#Modding the MGS1 emulator

1 messages ยท Page 14 of 1

pure radish
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besides F1 in an hour ive got today to get some shit done here

humble ravine
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Got my money on Red Bull

floral dock
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Good race so far.

pure radish
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this sport doesnt get enough hate

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on for a repeat of 2004 at this rate

cerulean coral
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Still alive

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I had to format my SD, so I lost all the mgs1 mods I had

pure radish
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damn wish i could get my 2 hours back

humble ravine
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Pretty boring race tbh!

meager ice
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Or on any modern platform honestly

pure radish
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alright lets get cracking

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do i want a coffee or will this one make me anxious

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unfair slot machine that only works for others

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it'd be nice to have my own squirrel bindings

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bind m2fix code to squirrel so that i can call it over the debug interface

cerulean coral
cerulean coral
pure radish
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wow 1.2.1 i think thats before i even started looking at MGS

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i started at 1.2.2

pure radish
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oh gawd

glad frost
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uh oh ๐Ÿ˜…

pure radish
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wtf

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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

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what the hell

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alright

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its now horizontally in the right place but not vertically

cerulean coral
pure radish
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I mean you did stuff I still haven't done lol

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ur the only other person who did any modding to MGS1 MC

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having a DLL makes things easy mode for me, too, you didnt have any of that on switch

hearty dirge
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It would be interesting if mr. Rodriguez could post his mods/work

cerulean coral
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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 ๐Ÿ˜ถโ€๐ŸŒซ๏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

pure radish
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yeah feel free to use my shit

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once you get some sort of native code loading into the app, the concepts should be somewhat portable

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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)

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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

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getting some code running and something to do signature scanning will help a lot

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i wish PC was ARM because x86 is fucking shit

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currently in another fight with x86

pure radish
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i kinda wonder if there's a squirrel VM vulnerability you can exploit with only romfs mods lol

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they use a really old version of squirrel

cerulean coral
pure radish
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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

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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 ๐Ÿ˜›

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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

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i'll rewrite the whole thing and experiment with stuff like that... once im closer to feature-completeness

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at the moment it's "better the devil you know"

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i've done a lot of asm hacking in my time (but basically this is my first time with x86)

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some of them have the added complication of conditionally returning to the original caller or running the original function found in the game

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but a lot of it wasn't necessary to get to the v0.1 release

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don't worry though ARM is much more sane ๐Ÿ˜›

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here there's about 20 different calling conventions and if you don't like them, you can make up your own!

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yay the hook works

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what's my prize

cerulean coral
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we go in parts

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I was reviewing your code, when you have something clear I will ask you for some support

pure radish
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its a bit of a mess

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i'll tidy it up eventually

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it just sorta exploded outwards

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atm i just need it to be the same familiar nonsense or i'll get myself even more confused

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lmao

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hmm, i have learned some more things, maybe i know where to look now

cerulean coral
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how old are you? I'm 30 D:

cerulean coral
pure radish
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28

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i think, i lost count tbh

cerulean coral
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Incredible I saw you as a veteran or that you were twice my age, great genius ๐Ÿค“

pure radish
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nah i just grew up doing this stuff, at least 10 years of relevant experience (with maybe another 4 of questionable experience)

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hehe, debug leftover maybe

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they must've had a print there or summit

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function has no side-effects and those returned values arent used here

pure radish
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LMFAO

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we're in deep...

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big progress i think

pure radish
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psychedelic

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very interesting to see it in motion

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says quite a lot i think

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this will probably end up being quite simple

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i can control way more of whats going on now with this hook

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time to rest

hoary pier
pure radish
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this is like

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the graphics equivalent of printf debugging

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i just have this one technique

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solve every problem the same way

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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)

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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

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this hook is basically the opportune time within gpu_draw to adjust all of the values that are derived from the gpu dimensions

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and theres a lot

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the one I did here is not the one I was really after

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but it was just the easiest to prove changing it works

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the rest have a bunch of math so will have to wait until tomorrow to play around with it more

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but its interesting the sub is more visible now and rendering at higher res

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im gonna have to keep all this crap once done haha

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coz its pretty cool to screw with

glad frost
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Awesome stuff

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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

pure radish
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it really ought to be working already tbh

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its extremely suspicious

glad frost
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hmmm

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I guess there's 3 possibilites

  1. It can't be done, period.
  2. It's something you haven't discovered yet.
  3. It's something you have discovered, but haven't implemented properly.
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If I had 10 bucks to bet, I'd put $8 on the second one, and a buck on the remaining two options

zinc ferry
pure radish
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by virtue of Turing-completeness ๐Ÿ˜›

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just a Q as to how much work it takes

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the fact we have it working for gameplay pretty much flawlessly is the evidence suggesting its probably not much more work

