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PostPosted: 01 Sep 2015, 10:08 
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Cheers Guys,

as expected (sadly), the new MGSV: TPP has sort of the same Problem as Ground Zeros. This time it's not the zoomed in kind of thing Ground Zeros had, but with the black bars we are all used to. As I'm really in love with the series and specially this one, i would be more than happy go get a fix for this as we all know they are not going to fix it from Ground Zeros. I also totally willing to donate who ever puts the time in it to get things done.

If you need any files from the game or info, just tell me!

Edit: I'm willing to provide anyone who fixes the issue a full version of the game for steam! (just one for the first to come of course =)

Settinges:
3840x1620 Downsampled

Normal:
2560x1080p

Original exe:
mgsvtpp_original.rar


Massive Updated: Everything works, all resolutions, achivemnts (as it's no crack) and so on enjoy and all the thanks and credits to jackfuste

jackfuste wrote:
Replace Steam\steamapps\common\MGS_TPP\mgsvtpp.exe file on this:
2560x1080 - mgsvtpp_2560x1080.7z
3440x1440 - mgsvtpp_3440x1440.7z





Thank's
2fast


Attachments:
2015-09-01_00010.jpg
2015-09-01_00010.jpg [ 784.81 KiB | Viewed 140342 times ]
2015-09-01_00002.jpg
2015-09-01_00002.jpg [ 1.42 MiB | Viewed 141629 times ]
2015-09-01_00001.jpg
2015-09-01_00001.jpg [ 1.47 MiB | Viewed 141610 times ]


Last edited by 2fast4you on 01 Sep 2015, 19:29, edited 2 times in total.
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PostPosted: 01 Sep 2015, 12:19 
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I really really need a fix for it!


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PostPosted: 01 Sep 2015, 12:27 
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I was looking forward for this game and it's great game but shame it doesn't support 21:9 ratio :cry:
I hope devs will release some repair patch or someone will create some mod
:TrueWS:


Last edited by Yurijs on 01 Sep 2015, 14:00, edited 1 time in total.

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PostPosted: 01 Sep 2015, 12:33 
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Devs won't fix this, pretty sure about that as you can see with Ground Zeros. But we just need a little exe mod as before from jackfuste. Worked like charm, so anyone who can do that or figures out a way of doing it, i stand in with a full version of the game as "Thank you" for that person !


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PostPosted: 01 Sep 2015, 14:04 
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2fast4you wrote:
Devs won't fix this, pretty sure about that as you can see with Ground Zeros. But we just need a little exe mod as before from jackfuste. Worked like charm, so anyone who can do that or figures out a way of doing it, i stand in with a full version of the game as "Thank you" for that person !


Hopefully he doesnt run into problems, rumor has it the game uses Dunovo DRM :(, really hard to modify the exe, his previous fix seemed to rely on a cracked exe so he might have to wait for a crack first...

Anyway, I hope im 100% wrong, i was really looking forward to playing this one in triple screens.


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PostPosted: 01 Sep 2015, 14:36 
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Yeah, i read this some where too, also would explain why cracks out till now. Not that i mind it, as this game worth buying even with the lack of 21:9 support. btw i found out that the config file is editable this time. In Grond Zeros it was a hex file.

X:\Steam\userdata\198XX\287XX0\local

Contains:

Code:
{
   "as" : "FeXlW7kI7D4=",
   "graphics" : {
      "quality_setting" : {
         "depth_of_field" : "Enable",
         "effect" : "ExtraHigh",
         "lighting" : "ExtraHigh",
         "model_detail" : "ExtraHigh",
         "motion_blur_amount" : "Medium",
         "postprocess" : "ExtraHigh",
         "shadow" : "ExtraHigh",
         "ssao" : "ExtraHigh",
         "texture" : "ExtraHigh",
         "texture_filtering" : "ExtraHigh",
         "volumetric_clouds" : "On"
      },
      "version" : 1,
      "videoout_setting" : {
         "display_index" : 1,
         "framerate_control" : "Auto",
         "height" : 2160,
         "vsync" : "Disable",
         "width" : 3840,
         "window_mode" : "FullScreen"
      }
   },
   "project" : "tpp"
}


Last edited by 2fast4you on 01 Sep 2015, 14:59, edited 1 time in total.

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PostPosted: 01 Sep 2015, 14:51 
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Man I sure hope Jackfuste can work his magic on this title because honestly I do not even want to start playing until it gets fixed for 21.9


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PostPosted: 01 Sep 2015, 15:48 
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Bump


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PostPosted: 01 Sep 2015, 15:52 
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I wrote Jackfuste a pm, maybe he replays.


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PostPosted: 01 Sep 2015, 15:53 
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I need this game in UltraWide so baad!


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PostPosted: 01 Sep 2015, 17:03 
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Did editing the file adjust the resolution for you 2fast4you?


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PostPosted: 01 Sep 2015, 17:31 
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I am new to the forum , I met him for the steam , and would like to congratulate the services provided here to improve the games.
We are trying the steam achieve a solution to our problem , but I believe more in a solution coming from this topic.
http://steamcommunity.com/app/287700/di ... 1441123626


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PostPosted: 01 Sep 2015, 18:08 
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Youngfossil wrote:
Did editing the file adjust the resolution for you 2fast4you?



did not try, but i can tell you it will only change the resolution but not the aspect ratio. so still black bars, but maybe it is possible to add a value like aspectratio "21:9" or what ever.


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PostPosted: 01 Sep 2015, 18:41 
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Replace Steam\steamapps\common\MGS_TPP\mgsvtpp.exe file on this:
2560x1080 - mgsvtpp_2560x1080.7z
3440x1440 - mgsvtpp_3440x1440.7z


Attachments:
mgsvtpp_2560x1080_fix.jpg
mgsvtpp_2560x1080_fix.jpg [ 912.83 KiB | Viewed 22371 times ]
mgsvtpp_2560x1080.jpg
mgsvtpp_2560x1080.jpg [ 680.61 KiB | Viewed 22201 times ]
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PostPosted: 01 Sep 2015, 18:46 
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gonna try it right now! You da best!


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PostPosted: 01 Sep 2015, 18:50 
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jackfuste wrote:
Replace Steam\steamapps\common\MGS_TPP\mgsvtpp.exe file on this:
2560x1080 - mgsvtpp_2560x1080.7z
3440x1440 - mgsvtpp_3440x1440.7z


Thank you! It works great!


