stuff i will still work on but definitely not ready lol

#

so a release shouldnt be long

chrome path
# pure radish

Is it possible to make the ui not-stretched?
Like, I don't mean keep it on the extremities, but keep the UI within a 4:3 width, and the renderspace in 16:9

#

I tried that with MGS2 and 3 but it resulted in screenspace effects also relegating themselves to 4:3

#

But MGS1 doesn't have those outside of cutscenes.

pure radish
#

would need to patch the game itself for that

#

unless they accelerated it

#

the res hack is honestly genius

#

in how simple it is

chrome path
#

Is there a layman's?

pure radish
#

it applies a multiplier to the X component of each vertex for rotate/translate/perspective transform, so the values coming out of the GTE are squashed to account for the subsequent stretching

#

but its just so little code to implement

#

i guess what's really cool about it is that it requires no knowledge of the game

#

your hardware geometry engine just so happens to corrupt the results of calculations in a particular way

chrome path
#

When I was looking at it a long time ago, it seemed like the movement of polygons behind the most foreground one would effect said most foreground polygon.
So like, doors opening in MGS1 would cause the wall they recede into to wibble a bit.

#

Is there any explanation for that?

pure radish
#

its probably drawing the door the whole time so its subject to the same fixed point issues

#

might've just been too costly to solve it for metal gear

#

no Z buffer too

#

it'd need a bit of work to confirm but the GTE probably just says the door protrudes the wall for a sec

#

you can see things through walls if you create the right preconditions

#

like the darpa chief's bed by the elevator door

#

i mean its essentially a clusterfuck of aggressive rounding errors all over the scene

chrome path
#

Yeah. There's also some forced angles. If you force MGS1's camera to bottom-up-angles illegitimately, (like say in the Tank Hangar,) the sort order always favours things that are meant to be above. (Such as, Tank Hangar's scaffolding.) This is probably why MGS1 has a lot of lag in first person at times, the game's optimised for its viewport.

#

It's something games still do today with like, FPS guns, since you can rub your camera against the wall and the gun doesn't clip into it somehow (leading to crazy perspective issues if you walk straight up to small objects). But that's more of a presentational case than an efficiency case.

pure radish
#

PsyCross is hella nifty for M2 work

#

conceptually m2engage is similar

#

so it was stupid easy to use the GTE from it in M2

#

wonder if I can replace the GPU with the PsyCross one Pepenga

cerulean coral
#

Honestly I'm more interested in how you did it than in the final product lol

pure radish
#

yeah won't be much longer, just tidying up really

#

code will look like an active warzone if I don't do this

cerulean coral
#

There is something I wanted to know, but maybe I should comment privately. It is more of a help, to integrate things from PSX libraries into Unity

pure radish
#

sure, DM me if you prefer

red cradle
#

https://twitter.com/Nintendeal/status/1754222763555061975 very interesting, I wonder if this collection use M2 emulator too

Konami has announced Yu-Gi-Oh! Early Days Collection for Nintendo Switch and PC

Only Yu-Gi-Oh! Duel Monsters 4: Battle of Great Duelist (GBC) and Yu-Gi-Oh! Duel Monsters 6: Expert 2 (GBA) have been announced so far. More titles will be revealed later.

kindred chasm
#

Something tells me it won't, at least not m2engage

hoary pier
wanton salmon
quiet lodge
pure radish
#

will still try but it's a very custom thing

#

definitely doesn't look like it'll be in the first release since people are desperate to use it as-is lol

red cradle
#

next time people ask might be "60fps when" lol

kindred chasm
meager yacht
verbal comet
#

1 fps when?

limpid pewter
#

Over the shoulder camera when?

pure radish
#

it is weird that it's specifically the early era of 3D games that receive all the demands for these enhancements

