#Modding the MGS1 emulator
1 messages · Page 21 of 1
(but yeah, PAL did have a taller y axis on PS1)
hopefully the code isn't literal vomit so someone can figure out what to do
for me the next gfx thing i should probably look at is PGXP
but the next actual thing i will probably look at is better fucking keyboard bindings
coz this shit piss me off
E+M pause go to hell
coz im regularly testing stuff, keyboard bindings matter to me
not gna plug a controller in while i work on the mod
snake go wasd
E+M to pause is certainly a weird choice
that's a very polite way of saying shit
At least it beats this shit 2003 MGS2 had where you had to grow a third hand to use the katana xD
I kinda forgot, how master collection of MGS2 adjust that part on PC?
Everything's recentered around wasd / ijkl hand positioning, no arrow keys
ah a little better I guess
The deck was super dead last night, but it got it all charged and updated and games installed. Have a couple work things to do, but after lunch I should have time to get it started
That's definitely new xD
On the plus side, combined launch options work on MGS1 for sure, and if this log file any indication, good for Bonus content as well.
No rendering issues AFAIK for Bonus
Can confirm this works.
Kojima is an auteur
Lemme know if you need any more deets
priority 1 is sorting the immediate mode thing i think
priority 2 is steam deck ingesting LSD
just out of interest, does this still happen if you just use WINEDLLOVERRIDES="dinput8=n,b" %command%
I used that first
and same result?
I think? That's the normal override right?
yeah
Then yes. First run was dinput, did it again with both.
cool, good to know
There was a change to the way the textures were mangled, but I figured they'd be a little different on each run
Still the same sort of effect, just not identical both times
yeah, then i think having them combined is fine and not the problem
I'll double-check later tonight if I can.
cool
i'm only asking because obviously one of them is d3d11 which is the actual graphics API used by MGS1
but that override is for the 64bit games, not the 32bit games
so in the release package, the d3d11.dll is the ASI loader for 64bit
the dinput8.dll is the ASI loader for 32bit
on Windows at least, anything with the wrong "bitness" is ignored and it falls back to system stuff, but Wine/Proton might be doing something silly with that override option
Yeah, I'll try with all three variants. Maybe I misread which one I was using.
I am not above user error.
it's highly likely that it's a mod problem and having them combined is not the problem, i suspect
but worth ruling out
True, but now that you've raised the point, I don't want you chasing a ghost.
we'll get it all sorted
we've crossed the horizon at least on my machine 😛
(and one other tester machine)
grump
we're past the impasse, surely this is trivial nonsense
😄
as for the project name
it should probably stay MGSM2Fix at least until other games have more "tweaks"
the support for other games is very basic and just a bonus at the moment
if someone comes along and mods Castlevania etc with it, that's when we rename it M2Fix, I think
Sounds like a plan to meee
"internally" it's already called M2Fix but presents as MGSM2Fix
worth me actually figuring out how to force mine into immediate mode, then i can just debug it here
yeah so
the thing i recalled earlier
if ( v2[31] == 2 )
v3 = v2[96];
else
v3 = v2[84];
this selects immediate or deferred
if that thing equals 2, its deferred
as for what sets it to 2, no idea yet
ok
that was not where i was expecting
so +124 is the "active" context, +128 is what must be set to "enable" deferred
so what sets +128...
oh
ohhhh
hahahahahahaha
hahahahahahahahahahah
hahahahahahahaahahahahahahahhahahahaah
the thing that sets it
???
Squirrel function System::setDrawLatency
isnt this what the ingame setting controls
system/script/mode_setting_pad_mgs.nut: System.setDrawLatency( latency );
for some reason konami considered it a controller setting
alright then
i should be able to go ingame, change that setting, and upscaling will break
yep!