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PostPosted: 01 Sep 2015, 18:50 
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jackfuste wrote:
Replace Steam\steamapps\common\MGS_TPP\mgsvtpp.exe file on this:
2560x1080 - mgsvtpp_2560x1080.7z
3440x1440 - mgsvtpp_3440x1440.7z


Jackfuste are these resolution specific? meaning if my resolution is 3200X1360, will either of these work?


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PostPosted: 01 Sep 2015, 19:14 
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I just signed up to say Thankyou jackfuste :)


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PostPosted: 01 Sep 2015, 19:25 
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Works like a charm, thanks dude, also yes you can change resolution and even do downsampling. Achievements and online mode also work with no problems except the ones the msg server have from time to time .. launch day disconnect as always ;)


Attachments:
2015-09-01_00013.jpg
2015-09-01_00013.jpg [ 3.48 MiB | Viewed 25555 times ]
2015-09-01_00012.jpg
2015-09-01_00012.jpg [ 1.4 MiB | Viewed 25564 times ]
2015-09-01_00010.jpg
2015-09-01_00010.jpg [ 784.81 KiB | Viewed 25546 times ]


Last edited by 2fast4you on 01 Sep 2015, 19:33, edited 1 time in total.
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PostPosted: 01 Sep 2015, 19:28 
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Thank you so much! you're a life saver. I'm going to restart the game now just to play with this.


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PostPosted: 01 Sep 2015, 19:37 
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YOU GUYS ROCK@!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


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PostPosted: 01 Sep 2015, 19:49 
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Does this work for 5760x1080 as well?


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PostPosted: 01 Sep 2015, 19:50 
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Heck yea! Care to share one for 5760x1080?!


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PostPosted: 01 Sep 2015, 19:50 
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Ok came home to try it out and it works perfectly. You are the greatest Jackfuste, can't thank you enough.


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PostPosted: 01 Sep 2015, 20:02 
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TNX !!!!!!!!!!!!!!!!!!!!!!!!!!!!!


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PostPosted: 01 Sep 2015, 20:07 
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Trima kasih jack. Thanks a lot


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PostPosted: 01 Sep 2015, 20:13 
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Thank you so much for such a quick fix! I just wanted to check if anyone else is getting an issue where enemy markers (the red arrows with distance) are way off when this fix is applied?


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PostPosted: 01 Sep 2015, 20:29 
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That is awesome!!! Any chance for a 5985 x 1080 as well? (triple screen 1080p with bezel correction).


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PostPosted: 01 Sep 2015, 20:34 
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Thanks very much man, works great


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PostPosted: 01 Sep 2015, 20:38 
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This was really fast! Hoping for a 5760x1080 version too. Thanks man.


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PostPosted: 01 Sep 2015, 20:43 
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WOW Looks good. I did find one issue however and it has to do with marking enemies. The Red triangle above their head is off center by quite a bit. Anyone else getting this?


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PostPosted: 01 Sep 2015, 20:53 
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badassmofo wrote:
This was really fast! Hoping for a 5760x1080 version too. Thanks man.


I am not at home ATM so Ive not tried (and I may be wrong). If you are handy with a hex editor then you can try change 39 8E E3 3F (@offset 0x7B07C) to AB AA AA 40. (using the original file, so make a BU copy first)

I'll be off work in 2 hours. Will post the fixed exe assuming it works and nobody else has yet.


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PostPosted: 01 Sep 2015, 21:10 
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ekrboi wrote:
badassmofo wrote:
This was really fast! Hoping for a 5760x1080 version too. Thanks man.


I am not at home ATM so Ive not tried (and I may be wrong). If you are handy with a hex editor then you can try change 39 8E E3 3F (@offset 0x7B07C) to AB AA AA 40. (using the original file, so make a BU copy first)

I'll be off work in 2 hours. Will post the fixed exe assuming it works and nobody else has yet.


Hey man, I did what you said and it worked. I'll upload it if anyone wants - or you can wait until someone else does. Thanks a lot!


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PostPosted: 01 Sep 2015, 21:16 
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What is the value for 5985 x 1080? Happy to hex-edit it.


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PostPosted: 01 Sep 2015, 21:23 
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badassmofo wrote:
ekrboi wrote:
badassmofo wrote:
This was really fast! Hoping for a 5760x1080 version too. Thanks man.


I am not at home ATM so Ive not tried (and I may be wrong). If you are handy with a hex editor then you can try change 39 8E E3 3F (@offset 0x7B07C) to AB AA AA 40. (using the original file, so make a BU copy first)

I'll be off work in 2 hours. Will post the fixed exe assuming it works and nobody else has yet.


Hey man, I did what you said and it worked. I'll upload it if anyone wants - or you can wait until someone else does. Thanks a lot!


Sweet!

karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.


Full disclosure.. I just did a little bin diffing on the GZ eyefinity/surround fix and TPP fixes to get that value. I have no idea how jackfuste arrived at them. Would love a short explanation from him/her though!


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PostPosted: 01 Sep 2015, 21:25 
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is this safe to use with their DRM? :)
great job!


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PostPosted: 01 Sep 2015, 21:26 
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ekrboi wrote:

Full disclosure.. I just did a little bin diffing on the GZ eyefinity/surround fix and TPP fixes to get that value. I have no idea how jackfuste arrived at them. Would love a short explanation from him/her though!


I did the hex edit myself too, but I guess I'll have to wait until we can find the custom values then. I'm looking for 1080 by 5942 for bazel correction.


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PostPosted: 01 Sep 2015, 21:30 
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Great community guys, please can someone upload the fix 5760 x 1080?

Can anyone link me to a tutorial/guide on hex editing for widescreen so I can learn a bit more about the procedure and implement my own fixes....?

Thanks


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PostPosted: 01 Sep 2015, 21:36 
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bizzleboymikey wrote:
Great community guys, please can someone upload the fix 5760 x 1080?

Can anyone link me to a tutorial/guide on hex editing for widescreen so I can learn a bit more about the procedure and implement my own fixes....?

Thanks


Here is the exe that I edited before thanks to the instructions: http://expirebox.com/download/f75e51056 ... d6fbd.html

It'll automatically delete after 48 hours though


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PostPosted: 01 Sep 2015, 21:37 
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Nice community! I love how us PC gamers help each other out.

I would love the 5760x1080 fix if someone would upload it please.

Mad props to these people who roll these fixes out fast!


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PostPosted: 01 Sep 2015, 21:38 
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Has anyone figured out a way to alter the FOV for this game?


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PostPosted: 01 Sep 2015, 21:43 
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karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.

  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


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PostPosted: 01 Sep 2015, 21:44 
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Badassmofo, That fix didn't seem to work for me unfortunately.