#

nobody expects their 2D games to be rendered in 3D

#

nobody expects DLSS to be added to MGS2

#

but when it's MGS1 people want 4K resolution and corrected geom and high framerates

meager yacht
pure radish
#

no Z buffer is... yeah, pretty much

soft falcon
pure radish
#

I think "3D capable" is how you'd describe it

#

in the way that laptops 10 years ago used to have "VR ready" stickers

humble ravine
north estuary
pure radish
#

i'd be very surprised if we got it, i honestly doubt it

#

emulation strategy isn't viable + team that developed it disbanded so there's no institutional knowledge

#

i'd guess that konami has the assets but that isn't certain either

meager ice
#

If we got twin snakes HD back when the Hd collection was being made we’d definitely have it but since we never got that

#

Not sure if TTS will be in the MC

humble ravine
#

"Kojima Productions' Sean Eyestone stated that The Twin Snakes was not included in the 2011 HD Collection as neither the developers, nor Hideo Kojima were directly involved with the creation of the game and therefore did not consider it canon"

zinc ferry
humble ravine
#

Damn, thats a good point

meager ice
#

Yeah the fact there’s world peace was a dead giveaway

hearty dirge
pure radish
#

guess I need to know the aspect ratio for the fullscreen display mode

#

to set the GTE scaling properly

quartz aspen
# north estuary I need TTS on Vol.2

Twin Snakes deserves a re-release on modern consoles and PC. I think it's underrated. But since Nintendo is involved and original developers disbanded, I don't think it's likely for a Master Collection Vol. 2.

pure radish
#

0xa000020 {"right": 1280, "left": -1280, "left": -1280, "height": 1440, "height": 1440, "width": 2560, "top": -720, "bottom": 720}

#

lol

#

nice

#

not sure why it has two height keys

#

how does it disambiguate

quartz aspen
pure radish
#

i mean tbh they're just going to remake the game so

#

that isn't something I can do

#

lol

pure radish
#

I exclusively write code using undefined behaviour

pure radish
#

alright, that should be an attempt at correcting the aspect ratio for non-16:9 too

meager ice
#

That’s right, we’re going back in time to force Bluepoint to make TTS HD

north estuary
#

...

#

What about if Konami make a Gamecube Emulator Only for that game and add HD Textures?

pure radish
#

they won't

#

nintendo themselves have barely shipped gamecube emulators

meager ice
#

God knows if they’re willing to share it either

#

It’s in-house afaik

pure radish
#

it'd really be more accurate to describe it as a compatibility layer

#

because: nintendo has the source code, so they can recompile it for a different architecture

#

all they need then is a bunch of shims for the old hardware peripherals

meager ice
#

If anyone has the source code for TTS I wonder which party would

#

If anyone even has it

#

I doubt Konami would even if they own the IP

glad frost
#

Wasn't there a somewhat credible rumor one or two weeks ago that they might be remaking MGS1 anyway?

#

I know we've had those for literal years, but it would make actual sense now that they have Delta on the way

#

since they have an appropriate engine/groundwork for it

pure radish
#

rather them than me

#

LMAO

zinc ferry
pure radish
#

still, more likely than them touching TTS

glad frost
#

good to know, not sure how I was duped so easily

pure radish
#

eta: son

#

cool, NES still works lol

#

forgotten games

pure radish
red cradle
#

oh yeah we're cooking

pure radish
#

the time is very nearly upon us

pure radish
north estuary
red cradle
#

LET'S GOOOOOOOOO

pure radish
#

F

north estuary
#

🥲

glad frost
#

wow, surprised how quickly you pushed that out. I was sure it would need more investigating

#

amazing. i reckon if this does what you'd expect it to (eg comparable to duckstation) it'd get picked up by gaming news sites

north estuary
#

There are FPS Drops too...