unbelievable
so @rancid hare @dawn flare if you go into controller settings, and change "Controller Response Speed" back to "Stable", upscaling should start working
delusionally named setting
now i'll try and get it working with "Fast"
.....lmao
you'll want to use the first build i gave you
the 2nd is of no worth
other than a quick diagnostic, it'll never work for anything
you can actually switch between them without restarting the game
upscaling, no upscaling, upscaling, no upscaling
alright well glad we got to the bottom of that
man i have full debugging power now
my debugging level is over 9000
i can just set breakpoints in the mod and see whats going on
yeah so im gonna have to hook the DeviceContext functions twice
alrighty
some boring work here to make that possible
so this is going to be fun isnt it
alright
boring job done
wow that was like an hour
now we hook all the shit twice
wut.. do i have the wrong immediate context
ffs
oh wait maybe this makes sense
lul i think i need to hook QueryInterface
wow, so the controller settings effect upscaling somehow? No wonder everyone's playtest result is different
because its not really a controller setting
it's purely a rendering setting
whether that has some perceived effect on input latency idk
but it's definitely just toggling between immediate or deferred rendering
ah
had to disable COMDAT folding
maybe i dont need the QueryInterface hook then
ok things slightly better behaved now
aight we crashing in the gfx driver but at least im attacking the actual problem now haha
I've had this like 3 times so far, reasons vary but usually I'm doing something dum
it might be running out of memory in some object heaps, doubt I'm releasing everything properly
maybe deferred gets some better cleanup
Things are looking great on my end so far w/ normal response btw, it's even playing nice with with reshade
https://github.com/nuggslet/MGSM2Fix huh the readme on the github page is now "HIDEO", is that normal
hacked by hideo
it doesnt crash in renderdoc coz of the API validation so thats handy
spot the problem
man there's no mercy is there
cool
i have it working in immediate mode now
i.e. works with the "controller" setting either stable or fast
oh wait no, ive broken deferred
lmao what
oh nvm
they both work but switching between them breaks
maaaaybe i see why
yeah just faffing i have to do now
in principle it can work
but good that you guys can test it with deferred, it's functionally no different with a working immediate build, looks identical
just a bit of fun, teaser etc, for ppl who aren't in here
obviously a bit embarrassing now if it takes me another year to release it, so we've planted a flag in the ground
it starts a timeline
I mean that's neat, but if someone want to download this current version of mod now they can't find the introduction
well, it can be found, with a few more clicks
the idea is it's not there for very long
and by the time the update comes out it will make enough noise that people will want to redownload anyway
the old version is so antiquated and fucked at this point that it's not worth downloading
i may be saying that with the benefit of the new mod, but still, it commits many crimes
it's all there, you can view past revisions
the source is available, the artifacts are available
people repackage the thing on nexusmods anyway
it's just a mod, and a bit of self-deprecation after such a delay
frankly that it took so long for someone to notice rather makes the point that it doesnt matter 😛
I see, for now seems like everything is sorted?
with the new version?
definitely getting there, just some smaller issues to iron out
yeah
each mode can work if it was enabled from startup but switching between is breaking
which is probably something simple
bearing in mind the other mode wasnt working at all 24 hours ago
oh, now i have switching working
i am overcomplicating things
remove code
it improves
wow, the game has null cancelling
state of the art
yay even the "watermark" works on both
and when switching
these "release" APIs are dangerous lmfao
but it would be nice to make sure im not leaking d3d11 resources
nice, tidied things up a bit and it seems really robust again
I may have another build for you both @rancid hare @dawn flare soon which shouldn't care which "controller" mode you use
i need to check out this steam deck issue next
unless I somehow magically fixed it by accident
or how often you change it
sent 🙂
if you can check if steam deck is still on LSD that would be helpful, it'll be a few hours until I can get to it
there's a chance it got fixed via changes I made
super glad we fixed that bug though, that woulda been awful to release
ok steam deck is still under the influence
getting renderdoc working on a 32bit game on steam deck is painful so I am conferring with chatgpt
bbl
the renderdoc guy doesn't provide 32bit builds on Linux
from what i've read you need to record an apitrace and then pass it to renderdoc
but this info is just from a quick search, no idea how accurate that is
apitrace just causes the game to crash pretty quickly
probably because i am also hooking d3d11 to perform the fix
maybe i got something
lol
slightly less corrupted with the debug stuff, but still corrupted enough
how anyone does steam deck development i have no idea
your process tree is a mile deep in impenetrable nonsense
wanna know what else is a pressure-vessel? my fucking brain
all the debug tools just make things crash
Maybe the folks in the Linux game dev discord would be able to provide some help
lots of really knowledgeable people there, including some Proton devs
hoooly crap i finally got renderdoc to load
but the gfx corruption is almost fixed this way
there is still a slight bit of smearing so hopefully just enough to debug
i had to:
install lib32-renderdoc
copy the librenderdoc.so to the game's local directory (system directory did not work for this)
run with PRESSURE_VESSEL_SHELL=instead WINEDLLOVERRIDES="dinput8=n,b" %command%
in the shell spawned, amend the command in $@ with:
LD_PRELOAD=./librenderdoc.so PROTON_USE_WINED3D=1
(that can probably just be rolled into the steam launch options, i just ended up spawning a shell for convenience)
DXVK renderdoc just wasn't working
where the fuck is it going to save my captures though
shit just ends up tossed all over the filesystem
Is the performance acceptable with WINED3D? DXVK is much more performant
60fps so yeah
but im not trying to enforce WINED3D i just needed something to capture a frame with the issue
hell yeah brother i have captures
wine-preloader-whatever.rdc
it is weird that by switching to WINED3D and then adding renderdoc, the graphical corruption became less and less
with them both combined it's almost gone but i can see it still
god, and this is the environment valve is trying to popularise
as a user it's fantastic
but everything is containers in containers and 1000 character command lines and you have no visibility besides obscure environment variables that change between proton releases
please open it up, debuggability is important
omfg for real
oh fair enough its gonna give it a go
weird, it looks fine in renderdoc
ha ha ha
WineD3D uses a whole different graphics pipeline than DXVK
i get that
gonna launch this again to visually compare
oooh
i relaunched
its much worse again
and i can capture it
so there's run-to-run variance
that is so bizarre
now if these look good in renderdoc something fucky is afoot
YEP
the corruption vanishes in renderdoc
so it's some video driver stuff? the graphics API use is apparently fine?
