Sega Saturn Widescreen hacks (Panzer dragoon Saga POC)

Discussion in 'Sega Saturn Programming and Development' started by Esppiral, Aug 30, 2016.

  1. paul_met

    paul_met Rising Member

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    How about widescreen in demo mode?
     
  2. Esppiral

    Esppiral Gutsy Member

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    I didn't notice that the intro/demo section wasn't affected by the address/value, I will take a look at it.
     
  3. paul_met

    paul_met Rising Member

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    Virtual On Cybertroopers (USA) - Widescreen (select character 1P)

    Hex code only:
    Code:
    File: SLCT_NML.MFD
    Address: 0x19D3
    Value: 00F3h
    
    PS: Extract / Insert this file with CDmage.
     

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  4. Esppiral

    Esppiral Gutsy Member

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    Formula Karts: Special Edition- Widescreen (EUR)

    The game stores the value reposible for Widescreen in a different address for evey single track, so each track need its own code.
    There are also others values nearby on memory that affect the screen aspect ratio, but the one I used seems to be enough.

    SSF (CEP)
    Code:
    300FBB37 00b4
    300FC8E3 00B4
    300FF9D3 00B4
    300F5873 00B4
    300F1BF7 00b4
    300F8B8F 00b4
    300F7FDB 00b4
    300F9FBB 00b4

    Yabause (Action Replay)
    Code:
    360FBB3700b4
    360FC8E300B4
    360FF9D300B4
    360F587300B4
    360F1BF700b4
    360F8B8F00b4
    360F7FDB00b4
    360F9FBB00b4
    Initial value 0040





    [​IMG]


    [​IMG] [​IMG]

    paul_met Could you please send me an SSF savegame for Shining Force 3 scenario 1? somewhere near a battle gameplay would be much appreciated.

    Thanks :)
     
  5. paul_met

    paul_met Rising Member

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    I think there should be only one value that is recorded at different locations depending on the chosen track. Later, I'll check it through the debugger.

    Yes, but you must check "hook backup library" option in Programm4 page. Extract this file into "Backup \ InternalBackup" folder of SSF.
     

    Attached Files:

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  6. ActSean

    ActSean Member

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    Keep up the great work, guys! This is fantastic! Just wanted to share some screenshots of these hacks running on real hardware with a Pro Action Replay.

    Virtua Fighter 2:
    [GALLERY=media, 1632]Virtua Fighter 2 Widescreen Hack by ActSean posted Oct 8, 2016 at 12:49 PM[/GALLERY]

    Tomb Raider:
    [GALLERY=media, 1633]Tomb Raider Widescreen Hack by ActSean posted Oct 8, 2016 at 1:00 PM[/GALLERY]

    Tomb Raider 3D object translucency:
    [GALLERY=media, 1637]DSCN0939 by ActSean posted Oct 8, 2016 at 1:00 PM[/GALLERY]
    [GALLERY=media, 1636]DSCN0938 by ActSean posted Oct 8, 2016 at 1:00 PM[/GALLERY]
    [GALLERY=media, 1635]DSCN0937 by ActSean posted Oct 8, 2016 at 1:00 PM[/GALLERY]

    Tomb Raider 3D object translucency (Dithered):
    [GALLERY=media, 1641]DSCN0943 by ActSean posted Oct 8, 2016 at 1:00 PM[/GALLERY]
    [GALLERY=media, 1642]DSCN0944 by ActSean posted Oct 8, 2016 at 1:00 PM[/GALLERY]

    Tomb Raider Wireframe Rendering:
    [GALLERY=media, 1639]DSCN0941 by ActSean posted Oct 8, 2016 at 1:00 PM[/GALLERY]
    [GALLERY=media, 1638]DSCN0940 by ActSean posted Oct 8, 2016 at 1:00 PM[/GALLERY]
     
  7. paul_met

    paul_met Rising Member

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    As I expected, there is a single value, which is responsible for a widescreen for all cases (menus, demo, race).
    Code:
    160206C6 01AA
     
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  8. Esppiral

    Esppiral Gutsy Member

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    Virtua FIghter KIds Widescreen (USA)

    SSF (CEP)

    Code:
    800743D5 0078
    800743BE 0082
    80074365 E001
    800743B5 0002

    [​IMG]

    [​IMG]
     
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  9. Esppiral

    Esppiral Gutsy Member

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    Nice! what debugger do you use?
     
  10. paul_met

    paul_met Rising Member

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    Yabause debugger.
     
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  11. Esppiral

    Esppiral Gutsy Member

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    Dead or Alive Widescreen (JAP)

    SSF (CEP)

    Code:
    8006BA01 D900  
    Initial value 0122 (290 dec)

    [​IMG]

    [​IMG]
     
  12. ActSean

    ActSean Member

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    :(
    Tried this on my saturn with pro action replay code 1606BA01 00D9, but the game crashes at the "SEGA produced by or under licence from SEGA enterprises, LTD." screen.
     
  13. paul_met

    paul_met Rising Member

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    Esppiral:
    I recommend to you to make more accurate calculations for widescreen code. Use the coefficient 1,333.

    This is wrong code. It should be like this:
    Code:
    1606BA00 0000
    1606BA02 DA2A
    ----------------------------------
    Or uses hex code:
    Code:
    File: 00DOA.BIN
    Address: 0x67A00
    Value: 0000DA2Ah
    
    PS: Extract / Insert this file with CDmage.
     
    Last edited: Oct 10, 2016
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  14. Esppiral

    Esppiral Gutsy Member

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    Thanks Paul, I allways multiply the decimal equivalent of the hex value by 0.75 ( except for virtua fighter kids) and add or sustract that amount depending on the behave of the original value, sometimes it will stretch the image sometimes the opposite. I thought that was the right way to do it.
     
  15. paul_met

    paul_met Rising Member

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    Dead or Alive (JAP) - Fix HUD aspect for widescreen.
    The patch will be later (many changes in code)...
     

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    • 01.png
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  16. Esppiral

    Esppiral Gutsy Member

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    D'XHIRD Widescreen (JAP)

    SSF (CEP)
    Code:
    800FFC80 0801
    80028A2D 3201
    
    initial values 00E6 (230 dec)
    0160 (352 dec)

    [​IMG]
    [​IMG] [​IMG]
     
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  17. Esppiral

    Esppiral Gutsy Member

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    Quake Widescreen (EUR)

    SSF (cep)
    Code:
    80006D65 C000
    
    Initial value 0100 (256 dec)
    [​IMG]

    [​IMG]

    Widescreen+wider fov

    Code:
    80006D65 C000
    80006D8D 5501
    [​IMG]
     
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  18. Moo

    Moo Gutsy Member

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    I been wondering how do you widen the view, stretch the HUD but not the rest of the screen, with just 2 codes?
     
  19. Esppiral

    Esppiral Gutsy Member

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    Power Slave Widescreen (USA)

    SSF (CEP)
    Code:
    80085E41 C000
    Initial Value 0100 (256 dec)

    [​IMG]

    [​IMG]



    Widescreen+wider FOV

    Code:
    80085E41 C000
    80085E69 5501
    [​IMG]
     
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  20. paul_met

    paul_met Rising Member

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    Polygons + textures in the case of Saturn - it is the sprites that can be scaled (if more precise, distorted sprites). Their final coordinates are calculated by multiplying the initial coordinates to a certain factor. If you change value of this factor, then accordingly all coordinates of the vertices will be changed. By this way you can increase the view area, but only fo VDP1 distorted sprites.
    As for the HUD - it is a normal VDP1 sprites that can not be scaled. By this it simply stretched when you change the aspect ratio of display.
     
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