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PostPosted: 01 Sep 2015, 21:48 
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Many thanks Jackfuste.It's very helpful :)


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PostPosted: 01 Sep 2015, 21:49 
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jackfuste wrote:
karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.

  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


thanks for the explanation!


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PostPosted: 01 Sep 2015, 21:58 
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When I edit the values and save it gives me an error saying that file cant run on this computer, Contact the Software Publisher.


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Thanks for the fix. Is it possible for anyone to look into the ennemy marker ? (Red Triangle over the head)
They are scale on a 1980 res. With the fix, the ennemy marker start moving up and down and left and right with the camera mouvement. To sum up, instead of being stuck over the head of the ennemies, the red triangles move everywhere around the target.


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PostPosted: 01 Sep 2015, 22:11 
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Gooddick wrote:
Thanks for the fix. Is it possible for anyone to look into the ennemy marker ? (Red Triangle over the head)
They are scale on a 1980 res. With the fix, the ennemy marker start moving up and down and left and right with the camera mouvement. To sum up, instead of being stuck over the head of the ennemies, the red triangles move everywhere around the target.


Most likely need a bigger fix then resolution correction. I noticed it too. It's a bit annoying, but it hasn't been too much of an issue.


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PostPosted: 01 Sep 2015, 22:23 
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damn... i need the fix for the beta .exe (1.0.0.2) ... :cry:

with this .exe(1.0.0.1) the game crash at start... see here: https://steamcommunity.com/app/287700/discussions/0/527273983049417369/

jackfuste wrote:
karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.

  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


okay, with this manual Idid it myself! works great, thank you!!! :clap:


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I'm having something weird going on with my colors with this fix. Anyone else experiencing this? Its like a smaller rectangle in the middle has different coloring than the outside. Any ideas how to fix?


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After about 5 hours of playing, I can honestly say that the map marker problem is so annoying.

I wonder if it's fixable by the community. The map markers are possibly positioned based on the default FOV and screen ratio. I know nothing about finding these hex values and stuff, or even if that is how map markers are position though. But seeing as thought changing the ratio messes them up, it's a possibility.

I doubt that the devs will fix this if they didn't even support these resolutions to begin with. Any thoughts, anyone?


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PostPosted: 02 Sep 2015, 02:22 
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Hey Guys,

Can anyone provide an exe file for 5760 x 1080? I tried re-writing the hex but I'm having a really hard time of it. I would extremely appreciate the help!


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PostPosted: 02 Sep 2015, 03:07 
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That works! Great, thanks.

jackfuste wrote:
karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.

  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


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PostPosted: 02 Sep 2015, 03:10 
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Hi guys just made an account to say thanks for the instructions on how to get this at 5760x1080.

I downloaded the first Hex Editor on Google, HxD and opened my original MGS exe.
I then followed erkbois instructions (many thanks) searched for 39 8E E3 3F in the file and changed it to to AB AA AA 40. Saved the file and bam that was it!

Image
Image
Image



I hope the pics work ok. The only problem now as others have pointed out is the marker points float about now.
Quick question would these settings work on other games that I couldn't get at 5760x1080?


Again big thanks to erkbois and the community for the help!


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PostPosted: 02 Sep 2015, 04:36 
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I think it would be way better to play without the enemy markers, it's far more inmersive and more like the old metal gears.

Also no reflex mode and the game becomes more challenging.


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PostPosted: 02 Sep 2015, 04:59 
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Hey All!

I just wanted to mention that the FOV by default is 90, in reverse hex 00 00 B4 42.


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PostPosted: 02 Sep 2015, 05:18 
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http://i.imgur.com/xSQQXYn.jpg

HOW TO FIX THIS SHADOWS BUG??


Last edited by upador123 on 02 Sep 2015, 05:25, edited 1 time in total.

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PostPosted: 02 Sep 2015, 05:24 
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badassmofo wrote:
After about 5 hours of playing, I can honestly say that the map marker problem is so annoying.

I wonder if it's fixable by the community. The map markers are possibly positioned based on the default FOV and screen ratio. I know nothing about finding these hex values and stuff, or even if that is how map markers are position though. But seeing as thought changing the ratio messes them up, it's a possibility.

I doubt that the devs will fix this if they didn't even support these resolutions to begin with. Any thoughts, anyone?

Well I tried your .exe file to get 5760 x 1080 , but it still only works as if it is 1920 x 1080 . I'm at the point where you're on horseback & about to go to the first outpost .


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PostPosted: 02 Sep 2015, 11:46 
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New game update crash the fix :(


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PostPosted: 02 Sep 2015, 13:24 
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I tried searching for 42 B4 00 00 in the hex editor and replacing it with 43 34 00 00. There were quite a few results, but I tried a couple and the game just fails to launch.


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PostPosted: 02 Sep 2015, 14:11 
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So ive just had the update, it did break the modified .exe as you would expect but just rename or delete the .exe after the update and repaste the mod one back into the game folder, its working fine again. Hope this helps.

AND THANK YOU JACK!!!!!!


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PostPosted: 02 Sep 2015, 14:30 
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For the Steam updated EXE, use a hex editor to replace "39 8E E3 3F" with desired value as author indicated, it will work again. The only issue I have now (as others) is the enemy indicator misplacement. Hope some genius here can figure it out for us, thanks again.


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PostPosted: 02 Sep 2015, 14:57 
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Hi all, I updated the new EXE to work at 3440x1440 and 2560x1080.

Here's the links:

http://www.mediafire.com/download/4ikch ... p+2560.rar
http://www.mediafire.com/download/leiqc ... p+3440.rar

Remember to remove the numbers from the EXE file so it just reads mgsvtpp!


Last edited by drojman on 02 Sep 2015, 17:35, edited 1 time in total.

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PostPosted: 02 Sep 2015, 15:55 
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Thanks for the fix. Now I can give this a try. I was going to wait until it was fixed before starting. Well there goes my weekend.

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PostPosted: 02 Sep 2015, 16:51 
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Is there a tutorial for editing these exe files? I've noticed a few of them are now obselete (Ass Creed IV for example) so I wouldn't mind learning how to make my own. Recomended HEX editor, things like that.

In the meantime thanks again for the updated fix.


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PostPosted: 02 Sep 2015, 17:35 
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jackfuste wrote:
Replace Steam\steamapps\common\MGS_TPP\mgsvtpp.exe file on this:
2560x1080 - mgsvtpp_2560x1080.7z
3440x1440 - mgsvtpp_3440x1440.7z


Specially signed up for an account to thanks jackfuste.
your file work like a charm. You have successfully make the game an enjoyment.
Playing it in 21:9, watching the cinematic in 21:9...excellent.