glad frost
#

lol

#

kind of looking a gift horse in the mouth here I feel, lol

pure radish
#

i dont see any impact on FPS anywhere

north estuary
pure radish
#

5800X3D & 3080

north estuary
#

i7-11800H 3050ti Laptop

#

in my case it happens when got the Game Over/Mission Failed Screen

pure radish
#

ah. don't die then

meager ice
#

MGS1 remake is probably next after 3

north estuary
meager ice
#

IF 3 does well

pure radish
#

1 probably doesn't need a huge budget for an insane payout

#

and i doubt they'll touch 2 until they've done 1

north estuary
pure radish
#

anyway im sure this will throw up all sorts of issues on different setups

#

i don't really have 20 different machines lying around with radically different configurations

meager ice
#

Honestly I think delta is already going to do fine

north estuary
#

I mean, yeah the Remake Looks Insane in terms of Graphics, but we still don't know how it will be in terms of Gameplay and Game Design

meager ice
#

For konamis standards

north estuary
meager ice
#

So I’ve heard

chrome path
#

Otherwise the PSSHHHEEEWWWWWWWW doesn't time correctly.

north estuary
chrome path
#

I'll ruin your hope now, changing the game's framerate in any meaningful way would likely require a rewrite of the PS1 game code, and you're better off waiting for decomp & port. However...

meager ice
#

There is a decomp going on, but it’s still in progress

chrome path
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I don't know how viable it is, but there is something done for Zelda decomp, and I've seen it injected into Unreal fighting games like Tekken, where you can produce 1 extra frame of input lag, but interpolate motion between frames A & B.

meager ice
#

I prefer having a finished decomp for understanding the game first than any immediate ports honestly

red cradle
#

remember, don't be rude as "modder, why the mod don't have (features list), do better!"

meager ice
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Sounds nerdy but I want to learn this game

chrome path
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Naturally, decomp is the holy grail.

chrome path
red cradle
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nah, you good, I talked about other lol

meager ice
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Stupid question, but didn’t RE4 achieve 60fps by rendering everything twice?

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Something along the lines doing something twice

chrome path
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I'm not sure what you're talking about. On Gamecube/PS2?

meager ice
#

I think the modern ports after the PS2/Gamecube versions

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I don’t fully remember where I heard this from Im probably just plain wrong

chrome path
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As far as I know, and I'm not too familiar, much of the game logic was programmed through time deltas (it ticks with a clock rather than calculating game logic by-frame). And 60fps ended up breaking a couple things that weren't programmed as such.

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Maybe the game logic internally ticks at half the 60 refresh rate, but the renderer is working twice as hard. If you could find any source on that, I'd read it.

meager ice
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I’m gonna look for it when I can, I swear I heard it from somewhere

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But anyways if that was even true I was wondering if there was a way to apply that to the PC version of MGS1 in some way

chrome path
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According to a dev for MGS1PC, it's mostly a compatibility layer over the top of the game, with some stuff injected in for saving and more PC-standard controller inputs.

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I believe it because PC-only MGS1 bugs to do with weapon switching can be duplicated on emulator by manipulating the address for your currently held item.

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They also downloaded the soundtrack and sound effects for the game off a Metal Gear Fansite, apparently.

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Which explains the questionable audio quality.

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I can pull the post up if you want.

meager ice
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Oh yeah I remember hearing about that, a good read honestly

meager ice
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I think seeing the sniper reload animation missing frames made me think they achieved 60fps by doing what I had previously said

chrome path
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All good.

#

MGS1 internally has a value which is almost always at 2, and it halves the 60hz output (30fps). Dynamically switching to 3 (thirding it to 20fps) when there's slowdown or game overs.

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If you force it to 1, and negotiate an emulator to break the PS1's limitations, the game will run at double speed sadly. Except for codecs, which work perfectly, and cutscenes which stop-and-start to stay in sync with audio.

meager ice
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I always found the way developers made games run back then so weird but I can’t blame them really

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For me it’s hard to imagine not making something adaptable in multiple conditions like framerates

chrome path
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It takes more computing power to do deltas, which they didn't have. And you can really, really, really optimise a game when you're designing it to a frame-budget.

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It's a very Japanese way of doing things.

