#Modding the MGS1 emulator
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Got my money on Red Bull
Good race so far.
damn wish i could get my 2 hours back
Pretty boring race tbh!
Thereโs something so nice seeing MGS1 and 2 on a switch home menu
Or on any modern platform honestly
alright lets get cracking
do i want a coffee or will this one make me anxious
unfair slot machine that only works for others
it'd be nice to have my own squirrel bindings
bind m2fix code to squirrel so that i can call it over the debug interface
I stayed on update 1.2.1 from last year, I need to update
nice, new function from emuTask
oh gawd
uh oh ๐
wtf
im not sure if i fixed something or not, because a side effect of what i've done has pushed the image off the screen so i can barely see it
what the hell
alright
its now horizontally in the right place but not vertically
my trash
I mean you did stuff I still haven't done lol
ur the only other person who did any modding to MGS1 MC
having a DLL makes things easy mode for me, too, you didnt have any of that on switch
It would be interesting if mr. Rodriguez could post his mods/work
Oh, right, features disabled. Honestly, I'm still better at seeing things in memory. I'm afraid of isolating myself by learning more things, I hope I'm not alone ๐ถโ๐ซ๏ธ For example, I could study your code from the Windows version, and try to bring it to Nintendo Switch, I have some skill interpreting data from different architectures
yeah feel free to use my shit
once you get some sort of native code loading into the app, the concepts should be somewhat portable
you might need to look at the windows version of the game and compare it with the switch version (or just ask me what its doing on windows)
i'd be careful of doing too much with specific memory addresses though, because when konami updates the game it will likely break your stuff
getting some code running and something to do signature scanning will help a lot
i wish PC was ARM because x86 is fucking shit
currently in another fight with x86
PSX addresses are fine, though, coz there's only so many versions of the actual playstation game
i kinda wonder if there's a squirrel VM vulnerability you can exploit with only romfs mods lol
they use a really old version of squirrel
umm are you using x86? rare in a modern application
yeah there's a few code patches to the game that need to save state, stash registers etc before jumping to a C/C++ function
there are libraries that can handle some of this stuff i think, but i don't know how much to trust them or how complete they are ๐
i'm hooking things at random points in a function (way outside of prologue/epilogue), seems like solving that generically is along the lines of the halting problem to me, but might be wrong
i'll rewrite the whole thing and experiment with stuff like that... once im closer to feature-completeness
at the moment it's "better the devil you know"
i've done a lot of asm hacking in my time (but basically this is my first time with x86)
some of them have the added complication of conditionally returning to the original caller or running the original function found in the game
but a lot of it wasn't necessary to get to the v0.1 release
don't worry though ARM is much more sane ๐
here there's about 20 different calling conventions and if you don't like them, you can make up your own!
yay the hook works
what's my prize
we go in parts
I was reviewing your code, when you have something clear I will ask you for some support
its a bit of a mess
i'll tidy it up eventually
it just sorta exploded outwards
atm i just need it to be the same familiar nonsense or i'll get myself even more confused
lmao
hmm, i have learned some more things, maybe i know where to look now
how old are you? I'm 30 D:
It doesn't really matter, I like to watch things burn
Incredible I saw you as a veteran or that you were twice my age, great genius ๐ค
nah i just grew up doing this stuff, at least 10 years of relevant experience (with maybe another 4 of questionable experience)
hehe, debug leftover maybe
they must've had a print there or summit
function has no side-effects and those returned values arent used here
psychedelic
very interesting to see it in motion
says quite a lot i think
this will probably end up being quite simple
i can control way more of whats going on now with this hook
time to rest
Psychadelic LSD Action
this is like
the graphics equivalent of printf debugging
i just have this one technique
solve every problem the same way
so whats going on here: gpu_draw calls gpu_get_dimension (its the only thing that calls it directly and uses the result, and it was previously unaffected by what v2.0 does)
if I change it so that gpu_draw is affected in the same way as everything else, it ends up drawing in a tiny box in the upper left corner, but no cutscene bug occurs
this hook is basically the opportune time within gpu_draw to adjust all of the values that are derived from the gpu dimensions
and theres a lot
the one I did here is not the one I was really after
but it was just the easiest to prove changing it works
the rest have a bunch of math so will have to wait until tomorrow to play around with it more
but its interesting the sub is more visible now and rendering at higher res
im gonna have to keep all this crap once done haha
coz its pretty cool to screw with
Awesome stuff
I do hope it turns out to be a sort of one-stop fix, cause fuck having to do this for every part of the game lol
hmmm
I guess there's 3 possibilites
- It can't be done, period.
- It's something you haven't discovered yet.
- It's something you have discovered, but haven't implemented properly.
If I had 10 bucks to bet, I'd put $8 on the second one, and a buck on the remaining two options
it can definitely be done
by virtue of Turing-completeness ๐
just a Q as to how much work it takes
the fact we have it working for gameplay pretty much flawlessly is the evidence suggesting its probably not much more work
its just needle in haystack
it'll take time perhaps, but will probably be easy in the end
it's all the research & experimentation that takes so long
im not even slightly worried as I've corrupted the display in all sorts of ways that almost have it working, so its probably "right there"
don't read the steam forums though, sheesh the entitlement there
Oh yeah, gamers on the regular are the definition of it
the main menu has parts going past the 4:3 boundries? so hypothetically if we made the UI scale properly to 16:9 the main menu could be made to look pretty much official, right?
[yuzu]
yuzu, in its current form, will cease to exist.
Their settlement with Nintendo prohibits any distribution of yuzu in built and source code form. Development must also stop.
The yuzu website and related services will also be shut down.
https://t.co/INBkXCf38d
boring
bye bye
zigged when they shoulda zagged tbh
Yuzus lawyer probably recommended a settlement before they run him into the ground for the rest of his life
Patreon money backfired huh
Paying for TotK patches before release too
idk how much i believe that
Just download the latest versions of citra and yuzu. I donโt believe this is going to stop all development of switch/3ds emulation forever
Will put a roadblock for now thoughโฆ
tbf i dont use either of them
I donโt either, I have switch and 3ds
But
For preservation
Since they already deleted GitHub code
lmao ur right
that didnt take long
good job there arent like
3000 forks
still up
F

Ryujinx C# ๐ฅ
.Net, CSharp, IL ๐ฅ
C# wasnt a bad language when I last used it 12 years ago
but i havent been paying attention since
memory safety meme
Unsafe code 
everything is just abstraction on machine code to me, so i don't buy into the hype
rust won't save you from cosmic rays flipping bits
Las drogas
What language does the brain use to reprogram neurons? is it a fpga?