Thank you very much. Kudos.


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PostPosted: 02 Sep 2015, 17:56 
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sir biscuit wrote:
badassmofo wrote:
After about 5 hours of playing, I can honestly say that the map marker problem is so annoying.

I wonder if it's fixable by the community. The map markers are possibly positioned based on the default FOV and screen ratio. I know nothing about finding these hex values and stuff, or even if that is how map markers are position though. But seeing as thought changing the ratio messes them up, it's a possibility.

I doubt that the devs will fix this if they didn't even support these resolutions to begin with. Any thoughts, anyone?

Well I tried your .exe file to get 5760 x 1080 , but it still only works as if it is 1920 x 1080 . I'm at the point where you're on horseback & about to go to the first outpost .

I have this exact issue. Game keeps treating 5760 x 1080 as 1920x1080 without being spread out over the three monitors whilst 1920x1080 gets spread out over all three monitors. Is there any way to fix it?


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PostPosted: 02 Sep 2015, 18:10 
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Hooligaani wrote:
Is there a tutorial for editing these exe files? I've noticed a few of them are now obselete (Ass Creed IV for example) so I wouldn't mind learning how to make my own. Recomended HEX editor, things like that.

In the meantime thanks again for the updated fix.


I use HxD since it is free (there is a portable version that doesn't require an install). http://mh-nexus.de/en/downloads.php?product=HxD

Step 1. Open HxD and drag mgsvtpp.exe into it (or open with file -> open file)
Attachment:
step1.jpg
step1.jpg [ 246.12 KiB | Viewed 13810 times ]


Step 2. Press ctrl+f to open find (or Search -> find) then change Datatype to "Hex-values" and search for "39 8E E3 3F"
Attachment:
step2.jpg
step2.jpg [ 20.7 KiB | Viewed 13749 times ]


Step 3. "39 8E E3 3F" will be highlighted simply hit the left arrow key until you get to 39 and replace with the value for your aspect ratio. Don't delete or anything just move to 39 and start typing, it will replace as you go. (5760x1080 = AB AA AA 40 / 3440x1440 = 8E E3 18 40 / 2560x1080 = 26 B4 17 40)
Attachment:
step3.jpg
step3.jpg [ 251.51 KiB | Viewed 13650 times ]

Attachment:
step4.jpg
step4.jpg [ 249.93 KiB | Viewed 13186 times ]


Step 4. Press ctrl+s to save (or press the floppy disc icon) it will automatically save a backup of the original as mgsvtpp.exe.bak in the original folder.

Step 5. ENJOY!

Hope that helps some people.. I'm a little concerned of the legalities of uploading/posting the modified exe's so hopefully others can follow the guide and get it working.


Last edited by ekrboi on 03 Sep 2015, 01:49, edited 1 time in total.

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PostPosted: 02 Sep 2015, 20:49 
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Thanks Ekrboi! That was a huge help. The game looks beautiful running at 5760 x 1080. I have no idea why they wouldn't support that resolution natively.

Now I'm just crossing my fingers someone who knows more about this stuff can figure out the targeting icons.


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PostPosted: 03 Sep 2015, 00:23 
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ekrboi tnx !!!!

A DOUBT like to take these values ​​to( 2560x1080 = 26 B4 17 40) are standard for all games?


EDIT: Values not found


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PostPosted: 03 Sep 2015, 03:26 
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Scarnecedor wrote:
ekrboi tnx !!!!

A DOUBT like to take these values ​​to( 2560x1080 = 26 B4 17 40) are standard for all games?


EDIT: Values not found


Values not found? You sure you're searching for hex values?


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PostPosted: 03 Sep 2015, 08:16 
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Just wanted to say thanks ekrboi a massive thank you for the HEX fix works perfectly in 5760x1080.

Man it looks crazy good.


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PostPosted: 03 Sep 2015, 10:23 
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Any chance of a 3840x1645 fix for thsoe of us emulating 21:9 on a 4K monitor? :)


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PostPosted: 03 Sep 2015, 10:56 
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GooglyBear wrote:
Thanks Ekrboi! That was a huge help. The game looks beautiful running at 5760 x 1080. I have no idea why they wouldn't support that resolution natively.

Now I'm just crossing my fingers someone who knows more about this stuff can figure out the targeting icons.



anyone ? id like to know also, how to fix the messed up targeting icons


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PostPosted: 03 Sep 2015, 11:04 
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I've whizzed through the comments - are the markers and issue?

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PostPosted: 03 Sep 2015, 11:39 
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Toothless Spoon wrote:
I've whizzed through the comments - are the markers and issue?


yes, they are definitely an issue. it's super annoying. often the only way to tell whether a marker belongs to a guy you see is to center the guy on the screen. it's really not optimal.


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PostPosted: 03 Sep 2015, 12:49 
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game not open...
i change the values, the game does not recognize the exe after amendment of the program


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PostPosted: 03 Sep 2015, 13:05 
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another patch just came out,it seems they are patching it daily.


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PostPosted: 03 Sep 2015, 14:28 
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new patch... and no fix official :(


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PostPosted: 03 Sep 2015, 15:29 
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http://i.imgur.com/xSQQXYn.jpg

http://i.imgur.com/aMrL1ji.jpg

HOW TO FIX THIS 21:9 bug??


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PostPosted: 03 Sep 2015, 15:31 
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upador123 wrote:
http://i.imgur.com/xSQQXYn.jpg

http://i.imgur.com/aMrL1ji.jpg

HOW TO FIX THIS 21:9 bug??


if you mean the markers, there is no fix for it. the devs should fix the aspect ratio thing themselves. i doubt the marker calculation can be fixed easily without the source code.


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PostPosted: 03 Sep 2015, 15:43 
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So any fix for the new patch?


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PostPosted: 03 Sep 2015, 16:13 
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Qb3 wrote:
So any fix for the new patch?

Here's for v. 1.0.0.3

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


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PostPosted: 03 Sep 2015, 16:15 
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jackfuste wrote:
Qb3 wrote:
So any fix for the new patch?

Here's for v. 1.0.0.3

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


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PostPosted: 03 Sep 2015, 16:24 
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jackfuste wrote:
Qb3 wrote:
So any fix for the new patch?

Here's for v. 1.0.0.3

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Jackfuste you are truly amazing and thanks for the DIY instructions from earlier, because I have been modifying them myself since and works perfectly. Thanks again


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PostPosted: 03 Sep 2015, 16:29 
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i just copy and paste JF modded exe every after applying the update. no problem so far.
does the new modded exe from JF is different the in the 1st release ?