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I wonder what Nuggs' got cooking next for this thing.

meager ice
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I’m looking forward to it even if the game acts like it got hit with FOXDIE for a while

quartz aspen
# north estuary ...

Yep, same issue here. Screen is cut off on the right and widescreen mode ain't working. Plus I had do disable dev mode which was enabled by default. The resolution fix is working though because it looks really sharp now at my native res.

zinc ferry
#

cause it looks like it's offset for that

kindred chasm
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Think my mgs1 is still installed. I'll give the new update a try on it

cerulean coral
cerulean bough
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RE1 Remake as well

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Honestly, most GC/PS2 ports that didnt run at 60 FPS, usually have some broken shit when bumped up to it LOL

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A good port remaster from that era is a dime a dozen

red cradle
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oh yeah the dev mode was enabled by default in this release, I believe some default options changed this time too

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maybe when nuggs tested it forgot to restore it back

woeful flare
# north estuary ...

this same thing happens from boot for me @pure radish

in case you need specs, intel i7 11th gen CPU and an AMD Radeon RX 6750 XT GPU

red cradle
#

I also got the screen cut half issue

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same result regardless Widescreen = true or false

sick osprey
#

@pure radish Would you be alright with me making a video on how to install the internal resolution mod?

zinc ferry
#

Start -> left+right bumper

kindred chasm
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Trying out on steam deck, screens splitting in half. Messing with res to see if i can get it right

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Well if nothing else the internal res did work on it. I think we should have control over width for situations like this? Idk what's going on

pure radish
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lol did anyone get it working

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does it only work for me

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i did indeed ship my test ini, i've reuploaded it with the default one

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having control over the width will not solve that issue, it doesn't control what you think it does

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there's like 3 sets of values

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that looks like something is wrong with the layer

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but i set the layer to the window size

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log file would help...

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pls guys you might not be able to write code but do some basic due diligence lmao

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not a single log file

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just extracted the reuploaded release and it works 4 me by just changing some false to true

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so its probably something simple

zinc ferry
pure radish
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oh

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i managed to reproduce it

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and fix it

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indeed, layer issue

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alright im meant to be working but, hotfix incoming

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give that a try if it cut off for you

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now you know why i was scratching my head about all of this

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apparently 99999999 is the best thing I can put in here

zinc ferry
#

Just noticed something, are these black bars at the top and bottom supposed to be present?

hoary pier
#

I have a black bar only on the bottom and any time the camera goes underwater I'm seeing random shit

pure radish
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lmao that's the widescreen hack

red cradle
#

oh lol

pure radish
#

seems to break some cameras

hoary pier
#

I have the black bar even without widescreen

zinc ferry
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^Likewise

pure radish
#

weird

hoary pier
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Same with the camera bugging out underwater. Happens with or without widescreen

zinc ferry
#

Still got em w/
[Internal Resolution]
Enabled = false
Height = 0
Widescreen = false

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Oh wait, I removed m2fix and I STILL have black bars, issue with the base game then

red cradle
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noted that without the mod, in standard mode it's normal to have black bar on top and bottom, while in pixel perfect mode it not have black bars. Tho it's indeed weird that some pics you guys posted, the black bars are so thick

zinc ferry
red cradle
#

then yeah, maybe there's still have little mod issue to solve lol

pure radish
#

if the hot fix solves the image being cut off, don't expect much from me in the next week

#

got some other shit to take care of

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but yeah pixel perfect and standard will act the same with the internal resolution option enabled, for now

verbal comet
#

i swear those bars were added in an mc update, it wasn't like that during my original playthrough

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or maybe i didn't notice it

pure radish
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i'd at least wait for one or two confirmations about that

quartz aspen
#

So, tried the hotfix and now I get a weird diagonal artifact on the left side of the screen. And widescreen isn't working.

pure radish
#

;o

#

wtf

red cradle
#

be sure toggle the in game widescreen option too