I guess neuroplasticity suggests that it is
Pseudoscience helped Kojima create his stories, also tobacco
I guess it's tobacco, otherwise it would be difficult to complement plot stories and programming, part logic and part inspiration, while you suffer from anxiety, you have to smoke your emotions.
I would say that programming languages that need to depend on the IDE to avoid typing errors are not good enough.
In the case of python it requires spaces for it to work, javascript takes you weeks to configure everything and it remains in 2D type engines for video game development in Flash + Html5, c++ is very hardcore and for refined people
well, while I finish building my little studio apartment, I'll put the mgs1 mod on hold
well, while I finish building my little studio apartment, I'll put the mgs1 mod on hold
but I want to share things that were pending
At the start of the launcher, there is an option that allows you to use an introduction video called "\movie\title_opening.mp4"
mode_opening.nut
function mode_opening()
{
local input = ::g_input;
local smoothing = true;
local all_title = false;
local movie_path = ::conv_checked_path( "movie/title_opening.mp4", ::get_package_dev_id() );
if (null != movie_path) {
// ::play_opening_movie(movie_path);
}
/*
::g_menu_bg.visible(false);
// ็ๆ | generar
local opening = OpeningMotion(input, smoothing, all_title);
if ( opening.init() ) {
opening.open(); // ้ใ | abierto
opening.mainloop();
opening.close(); // ้ใใ | cerca
}
::g_menu_bg.visible(true);
*/
}
I feel like half of the scripting goes essentially unused
it can be tricky to follow because there's all these red herrings
I hate having to use MArchiveBatchTool again, it's so outdated, but I discovered that you can use all the unzipped content since Castlevania Anniversary Collection came out, you just unzip everything with MArchiveBatchTool and then just insert my dummy file alldata.bin/alldata.psb.m
works for any M2 .co game
lol really? the engine supports loading files in that way?
Yeah! :v
In fact, I've done this with several types of games that use compressed resource packs, such as .mbundle
It should be paused, press R3 + A while you resume the game, pause again and press L2+R2+A while you resume the game and access those menus. Also includes the mod that bypasses the savestate check and print info SaveManager
I really had fun running the disk change animation
from SRAM, here I only show the essential data that the emulator requests, at least it requires 0x120 and 0x6FC0 so that it does not crash

Nintendo ninjas damn
konami coming for us next
jk we make them money instead of losing them money
this is kind of why i was nervous about a current-gen emu
the temptation to resort to jumping the queue
this allegation wouldn't even be possible if it wasn't current-gen
by association to yuzu yeah
they went after yuzu and bagged citra
because of the injunction on the authors
making the same argument about citra from the actual evidence would be much harder
when you don't play enough and I just realized that I can open codec when Special Mission starts. So that?
I wonder what emulator is next
nokia gonna take down the n-gage emulator 
Symbian is better
@pure radish is possible better resolution whitout implement psy-q library? To be honest, I don't know if aarch64 can be compiled and linked as a subsdk
the psy-q stuff I'm doing in v2.1 is just for the GTE widescreen hack so that things aren't stretched
most of the higher resolution stuff is done with a few code hooks in the emulator
should be possible to compile an equivalent thing that does what m2fix does but for aarch64
other than the x86 assembly bits which will need manual porting to aarch64
is MGS1 on switch actually running in 64bit mode?
on PC its 32bit and it always seemed like an oversight to me
@cerulean coral do you have the PC version of the game? you should get it ๐
if only just to compare with the switch one
it would help with porting, somebody would need to have both
Someone buy mgs1 for him
no :c only Switch
arm...wait
:v
My mistake, I opened it on the way to 8.3...returned to 7.7
show me 1 instruction and i can tell you if its arm32 or arm64 lol
yep
wow
that means the PC version being 32bit is just a bug
"bonus content" is 64bit and also M2
but this suggests there is no actual reason for MGS1 PC being 32bit
glad I got bonus content working as if they ever switch MGS1 to 64bit I can easily adapt
- that will still be annoying to do
- but please do it because x86 32bit is horrible to work with
I know some games on switch that were ports of Wii U in 32 bits and in the updates they went to 64 bits, also some others
And you might be surprised to know that Super Mario RPG, made in Unity, is 32-bit on Switch ๐
wow, that's really weird
i wonder if this is worth bringing to the attention of Konami?
it might be something they can easily fix?
How does a bug like that even occur?
yeah i have no idea
i trust nuggs completely though
if you had asked me, i would've said they simply didn't realize/didn't think about it
Maybe if they plan to release a Mac version
its usually a very simple build config thing
like m2fix has both an in-use 32bit and 64bit config
purely because it has to due to this mistake in MGS1's build
ultimately its a flag that is passed to the compiler
means they'd have to change to shipping 64bit DLLs too, like steam_api64
but theyre already doing that for bonus content
by shipping bonus content and MGS1 switch as 64bit, it strongly suggests that there isn't a code portability issue responsible for 32bit being used
they're leaving some performance on the table by doing that
though MGS1 isn't the most demanding title in the collection
I doubt they will fix it unless they have evidence that its causing practical problems
there's still real problems affecting people's experiences to solve, so something quite academic like this won't really be looked at
maybe compatibility, check if other M2 emu, co also use 32 bits in Win
Mega Man X Legacy Collection is 32-bit last I recall. It does make sense there since it applies to all games in the collection and it's also the case for the classic Mega Man games.
Here's more questionable since about all games in the Master Collection are 64 bit, even the system requirements are asking for 8 GB of ram lol
I think for Switch, almost every game is 64-bit. The only exception I can currently think of is Mario Kart 8 Deluxe
what they do with these arcade emulators is wonderful
oh shit, I didn't knew a rerelease of Blissful Death was made
it keeps happening 
They're probably constantly briefed any time this happens, "DON'T say Jeremy Cunt."