this looked like this on screen
i can maybe try replaying the capture on the steam deck itself, and see if that reproduces it
since i've transported the captures to windows
yes
now i have the corruption in the capture
it happens quite "late"
earlier in the pipeline the text is fine
the last GL drawcall
chatgpt says:
The texture corruption is not in your app logic, not in the input texture, not in the shader code —
but in the OpenGL driver implementation on Linux (Mesa) or WineD3D's translation to OpenGL.
and therefore DXVK as well?
that's quite fucking insane
there has to be a way i can work around it
absolutely mental
let me ferry a screenshot of this
as replayed on deck
as replayed on glorious nvidia silicon and microsoft system software
the same capture file
explain this atheists
lets see what a mate makes of this
there's nothing more the actual steam deck can tell me i think
i just have to try stuff (i've got a few suggestions)
gonna need to get a better debugging setup on steam deck
having it set up as a remote windows debugger would be good
maybe the game can run under a system wine
then there's less fucking about
neato
even i am surprised it works up to this point
if i can really get this working it even apparently handles build deployment for me
then i can just churn out builds with random fix attempts
oh shit i got it working
needs native Windows webservices.dll
hell yeah brother remote control of MGS on my deck
shame the ASI loader moans about the 64bit binary
isnt there a way to turn that off
actually fuck it ill just delete the 64bit builld
this warning doesnt appear if launched in a sane way
its something to do with how im hacking my wineprefix
fucking sick
even build deployment works
now i don't have to touch the deck at all
this is actually a debug session on the deck in proton, insane
alright that's all the horrible shit abstracted into the trash
now it is just a windows machine
breakpoints work etc
with StartGame = true in the ini I don't have to touch any deck inputs
this is peak deck debugging
I've litrelly held off getting MGS1 for Deck for this moment
the problem doesnt seem to be in the d3d11 hooks at all
i can just flat out turn them off and its still fucked
wow, interesting
so if i just disable the upscaling entirely what happens
that works....
wtaf
what depends on this flag lmfao
i thought i just bisected everything
dude the convenience at which i can debug on deck now
total shitshow yesterday now its bliss
there's like one thing i havent tried disabling
lets try that
and now its fixed but the image is cut off
so i know where the problem is
this is derived from the game's builtin code but adjusted to allow upscaling
what values is it setting
1280x400
what does it set on my desktop
1280x720
i.e. exactly half of my resolution
These bugs are now fixed.
thanks for confirming
actually how did i implement this function in v2.2
the issue wasnt there on steam deck before?
wait what the fuck
oh nvm
previous code set steam deck to 1280x384
but
doesn't fix the problem
however
i think I know what does
lol
fixed
those two parameters I removed coz they no longer seemed necessary on PC
put them back and deck is working again
so time to figure out what they actually control
wow was it worth getting the VS remote debugger working
that woulda taken a week otherwise to track down
whatever those values control it's not a current hook of mine in the d3d11 api
lemme renderdoc capture it and see if it's a parameter somewhere
we just have these
two values
no idea what they are
the old upscaling needed them increased
the new upscaling only needs it on deck
the way the game calculates them is complicated
and i think for the OG upscaling i tried it, and it wasn't sufficient
but it is now? ok
wow it's really
particular
i have one working set of values lol
i need to reverse this and see where it goes
*(args[0]) = (2560 - w) >> 1;
*(args[1]) = (M2Config::iInternalHeight * ((x - y) >> 1)) / x;
*(args[2]) = (w * M2Config::iInternalHeight) / 256;
*(args[3]) = (std::min(h, x) * M2Config::iInternalHeight) / 256;
looks like it should be this
working on deck and desktop
i have variables y and x reversed from usual meaning just by order that they're in the code lol
guess i should fix that
one issue im tracking remaining to fix until i am happy
lets see if i know where it is first
yes i do
the rewritten widescreen hack has introduced some geometry clipping
its very slight
yeah, even in the mode where it shouldn't be applying any adjustment, there is clipping
on large scale it is working, and is correcting aspect ratio, but there's some subtle math inaccuracy ig
don't wanna reintroduce the old stuff coz it was a batshit lot of code pulled in for only a small part of it adjusted
I noticed that, but I wasn't sure if that was a holdover from the original game that I'd just forgotten about
fixed it
oh w8
nvm maybe i didnt
lmao
okay
now ive fixed it
yep
that's got it
a few issues there lol
in my IDA database i correctly labelled the hook location
but when translating that into the fix, i ended up hooking the Y axis not the X axis
that still worked out because i was setting the right register
but it meant a bunch of flags were not set correctly
so ive moved it to the correct place, adjusted it so both registers are set now
then i also broke the thing that tells the GTE hook what the ratio is during some cleanup, that's also fixed
now it works flawlessly
alright
hopefully the final beta build
one last check on desktop and deck
Sick
all looks good
Is it worth checking against the various mgs1 disks?