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PostPosted: 03 Sep 2015, 17:46 
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jackfuste wrote:
Qb3 wrote:
So any fix for the new patch?

Here's for v. 1.0.0.3

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


:savews: I love you ²


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PostPosted: 03 Sep 2015, 19:56 
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After 21:9 fix, rectangle in the middle of the screen, help!
I'm having something weird going on with my colors with 21:9 fix. Anyone else experiencing this? It's like a smaller rectangle in the middle has different coloring than the outside. Any ideas how to fix?


http://i.imgur.com/xSQQXYn.jpg

http://i.imgur.com/aMrL1ji.jpg


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PostPosted: 03 Sep 2015, 22:32 
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Is it also possible to fix the FOV with this hex editing?

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Thanks for the "thanks" on the tutorial, but remember Jackfuste is the reason we have these fixes I just sort of "reverse engineered" his fix.. I wouldn't have known how to do it on my own :) So thank him not me.

To those who cannot find the values or the exe doesn't work after go back and reread the guide closely. You have to change data type to "Hex-values" in the search box. That value does appear TWO times in the exe, ONLY modify the first instance of it. NOT BOTH.

As for the other issues that crop up after adjusting that aspect hopefully Hayden is looking into the game and there will be a FWS plugin before too long. If it can be fixed Hayden can ;)

Cemong wrote:
i just copy and paste JF modded exe every after applying the update. no problem so far.
does the new modded exe from JF is different the in the 1st release ?


The exe has definitely changed with each patch so you are essentially undoing the updates by putting the first patched exe Jackfuste posted back in after steam updates the game.

You should either come here and grab the latest patched versions that Jackfuste (god bless him for keeping up with it...) is posting or check out the tutorial on page 7 and start patching them yourself as the updates come out. It's fairly simple.


Last edited by ekrboi on 04 Sep 2015, 01:26, edited 1 time in total.

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PostPosted: 04 Sep 2015, 01:21 
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Jackfuste you are my hero

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thanks i will try. any one can fix the enemy marker ?


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PostPosted: 04 Sep 2015, 05:05 
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Jackfuste for president.


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I'm having issues with enemy markers as well, and general overlain effects. Using the Sonar ability, I was able to generate this image showing that effects and therefore enemy markers can only appear in the center third of the display, both vertically and horizontally.
Image


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PostPosted: 04 Sep 2015, 13:40 
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enemy markers error always got me caught up and failed mission. had back to original 16:9 screen. maybe im not too good in infiltrating.


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My problem isn't so much that it doesn't line up with people anymore, it's that there can easily be enough markers enclosing the center to inhibit aiming.


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PostPosted: 04 Sep 2015, 16:10 
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First off I would like to thank jackfuste for posting the .exe files. Made it simple for me to run it at 5760 x 1080. Jackfuste you are a ninja. I too had the marker problems, but I just shut them off in game and it actually has led to me having a much more pure stealth experience. I am loving this game on 3 screens so much.

Does anyone know if someone is working on a fix for this game to go up on Flawless Widescreen? I figured with this big of a game we wouldn't have to wait long, but I know GZ was never added. Should I be worry that we wont see a FWS fix soon?


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If you follow the instructions given by jackfuste and ekrboi on page 5 and 7, it's very easy to make your own .exe edits.

    Enter your resolution on this value calculator under "Value to analyze" with this format "5760/1080"
    Take Binary32 value, in this case it's 40AAAAAB and split it into 4 pieces 40 AA AA AB, then invert the parts as AB AA AA 40
    Download this hex editor and open "mgsvtpp.exe" with it
    Ctrl+F to find the value "39 8E E3 3F" and filter for Hex-values
    Place the cursor infront of the first highlighted value and type your own hex code that you calculated and inverted. The old value will automatically get overwritten.
    Save, it will automatically create a spare .bak
    If you have any issues, or want to revert, delete the edited .exe and rename the .bak to the original name.

I'm also looking towards a Flawless release, but in the mean time it's not hard to keep making your own fixes.


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upador123 wrote:
After 21:9 fix, rectangle in the middle of the screen, help!
I'm having something weird going on with my colors with 21:9 fix. Anyone else experiencing this? It's like a smaller rectangle in the middle has different coloring than the outside. Any ideas how to fix?


http://i.imgur.com/xSQQXYn.jpg

http://i.imgur.com/aMrL1ji.jpg



I'm getting this as well, a weird discolored rectangle across the screen. Sniper scopes seem to be broken as well. It seems like this game has a lot of weird different image overlays that unfortunately are all made with 16:9 in mind.


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PostPosted: 04 Sep 2015, 19:05 
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I applied it & now I have a small box on my left screen that is the game ! I can still see it shows 5760 x 1080 in the settings . What did I do wrong ?? Edit : I got it working now . I did a file verification first , then I unzipped & MANUALLY cut & paste to the proper folder . When I let it do it automatically that's where the fubar happened (I thinks) . Game looks great now on 3 monitors !


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Any way to get this to work in Windowed mode? (not borderless window)
I find it very annoying that the game likes to stay in front at all times in BW. I like running TPP in the background while motherbase develops and what not

Also, i don't know if it's just me but at 21:9 text is kind of fuzzy. Great work otherwise!


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ElderCub wrote:
I'm also looking towards a Flawless release, but in the mean time it's not hard to keep making your own fixes.


Me too! Has anyone heard if Hayden is looking into it?


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jackfuste wrote:
karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.

  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


Thank you jackfuste. This process works for me. I was also able to modify the process slightly and got FIFA 15 working in 3440x1440. I created a post at the following thread http://www.wsgf.org/forums/viewtopic.php?f=95&t=30236.


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It seems that the problem with enemy markers and the rectangle in the middle cannot be fixed... Damn you Konami

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sir biscuit wrote:
I applied it & now I have a small box on my left screen that is the game ! I can still see it shows 5760 x 1080 in the settings . What did I do wrong ?? Edit : I got it working now . I did a file verification first , then I unzipped & MANUALLY cut & paste to the proper folder . When I let it do it automatically that's where the fubar happened (I thinks) . Game looks great now on 3 monitors !

Im having the same problem but I dont know what you unzipped, cut, and pasted could you please elaborate for me :p its driving me crazy!
*EDIT* nevermind I figured it out... god i feel like an idiot


Last edited by Murican Man on 05 Sep 2015, 09:21, edited 1 time in total.

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ekrboi wrote:
ElderCub wrote:
I'm also looking towards a Flawless release, but in the mean time it's not hard to keep making your own fixes.


Me too! Has anyone heard if Hayden is looking into it?