And then they have it in their head, every time it comes up, "Don't say cunt don't say cunt don't say cunt don't say cunt don't say cunt"
Incredible result for Oli Bearman! 7th on debut with 36 hours notice
oh nice the new update include 16:9 from screen setting
yes, finally xd I need to look for the camera again, from the width. Problem... it is necessary to first look for the "asm" pointer of the camera that performs a constant write in the ViewPort or field of view
Camera3D Parameter --> Width Size --> (Breackpoint Write) --> Change Nop instruction --> Mod Width Size
what does ur camera mod do
Gear up, soldiers! in our exclusive sneak peek
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Jheeeeeeeezzz
It has ps1 controls prompts but the image is too stable ๐ค
On the other hand the gog version has hd fonts for all text iirc
if it's PS1, I wonder if they use ketchup mod loader to test it on MC too
oh that's great, this could be a good mod for virtual reality. Mods is public?
Reading thru the comments
Donโt think itโs mgs1 emulator version
At least not master collection emulator
OP is kinda tight lipped about details, says โin due timeโ more details will be dropped
Doesnโt specify which version of the game is used though
that soldier gave him something
the hd font is easy to turn off in gog, so it probably is the gog version
This was a very old cheat.
A portion of the original Metal Gear Solid for the Sony Playstation, played with a Subsistence-style over-the-shoulder camera angle.
Update (2014-06-30): If you want to do this yourself, you'll need to use a Gameshark code, which works for MGS v1: 800A DBB0 0020. This cheat is prepackaged in ePSXe. Thanks to the cheerily-named dieingworthlessly...
Video from 15 years ago.
The dpad still functions as if top-down.
So it's really just a gimmick.
A fun one-off play around, but it's not like the entire first person mode in Integral.
refund
Jeez seeing MGS1 from this angle
You really get a look at how low complexity the environments actually are
Really illustrates how much the "fixed" camera and grimey texture work add to the image
The mgs1 cameras have many parameters, one of them is used by the vinoculars, to zoom
Zoom 100 = 320 s32
Zoom 1000 = 3200 s32
Tends to be. It was a bit of a marriage between clever use of the PS1's shitty 3D rendering, and excellent 2D art. The visual novel expertise that KCEJ had was probably invaluable in how they came at depicting areas.
Like, there's a room in the Tank Hanger with two computers, and the textures depict the mouses in different positions from one-another, for example. It's silly. You only see it from the upper duct, and It's an optional room you can only go in on revisits with a Level 4 card or something.
The emphasis on wanting to make the place feel like a lived-in-place is something so well done, you don't think of it as anything but a well lived-in place. The illusion is really great.
I mean the building is nowhere near up-to-code but, y'know what I mean. Even within its own bizarre layout, the finer details are always cared about.
Chyea and you can even see the same examples accired for Silent Hill 1
Which features alot of the same rendering style as MGS1
Somewhat similar camera moving thru 3d environments
Using alot of techniques to tunnel vision you into details instead of the actual environmental fidelty
And hell it still remains to a degree in MGS2 and 3
Where they leverage the medium of camera, and tons of techniques to make the game looker better
MGS2 in particular, they relied heavily on drawing in the lighting. It's part of why I dislike the HD collection so much. They used a generic upscaler on hand-drawn, painstaking lighting and artwork, then zoomed the camera in to make it 16:9, cutting out most of that detail from the in-game shots.
It's the big reason Twin Snakes looks kinda flat, in comparison.
MGS2's lighting was bizarrely detailed.
nice
fuck me dead it's taking Konami a while to fix the analog inputs for MGS1
I assume they've possibly already finished and are waiting to finish other stuff (sound glitches etc?) before releasing it as one patch
cause if not - bruh
they definitely have that done
already
most complicated thing there will probably be unfucking everyone's steam input configs
in general I doubt the M2 stuff is giving them the most difficulty
you have to hack all the M2 emulators
Maybe the past couple of months has been spent having meetings saying "Hmm, maybe we should hire this 'nuggs' bloke"
I'd be prepared to port m2fix to anything else on PC
I'm not ready to cross over to non-PC yet though :p
Oh yes, I remind you that your work is very advanced, it will take me time to adapt to your mods and bring them at least to the hybrid. At least I would like to see if it is possible to add new functions such as turn on or off, and new buttons to interact with your mod in the launcher.
FUN_7100XXXXXX(local_80,(byte *)"NewParameters, -1);
squirrel bindings would do that, yeah
I should really get Sqrat set up
probably would help reduce a lot of the boilerplate
have some global M2Fix object in the root table
m2engage itself is using Sqrat but I've only embedded Squirrel itself so far
not too difficult to do squirrel bindings in m2fix, but without Sqrat your head will hurt getting all the boilerplate correct
sqrat is the backend and squirrel is the frontend? In itself it is easy to learn to modify .nut, but it must be complicated what makes everything work
sqrat is a binding layer between squirrel objects and C++ classes
so you have like
C++ <-> sqrat <-> squirrel <-> .nut
it just makes the squirrel virtual machine very elegant to work with in C++
while the emu itself is C, the EmuTask object (and friends) are C++
m2fix source at the moment does a lot of manual low-level squirrel stack operations written by hand which is something that really ought to be handled by some C++ automagic
could even go as far as variadic args and type deduction, dunno if Sqrat does it that way though
not impossible to keep doing it the way I have done, its just a bit shit lol
so between EmuTask and the emubase layer they must have the C++ to C FFI as well lol
far too much code in this thing
okay, nice shit workflow. I need other years of experience
I suppose this is due to work between departments of the studio, for those who worked with .nut they had the documentation made from M2Epi
im guessing its all just sold as middleware and the squirrel stuff is for customer buy-in
if its as simple as modifying a few scripts you don't really need a C++ engineer
They would have to be modified in the process, in the tests they send the .nut code, in the commented functions it is seen that messages were left between the engineers
what the fuck
seriously? haha
did they ever announce a bug fix for switch-only?
i can't fucking believe this
It doesn't detect it in IDA, and for Guidra, both loaders do not support aarch32. But in Guidra, some functions if kept in Aarch64, will not be decompiled
but, use breeze app can see asm instruction
there is something different in main that is not recognized as aarch64
oh sure, these loaders have their internal config, I enabled some analysis options and I see what I was looking for in Guidra, and it already looks good in IDA with a small update that I found.
but I don't rule out finding x86 instructions D:
i'd be surprised if the switch OS allows changing it at runtime, its gotta be one or the other
Well, this is supposed to change the configuration of the controller connected to port 1 or 2. IDA not show Speudocode
What does this config do? I don't have the PC version, which of the 2 is not related to spycross?