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its just needle in haystack

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it'll take time perhaps, but will probably be easy in the end

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it's all the research & experimentation that takes so long

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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"

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don't read the steam forums though, sheesh the entitlement there

glad frost
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Oh yeah, gamers on the regular are the definition of it

plain hemlock
# pure radish psychedelic

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?

pure radish
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boring

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bye bye

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zigged when they shoulda zagged tbh

humble ravine
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Yuzus lawyer probably recommended a settlement before they run him into the ground for the rest of his life

soft falcon
meager ice
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Paying for TotK patches before release too

pure radish
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idk how much i believe that

hearty dirge
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Just download the latest versions of citra and yuzu. I donโ€™t believe this is going to stop all development of switch/3ds emulation forever

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Will put a roadblock for now thoughโ€ฆ

pure radish
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tbf i dont use either of them

hearty dirge
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I donโ€™t either, I have switch and 3ds

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But

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For preservation

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Since they already deleted GitHub code

pure radish
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lmao ur right

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that didnt take long

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good job there arent like

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3000 forks

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still up

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F

hearty dirge
cerulean coral
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.Net, CSharp, IL ๐Ÿ”ฅ

pure radish
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C# wasnt a bad language when I last used it 12 years ago

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but i havent been paying attention since

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memory safety meme

cerulean coral
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Unsafe code mgnYPG

pure radish
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everything is just abstraction on machine code to me, so i don't buy into the hype

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rust won't save you from cosmic rays flipping bits

cerulean coral
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Las drogas

cerulean coral
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What language does the brain use to reprogram neurons? is it a fpga?

pure radish
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I guess neuroplasticity suggests that it is

cerulean coral
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Pseudoscience helped Kojima create his stories, also tobacco

pure radish
cerulean coral
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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.

cerulean coral
# pure radish

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

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well, while I finish building my little studio apartment, I'll put the mgs1 mod on hold

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well, while I finish building my little studio apartment, I'll put the mgs1 mod on hold

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but I want to share things that were pending

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At the start of the launcher, there is an option that allows you to use an introduction video called "\movie\title_opening.mp4"

pure radish
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yeah, I did see that

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lots of strange leftovers in there

cerulean coral
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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);
  // ็”Ÿๆˆ | generar
  local opening = OpeningMotion(input, smoothing, all_title);
  if ( opening.init() ) {
    opening.open(); // ้–‹ใ | abierto
    opening.mainloop();
    opening.close(); // ้–‰ใ˜ใ‚‹ | cerca
  }
  ::g_menu_bg.visible(true);
  */
}
pure radish
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I feel like half of the scripting goes essentially unused

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it can be tricky to follow because there's all these red herrings

cerulean coral
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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

pure radish
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lol really? the engine supports loading files in that way?

cerulean coral
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Yeah! :v

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In fact, I've done this with several types of games that use compressed resource packs, such as .mbundle

cerulean coral
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I really had fun running the disk change animation

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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

pure radish
hearty dirge
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Nintendo ninjas damn

pure radish
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konami coming for us next

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jk we make them money instead of losing them money

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this is kind of why i was nervous about a current-gen emu

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the temptation to resort to jumping the queue

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this allegation wouldn't even be possible if it wasn't current-gen

hearty dirge
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3DS emulator also got shut down tho..

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3ds is last gen

pure radish
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by association to yuzu yeah

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they went after yuzu and bagged citra

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because of the injunction on the authors

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making the same argument about citra from the actual evidence would be much harder

cerulean coral
hearty dirge
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I wonder what emulator is next

dusty radish
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nokia gonna take down the n-gage emulator wailing

cerulean coral
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Symbian is better

cerulean coral
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@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

pure radish
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the psy-q stuff I'm doing in v2.1 is just for the GTE widescreen hack so that things aren't stretched

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most of the higher resolution stuff is done with a few code hooks in the emulator

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should be possible to compile an equivalent thing that does what m2fix does but for aarch64

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other than the x86 assembly bits which will need manual porting to aarch64

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is MGS1 on switch actually running in 64bit mode?

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on PC its 32bit and it always seemed like an oversight to me

pure radish
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@cerulean coral do you have the PC version of the game? you should get it ๐Ÿ˜›

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if only just to compare with the switch one

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it would help with porting, somebody would need to have both

hearty dirge
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Someone buy mgs1 for him

cerulean coral
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My mistake, I opened it on the way to 8.3...returned to 7.7

pure radish
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show me 1 instruction and i can tell you if its arm32 or arm64 lol

cerulean coral
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and it is arm64

pure radish
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yep

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wow

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that means the PC version being 32bit is just a bug

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"bonus content" is 64bit and also M2

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but this suggests there is no actual reason for MGS1 PC being 32bit

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glad I got bonus content working as if they ever switch MGS1 to 64bit I can easily adapt

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  1. that will still be annoying to do
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  1. but please do it because x86 32bit is horrible to work with
cerulean coral
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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

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And you might be surprised to know that Super Mario RPG, made in Unity, is 32-bit on Switch ๐Ÿ˜›

glad frost
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i wonder if this is worth bringing to the attention of Konami?

