#Modding the MGS1 emulator
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cool, item menu is starting to work
it'll have to wait now as i've done the bit that doesn't require a brain
drawing it twice and cutting it off in the middle probably can't work here
and i'll need to know whether its the left or the right
oh, i might need to draw it twice for just the life bar, possibly
but that can be cropped
Oh, I imagine this double trick could also be used to fill in the remaining space on the left and right sides of the screen, like when some UI overlays just have plain color panels on each side. Making it widescreen without stretching could be really useful.
isn't that what I already have working here? #1168512986491670548 message
the issue with all this has just been reliably targeting the right drawcalls in each frame lol
once i've locked onto them it's just a game of duplicating & chopping
i think i have that all sorted for the HUD now
i can try and look at things like the main menu as well
not sure what happens if they aren't stretched, though
if it just leads to black borders on left and right, that's a bit shit as well
but it might not
i looked at the menu once and there's a lot going on there, so maybe something can be salvaged
let me get a capture real quick
so it's like 5 drawcalls
3 of them are "background"
then you have the foreground shadow
and then all the text + logos
maybe you could stretch this bit
but centre the foreground
konami logo and intro text would work better
plain backgrounds, easy to leave them 4:3 and fill the background colour
i wonder if we could also do subtitles
hmmm at least I suppose this one is a loop animation that is go through side by side on screen, so I guess you also can make non-stretched, and to see if it also able to do the loop animation thing in widescreen?
that's what I'm starting to do here? #1168512986491670548 message
I don't understand lol
the closed HUD is done, I'm doing the open menus now
yeah I see, just have my own thought about how to deal with some other overlays, but hey seems like all the solutions and methods are all similar lol
not sure what your suggestion was, sorry ๐
the "closed" HUD is very simple, just duplicate it and put one copy on each side, and cut it off at the middle of the screen
the "open" HUD is more complicated, I need to know which side is open
then there's stuff like the health bar, and treatment of that depends on which side is open, i think
https://youtu.be/BsJ-b1BpA0Y?t=2437 of all things, I think the cutscenes part in widescreen can gives optional toggle, like if the player want to keep the top and bottom black bar or do something like this
this widescreen progress is really got me excited, sorry that I start to think the other UI elements lol
the question is
can i work out which item menu is open just from DirectX data
i hope so as i hate having information cross functional domains
Fixing the hud stretch is fucking cool holy
So I guess I'm just a bit ignorant to how it works
So are certain elements anchored to particular corners or sides or something like that?
Or is it entirely manually offset
do you mean how the fix works? or how the game works?
How the fix works yeah
in essence the game itself is trying to render to a 4:3 screen and then that gets stretched later
so
the fix stashes the HUD drawcalls and replays them after the "stretching"
and changes the screen within which they're rendered to the native size
the offset is simple to work out
Oh cool
you work out how many extra horizontal pixels you have
divide it by 2
and then you have the number of pixels to shift each side by
the fix actually draws the hud twice
so it can shift one left and the other right
A small price to pay I imagine
and then cuts it off in the middle
oh yeah its negligible
basically free
but yeah it should be in the correct place, there's no manual positioning
it's just ratios (again)
im not deciding where it goes myself
it goes where it could only ever have gone
essentially the hud becomes part of the emulator, not the game
Neat, that's pretty cool that you don't have to do tweaking at different resolutions
since i already have the ingame screen mode setting available (clearly, based on how the widescreen hack currently works) it should be easy to make it work for any screen mode
well at least that was easy lol
a shame i can't delete outdated stuff from everyone's computer
But what if you could?
Have a file check and delete stuff that matches old hashes, but that's way out of the scope of emulator hacks I suppose
there is a check in v3.0 for the old mod but it just errors and shuts down the game
it doesn't delete anything, expects you to do that
but for that to have not triggered, did they even install v3.0 lol
lol
I doubt it
finally a temperature I can function in. adorable
Mate int it just ๐
what comes after purple
the maps I normally see just make the red darker until it becomes black
like great u burned it
inedible
Wizard

the great thing about doing stuff this way i guess is not having to do it for every game version separately lol
Hello dudes!, @pure radish any news about the texture warp enhancement?
was restoring a bunch of old issue reports based off my browser history / memory - i love people who provide descriptive titles lmao
that was next on my list, until @humble ravine asked if the hud could be fixed in widescreen, and then i had an idea to quickly prove the concept, and now i'm polishing that instead ๐
once i've finished unstretching ill return to it
this shouldn't take forever though, i am mostly just tweaking it now
i unfortunately can't do two things at once, and i am not paid to do this full time ๐
You should be tho
if u wanna pay me a salary ill consider it
ngl i couldn't have done the hud thing with the original keybindings

helps knowing what the fukin buttons are
who did this
WHOOOOOOOOOOOOOOOO
u could mash yr face on the keyboard and make something better
press the H key. press the U key. press the 9 key.
Oh noes!... Thank you very much for you efforts, by the way, is there any way I can donate?, I'm a big fan of your work and I'd like to show my support
much love โค๏ธ