I also wanted to see the configuration of the analogs
only "Widescreen" is using psycross code
external res controls the emulator program's window size & properties
internal res controls PSX resolution
what do u mean it doesnt exist?
sorry i went to bed haha
like 240p
or 256p
its variable, depends on whether its PAL or not
This emulator is full of canvas size adjustments, both floats and int. Most are reset when you enter the codec
the codec on the PAL games uses a different display mode
integral doesn't
so if you're looking at PAL, yes the display is reset as it enters some 368xYYY mode
the save select screen uses the same mode
I originally used that as a signal to disable the res hack, since those things didn't need a res boost and it just broke things
but that doesn't work for integral
integral is basically in one mode the whole time
I modified 0x3FF in case I found something from the gpu, it seems like some scalable type (0x1FF, 0x3FF) another value will appear dark
Can't wait for the holy combo of nuggs' resolution mod and konami's native controller patch ๐
At this rate it honestly seems like nuggs will somehow get there first, lol
The base games of the update are supposed to be PAL Europe, but some say UK and I don't know if they are also PAL, I would have to get the DLC for the USA or NTSC version
Honestly, this emulator loads with many screen ratio configurations, most of them do the same
@pure radish alert, MGS1 got an update
okay, to catch you up to speed
i saw zero improvements and the only thing that happened is that they broke the analog fix
i lied LOL
but with this update, even with analog disabled in the ini you aren't able to use it, so that should probably be fixed up
Oh SNAP I spoke too soon
- Fixed an issue in which analog input did not work as intended*
^ update from today
yeah if you use M2FIX the official analog fix doesn't work
so for it to work you'd have to delete it
well, the game's in a decent enough state where that wouldn't be a big issue
i guess now it's just fixing that analog thing (probably deleting that part in particular) and then continuing work on the internal upscaling and widescreen
It's the conflict between the stopgap 'fix' we had and the official fix
remember that the stopgap fix was two parts; the settings in nugg's ini file, and the steam controller config that you had to manually select/enable
it's still super weird
Ok well there's one more possibility, the patch notes technically say:
Fixed an issue in which analog input did not work as intended*
Curious what that asterisk is...
oh
well that clears that up
so it should technically be properly fixed, one would presume
unless this IS their best effort
if this really is their best effort...
or, yeah, maybe it's potentially still a conflict
Its still not quite there yet
maybe re-install fresh game files to test it
popularity has waned and probably 1/100th of the people who have been waiting would even bother; but they won't fix unless they get reports
I noticed MGS1 was properly at 1080p, or at least was at the right size
one would assume that's nuggs' initial mod
๐ hopefully he manages to perfect his current project
alright, fresh install on its way
remember to set steam controller config to defult too
any way to reset to default?
idk, maybe just delete that profile?
i just have it at the "share = select" layout now
could just set it to the "gamepad" layout
you can just set to the Recommended ones
What a shame though that they set Steam Input enabled for every controller
instead of adding native support to them
Wait, what's the difference in how it works?
look at that pixellated blocky-ass snake, god damn
it's what I said, it's native support. Doesn't need the original client to work, works better, less latency, etc
But instead they gotta force everyone(for some reason even Xbox controllers???) to use it now :/

yeah.......
well I got the original config back
have to go into big picture mode to get the option
weird, I thought they fixed that kind of problem ages ago(since big picture and non picture uses the same configurator)
same as here?
even with Steam Input force disabled?
i don't have it glitching like that
its just the same as v1.4.0 without m2fix for me
i'll try again with my fresh reinstall soon
for some reason it's been taking fucking forever to reinstall
the network is capping at 1.8mb/s
i hate steam ๐ญ
change download region
i did four times...
i doubt it will work at all with steam input turned off
are you sure it's the download and not the installation process
I see a lot of people mix the two up for some reason
yea, it's the network, it's consistently at 1.8/1.9
gonna assume the analog is the same though?
if I had MGS1 i'd test it myself
don't know if you have a non-xbox pad but did you test with an xinput one(or, if you do not have one to just, put it on xinput)
there is no hope of it working out of the box with steam input on, the steam input config still binds left stick like a dpad
Im about to check
well
they did change something because m2fix will fail to find one of the signatures for analog
"fixed an issue in which analog input did not work as intended" might as well be "we blocked M2Fix because we got jealous that they figured it out before us"
they've changed this axis clamping thing
if ( *((float *)&v40 + 1) >= 0.0 )
v25 = 32767.0;
else
v25 = 32768.0;
what's that?
interesting...
you get a v1.0-v1.4 config
this steam input thing needs more time in the oven if u ask me
its incredibly anti-user
they should not use it at all and use native implementations(or GameInput for fucks sake SOMEONE USE THIS GODDAMN THING) imo
could someone try to figure out how to get it working in a steam controller config?
its definitely still intended to use steam input, but it seems to work about the same with it turned off now (just buttons are swapped around)
instead of default, did you try the recommended, or are they literally the same
i fucking called it
lmfao
i knew the hardest part of this would be migrating the steam input configs
2&3 have similar steam input configs, but those already had left stick
odd
maybe I need to restart steam
Lol, its killed Steam Deck controller input for 2 and 3 for me
oh yay :D
im also still confused as to what the "added steam input support" for 2 and 3 meant since they already had those to begin with I thought?
Ah, ok you have to grab one of there own released button layouts
well they said "our game supports your controller? fuck you, you're using it anyway"
There's already an amazing Input API that supports virtually everything in the best way possible without breaking shit up but nobody uses it... ๐
i just dont get why valve made it so hard to edit a text file
I never enabled the .ini flag for analog in nugg's mod, nor did I download the custom profile; the konami patch today had it working right off the bat
input still feels a bit laggy even with 'fast' enabled, but i guess this is as good as it can get ๐
which controller do you have?
so it looks like what's happened
konami did update the steam input configs, but they're active for the staging branch of the game only, currently
so they forgot to overwrite the live game config with the staging one
you can tell steam to grab the new one, but even that doesn't work properly because the input action on the left stick is undefined
hopefully they will notice soon, doesn't require a game update to sort it
it's just a steam problem
what I really dislike about steam input is how difficult it is to tinker/tamper with, it's very walled garden
it's just moving text files around behind the scenes, so... let me edit them please
instead we have to use this stupid deckified browser interface where resetting a game to default is almost too much to ask of it
why can't I just browse it like the steam workshop in the normal browser? it's using steam workshop behind the scenes

lol how annoying. But good thing they fixed it!