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it might be something they can easily fix?

meager ice
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How does a bug like that even occur?

glad frost
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yeah i have no idea

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i trust nuggs completely though

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if you had asked me, i would've said they simply didn't realize/didn't think about it

keen wharf
pure radish
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its usually a very simple build config thing

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like m2fix has both an in-use 32bit and 64bit config

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purely because it has to due to this mistake in MGS1's build

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ultimately its a flag that is passed to the compiler

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means they'd have to change to shipping 64bit DLLs too, like steam_api64

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but theyre already doing that for bonus content

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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

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they're leaving some performance on the table by doing that

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though MGS1 isn't the most demanding title in the collection

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I doubt they will fix it unless they have evidence that its causing practical problems

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there's still real problems affecting people's experiences to solve, so something quite academic like this won't really be looked at

cerulean coral
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maybe compatibility, check if other M2 emu, co also use 32 bits in Win

keen wharf
keen wharf
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I think for Switch, almost every game is 64-bit. The only exception I can currently think of is Mario Kart 8 Deluxe

cerulean coral
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what they do with these arcade emulators is wonderful

keen wharf
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oh shit, I didn't knew a rerelease of Blissful Death was made

pure radish
dusty radish
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it keeps happening Guilty

pure radish
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it really doesnt seem like an easy mistake to make

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yet it happens all the time

chrome path
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They're probably constantly briefed any time this happens, "DON'T say Jeremy Cunt."

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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"

pure radish
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welp

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better race than last week

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we'll just pretend this was the season opener

humble ravine
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Incredible result for Oli Bearman! 7th on debut with 36 hours notice

pure radish
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yeah ive never been so happy for someone i dont know

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papa cam made it

cerulean coral
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oh nice the new update include 16:9 from screen setting

pure radish
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yer

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did you only just update to v1.4? lol

cerulean coral
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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

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Camera3D Parameter --> Width Size --> (Breackpoint Write) --> Change Nop instruction --> Mod Width Size

pure radish
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what does ur camera mod do

pure radish
meager yacht
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Thanks for b...

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pure radish
humble ravine
pure radish
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wonder if thats on GOG

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or PSX

meager yacht
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On the other hand the gog version has hd fonts for all text iirc

red cradle
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if it's PS1, I wonder if they use ketchup mod loader to test it on MC too

cerulean coral
hearty dirge
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Reading thru the comments

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Donโ€™t think itโ€™s mgs1 emulator version

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At least not master collection emulator

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OP is kinda tight lipped about details, says โ€œin due timeโ€ more details will be dropped

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Doesnโ€™t specify which version of the game is used though

cerulean coral
plain hemlock
chrome path
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Video from 15 years ago.

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The dpad still functions as if top-down.

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So it's really just a gimmick.

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A fun one-off play around, but it's not like the entire first person mode in Integral.

pure radish
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refund

cerulean bough
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Jeez seeing MGS1 from this angle

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You really get a look at how low complexity the environments actually are

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Really illustrates how much the "fixed" camera and grimey texture work add to the image

cerulean coral
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Zoom 100 = 320 s32
Zoom 1000 = 3200 s32

chrome path
# cerulean bough Really illustrates how much the "fixed" camera and grimey texture work add to th...

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.

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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.

cerulean bough
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Chyea and you can even see the same examples accired for Silent Hill 1

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Which features alot of the same rendering style as MGS1

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Somewhat similar camera moving thru 3d environments

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Using alot of techniques to tunnel vision you into details instead of the actual environmental fidelty

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And hell it still remains to a degree in MGS2 and 3

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Where they leverage the medium of camera, and tons of techniques to make the game looker better

chrome path
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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.

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It's the big reason Twin Snakes looks kinda flat, in comparison.