You gonna send it out to us, or just do the testing on your own?
yeah sending it in a sec
No rush, I'm still working for a few hours
builds dispatched
Just thinking out loud, we may want to find somewhere in the game that generates a FMV clip
yep, all good stuff to check
Just trying to think of other edge cases
so "controller mode" should be fixed (either work and changing between)
deck fixed
geometry clipping fixed
looking at the deck playing the intro rn
Codec numbers/savenames fixed
that was in alpha 😄
but yes
underwater fixed, cutscenes fixed
but yes also double check widescreen mode n stuff
since that was broken recently
its working now for me
I don't have much more planned for 3.0 unless we find some bug
there's one tiny code cleanup thing I want to do (moving some game-specific magic numbers under the purview of the game logic) and then I'm just preparing release notes and screenshots
accepting more testers at this point again now we cleared that backlog - particularly if you have strange system setups (AMD GPU, linux etc), though I think we have Steam Deck handled
not saying having AMD GPU is strange but i think we all have NVIDIA
so the only AMD GPU this has seen so far is Steam Deck
the amount of work thats gone into this just for some cutscenes and codec numbers is staggering

I use an AMD GPU, but I'm running Linux - I can do some testing If you need it
It shouldn't be a lot different than running it on a Steam Deck though, so you probably don't need it
I use openSUSE Tumbleweed (with GNOME as the DE) with AMD RX 7700 XT
well that's mysterious, there's some values passed to the GW device setup that seemed to be double the required size, and in renderdoc there was a load of wasted space
well we just found a GPU that seems to require that
so I've doubled it on top of the upscaled resolution as well 😛
graphics programming sucks if you don't need to make it work on just one GPU
its just random shit everywhere
like the entire point of the graphics API should be to hide the device specifics :S
the original values here were 640x512 which for a 320x256 game seemed weird, and the latter worked for everything except this one GPU
how did they work this out
somehow it's really important that three quarters of that texture is black
for reasons
well hope for the best that playtest is going smooth this time
I might play some on deck
ocelot fight looked so good haha
FMVs seem fine, getting the nuclear weapons stock footage
rip old dude
I have 270 hours in the steam game

is the wobbling still there or still need that PGXP thing
yup needs pgxp
I quite like the wobbling though 😛
doesn't look like PS1 for me without it
that'll be post-3.0
hopefully without such a delay this time
finally have the tools
will be a separate option so we can keep people happy who like wobbling
i already have a pretty good idea of how to do pgxp, i looked into that a lot a year ago
wow
i noticed "fullscreen" on steam deck had broken/missing geometry but 16:9 didn't
that GTE hook is fiddly as fuck
fixed it though and found a cleaner way to correct the math
it was working fine on desktop lol
new version working on both tho
hard to fuck this up
crazy how subtle that issue must've been coz it was working fine for 99% of stuff
deck experience is now 👌
ur 👌
there was some strange artifacting that happened on the PAL games when you opened the save menu
i think that always happened tbh even unmodded
but its worse with the upscaling so i've put a fix in
nvm fix doesnt help
lmfao
fuck it
w8 maybe i can improve it
oh maybe it works now
basically just for a couple frames, blank the screen since it happens during menu transitions which are already supposed to be black anyway
first attempt was just one frame, now I set it to 5, haven't seen it since
(i am just fixing very low priority things while i wait for feedback)
that seems to have cracked it, nice
good news: that was the cause of the last bug we were tracking
having the old mod and the new mod both installed breaks upscaling
i broke scanlines (for everyone, and we just realised), but that's probably something stupid
no idea how the scanlines render, so this'll be interesting
huh, the game just decides to not bother drawing them
this whole bit goes missing
maybe it has some resolution cap
will need to find the game code for it
found which bit of the upscaling causes them to get disabled
idk why yet
none of the d3d11 stuff tho
lol this is wild
so the scanlines get finer and finer
as the resolution increases
and eventually? it must decide that they don't exist, so it doesn't render them
I always assumed they were just a texture lmao
maybe we just recommend reshade if people want it with the upscaling
they're not great scanlines anyway
as far as i know this is the only issue now
if you can even call it one
its kind of a feature
lemme try one more thing
I imagine the people who'd want a higher resolution isn't generally the same crowd that'd want scanlines anyway tbh
Caaan you set a separate upscaling value for that specific texture? I doubt it.