Today I have an advance regarding the third person camera

First, you cheat the game that is in first person view
Second, the camera transition counter is locked at 5.
And third, the emu is fooled that it is still in top-down view, but only for the function, inverting the camera when you hit an obstacle
I dont think anyone has analog working on PC atm coz of a steam configuration issue on konami's end
I had a custom config and I forgot how to reset to default
Left stick doesn't exist....
I can't for the life of me find a way to reset to the oficial config lol
There are some in community but they map the dpat to the left analog stick
and of course, no left stick options when configuring that so...
Recommended
Doesn't exist on my end lol. Maybe I should restart Steam
you need to enable the big picture developer options
there is a way to reset it with those
still won't save you from Konami's mistake today tho
This is so stupid lol
it's actually borked fwiw, assuming nothing has changed in the last 3 hours, nobody has analog working on PC rn
OK, I ended up getting the official configuration by connecting the Switch Controller lol.
But yeah, it's still DPad mapped to stick
Recommended is just gone now
I'd assume they're probably working on the Steam input side...at least hoping so

good news is M2Fix doesn't really need an update
Analog = false will be fine when they fix their shit
They could just add native support back...it's better that way anyway. :/
I remember wondering why Tomb Raider remasters didn't have Playstation prompts for some reason...then I discovered I had to disable Steam Input and they worked ๐
Steam Input works best when it's an addition, not a requirement(it should NOT be a requirement)
Yakuza Kiwami 2 had a similar case
Steam Input made the game believe an Xbox controller is connected
I think it's for the best for the game to always have a manual controller prompts option
Heck, there are a few games on Steam(namely Tales of Arise) that are only playable with Steam Input and you cannot use ANY controller at all otherwise
It's nice that Persona 3 Reload does cause I'm playing it on gamepass and of course Microsoft Store games by default only support Xbox controllers
okay i just woke back up
do i have to do anything on my end for the fix
my layout's already set to their default, didn't know if i needed to set it to something else and back again
if u used m2fix analog u will need to reset to default, but that doesn't help u much atm coz the default is out of date too
so there's nothing i can do then ๐ญ
it's possible to tell steam to grab the updated config but it seems to validate that against some set of game actions that must be defined elsewhere, and that results in it junking the left stick action
mite be possible to solve it but I didn't do it yet, steam input is pretty arcane tbh
I have a PS3 controller, which uses a really old version of DSX to talk to windows (that part is probably irrelevant). I think it registers as an "xinput controller".
I had your mod installed but I never enabled the analog flag nor did I ever enable the custom layout to make that work.
Today's update seemingly just worked immediately. Only tested for 2 mins but seemed like normal analog functionality
i didn't even touch that stuff or anything
im not convinced you have analog input lol
i wonder if these issues ppl are having is due to the custom layout
I'm happy to prove or help somehow if possible
the game basically falls back to 8 directional movement mapped onto the stick if its not happy
and it's possible to convince yourself that its analog when its not
best way to test is to go first person
and touch the stick slightly and see if you can control the speed
yeah i only played for like 1 min, in a small corridor (vr training), might not have been perfect 360 analog
Sticks work?
yea
What'd you do?
gave steam the correct game actions spec
then told steam to grab the updated config
and then made one tiny code change in m2fix which i'm gonna test against v1.4 now to see if i can just do it always
Share the config
ok that werks
Can't believe nuggs pirated an unreleasee a controller config
So it is perfect 360 analog? But - in order to achieve this, we need to do some extra fucking around?
Or maybe it was like that for me too and I just didn't realize
yer
the fucking around seems required rn coz the MGS1 steam configuration is fukt
i cant do much about that part
they might sort it eventually
m2fix does need a fix tho
well
kinda
maybe u can get away with leaving Analog = true but its not gr8
I'll try testing mine - it should be fairly easy to notice though right?
actually no it definitely does need a change otherwise you have two things driving the analog input or it not working at all
kek
i mean its obvious when you know what to look for
but for just walking around you might not even notice the dpad mapping
bit of a nightmare doing the wolf fights without analog tho
alrite final integration testing
oh
lol
of course it doesnt work rn
coz i have v1.4 game
lmao
lets try that again
yey
works
jesus, how do i write this up
please do tho, i can't figure this out ๐ญ
chill bruh it hasnt even been a day
Changes
MGS 1: Disassociated USE_ANALOG flag from the MGSM2Fix.ini Analog option - USE_ANALOG is now always set for best compatibility with all versions of the game. Retired the Analog option in M...
my installation doesn't have the "controller_config" folder, it should be ok to just make that, right?
Hmmm yeah I just tested Konami's fix and it does seem to be 8-directions on the analog stick rather than true 360 analog
I couldn't really say for certain but it did feel/look that way
Which is kind of ass
#modding-general message
๐ ๐
they definitely implemented analog properly
it'll all work fine on console
sorry i'm hella confused now haha
it's a steam issue
ah right
so - unless you do the extra fucking you mentioned earlier, you only get 8-directions. Gotcha.
Big shame for anyone who doesn't browse this discord
Fingers crossed the fine folks at Konami actually realize ๐
eh, i've been there haha
analog was probably sorted so long ago they forgot
and they just assumed doing the depot deployment to live was all that was necessary to release
we've made enough noise by now, they'll notice
๐
nuggs to the rescue once again
8 Axis*
does the rumble work for mgs1 or no
Hows the update analog going with you boys?
i have felt rumble, so yea it works
I'm a little confused
So did Konami not actually fix analog input correctly? Why is it so difficult to push a change to everyone's Steam Input settings?