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MGS2's lighting was bizarrely detailed.

pure radish
cerulean coral
glad frost
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fuck me dead it's taking Konami a while to fix the analog inputs for MGS1

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I assume they've possibly already finished and are waiting to finish other stuff (sound glitches etc?) before releasing it as one patch

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cause if not - bruh

pure radish
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they definitely have that done

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already

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most complicated thing there will probably be unfucking everyone's steam input configs

pure radish
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in general I doubt the M2 stuff is giving them the most difficulty

cerulean coral
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you have to hack all the M2 emulators

glad frost
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Maybe the past couple of months has been spent having meetings saying "Hmm, maybe we should hire this 'nuggs' bloke"

pure radish
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I'm not ready to cross over to non-PC yet though :p

cerulean coral
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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);

pure radish
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squirrel bindings would do that, yeah

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I should really get Sqrat set up

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probably would help reduce a lot of the boilerplate

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have some global M2Fix object in the root table

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m2engage itself is using Sqrat but I've only embedded Squirrel itself so far

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not too difficult to do squirrel bindings in m2fix, but without Sqrat your head will hurt getting all the boilerplate correct

cerulean coral
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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

pure radish
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sqrat is a binding layer between squirrel objects and C++ classes

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so you have like

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C++ <-> sqrat <-> squirrel <-> .nut

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it just makes the squirrel virtual machine very elegant to work with in C++

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while the emu itself is C, the EmuTask object (and friends) are C++

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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

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could even go as far as variadic args and type deduction, dunno if Sqrat does it that way though

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not impossible to keep doing it the way I have done, its just a bit shit lol

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so between EmuTask and the emubase layer they must have the C++ to C FFI as well lol

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far too much code in this thing

cerulean coral
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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

pure radish
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im guessing its all just sold as middleware and the squirrel stuff is for customer buy-in

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if its as simple as modifying a few scripts you don't really need a C++ engineer

cerulean coral
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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

cerulean coral
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bad news

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1.4 update switch change to 32bit

pure radish
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what the fuck

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seriously? haha

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did they ever announce a bug fix for switch-only?

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i can't fucking believe this

cerulean coral
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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

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but, use breeze app can see asm instruction

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there is something different in main that is not recognized as aarch64

pure radish
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those instructions look like aarch64 to me

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"x" register prefix etc

cerulean coral
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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.

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but I don't rule out finding x86 instructions D:

pure radish
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i'd be surprised if the switch OS allows changing it at runtime, its gotta be one or the other

cerulean coral
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Well, this is supposed to change the configuration of the controller connected to port 1 or 2. IDA not show Speudocode

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What does this config do? I don't have the PC version, which of the 2 is not related to spycross?

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I also wanted to see the configuration of the analogs

pure radish
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only "Widescreen" is using psycross code

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external res controls the emulator program's window size & properties

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internal res controls PSX resolution

cerulean coral
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then you should see internal resolution

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case 0x8002 not exist from internal gpu?

pure radish
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what do u mean it doesnt exist?

cerulean coral
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M2MachineCommand > bInternalEnabled

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What is the default resolution?

pure radish
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sorry i went to bed haha

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like 240p

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or 256p

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its variable, depends on whether its PAL or not

cerulean coral
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This emulator is full of canvas size adjustments, both floats and int. Most are reset when you enter the codec

pure radish
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the codec on the PAL games uses a different display mode

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integral doesn't

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so if you're looking at PAL, yes the display is reset as it enters some 368xYYY mode

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the save select screen uses the same mode

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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

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but that doesn't work for integral

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integral is basically in one mode the whole time

cerulean coral
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I modified 0x3FF in case I found something from the gpu, it seems like some scalable type (0x1FF, 0x3FF) another value will appear dark

glad frost
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Can't wait for the holy combo of nuggs' resolution mod and konami's native controller patch ๐Ÿ™

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At this rate it honestly seems like nuggs will somehow get there first, lol

cerulean coral
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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

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Honestly, this emulator loads with many screen ratio configurations, most of them do the same

cerulean coral
woeful flare
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@pure radish alert, MGS1 got an update

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okay, to catch you up to speed

i saw zero improvements and the only thing that happened is that they broke the analog fix

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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

glad frost
#

Oh SNAP I spoke too soon

#
  • Fixed an issue in which analog input did not work as intended*
#

^ update from today

red cradle
#

yeah if you use M2FIX the official analog fix doesn't work

woeful flare
#

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

meager ice
#

Now I can't use the analog stick at all

#

Idk what I did

glad frost
#

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

woeful flare
glad frost
#

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...

woeful flare
glad frost
#

oh

#

well that clears that up

#

so it should technically be properly fixed, one would presume

#

unless this IS their best effort

woeful flare
#

if this really is their best effort...

glad frost
#

or, yeah, maybe it's potentially still a conflict

meager ice
#

Its still not quite there yet

glad frost
#

Submit a ticket to Konami, I strongly urge you

#

both of you

red cradle
#

maybe re-install fresh game files to test it

glad frost
#

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

meager ice
#

I noticed MGS1 was properly at 1080p, or at least was at the right size

glad frost
#

one would assume that's nuggs' initial mod

#

๐Ÿ™ hopefully he manages to perfect his current project

woeful flare
#

alright, fresh install on its way

meager ice
#

Yeah doing a fresh install

#

MGS3 also got an update but no patch notes

woeful flare
#

not yet anyway

#

oh they're up

#

check #general-chat

red cradle
#

remember to set steam controller config to defult too

woeful flare
#

any way to reset to default?