its not really a texture
but i mean this must've been an issue on the old mod as well
Tbh I'm down for that, I've been using reshade for proper CRT filters (since Konami's scan line crap is just a basic line overlay that doesn't correct the gamma - so everything ends up darker), and also lets you force MSAA & crop the black borders at the top and bottom of the screen. Why reinvent the wheel
it's very hard to justify delaying release prep and stuff, for this
especially when its so bad anyway
for sure, for the stuff achieve so far, that would be a big decent release
it looks non-trivial and yet more fucking about
interesting way to render it, given its so shit
Yeah. I'd like to see a better (included) scanline implementation, but for now I think it's totally fine to put on the to-do list
aint gonna get it by making this one just show up tho
Lol
i didnt realise how much is in this release tbh
this brings the full family of supported games
well, good job, team, we definitely pipe-cleaned this shit haha
it's gonna be a much better release thanks to y'all helping and reporting issues
immediate mode would've been a disaster
steam deck was also a total mess
and an issue with some GPUs
good job, this really is my favorite thread in the modding forum
In B4 Konami drops a new patch with the new metal gear hotline in 2 days that breaks everything
I wonder if they figure out the issues in MGS1 as we did
they definitely could've done something about it but they'd have to think about how to represent it in the ingame settings etc
not as easy as just smacking a number in a .ini
_>
oooh
thought it was something i did xD
well we are very close to release now
you could say we have never been closer
midnight release let's go
alright windows updates installed and visual studio works again
readme, license and release notes updated (again)
Seeing the news about CRT filters on not being in at first, I begun preparation
Turns out one guy made a nice script to install reshade for games played via Proton on Linux and I got it working
It doesn't look too shabby
https://github.com/kevinlekiller/reshade-steam-proton
this is the script If anyone needs it. It makes it real easy to install reshade
it's go time.
Huuuugee
https://github.com/nuggslet/MGSM2Fix/issues it must be feel good to finally close some of the issues lol
A fix that adds custom resolutions, upscaling, mod support and more to the original Metal Gear Solid within the Master Collection. - Issues · nuggslet/MGSM2Fix
yeah, lots of them are really feature requests which is nice
that used to be 1400 lines
well it was a long journey to get here lol
started with a rewrite and changing all the hooking like 6 months ago
phew, glad we got there
last few days I just wanted it to be over haha
I like working on it but the moment right before release is very tense
scratch my head wonder why I crash on open the game
what if you enable upscaling?
okay something very weird is going on for you lol
oh
it's creating multiple devices
what
do you have two GPUs?
shouldnt be seeing
ID3D11Device hook succeeded
twice
ok let me see
try this
basically bombs out after the first device is created
the game creates them in a sort of priority order
HARDWARE, REFERENCE, WARP
i would surely expect it to use a hardware device... otherwise your performance must be miserable
oh my god, that works lol
aha
is it using the correct GPU
we didn't have multi-GPU testers 😛
hopefully that won't impact too many
but shouldn't be too hard to fix it
yeah, i see in your log now
[2025-06-11 21:18:30.392] [MGSM2Fix] [info] [System] GPU: Intel(R) UHD Graphics 630 (driver 25.20.100.6617)
[2025-06-11 21:18:30.394] [MGSM2Fix] [info] [System] GPU: NVIDIA GeForce GTX 1060 (driver 32.0.15.7652)
it was probably hooking something it already hooked and ending up in a stack overflow 😛
this is the "nice" kind of issue to fix
just need to make sure its using the right GPU
(and upscaling works)
ok first thing first, without checking the GPU, turn on and off upscaling both works
and seems like I'm on GPU 0 lol
yeah without any ppf mod
ok so thats not unusual then
i'll rerelease with the fix
nice, will report back if encounter problems again
glad that was nice and simple
"MGS 1: Ketchup mod folders will be automatically created for every game version.", oh I see that it's kinda different now, although the readme section still used the old directory
oh, thats coz its making the wrong folders lol
will fix (and rerelease)
fixed
i don't mind rereleasing the same version if it's quick, and the fixes are small 😛
hopefully thats everything
ok seems like this time the simplified chinese mod can't enter the game, regardless DisableRAM and DisableCDROM is true or false, or both true/false
also give you the mod to try
is it crashing?
yeah, master collection menu is fine, it's just when enter the game it crash
without this mod, it's all fine, can run the game
well thankfully only few used this mod so far, so take your time to check lol
I believe I've fixed it
one moment
basically forgot to convert the old SQArray to Sqrat::Array
now i get all this and the game starts, so
thanks chatgpt
very nice, fixed
cool now all the stuff is fixed, time to test and explore more possibility
❤️
Hey Nuggs! First, thank you so much for all the hard work of the last months on this project
I have a question, is it normal to have those small black bars even if I think I set up the widescreen options correctly?