๐I will no longer be able to make mods for time on my switch
powder, the cover is of very poor quality. and some tf pins were the ones that rose, I'll be lucky if the one at the base is okay
the game itself has implemented it fine
and exactly as i expected
its just steam is a bit of a disorganised mess from the backend perspective
as it evolves in all directions at different times
creating the circumstances that allow deploying updated depots that make new use of steam APIs, but not actually deploying the prerequisite configuration on the steam side
they'll sort it out, it doesn't even require a game update to do it
its a 5 min job when they notice and action it
games that use lots of steam API functions can't really be summarised as just the files on your disk
So the profiles you shared with the latest m2mgsfix will make analog work even without the mod installed?
yer
they're just the ones they intended to provide
not modified in any way, they come direct from a konami account
The way I understand it - konami has fixed it properly, but, the files required haven't been delivered to the end-user properly (not in the right directory). Requiring you to manually move them.
Unless you do this, it's only 8-directions mapped to the analog stick
nothing under the MGS1 install dir needs to change for them to fix it
its just steam shite
it'll be one of those phantom 5kb steam updates u occasionally get
when they do sort it
Konami will have to be the ones that do that though, right?
yeah i mean nobody here can modify the app's default configuration lol
yeah, as opposed to Steam though is what I meant
yeah they wouldn't get involved in this
I can confirm two things. 1. It works! 2. Nuggs is the GOAT.
Nuggs is our lord and savior
Gonna eat these 2 chicken nuggs in his name, and spark up a little green nugg later in his name
Ah yeah okay.
So it's not a "Thanks Konami"
but more of a "Thanks Gaben".
its an easy mistake to make
every other platform wouldn't need this separate step
and they probably wrapped up analog months ago
"Hey Valve are we all good to fix this controller issue?"
https://tenor.com/view/gabe-newell-no-ytpmv-lol-no-disagree-gif-17266802
steam input is also pretty young - not sure i've seen many games using "ingame actions" exclusively so its all a bit novel
The most uncanny thing about this is that it mostly works without the user fixing it; you only get 8-directions mapped to the stick, but it's not immediately obvious for some. Konami themselves may have even missed it, and many users might miss it too
that's because the original steam input configuration performed that mapping
and since it doesn't update properly, you're just using v1.4 bindings
Interesting
incidentally, they didn't even need to do that
without steam doing the mapping, there's logic in the game itself to do the directional mapping
Easy enough mistake for konami to make then I guess; I just find it interesting how it turned out because potentially many people would actually miss that it wasn't truly working
presumably for non-Steam platforms
so they had redundancy with this dpad mapping
we went on this farcical excursion when I first implemented analog
"will it work after this? no..." and repeat
seemed like there were infinite layers all doing directional mapping independently of the others
just in case, i guess
but yeah eventually I can just remove all that additional instruction when konami fixes it
One would hope they do that soon. Like you said, a 5 min job right.
next they can fix the nonsensical keyboard layout
Then again it's been 3 months since the previous update
It's probably stupid for me to think that there's a chance they might not realize it isn't implemented properly, right?
the word's probably travelled already
anyway i wouldn't really worry about screwing up the steam input stuff
it is possible to reset it all, it's just a bit hidden
just need to go into big picture mode and enable the developer options
did they just drop a new update?
Yep, for all 3 titles
no like just now
for mgs1
Hmmm yeah I have an update showing in Steam from 9 minutes ago
but.... Steam does that sometimes, for kind of... i dunno what they are
particularly MGS, it seems to have had a lot of kind of 'ghost' updates
I think this one might be legit though? Steam says it was 2gb
seems like a steam bug
hmmm
Yeah it's weird
seems like some title metadata gets removed and readded later
only to be removed again
sounds like some steam backend component misbehaving
and its always when tons of titles change at the same time
so more than just MGS1 affected
Usually when I've seen them, they are like 30kb updates though. This one does indeed seem to have downloaded 2gb to my system
could still be the same thing i guess
just curious
valve writing buggy software, never expected that
soooo has anyone try mod analog with new update or is new update is good enough without a mod?
its been explained like 100 times already lol
tl;dr is it works perfectly as long as you do an additional small step yourself, which nuggs figured out. He has instructions on his github repo: https://github.com/nuggslet/MGSM2Fix/releases/tag/v2.2
Alternatively you can wait for konami to 'fix' this additional step, which... in theory shouldn't take long at all, but...
Alright I'll keep that in mind, I just have the game on console just not for PC yet waiting for see reaction for PC to be analog fix before I buy.
Thanks for the link
You're welcome. It is technically fixed properly (proper 360 analog input); just that... the configs needed weren't in the right place. So it's fixed, it just... isn't setup properly for the end-user without a small adjustment in Steam. Konami should be able to rectify this easily, if you prefer not to do that.
I am willing to wait to see if they'll get a quick fix on it hopefully
Where is the "online manual" for each game actually located? Are there offline backups?
AFAIK the manuals are all on the metal gear website
No idea if theyโve been backed up but thatโd be great
hoping to god people see this instead of complaining to konami ๐ญ
more than likely they've been backed up on internet archive
maybe there's a way to fully download them...
haha, apologies, i did encourage people to report to konami, didn't see the harm in it at the time
thought it might keep them on their toes in regards to knowing players are out here, patiently waiting for these updates ๐
yeahhh
as long as you're polite & respectful i don't think there's any harm
Yeah just be nice about it. They are actually interested in proper feedback
I have no knowledge in coding, but I thought you guys might find this interesting. I know some people will feel like this isnโt the right way to play a game, this would be an optional thing and I thought it was cool
Get ready for a thrilling journey into the iconic world of Metal Gear Solid like never before! In this special series, we're diving into the heart of espionage with a unique twist โ a 3rd Person View Mod that adds a whole new dimension to the classic gameplay.
๐ถ๏ธ Join the legendary Solid Snake in a visually stunning and immersive experience. Th...
i asked him if this was for the master collection or for duckstation. He claims to be working on both to see which is better.
Doubt there's offline back ups. Online manuals for all games should be in the stance menu, except for 3. 2's stance menu is R1 + L1 while paused, 3 has additional settings which I imagine is there
He didnโt say he was working on both versions, he didnโt specify which version at all. I think he will explain soon tho
Most likely is GOG port
someone already replicated that 3rd person camera thing in here
yesterday
just scroll up a bit
to around this same time yesterday
I think it was the switch version
It is old cheat, as mentioned here
#1168512986491670548 message
When I said that under his (livelikerocktv) video, he immediately deleted my comment ๐คฃ
ah man thanks for letting me know. Iโll look into it !