red cradle
#

idk, maybe just delete that profile?

woeful flare
#

i just have it at the "share = select" layout now

#

could just set it to the "gamepad" layout

copper goblet
#

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

glad frost
#

Wait, what's the difference in how it works?

glad frost
copper goblet
#

But instead they gotta force everyone(for some reason even Xbox controllers???) to use it now :/

pure radish
woeful flare
#

yeah.......

pure radish
#

well I got the original config back

#

have to go into big picture mode to get the option

copper goblet
#

weird, I thought they fixed that kind of problem ages ago(since big picture and non picture uses the same configurator)

pure radish
#

the analog input doesn't work tho

#

like they did nothing

woeful flare
copper goblet
pure radish
#

i don't have it glitching like that

#

its just the same as v1.4.0 without m2fix for me

woeful flare
#

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 ๐Ÿ˜ญ

copper goblet
#

change download region

woeful flare
#

i did four times...

pure radish
#

i doubt it will work at all with steam input turned off

copper goblet
#

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

pure radish
#

oh, it does work without steam input now

#

but the buttons are swapped

woeful flare
#

yea, it's the network, it's consistently at 1.8/1.9

copper goblet
#

oh, great, so they fixed AND broke analog input, at the same time

#

awesome

cerulean bough
#

holy shit

#

MGS2 has a pause menu now

#

This is awesome

#

OH MAN

woeful flare
cerulean bough
#

DID THEY FIX "GORGE" SEALS

copper goblet
#

if I had MGS1 i'd test it myself

copper goblet
pure radish
#

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

blazing crypt
pure radish
#

well

#

they did change something because m2fix will fail to find one of the signatures for analog

cerulean bough
#

Jeez

#

You already see their issue?

#

LOL

#

Respect+

woeful flare
#

"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"

pure radish
#

they've changed this axis clamping thing

#

if ( *((float *)&v40 + 1) >= 0.0 )
v25 = 32767.0;
else
v25 = 32768.0;

woeful flare
#

...huh...

#

interesting

pure radish
#

before it was just 32768.0

#

oh

#

oh!!

#

they did

#

they did implement l_move

#

epic

woeful flare
#

what's that?

pure radish
#

so it looks like

#

they did implement analog in the game

cerulean bough
#

What ancient language is that?

#

OHHHH

pure radish
#

but the steam input config is not updating properly

#

even if you reset it to default

woeful flare
#

interesting...

pure radish
#

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

copper goblet
#

they should not use it at all and use native implementations(or GameInput for fucks sake SOMEONE USE THIS GODDAMN THING) imo

woeful flare
#

could someone try to figure out how to get it working in a steam controller config?

pure radish
#

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)

copper goblet
#

instead of default, did you try the recommended, or are they literally the same

pure radish
#

i fucking called it

#

lmfao

#

i knew the hardest part of this would be migrating the steam input configs

blazing crypt
#

is this why 2 and 3 aren't working?

#

rumble

pure radish
#

2&3 have similar steam input configs, but those already had left stick

blazing crypt
#

odd

pure radish
#

maybe I need to restart steam

humble ravine
#

Lol, its killed Steam Deck controller input for 2 and 3 for me

blazing crypt
#

holy shit

#

like entirely?

woeful flare
#

oh yay :D

blazing crypt
#

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?

humble ravine
#

Ah, ok you have to grab one of there own released button layouts

copper goblet
blazing crypt
#

ok so I was correct

#

amazing lmfao

copper goblet
#

There's already an amazing Input API that supports virtually everything in the best way possible without breaking shit up but nobody uses it... ๐Ÿ˜”

pure radish
#

i just dont get why valve made it so hard to edit a text file

glad frost
#

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 ๐Ÿ˜›

pure radish
#

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

timid hemlock
#

lol how annoying. But good thing they fixed it!

cerulean coral
#

Today I have an advance regarding the third person camera

pure radish
cerulean coral
#

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

pure gazelle
#

So, how the analogy is like?

#

With the update of course.

cerulean coral
pure radish
meager ice
#

I had a custom config and I forgot how to reset to default

keen wharf
#

Left stick doesn't exist....

meager ice
#

They fixed it

#

Fixed it their way

keen wharf
#

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...

keen wharf
#

Doesn't exist on my end lol. Maybe I should restart Steam

pure radish
#

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

keen wharf
#

This is so stupid lol

pure radish
#

it's actually borked fwiw, assuming nothing has changed in the last 3 hours, nobody has analog working on PC rn

keen wharf
#

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

pure radish
#

good news is M2Fix doesn't really need an update

#

Analog = false will be fine when they fix their shit

copper goblet
#

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 ๐Ÿ˜

#

Steam Input works best when it's an addition, not a requirement(it should NOT be a requirement)

keen wharf
#

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

copper goblet
#

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

keen wharf
#

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

woeful flare
#

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

pure radish
#

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

woeful flare
#

so there's nothing i can do then ๐Ÿ˜ญ

pure radish
#

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

glad frost
# pure radish which controller do you have?