the NTSC games have them, seems quite intentional as they go out of their way to add them, I think we could remove them but it hasn't been done yet so it's future work
for now I kept them to make sure all the math maintained correct ratios
as there was already enough going on getting this to work 😛
now this works properly we can think about removing them
No worries, it was just to know if I screwed something up
the game is already beautiful enough thanks to this new release
thanks again!
for this release it just made sense to eliminate any extra variables, but yeah I will look at that going forward
switching to PAL will remove the bars but then you have a lower framerate so
which would also be nice to fix
The future releases will make it the definitive remaster then
do you think it's also possible to overclock the internal emulator like Duckstation does, to avoid framerate dipping?
yeah, we've solved the really hard problems in this release, you won't be waiting another year for refinements 😛
should be
actually i know it is
as i did it once, kinda
i had the game running double speed
Actually, that would be real nice, provided it doesn't bork in-game logic etc
Also, congrats @pure radish! Thank you for all the hard work you've put into making this the best(?) MGS1 release
Again, I'm back in the bug tracker, looking to see what I should bug you about adding/fixing next 😛
i am probably going to try and sort out the keyboard bindings first
but that surely won't take too long
it just needs someone to sit and do it
they bug me probably more than other people because im sat here coding and then i try to open menus and its E+M
just please work like a conventional game what are they doing
would be nice if the mouse did something as well but not sure what, but there are at least two nice buttons there
might check out the GOG bindings to see if they're more sensible
but it'll be customisable
Congrats with new release!
Is there anything could be done with black bars at the top and the bottom in US version?
Gooood
didnt want to for this release, wanted to keep all the ratios correct in the math to ensure i wasnt introducing problems for myself
but now this is working correctly i will do it
Yeah, it's working great
Reshade lets you crop them for the time being
Yes, I did exactly that for DMC Collection when I was playing on 16x10 screen 😀
Oh, which shader in particular does the trick?
thank you!
oh hey now a mod i use for another game got an update as well
what a strange day this is
trade deal
thx again those who sent ko-fi ❤️ appreciated
Work is still up in the air until the end of the month. Will try to help out once things are more secure.
Oh, did you update the gifs on the GitHub now that stretching is fixed?
i added a new one
alright another hotfix just went out for another multiple GPU issue
M2 made it really easy for me in that i just latch the first stuff to get initialised because that ends up being the correct instance to use
can ignore any other shit it initialises later because its not used for the game it seems
if you don't have multiple GPU issues or care about ketchup none of these hotfixes apply to you really
i guess it doesnt actually matter which one i pick, i just have to pick one and stick with it
the issue is probably just it trying to do it multiple times
but whichever GPU or device context ends up being used, as long as i attached only once, it works regardless of which one i picked
both multi-GPU issues were fixed in the same way basically
just did the same thing in another place xD
that should cover it though
A fix that adds custom resolutions, upscaling, mod support and more to the original Metal Gear Solid within the Master Collection. - nuggslet/MGSM2Fix
A fix that adds custom resolutions, upscaling, mod support and more to the original Metal Gear Solid within the Master Collection. - nuggslet/MGSM2Fix
crazy how its 2 lines of code
thank god for @rancid hare with the system info logging 😛
10/10
thats fixed every upscaling bug today
i put the driver version stuff in which tbf hasnt been useful but its cute
got a new headache now xD
oh this happened on an old version too and i did some stupid shit to bypass it
lemme see if reversing that stupid shit helps
I knew you were spying on me
Just had to know what I was doing in my other monitor (it was pr0ns) while testing
fuck knows what i have to do to appear legitimate
probably not interfere with process memory, but
i have PE resources!
You may want to throw a note on the github until you get it sorted
that makes me legitimate
i mean its fundamentally not my problem to solve
i can try to dodge it
but there is no foolproof solution
otherwise the hackers would use it
@rancid hare this version any better?
optimise for speed rather than size
last time i switched from speed to size, and that helped.. somehow
the hell is "lazy"
nothing lazy about this shit
the problem is like
some malware uses some public library
that gets signature'd
then everyone using that library is fucked
even for legit use
obviously the hueristic method itself is what they're calling lazy xD
defender is the bigger problem coz its built into the OS and is very hard to silence
"A primitive virus, which resembles the Stupid virus in that it does not reserve the area it occupies. This may result in a system crash if a large program is run, but the most obvious effect of the virus is a general slowdown of the system. " - https://www.f-secure.com/v-descs/lazy.shtml
last time it was defender that triggered
but i never see it because the builds originate on my machine
"I know this thread is very old, but for people which will come here - to fix this issue simply add icon to the program, im not even joking, it works."