I had to ask him twice. Other people are asking similar things and he did seem like he is dodging questions.
in another comment he said emulator.
๐ง
sounds like attention seeking at this point
ngl he did gave me that vibe
It is a very simple mod to do. And from what I saw in the video, it has the same problem when leaning against the wall, the camera does not invert. They need to patch that, this is disabled while in alert or first person and the mod uses first person mode.
I barely found out about the PC port, it looks like the integral version
https://www.youtube.com/watch?v=jk-OySk_VPg At this point I think they will release more episodes and keep seeking attention until 4/1 ,and then saying like "haha this is a April Fools joke lol"
Let's continue on this thrilling journey into the iconic world of Metal Gear Solid like never before! In this special series, we're diving into the heart of espionage with a unique twist โ a 3rd Person View Mod that adds a whole new dimension to the classic gameplay.
๐ถ๏ธ Join the legendary Solid Snake in a visually stunning and immersive experie...
April fools haha 
From Pal (Version Espaรฑol)
Memory Address:
0x800B895C Counter Camera Transition 1Person (lock 5)
0x800B8980 Active Reverse View (Active Reverse view (Active 0x111 - default 0x101)
0x800B9B8A Active First Person view (Active 0x1)
0x800AC5E0 Active First Person view Temporal ( Active Lock 0x1)
I don't think they'll release it soon, because they have to resolve a lot of things. I think that even if it is seen in third person, pressing up will not take you forward, but rather to the direction that the camera focuses by default on the stage. Yes you can make it go forward by pressing up, but there is another problem related to hanging on walls, this will make it move away from the wall because the camera keeps looking from behind.
but they have good progress, because they can use the Weapons and Items Menu
and the camera itsself is placed way too low for it to be enjoyable to play
At a minimum, for it to be a good experience, it must allow: moving forward of the camera, inverting when we are on a wall or allowing the camera to be rotated to your liking, not passing through walls. Just lower your expectations and hope that the reverse engineering of mgs1 arrives in good hands (modders)
my running theory is that it's some common redistributable updating that's somehow triggering tons of stuff to update - considering it's making like 4k+ games to update at the same time
Is there any hope for an eventual unofficial VR Missions level editor?
As suggested, the online manuals are viewable from the main MG site too...
https://metalgear.konami.net/manual/mc1/en/index.html
...I'm having Wayback save them as I type this.
I also have a dumb idea that maybe nuggs could add support for fetching the manuals from a local backup for people with unreliable net access, but that wouldn't be super slick without the same feature on MGS2, 3, etc.
MGS2 & MGS3 have a view manual button in their pause menus now iirc.
As of 2 days ago
But they're still pulling from online right?
hmm seems wayback is choking cause of the system and language selection...

I'm still confused how to use that.
im open to suggestions on how to improve it, already made some changes to make the .ini clearer
but pretty sure that guy has not made any suggestions or even spoke to me lol, how can i give him tips
I don't want the .ini to be a wall of text as then it's hard to read, maybe the release zip needs its own readme
but sometimes people just don't want to read lol, can't do much about that
maybe people used to see like gui interface
It's the mod still working on 1.5.0?
yeap
i have a problem...
for some reason the mod doesn't fill the bottom part of the screen...
Did you also download the new version of the mod?
that should be fixed in 2.2
Do I copy all of this and put them in steamapps/commons/MGS1?
Ah nevermind other than game_action is controller configuration
yeh, game actions thing can be removed when konami fixes it
Ok so all that files expect game_action goes in steamapps/commons/MGS1? I haven't boot up the game to get controller_config files open up yet if I need to get the game detacted the controller to allow files pop up in there?
game actions goes to Steam/controller_config/ not steamapps, might need to make the controller_config folder (next to the controller_base folder)
just add new folder lol going add files and see
alright time to find out
Ok let me see how to change screen on mgs1
ahh got iit going nice
that was easy
Hmm is there any reason why mgs2 detect the controller as xbox while I have a ps5?
Other than "lmao Konami moment" ?
MGS2, MGS3 and the MSX2 games by default start with xbox prompts regardless of the controller connected, you have to manually set your prompts.
The controller recognition doesn't work for these games
Ah hell.
The HD fix has an option to set the prompts you want at all times so you won't have to manually set your prompts each time you boot the game up
or you can add a launch parameter to force the prompts you want
Yea I notice the prompt to set it
now it set on ps5 controller
oh shit forgot that launch option
nvm thta for mgs1
there was a long debate about it here a while back
I think the conclusion was it works properly in MGS1, except when it doesn't
Yeah lol. Some people reported that it didn't change prompts for them.
On my end I can tell for sure it changes the prompts to whatever controller I have connected and pressed a button on it. Can't even force prompts of a different controller lol
For MGS1 and Bonus Content that is
Since I'm using PS5 controller, is some way to get sound to my headset after after the ps5 got a dumb speaker on the controller
Nvm figured it out
Wait, you didn't manage to perfect the resolution project did you? I thought there were some needle in the haystack bugs you had to iron out
MGS1 got an update today to fix the steam input issues
ORLY
LMAO
ill update the v2.2 advice
lol the update text is like a wall of information. Steam didn't make it easy for them to correct their mistakes ๐
ive reuploaded the zip with the game actions file removed, too
I'll have to deem my video as outdated now. Glad Konami is working on the collecting and imho they're proving that they're committed to improvement.
Agreed. Hope they fix the weird audio stuff next. Unless they already did this and I didn't realize
Damn, that was a fast turnaround
Glad to hear it ๐ I would still prefer if they restored native support for controllers that had it before but oh well...
ive deleted the actions file and reset my steam controller settings, restarting steam
just gonna pipe clean it all lol
to make sure it works from scratch
looks like it does
I saw an update from you earlier in this channel nuggs, I think I misunderstood, but that wasn't you fixing/finishing the resolution thing was it?
#1168512986491670548 message
thats not from me its just some steam forums crap
Oh hahaha
Now i look at it properly, so it is haha. Shouldn't have tried reading that as soon as I woke up from my phone
Fuck, of course it detects my PS3 controller as an Xbox controller. Did someone here say there's a way to give Playstation button prompts?
do you have xinput drivers?
but yes there is
you go to settings in the launcher and change them
Yeah my PS3 controller registers as Xinput (thanks to DS4 windows) so this is 'normal' behavior for me - most games do recognize it as an Xbox controller. Just hoped there was a way to 'fix' that and get the PS3 prompts.