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

pure radish
#

oh

#

i think i got it to work

glad frost
#

i didn't even touch that stuff or anything

pure radish
#

im not convinced you have analog input lol

glad frost
#

i wonder if these issues ppl are having is due to the custom layout

#

I'm happy to prove or help somehow if possible

pure radish
#

the game basically falls back to 8 directional movement mapped onto the stick if its not happy

glad frost
#

ah right

#

i see what you mean now

pure radish
#

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

glad frost
#

yeah i only played for like 1 min, in a small corridor (vr training), might not have been perfect 360 analog

pure radish
#

nice, I got it completely working

#

tbh it does work nicer than mine did lol

kindred chasm
#

Sticks work?

pure radish
#

yea

kindred chasm
#

What'd you do?

pure radish
#

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

kindred chasm
#

Share the config

pure radish
#

ok that werks

kindred chasm
#

Can't believe nuggs pirated an unreleasee a controller config

glad frost
#

Or maybe it was like that for me too and I just didn't realize

pure radish
#

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

glad frost
#

I'll try testing mine - it should be fairly easy to notice though right?

pure radish
#

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

woeful flare
#

please do tho, i can't figure this out ๐Ÿ˜ญ

pure radish
#

chill bruh it hasnt even been a day

woeful flare
#

oh yay!

woeful flare
pure radish
#

yeah, make it

#

i'll add that to the notes

glad frost
#

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

#

๐Ÿ˜…๐Ÿ˜…

pure radish
#

they definitely implemented analog properly

glad frost
#

I was almost joking when I said that...

#

Oh

pure radish
#

it'll all work fine on console

glad frost
#

sorry i'm hella confused now haha

pure radish
#

it's a steam issue

glad frost
#

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 ๐Ÿ˜…

pure radish
#

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

glad frost
#

๐Ÿ‘

keen wharf
cerulean coral
#

8 Axis*

blazing crypt
#

does the rumble work for mgs1 or no

pure gazelle
#

Hows the update analog going with you boys?

woeful flare
sick osprey
#

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?

cerulean coral
#

๐Ÿ’€I will no longer be able to make mods for time on my switch

pure radish
#

wtf

#

melted?

#

looks a bit scorched

cerulean coral
#

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

pure radish
#

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

indigo quartz
#

So the profiles you shared with the latest m2mgsfix will make analog work even without the mod installed?

pure radish
#

yer

#

they're just the ones they intended to provide

#

not modified in any way, they come direct from a konami account

glad frost
pure radish
#

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

glad frost
#

Konami will have to be the ones that do that though, right?

pure radish
#

yeah i mean nobody here can modify the app's default configuration lol

glad frost
#

yeah, as opposed to Steam though is what I meant

pure radish
#

yeah they wouldn't get involved in this

indigo quartz
#

I can confirm two things. 1. It works! 2. Nuggs is the GOAT.

glad frost
#

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

sick osprey
pure radish
#

its an easy mistake to make

#

every other platform wouldn't need this separate step

#

and they probably wrapped up analog months ago

sick osprey
pure radish
#

steam input is also pretty young - not sure i've seen many games using "ingame actions" exclusively so its all a bit novel

glad frost
#

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

pure radish
#

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

glad frost
#

Interesting

pure radish
#

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

glad frost
#

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

pure radish
#

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

glad frost
#

One would hope they do that soon. Like you said, a 5 min job right.

pure radish
#

next they can fix the nonsensical keyboard layout

glad frost
#

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?

pure radish
#

the word's probably travelled already

glad frost
#

true

#

you're right

pure radish
#

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

blazing crypt
#

did they just drop a new update?

glad frost
blazing crypt
#

no like just now

glad frost
#

they added a pause menu (lmao) to MGS2 and 3

#

oh

blazing crypt
#

for mgs1

glad frost
#

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

pure radish
#

seems like a steam bug

glad frost
#

hmmm

pure radish
#

it happens quite a lot for MGS1

glad frost
#

Yeah it's weird

pure radish
#

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

glad frost
#

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

pure radish
#

valve writing buggy software, never expected that

pure gazelle
#

soooo has anyone try mod analog with new update or is new update is good enough without a mod?

pure radish
#

its been explained like 100 times already lol

glad frost
# pure gazelle soooo has anyone try mod analog with new update or is new update is good enough ...

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...