standby
can you add an icon to a DLL
we need an icon
i was on the right lines about PE resources
pretty sure icons are those
mine are just HLSL shaders and squirrel scripts
nope
Scanned the entire unzipped latest release, and it seems gouda for Defender
i tried that a few weeks back with mgshdfix sadly, yes xD
Can I add Icons to a dll using Visual Studio? I want about 100+ icons I got in a dll can I do this in Visual Studio anyone know...? I have Visual Studio Professional
¯_(ツ)_/¯
well if you do find a way lemme know, i'd love to use this .ico i made up lol
if you open the .asi in 7zip and go to one of the rsrc folders, you can extract the hlsl shaders im using
basically the same thing is used for icons
Yessssss
also thats nice
we need an icon as well
isnt that too high resolution for a PE icon
what a nice problem this is to have
the mod works great but we need to insert a fucking icon
i have a placeholder icon
it's 256x256, so the max supported. windows also handles downscaling much better nowadays so you don't need to make all the lower resolution versions if you're feeling lazy
You need to use an .ico file. You cannot use a PNG image file for your executable's icon, it will not work. You must use .ico.
it is an .ico.
i need to convert mine
wat
If Avevis uploaded the ico, Discord seems to have made it a ping
oh
eyy i did it
the icon obv doesnt show up in explorer coz of the file extension, but
if you rename it to .exe
it does
try virus scanning this
lets test the icon theory
otherwise we need to buy a fucking Windows signing certificate
swapped out mcafee for symantec, so weird lol
lmao
i think the malware developers would've tried that
i wonder if chatgpt/whatever ai is able to identify what's being flagged in the code
i'd need to make an account
to upload a file
every chatgpt query ive done so far has been without an account
oh, also if you use resharper at all, i found a 3 month free code the other day
is that a CLR / C# decompiler?
sounds like one
oh
no
its a "language intelligence tool"
does it do C++
looks very C# oriented
yup, they have a c++ version https://marketplace.visualstudio.com/items?itemName=JetBrains.ReSharperC
i'd give it a go and see what i think
3 month code - CHRISBLAKELY
then for their ai stuff, you can just keep renewing the free trial lol
i don't like things that are going to write code on my behalf, there's a sweet spot of machine assistance i think
doing this stuff myself is healthy brain activity 😛
but yeah i was knee deep in shit during the huge rewrite
had no idea if it would all go back together into one piece
tearing chunks out of it left right and centre
installing
try navigating SystemVerilog without any machine assistance
"wow, i am going around in circles"
does this mean nexusmods enforces some virus scan?
maybe you should just upload a text file with a link to github 😛
yup, they use virustotal. if it's only a couple hits like there are, you can just email their support for them to manually flag it as fine
i mean fuck sake
of course game mods are gonna do stuff like code injection
this is telling me the license key is invalid
am i being silly
iirc there's a checkbox to the left of license, make sure that's unchecked - that's for if you have a local / corporate licensing server handling it
oh that's not a key, it's a promo code for their website
oh
ooooh
i am being silly
so i guess i need an account
wot
wat am i doing
oh i can log in with github at least
where do u put the promo code in
i mean im at the checkout
oh im blind
i was on that page and just didnt see that link
god
felt like a right boomer doing that
holy shit
we made it
i am nuggs nuggs
not sure why it did that lmfao
right whats it make of my code
"its shit"
nifty
we'll see how we go
Or you could try contacting the company that provides the AV, I assume it's a false positive
It would be fun to run a scan on some mods from nexusmods, and see how many get flagged
Though not sure how the AV companies operate, whether they'd be willing to review it
their job would be really easy though, since they'd have access to the source code
you maybe hope they already crawl places like GitHub over time
but maybe that is wishful thinking
I just checked one mod from nexus mods, and it gets flagged by the Cynet AV
One of the AVs that flag your mod
¯_(ツ)_/¯
can't fix stupid
i mean hypothetically you fix it for one release
we'll just be back here next time
indeed its open source and uses MSVC now so just build it yourself if you use any of this shitware
Windows Defender is a slightly different issue because it's a builtin component
but thankfully clean there this time
its unfortunate because malware is gonna do similar sorts of code injection to mods lol
and the process is just totally opaque
like i said you can't google "how to evade anti virus"
all you can do is submit it to each vendor... for every release
that won't get tedious at all
you just hope they are crawling GitHub releases for projects with enough downloads
27k downloads before this release which is not nothing and that will go up now for sure
i love using SkipNotice + StartGame on desktop tbh
start it on Steam and ur straight into the game, glorious
you can ask chatgpt to summarise m2fix
slightly terrifying
full circle, summarise a project with code that it helped write
It didn't make me breakfast, terrible mod 0/10
It didn't make @rancid hare breakfast, great mod 10/10
"released with mixed reviews"
So... Now what? I almost feel aimless now that I can't harass Nuggs about an update
Maybe now Snake can finally rest
Harass Konami for more games
I did just hear that there's an upcoming metal Gear event so...