So the MGS launcher itself has options for that?
Do you have these on hand?
Same issue here as @pure gazelle
yeah options > button settings
same goes for the other versions
but hdfix has a way to set it and bypass the launcher
what's your controller?
Problem is it will switch back to the prompts for the controller it detects
i thought that was only for 2/3
oh those were about 2 or 3. I dunno if it will work with MGS1
The funny thing is, in the game itself, on the pause screen, it shows as a DualShock 4 controller.
However, Steam/the new update considers it to be an Xbox controller.
After checking in-game though, it does seem to be showing the right prompts anyway, so i guess the in-game button selection does work
dualsense
Rumble works fine for MGS1, but 2 and 3 it no longer works
I checked with all controllers I have lol
for some reason rumble isn't working on 1 for me anymore
are yall using steam input?
Rumble seems to work for me - just tried VR Missions and ran into a guard, it rumbled when he shot me
PS3 controller, registered as Xinput / Xbox controller; using the official konami update
If I don't use Steam Input then the controller doesn't work at all
This new update seems to have completely removed native support
wild
did it even have native support
it did before yes
Well, I know MGS2 and 3 did lol
when I was reversing older versions I never saw MGS1 support anything but steam input
oh maybe im crazy then
it might be more that steam input doesnt make any sense
e.g. when its "off" its still doing "something"
connecting the dualsense with steam input turned off just pauses the game
even when I change to 360 virtual controller on ds4 windows i'm still getting no rumble
if I unpause it just pauses on its own again
DS4windows has a native DS4 mode you can use(that almost perfectly replaces you using your controller's)
Ds4windows only works wired ?
works wireless
Oh nice I just read adapter and was like huh
It connects with bluetooth no problem
Alr cool!
I don't know, I use mine wired but somehow I have so many freaking headaches unless I set it up like this
Sorry I should have been more specific. It's not actually DS4 Windows, it's "Scarlet SCP Toolkit" from 'Nefarius Solutions' (๐) which was like, the OG version of DSX or something from 2018
But it works fine for me, so all good.
oh god
hahaha
that thing installs a driver that isnt compatible with win11
yeah, i should really get around to removing that an updating to the current version
the current version is uninstalling it
Not all programs/software register ds4 controllers
pretty sure that was the advice when I searched about it under win11
Yeah I think you're right
even the guy that made it was just like "remove it pls"
Yeah
He's got a newer version now which is much cleaner and friendlier for the OS I believe
this was like... his initial homebrew solution from 2018, though tbf, it still works ๐
I just figured out how I can edit that page so I'm finally adding a step I forgor to put that's super important ๐ญ
There, it's updated
man this is so frustrating lol
I fixed a setting in ds4 so now I have rumble back overall but i'm still not getting anything from mg
sounds like y'all making more trouble for yourselves lol
Nah I've had it smooth for over 2 years doing this ๐ค I remember sometimes my controller didn't even wish to work, function with Steam Input or double input
Plus kinda easier to play really old games this way ๐
I turned it off entirely but im still having issues
so I have no clue
A brazilian is currently making a possible replacement for it, so I'm looking forward to it ๐
did you uninstall the game?
controller_config i guess
enabling big picture developer mode and then selecting the game -> developer -> reset steam controller blah blah is probably advisable too
that puts it completely back to official shite
they also said to just verify the files
This will sound nuts, but I actually didn't have today's fix working until I verified game files
I downloaded it, tried it, it was still 8-axis on the analog
decided to verify for the hell of it (not expecting it to do anything) and it worked
can't guarantee that is what fixed it, but seems to be, to my surprise
yeah its possible, just speculating on this one rly
like, its known for sure verifying game files will fetch anything in the install dir but idk if anyone knows what else it might do
Yeah it was a bit curious
just got home before I do anything, shall I do game verify on all 3?
just to get controller configuration refresh and such
dunno how necessary that is for 2&3 (or if it will break ur mods)
for 1 its basically free tho
I don't got many mod just for analog haha
2 and 3 shouldnt be necessary they remembered to change the default. 1 they forgot which is why there was the whole smtick with the analog stick not working lmao
Also mgs1 changes button prompts based on input even if you do change it. An oversight i guess, only 1 handles it like this and it's stupid
Assuming nuggs didn't remove the skip launcher command a workaround is doing it through that, but there's no PSX controller prompts so start is options
FWIW, I have a PS3 controller (which registers as an Xinput device, so most games see it as an Xbox controller), and after setting the button prompts from the MGS1 launcher, the game itself shows the right prompts + the controller settings in the menu shows 'DualShock 4' (which is technically wrong, it's a DS3, but still)
well, it's what they said to do in the post, so i'm not surprised it worked LOL
Yeah, good point
I'm really impressed with how far this version has come, especially due to Nuggs' mod. Really did not expect it to come this far. What's left now? Fixing the funky FMV errors? Dithering? What more can be done, before the MC version is the definitive way to play it?
The man himself is probably in the best position to answer that, but yeah after fixing the issues with the internal resolution bump there may be more to discover in the process?
I often notice him making discoveries in here as he's going through the code haha
I guess as a referece point duckstation is the best to use, but it's not like magic can be achieved either, presumably one is limited by what the game itself allows
still though, with the resolution bump it's close enough to duckstation-level graphics i suppose, minus whatever niceties duckstation has
Yeah I agree. I would say dithering is kind of a big deal tho, in terms of emulation accuracy. Hoping it will be possible to achieve, as its an important part of the original aesthetic.
But in any case, the state of this version with mods is miles ahead of what we saw at release. Much better than I could have hoped for.
Sinc I use the analog mod I see no issue with anything else plus using wide screen for mgs1 is nice plus
thumb up
Yes, big thumb up ๐
yeah there's still lots to do
i have grand plans lol
this is basically only getting started
the more you see inside the thing you see just how much we could be doing
I'm thinking the MC version will probably end up as the base for the decomp project as well. Jayveer talked about this, and making the decomp project into a mod does seem like the smart thing to do, to avoid lawsuits n stuff ๐ค
I mean you could make the decomp require a disc or a ROM
Exactly