GitHub

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...

pure gazelle
#

Thanks for the link

glad frost
#

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.

pure gazelle
#

I am willing to wait to see if they'll get a quick fix on it hopefully

indigo quartz
#

Where is the "online manual" for each game actually located? Are there offline backups?

meager ice
#

AFAIK the manuals are all on the metal gear website

#

No idea if theyโ€™ve been backed up but thatโ€™d be great

woeful flare
#

hoping to god people see this instead of complaining to konami ๐Ÿ˜ญ

woeful flare
#

maybe there's a way to fully download them...

glad frost
#

thought it might keep them on their toes in regards to knowing players are out here, patiently waiting for these updates ๐Ÿ˜…

woeful flare
#

yeahhh

pure radish
#

as long as you're polite & respectful i don't think there's any harm

timid hemlock
#

Yeah just be nice about it. They are actually interested in proper feedback

uneven comet
#

I have no knowledge in coding, but I thought you guys might find this interesting. I know some people will feel like this isnโ€™t the right way to play a game, this would be an optional thing and I thought it was cool

https://youtu.be/7JjRXqJIezM?si=WtgTwSePlF5tsr_v

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.

๐Ÿ•ถ๏ธ Join the legendary Solid Snake in a visually stunning and immersive experience. Th...

โ–ถ Play video
#

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.

kindred chasm
hearty dirge
# uneven comet

He didnโ€™t say he was working on both versions, he didnโ€™t specify which version at all. I think he will explain soon tho

#

Most likely is GOG port

tribal acorn
#

someone already replicated that 3rd person camera thing in here

#

yesterday

#

just scroll up a bit

#

to around this same time yesterday

hearty dirge
#

I think it was the switch version

limpid pewter
#

When I said that under his (livelikerocktv) video, he immediately deleted my comment ๐Ÿคฃ

uneven comet
uneven comet
uneven comet
hearty dirge
#

๐Ÿง

pure radish
#

sounds like attention seeking at this point

uneven comet
cerulean coral
cerulean coral
red cradle
#

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.

๐Ÿ•ถ๏ธ Join the legendary Solid Snake in a visually stunning and immersive experie...

โ–ถ Play video
kindred chasm
#

April fools haha Guilty

cerulean coral
#

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.

cerulean coral
#

but they have good progress, because they can use the Weapons and Items Menu

plain hemlock
#

and the camera itsself is placed way too low for it to be enjoyable to play

cerulean coral
#

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)

zinc ferry
# pure radish it happens quite a lot for MGS1

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

indigo quartz
#

Is there any hope for an eventual unofficial VR Missions level editor?

indigo quartz
#

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.

zinc ferry
#

As of 2 days ago

indigo quartz
#

But they're still pulling from online right?

#

hmm seems wayback is choking cause of the system and language selection...

pure gazelle
#

time for me to download that mod

pure radish
cerulean coral
#

I'm still confused how to use that.

pure radish
#

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

red cradle
#

maybe people used to see like gui interface

north estuary
#

It's the mod still working on 1.5.0?

pure radish
#

yeap

north estuary
#

for some reason the mod doesn't fill the bottom part of the screen...

red cradle
#

Did you also download the new version of the mod?

pure radish
#

that should be fixed in 2.2

north estuary
#

Oh

#

Ok

pure gazelle
#

Do I copy all of this and put them in steamapps/commons/MGS1?

#

Ah nevermind other than game_action is controller configuration

pure radish
#

yeh, game actions thing can be removed when konami fixes it

pure gazelle
#

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?

pure radish
#

game actions goes to Steam/controller_config/ not steamapps, might need to make the controller_config folder (next to the controller_base folder)

pure gazelle
#

alright time to find out

#

Ok let me see how to change screen on mgs1

#

ahh got iit going nice

#

that was easy

pure gazelle
#

Hmm is there any reason why mgs2 detect the controller as xbox while I have a ps5?

keen wharf
#

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

pure gazelle
#

Ah hell.

keen wharf
#

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

pure gazelle
#

Yea I notice the prompt to set it

#

now it set on ps5 controller

#

oh shit forgot that launch option

#

nvm thta for mgs1

pure radish
#

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

keen wharf
#

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

pure gazelle
#

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

glad frost
timid hemlock
#

MGS1 got an update today to fix the steam input issues

pure radish
#

ORLY

#

LMAO

#

ill update the v2.2 advice

timid hemlock
#

lol the update text is like a wall of information. Steam didn't make it easy for them to correct their mistakes ๐Ÿ˜…

pure radish
#

ive reuploaded the zip with the game actions file removed, too

sick osprey
#

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.

timid hemlock
#

Agreed. Hope they fix the weird audio stuff next. Unless they already did this and I didn't realize

glad frost
#

Damn, that was a fast turnaround

copper goblet
#

Glad to hear it ๐Ÿ‘Œ I would still prefer if they restored native support for controllers that had it before but oh well...

pure radish
#

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

glad frost
#

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

pure radish
#

thats not from me its just some steam forums crap

glad frost
#

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?

blazing crypt
#

do you have xinput drivers?