As far as I know he hasn't looked at it - he doesn't even have the game. Helifax does, but I haven't seen him on to talk to him. So at this stage no one is looking into it in regards to a Flawless fix.

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PostPosted: 05 Sep 2015, 21:39 
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skancerous wrote:
It seems that the problem with enemy markers and the rectangle in the middle cannot be fixed...

You can try this:
Attachment:
mgs_fix_21_9.7z [3.33 MiB]
Downloaded 1229 times

Run mgs_fix.EXE
Run game and press F1 to fix markers


Attachments:
mgsvtpp_bug.jpg
mgsvtpp_bug.jpg [ 887.07 KiB | Viewed 7094 times ]
mgsvtpp_fix.jpg
mgsvtpp_fix.jpg [ 885.28 KiB | Viewed 7267 times ]


Last edited by jackfuste on 06 Sep 2015, 13:03, edited 1 time in total.
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jackfuste wrote:
skancerous wrote:
It seems that the problem with enemy markers and the rectangle in the middle cannot be fixed...

You can try this:
Attachment:
mgs_fix.zip

Run mgs_fix.EXE
Run game and press F1 to fix markers


Can you explain what you did for the fix? I would like to implement this for Ground Zeros


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jackfuste wrote:
skancerous wrote:
It seems that the problem with enemy markers and the rectangle in the middle cannot be fixed...

You can try this:
Attachment:
mgs_fix.zip

Run mgs_fix.EXE
Run game and press F1 to fix markers

It works!

I'm literally in love with you, Internet hero

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jackfuste wrote:
skancerous wrote:
It seems that the problem with enemy markers and the rectangle in the middle cannot be fixed...


Thank you so much for the fix, lets hope this can be implemented into the game with only 1 file.


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jackfuste wrote:
skancerous wrote:
It seems that the problem with enemy markers and the rectangle in the middle cannot be fixed...

You can try this:
Attachment:
mgs_fix.zip

Run mgs_fix.EXE
Run game and press F1 to fix markers


Very nice work mate, could you share the Trainer's source?
I need to fix my resolution (6000 x 1080) for the markers.

Would also help a lot to know which values to change.

Thanks a lot,
ITALion


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jackfuste wrote:
skancerous wrote:
It seems that the problem with enemy markers and the rectangle in the middle cannot be fixed...

You can try this:
Attachment:
mgs_fix.zip

Run mgs_fix.EXE
Run game and press F1 to fix markers


Thanks for the great work! But after applying the fix everything(Game,menus) is zoomed in...why?


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PostPosted: 06 Sep 2015, 04:28 
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Great work and the enemy indicator is much much more accurate, however, it appears most of the interface components (like icon, text, tutorial) are much larger now, is it expected or a trade-off?


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PostPosted: 06 Sep 2015, 04:31 
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Excellent work Jackfuste, I think it's safe to say we all appreciate what you're doing here. Having a little hitch though. With the marker fix, markers are almost in the right place, but every hud element is massive except for the weapon section as shown here. I assume this is because it's accounting for a 21:9 display and not my own ratio, 49:9. It seems the entire screen space is affected because even the CQC prompt is almost completely off screen.
Image


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PostPosted: 06 Sep 2015, 08:31 
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Hey All,

I just wanted to let you know that I put together a quick little program that should make it easier to patch your mgsvtpp.exe

Attachment:
File comment: (use 'wsgf' to unlock)
screen_hex_patch.rar [363.24 KiB]
Downloaded 2803 times


All you need to do is extract Screen_Hex_Patch.exe to the same directory as the game's executable, run it, and choose your options. It should take care of the rest of the busy work.

Image Image Image

Image Image Image


I'm no programmer so I can't guarantee that it's fool-proof, just a quick and dirty script. However, it seems to do the trick for the most part.

I've included the source batch file and xvi script so if anyone want's to take this and modify it they can.

Attachment:
File comment: patch script
patch_script.zip [401.5 KiB]
Downloaded 1265 times


Enjoy!

Let me know if I need to fix anything!

EDIT: Since we figured out that FOV can't be patched, I have set it to an optional choice. You can now skip step two and go straight to patching!


Last edited by iria2 on 25 Sep 2015, 07:34, edited 2 times in total.

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PostPosted: 06 Sep 2015, 08:54 
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Very cool, would you consider adding the ui/marker fix when it's done? I can see this becoming very useful while dealing with many early patches to the game.


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PostPosted: 06 Sep 2015, 09:11 
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As soon as I figure out how, I absolutely will! Yeah that's how this little thing started. I got annoyed when, three days in a row, I had to pull up the calculator and edit the game file. So this was born. Yay!


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PostPosted: 06 Sep 2015, 10:40 
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wallacefu wrote:
Great work and the enemy indicator is much much more accurate, however, it appears most of the interface components (like icon, text, tutorial) are much larger now, is it expected or a trade-off?

That expected only for eyefinity/surround resolutions.
ElderCub wrote:
Very cool, would you consider adding the ui/marker fix when it's done? I can see this becoming very useful while dealing with many early patches to the game.

Currently ui/marker can't be fixed in exe file, since this requires changes in code, but code section is packed, so you can't modify it.
Maybe when be scene release, exe file will be unpacked and available for code changes.

ITALion wrote:
Very nice work mate, could you share the Trainer's source?
I need to fix my resolution (6000 x 1080) for the markers.

Would also help a lot to know which values to change.

Thanks a lot,
ITALion

Here's Cheat Engine table:
Attachment:
mgsvtpp_CE_table.7z [567 Bytes]
Downloaded 897 times


First value should be changed
from
F3 0F 59 0D BD B5 00 FF
to
F3 0F 59 0D C1 B5 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


Attachments:
mgsvtpp_6000x1080.jpg
mgsvtpp_6000x1080.jpg [ 2.25 MiB | Viewed 15949 times ]


Last edited by jackfuste on 06 Sep 2015, 13:03, edited 1 time in total.
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PostPosted: 06 Sep 2015, 11:28 
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I have a lg 34uc97 curved monitor. Im not sure but it's neither eyefinity nor surround. But Im still having the zoomed in problem with f1. Is there a way to fix this ?


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PostPosted: 06 Sep 2015, 12:42 
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I think you're missing the first part of the fix, which is hex editing the .exe. There's a 2 part tutorial on pages 5 and 7, or on 10 for them put together nicely.


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PostPosted: 06 Sep 2015, 12:52 
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I used the fixed exe for the 21:9 support and everything seems to work fine except the enemy marker. After using the f1 fix everything is zoomed in. The picture jackfuste postet with the fix doesn't seem to have that problem. Like I said before I don't use multiple monitors. No eyefinity/surround setup.


