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PostPosted: 05 May 2006, 17:27 
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Joined: 26 Apr 2006, 16:29
Posts: 71


Widescreen Grade: C
Ultra-Widescreen Grade: Incomplete
Multi-monitor Grade: Unsupported
4k Grade: Incomplete

Read Full Detailed Report - Splinter Cell: Pandora Tomorrow

Splinter Cell: Pandora Tomorrow is a third-person action-adventure set in Tom Clancy's world of Splinter Cell. The game follows the exploits of covert operative Sam Fisher, who utilizes stealth and impressive gadgetry to dispose of his enemies and accomplish his objectives. CS:PT is the second game in the series.


4:3


16:10


16:9


3x1



Last edited by RichieG on 12 Aug 2013, 23:02, edited 2 times in total.
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PostPosted: 16 Dec 2007, 02:45 
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Joined: 07 Jul 2007, 23:55
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Are you still active poster?

Did you change the FOV? How?

Every method I have tried is unresponsive.

The view is pulled way back. Is that a FOV or automatic from the res switch?


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PostPosted: 16 Dec 2007, 22:57 
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Joined: 21 Apr 2006, 17:17
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RichieG used to work for Matrox but is no longer with the company.


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PostPosted: 16 Dec 2007, 23:59 
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Joined: 07 Jul 2007, 23:55
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Thanks.

I am guessing that there are no working fov solutions.


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PostPosted: 02 Jan 2008, 09:50 
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Joined: 07 Jul 2007, 23:55
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==Game Information==



Splinter Cell: Pandora Tomorrow


Splinter Cell 2 was developed by Ubisoft Shanghai and Ubisoft Annecy.


"Fisher? My god man your getting old."


"I'm working alone...I'm here on damage control."


"Who do you work for? Delta?"


"No. Staying anonymous."


"Maybe you've got a use for this storage device I pulled off the guerilla I killed."


"Thanks. How'd you hide it from your guard?"


"Just wash your hands when you're done with it."



==Version==



Retail US version with patch 1.31 installed.



==Method==



Please note that the FOV changes will only appear in cut-scenes with existing profiles. You must create a new profile/game with the FOV changes already made to get Hor + throughout the game.

No native support for widescreen resolutions. Make sure to set all your in-game video options before you follow this method.



Step One


In the root game directory go into the folder "offline" and then into the folder "system". Open up "core.dll" with a HEX editor. Search for all or part of the following HEX values...



FF FF 80 02 00 00 75 10 81 BD 9C F1 FF FF E0 01 00 00 0F 84 A6 00 00 00 81 BD 98 F1 FF FF 20 03 00 00 75 10 81 BD 9C F1 FF FF 58 02 00 00 0F 84 8A 00 00 00 81 BD 98 F1 FF FF 00 04 00 00 75 0C 81 BD 9C F1 FF FF 00 03 00 00 74 72 81 BD 98 F1 FF FF 00 05 00 00 75 0C 81 BD 9C F1 FF FF 00 04 00 00 74 5A 81 BD 98 F1 FF FF 40 06 00 00 75 0C 81 BD 9C F1 FF FF B0 04 00 00



Each two bolded pairs corresponds to an in-game resolution. Select the resolution that you currently have selected in the game.



640x480 = 8002 E001
800x600 = 2003 5802
1024x768 = 0004 0003
1280x1024 = 0005 0004
1600x1200 = 4006 B004



Change this HEX value pair to your desired widescreen resolution. Remember to flip the order when entering the values. For example 1920 is 0780 in hexadecimal. I would enter the value as "8007".



If I wanted to change the 1600x1200 value to 1920x1200 it would look like this.



FF FF 80 02 00 00 75 10 81 BD 9C F1 FF FF E0 01 00 00 0F 84 A6 00 00 00 81 BD 98 F1 FF FF 20 03 00 00 75 10 81 BD 9C F1 FF FF 58 02 00 00 0F 84 8A 00 00 00 81 BD 98 F1 FF FF 00 04 00 00 75 0C 81 BD 9C F1 FF FF 00 03 00 00 74 72 81 BD 98 F1 FF FF 00 05 00 00 75 0C 81 BD 9C F1 FF FF 00 04 00 00 74 5A 81 BD 98 F1 FF FF 80 07 00 00 75 0C 81 BD 9C F1 FF FF B0 04 00 00



Step Two


In the same "system" folder open up "SplinterCell2.ini" with a text editor. Search for...



WindowedViewportX=****
WindowedViewportY=****



You should find these values listed in the "[WinDrv.WindowsClient]" section. Change "****" to your desired widescreen resolution.



Step Three


In the same "system" folder open up "SplinterCell2User.ini" with a text editor. Search for...



DesiredFOV=***
DefaultFOV=***



You should find these values listed in the "[Engine.PlayerController]" section. Change "***" to the proper FOV for your aspect ratio. Here are some common values...



Default FOV = 75.0
16:9 FOV = 91.3154482287
15:9 FOV = 87.61661884
16:10 FOV = 85.2812718522



You can use the FOV tool hosted on this site for other aspect ratio FOV values.



Step Four


In the root game directory open up "Pandora.ini" with a text editor. Search for...