Would be nice to get some fixes on the outstanding issues, but we're definitely in the "nice to have" phase of dev
I played for about 2 hours yesterday and everything worked flawlessly. Just want to express my gratitude to nuggs and everyone else on here who made this possible! Yall are pretty good 
Uhm... Does RB+LB still work for you folks to open the pause menu?
Yeah, my controller is giving me grief until I alt-tab... Weird.
Worked fine for me yesterday. I was using the steam deck and have one of the back buttons specifically for it lol
Hm, could just be my controller or something with my system.
Oh. ALL the MGS1 bindings are fucked for some reason.
LT is bringing up the in-game pause
I was thinking that. I know in mgs2 if I move the in-game controls around it moves the menu to those buttons as well. Might just need to reset to default
It's reporting keyboard input, which is weird in and of itself
Check steam input
SteamIn is disabled
You know what though, I did just firmware update the controller, so maybe it's borked
Steam input must be enabled on this game, there’s no xinput support
Also, looks like that one line of pixels in PAL is gone now
Ah. I still had the 8bitdo firmware updater open in the background. When I closed it I got the USB jingle, and now it works fine.
@pure radish You may want to add "upload the MGSM2Fix.log to your bug report" as a requirement for posting a github bug
would that requirement affect feature requests tho
tbh github issues isn't really good at separating the two
not sure
@rancid hare https://github.com/nuggslet/MGSM2Fix/issues/7 this still acting up for you?
there are definitely some bug reports on there that I've never been able to reproduce and nobody has provided much diagnostic evidence for
Yeah. I figured I'd poke them and if they don't get back to you in a couple weeks, you can close 'em out
I just flagged them all yesterday and I'm just gonna close them at some point
If it's not helpful, I'll stop. 🙂
Lol, I'll take them bullets
💀
I feel that ADHD guilt :p
Yeah. It should be easy to replicate
i tried to remedy some of them even in v2.0
So I'm thinking it's probably an issue on the user's end
the mod forces things like FULLSCREEN_CURSOR to zero as of v2.0
to try and help with that
Yeah, I assume most of them are long fixed, but at least now the onus is on them to follow up
@pure radish I assume the M2 logs are safe to post in public? Nothing majorly identifiable unless I installed the game to c:\users\firstnamelastname\desktop\mgs
Also, does the log report the game language/region? I took a brief look but didn't catch it.
yeah, and obv it has hardware info at the top
it reports the selected title ingame, but not your personal region
So I shouldn't use my bespoke motherboard that I flashed with my Social Security number as the serial? Nuts.
so if you boot integral or US or Spain it will show that
So it knows I'm running Italian, as an example. Cool
yeah
but i mean anyone could select whatever version, it's not really personally identifiable
i play integral a lot and im not japanese
Yeah, not related to personal info, just didn't want to bother reporting it if it's included already
but that's pretty much it, as you say don't install it to your Windows user folder lol
Lolol
it doesn't print anything about your steam account etc
Nah, I didn't think so.
I can't really think of much (useful) info it could pull that would also be PII, but I did want to check since I threw a log in GitHub without thinking. Since otherwise we've been posting them in here which is relatively more private.
Nah, I trust you well enough. But I did figure it was worth asking in case you hadn't been thinking about it
Fun (for me, not for you) feature request: It would be lovely if M2Fix could self-update on run. I dunno if there will be enough updates to warrant the effort tho. Would be handy for stuff like the Steamdeck where it's a bit of a hassle to drop to desktop mode and go download it.
Second thought: Is it possible to update the ini during runtime and reload? Might be handy if we could do that via the "console"
self-update is hard because the game will have to restart
Ah, probably the same with the config
ini updates could be done but some behaviours are "one shot" so it needs thought about what that means
hooks can be unhooked
fairly easily
Yeah, just throwing it out there as a thought. For stuff like changing the upscaling for testing etc
external resolution options are only sampled once at startup, so it doesn't really make sense to change those on the fly
Ah, yeah
internal resolution could be changed dynamically though
would basically need to free all the resources and start again with the new value
but these are very much "nice to have"
Oh absolutely
not even worth thinking about until we've actually ticked off the genuine game enhancements
I'll genuine game enhance you
even then you'd probably start looking at other games for bonus features
Yeah. That's why I'm soft-lobbing them here instead of making a github req.
Okay, I'm done being annoying in github. Everything else looks like feature requests that haven't come up in here as something you're considering.
good timing for konami to put the master collection on sale lol
YEAH!
Ugh. I really want someone to mod English item descriptions and codec text to Integral
I wonder what a good bounty would be for that..
not my kinda gig
i want it too though
knowing how the chinese mod was done (every detail) would be useful for that
really needs a more "romhacking" skillset than mine though
I used devmode to load into S07A for a screenshot, and the elevator had no textures until I went and looked at the keypad