#

but yes there is

#

you go to settings in the launcher and change them

glad frost
# blazing crypt do you have xinput drivers?

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?

glad frost
#

Same issue here as @pure gazelle

blazing crypt
#

yeah options > button settings

#

same goes for the other versions

#

but hdfix has a way to set it and bypass the launcher

blazing crypt
keen wharf
#

or PS4

#

if you want PS prompts

keen wharf
blazing crypt
#

i thought that was only for 2/3

keen wharf
#

oh those were about 2 or 3. I dunno if it will work with MGS1

blazing crypt
#

I think they fixed it for 2 and 3 aswell in a recent updae

#

yeah in 1.4

glad frost
#

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

woeful flare
blazing crypt
#

damn that's weird

#

are you getting rumble in 2/3?

keen wharf
#

Rumble works fine for MGS1, but 2 and 3 it no longer works

#

I checked with all controllers I have lol

blazing crypt
#

for some reason rumble isn't working on 1 for me anymore

#

are yall using steam input?

glad frost
#

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

keen wharf
#

This new update seems to have completely removed native support

blazing crypt
#

wild

pure radish
#

did it even have native support

blazing crypt
#

it did before yes

keen wharf
#

Well, I know MGS2 and 3 did lol

pure radish
#

when I was reversing older versions I never saw MGS1 support anything but steam input

blazing crypt
#

oh maybe im crazy then

pure radish
#

it might be more that steam input doesnt make any sense

#

e.g. when its "off" its still doing "something"

keen wharf
#

connecting the dualsense with steam input turned off just pauses the game

blazing crypt
#

even when I change to 360 virtual controller on ds4 windows i'm still getting no rumble

keen wharf
#

if I unpause it just pauses on its own again

copper goblet
hearty dirge
#

Ds4windows only works wired ?

keen wharf
#

works wireless

hearty dirge
#

Oh nice I just read adapter and was like huh

keen wharf
#

It connects with bluetooth no problem

hearty dirge
#

Alr cool!

pure radish
#

i havent used ds4windows in years

#

just doesnt seem necessary anymore idk

copper goblet
#

I don't know, I use mine wired but somehow I have so many freaking headaches unless I set it up like this

glad frost
#

But it works fine for me, so all good.

pure radish
#

oh god

glad frost
#

hahaha

pure radish
#

that thing installs a driver that isnt compatible with win11

glad frost
#

yeah, i should really get around to removing that an updating to the current version

pure radish
#

the current version is uninstalling it

hearty dirge
pure radish
#

pretty sure that was the advice when I searched about it under win11

glad frost
#

Yeah I think you're right

pure radish
#

even the guy that made it was just like "remove it pls"

glad frost
#

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 ๐Ÿ˜…

copper goblet
#

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 ๐Ÿ˜ญ

blazing crypt
#

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

pure radish
#

sounds like y'all making more trouble for yourselves lol

copper goblet
#

Nah I've had it smooth for over 2 years doing this ๐Ÿค” 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 ๐Ÿ˜…

blazing crypt
#

so I have no clue

copper goblet
pure gazelle
#

Damn

#

Iโ€™ll have to redownload again when I get home

woeful flare
pure gazelle
#

No the files lol that you update

#

Since Konami did a fast turn around

pure radish
#

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

woeful flare
#

they also said to just verify the files

pure radish
#

not sure that will do much tbh

#

why is it a developer option, honestly...

woeful flare
#

exactly like

#

and to be within big picture mode only too

glad frost
#

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

pure radish
#

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

glad frost
#

Yeah it was a bit curious

pure gazelle
#

just got home before I do anything, shall I do game verify on all 3?

#

just to get controller configuration refresh and such

pure radish
#

dunno how necessary that is for 2&3 (or if it will break ur mods)

#

for 1 its basically free tho

pure gazelle
#

I don't got many mod just for analog haha

kindred chasm
#

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

glad frost
#

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)

woeful flare
glad frost
#

Yeah, good point

timid hemlock
#

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?

glad frost
#

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

timid hemlock
#

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.

pure gazelle
#

Sinc I use the analog mod I see no issue with anything else plus using wide screen for mgs1 is nice plus

#

thumb up

timid hemlock
#

Yes, big thumb up ๐Ÿ‘

pure radish
#

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

timid hemlock
#

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 ๐Ÿคž

kindred chasm
#

I mean you could make the decomp require a disc or a ROM

timid hemlock
#

Exactly