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PostPosted: 06 Sep 2015, 13:04 
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ocelot wrote:
I used the fixed exe for the 21:9 support and everything seems to work fine except the enemy marker. After using the f1 fix everything is zoomed in. The picture jackfuste postet with the fix doesn't seem to have that problem. Like I said before I don't use multiple monitors. No eyefinity/surround setup.

That my fault.
It seems that pointer that I found for interface size doesn't works at all systems.
Here's new trainer with other pointer
Attachment:
mgs_fix_21_9.7z [3.33 MiB]
Downloaded 1247 times

so I guess it should work for you now.


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PostPosted: 06 Sep 2015, 13:06 
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Just to clarify, my screen is LG 34um95, not eye inifinite or nvidia-surround. With this setup, as mentioned above, the UI interface components is magnified with the enemy target indiator fix. thanks.


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PostPosted: 06 Sep 2015, 13:20 
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Excellent, it's working great for 21:9 screen now, thank you so much. BTW, does the cheat engine table you provided in last page work for 21:9? thanks again


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PostPosted: 06 Sep 2015, 13:31 
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First of all, thank you jackfuste for all the help!

I'm having trouble getting the F1 trainer to work for me. I'm using the 3440x1440 exe to boot the game after opening your trainer. When I press F1, I can see the trainer text light up red on my second monitor, but nothing seems to change in game. I'm on Windows 10. Could this be a problem?


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PostPosted: 06 Sep 2015, 13:42 
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iria2 wrote:
Hey All,

I just wanted to let you know that I put together a quick little program that should make it easier to patch your mgsvtpp.exe

Attachment:
Screen_Hex_Patch.zip


All you need to do is extract Screen_Hex_Patch.exe to the same directory as the game's executable, run it, and choose your options. It should take care of the rest of the busy work.

Image Image Image

Image Image Image


I'm no programmer so I can't guarantee that it's fool-proof, just a quick and dirty script. However, it seems to do the trick for the most part.

I've included the source batch file and xvi script so if anyone want's to take this and modify it they can.

Attachment:
patch_script.zip


Enjoy!

Let me know if I need to fix anything!



Really nice scripting! Thank you!
But I found a error. I was trying to set a 5760*1080 3*16:9 Aspect Ratio, but i got something else.
Had a look in your soure .bat and i found this.

if /i '%ratio_choice%'=='1' goto ratio_select_1
if /i '%ratio_choice%'=='2' goto ratio_select_2
if /i '%ratio_choice%'=='3' goto ratio_select_3
if /i '%ratio_choice%'=='4' goto ratio_select_4
if /i '%ratio_choice%'=='5' goto ratio_select_5
if /i '%ratio_choice%'=='6' goto ratio_select_6
if /i '%ratio_choice%'=='7' goto ratio_select_7
if /i '%ratio_choice%'=='8' goto ratio_select_8
if /i '%ratio_choice%'=='9' goto ratio_select_9
if /i '%ratio_choice%'=='10' goto ratio_select_9
if /i '%ratio_choice%'=='m' goto main_menu

Thanks!

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PostPosted: 06 Sep 2015, 14:10 
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jackfuste wrote:
ocelot wrote:
I used the fixed exe for the 21:9 support and everything seems to work fine except the enemy marker. After using the f1 fix everything is zoomed in. The picture jackfuste postet with the fix doesn't seem to have that problem. Like I said before I don't use multiple monitors. No eyefinity/surround setup.

That my fault.
It seems that pointer that I found for interface size doesn't works at all systems.
Here's new trainer with other pointer
Attachment:
mgs_fix_21_9.7z

so I guess it should work for you now.



mgs_fix_21_9.7z makes my markers too big... i'm playing on 11520x2160


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PostPosted: 06 Sep 2015, 14:28 
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jackfuste wrote:
ocelot wrote:
I used the fixed exe for the 21:9 support and everything seems to work fine except the enemy marker. After using the f1 fix everything is zoomed in. The picture jackfuste postet with the fix doesn't seem to have that problem. Like I said before I don't use multiple monitors. No eyefinity/surround setup.

That my fault.
It seems that pointer that I found for interface size doesn't works at all systems.
Here's new trainer with other pointer
Attachment:
mgs_fix_21_9.7z

so I guess it should work for you now.


It's working great now. Thank you for taking the time and fixing it!
Your the best !


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PostPosted: 06 Sep 2015, 14:31 
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jackfuste wrote:
wallacefu wrote:
Great work and the enemy indicator is much much more accurate, however, it appears most of the interface components (like icon, text, tutorial) are much larger now, is it expected or a trade-off?

That expected only for eyefinity/surround resolutions.
ElderCub wrote:
Very cool, would you consider adding the ui/marker fix when it's done? I can see this becoming very useful while dealing with many early patches to the game.

Currently ui/marker can't be fixed in exe file, since this requires changes in code, but code section is packed, so you can't modify it.
Maybe when be scene release, exe file will be unpacked and available for code changes.

ITALion wrote:
Very nice work mate, could you share the Trainer's source?
I need to fix my resolution (6000 x 1080) for the markers.

Would also help a lot to know which values to change.

Thanks a lot,
ITALion

Here's Cheat Engine table:
Attachment:
mgsvtpp_CE_table.7z


First value should be changed
from
F3 0F 59 0D BD B5 00 FF
to
F3 0F 59 0D C1 B5 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087



Thanks Jackfuste! :twothumb:

I changed value to C1 and 192,00084 for 5760x1080 resolution and it works perfect.


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PostPosted: 06 Sep 2015, 15:39 
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Hey guys, new 21:9 user here.

Thanks a lot for the fix! However, I still have an issue.

I don't know exactly why this happens, but playing with the 21:9 fix makes my game very blurry, as if it's not rendering at the proper resolution (This includes UI elements, whose size does not change with the 21:9 fix.)

At first I thought it was a bad implementation of Temporal AA, but the game looks fine in 16:9, plus I get this nasty pixel crawl that's typical of uprezzed games.

http://imgur.com/a/RdeUB (Sorry for the JPG compression)

As you can see, the game is much blurrier in 21:9, even the UI elements.

Can anyone help with that? I'd be happy to provide more info!

EDIT : New album with more comparisons


Last edited by doomberry on 06 Sep 2015, 15:49, edited 1 time in total.

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PostPosted: 06 Sep 2015, 15:46 
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doomberry wrote:
Hey guys, new 21:9 user here.

Thanks a lot for the fix! However, I still have an issue.