FullscreenViewportX=****
FullscreenViewportY=****



You should find these values listed in the "[WinDrv.WindowsClient]" section. Change "****" to your desired widescreen resolution.



Step Five


In the root game directory go into the folder "online" and then into the folder "System". Open up "Default.ini" with a text editor. Search for...



WindowedViewportX=****
WindowedViewportY=****
FullscreenViewportX=****
FullscreenViewportY=****
MenuViewportX=****
MenuViewportY=****



You should find these values listed in the "[WinDrv.WindowsClient]" section. Change "****" to your desired widescreen resolution.



Step Six


In the same "System" folder open up "DefaultProfile.ini" with a text editor. Search for...



ScreenRes=*



You should find this value listed in the "[SBase.SPlayerProfile]" section. Change "*" to "-1". You need to repeat this part of the method for any existing profiles in this folder. The naming format is "*Your Profile Name*_prf.ini".



==Screen change==



Hor + in widescreen resolutions.



4:3




16:9




16:10




==Supported resolutions==



List of widescreen resolutions the game successfully ran at:


1280x720, 1280x768, 1280x800, 1440x900, 1680x1050, 1920x1080, 1920x1200.



List of widescreen resolutions that were not tested:


None.



==Singleplayer anomalies==



The scope-zoom and camera views are Vert - in widescreen resolutions.



4:3




16:9




16:10




The keypad mouse-click detection areas are misaligned with a left shift in widescreen resolutions. The detection width is the same so if a button will only detect a click on the left half of the button the remaining detection area will have been shifted to the left of the button. All coverage stats listed start from the left side of the button.



Button Coverage
100% - Normal coverage. The entire button has mouse-click detection.
75% - Normal mouse-click detection except for the right quarter of the button.
50% - The left half of the button is selectable.
0% - There is no mouse-click detection on the button. You must click the left area beside the button.



First column
4:3 - 100%
16:9 - 0%
16:10 - 50%



Second column
4:3 - 100%
16:9 - 50%
16:10 - 75%



Third column
4:3 - 100%
16:9 - 100%
16:10 - 100%



4:3




16:9




16:10




==Multiplayer support==



This game supports multiplayer. Everything is stretched in widescreen resolutions. The tutorials were tested but not the online component.



4:3




16:9




16:10




4:3




16:9




16:10




4:3




16:9




16:10




==Aspect ratio support==



4:3, 16:9, 15:9, and 16:10 are supported.



4:3




16:9




16:10




==HUD stretch==



The HUD and all two-dimensional elements are stretched in widescreen resolutions.



4:3




16:9




16:10




4:3




16:9




16:10




==Cut-scenes==



Fullscreen, rendered cut-scenes are Hor + in widescreen resolutions.



4:3




16:9




16:10




Letterboxed, rendered cut-scenes are Hor + in widescreen resolutions.



4:3




16:9




16:10




Pre-rendered cut-scenes are stretched in widescreen resolutions.



4:3




16:9




16:10




==Grading==



D



Major unresolved issues:


Any multiplayer problems?



Minor unresolved issues:


None.



Summary of widescreen-related flaws:


Everything is stretched in multiplayer. The HUD and all two-dimensional elements are stretched. The scope-zoom view is Vert - in widescreen resolutions. The keypad mouse-click detection areas are misaligned in widescreen resolutions.



----------------------------


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PostPosted: 02 Jan 2008, 09:56 
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Joined: 07 Jul 2007, 23:55
Posts: 2866
Keeping score

Steps 1, 2, 3 = SP

Step 4 = Inital menu & multiplayer movie

Step 5, 6 = MP


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PostPosted: 02 Jan 2008, 17:24 
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Insiders
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Joined: 07 Nov 2005, 04:16
Posts: 3010
What happens if you do steps 2&3 but not 1? Also, I would state at the beginning of the solution that you must perform these steps *before* starting a new game, and that if you already have a game in progress, you will need to start it over again if you want proper FOV.


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PostPosted: 02 Jan 2008, 21:32 
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Joined: 07 Jul 2007, 23:55
Posts: 2866
What happens if you do steps 2&3 but not 1?


The res does not change. If I remember correctly the multiplayer is the same. I do not think you actually need to change the current res but the values need to be in the core file for the method to work. This is the only way I can get permanent changes.

Also, I would state at the beginning of the solution that you must perform these steps *before* starting a new game, and that if you already have a game in progress, you will need to start it over again if you want proper FOV.


Agreed. I imagine the FOV values are stored in the actual sav files but I would not know what to look for.


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PostPosted: 02 Jan 2008, 22:26 
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Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
==Grading==

Calculated grade: D

Major unresolved issues: None
Minor unresolved issues: None

Summary of widescreen-related flaws:
Complicated solution
Keypad misalignment bug, vert - scope view, stretched 2D screens
Multiplayer is stretched
Stretched HUD
Stretched FMVs

Cranky's coverage estimate: 100%


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PostPosted: 02 Jan 2008, 23:45 
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Joined: 07 Jul 2007, 23:55
Posts: 2866
This was a weird DR to do. The singleplayer and multiplayer were developed by two different groups. Then a third program was developed to integrate the two.

So you have a lot of stuff in there three times. And then additional profiles repeating data. Sigh.


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