I don't know exactly why this happens, but playing with the 21:9 fix makes my game very blurry, as if it's not rendering at the proper resolution (This includes UI elements, whose size does not change with the 21:9 fix.)

At first I thought it was a bad implementation of Temporal AA, but the game looks fine in 16:9, plus I get this nasty pixel crawl that's typical of uprezzed games.

http://imgur.com/a/yvE6Z (Sorry for the JPG compression)

As you can see, the game is much blurrier in 21:9, even the UI elements.

Can anyone help with that? I'd be happy to provide more info!


I had similar problem, I changed from "Borderless Fullscreen" to "Fullscreen" and that fixed it for me.

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PostPosted: 06 Sep 2015, 15:49 
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pudel wrote:
jackfuste wrote:
wallacefu wrote:
Great work and the enemy indicator is much much more accurate, however, it appears most of the interface components (like icon, text, tutorial) are much larger now, is it expected or a trade-off?

That expected only for eyefinity/surround resolutions.
ElderCub wrote:
Very cool, would you consider adding the ui/marker fix when it's done? I can see this becoming very useful while dealing with many early patches to the game.

Currently ui/marker can't be fixed in exe file, since this requires changes in code, but code section is packed, so you can't modify it.
Maybe when be scene release, exe file will be unpacked and available for code changes.

ITALion wrote:
Very nice work mate, could you share the Trainer's source?
I need to fix my resolution (6000 x 1080) for the markers.

Would also help a lot to know which values to change.

Thanks a lot,
ITALion

Here's Cheat Engine table:
Attachment:
mgsvtpp_CE_table.7z


First value should be changed
from
F3 0F 59 0D BD B5 00 FF
to
F3 0F 59 0D C1 B5 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087



Thanks Jackfuste! :twothumb:

I changed value to C1 and 192,00084 for 5760x1080 resolution and it works perfect.


Hi, I cant figure this out, the table isnt containing the second value, :crazy: can you share your CE table please? I have the same resolution as you. :thumbup:

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PostPosted: 06 Sep 2015, 16:47 
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iria2 wrote:
Hey All,

I just wanted to let you know that I put together a quick little program that should make it easier to patch your mgsvtpp.exe

Attachment:
Screen_Hex_Patch.zip


All you need to do is extract Screen_Hex_Patch.exe to the same directory as the game's executable, run it, and choose your options. It should take care of the rest of the busy work.

Image Image Image

Image Image Image


I'm no programmer so I can't guarantee that it's fool-proof, just a quick and dirty script. However, it seems to do the trick for the most part.

I've included the source batch file and xvi script so if anyone want's to take this and modify it they can.

Attachment:
patch_script.zip


Enjoy!

Let me know if I need to fix anything!


When I selected Aspect Ratio 10, there are still black bars on the sides.

I also need values for 6048x1080 for Bezel Compensation.

Thanks


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PostPosted: 06 Sep 2015, 16:59 
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anteronoid wrote:
pudel wrote:
Thanks Jackfuste! :twothumb:

I changed value to C1 and 192,00084 for 5760x1080 resolution and it works perfect.


Hi, I cant figure this out, the table isnt containing the second value, :crazy: can you share your CE table please? I have the same resolution as you. :thumbup:



Here you go.


Attachments:
mgsvtpp_5760_1080.rar [543 Bytes]
Downloaded 488 times
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PostPosted: 06 Sep 2015, 17:06 
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puyopuyo wrote:
First of all, thank you jackfuste for all the help!

I'm having trouble getting the F1 trainer to work for me. I'm using the 3440x1440 exe to boot the game after opening your trainer. When I press F1, I can see the trainer text light up red on my second monitor, but nothing seems to change in game. I'm on Windows 10. Could this be a problem?

Doesn't think that Windows 10 is a problem. For me trainer works on Windows 7 and Windows 10.
Try to run it after booting game. If this does not help, try Cheat Engine table - http://www.wsgf.org/forums/viewtopic.ph ... 88#p160788

Kazuya-Ni wrote:
mgs_fix_21_9.7z makes my markers too big... i'm playing on 11520x2160

Right, because it sets interface size for 21:9 aspect ratio.

You should use this fix:
Attachment:
mgs_fix_48_9.7z [3.33 MiB]
Downloaded 621 times
(For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.)

Attachment:
mgs_fix_48_10.7z [3.33 MiB]
Downloaded 532 times
(For triple 16:10 screen 5760x1200; 5040x1050 etc.)


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PostPosted: 06 Sep 2015, 17:11 
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Using jackfuste custom .exe for 3440*1440 and the mgs_fix_21_9.EXE but as soon as i press F1 the game instantly crashes to desktop.

I tried using the Screen_Hex_Patch.exe to set my resolution and then the game doesn't crash when i press F1 with the jackfuste CE fixer but the enemy markers still don't line up right. They resize and they move a little but they are still pretty far off. any ideas?


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PostPosted: 06 Sep 2015, 21:47 
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pudel wrote:
anteronoid wrote:
pudel wrote:
Thanks Jackfuste! :twothumb:

I changed value to C1 and 192,00084 for 5760x1080 resolution and it works perfect.


Hi, I cant figure this out, the table isnt containing the second value, :crazy: can you share your CE table please? I have the same resolution as you. :thumbup:



Here you go.


Thx! :twothumb:

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jackfuste wrote:
wallacefu wrote:
Great work and the enemy indicator is much much more accurate, however, it appears most of the interface components (like icon, text, tutorial) are much larger now, is it expected or a trade-off?

That expected only for eyefinity/surround resolutions.
ElderCub wrote:
Very cool, would you consider adding the ui/marker fix when it's done? I can see this becoming very useful while dealing with many early patches to the game.

Currently ui/marker can't be fixed in exe file, since this requires changes in code, but code section is packed, so you can't modify it.
Maybe when be scene release, exe file will be unpacked and available for code changes.

ITALion wrote:
Very nice work mate, could you share the Trainer's source?
I need to fix my resolution (6000 x 1080) for the markers.

Would also help a lot to know which values to change.

Thanks a lot,
ITALion

Here's Cheat Engine table:
Attachment:
mgsvtpp_CE_table.7z


First value should be changed
from
F3 0F 59 0D BD B5 00 FF
to
F3 0F 59 0D C1 B5 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


Thx again, this worked like a charm,
i would really like to know how you did find all this infos, very interested.

Thanks again.


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PostPosted: 06 Sep 2015, 23:13 
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Quote:
Really nice scripting! Thank you!
But I found a error. I was trying to set a 5760*1080 3*16:9 Aspect Ratio, but i got something else.
Had a look in your soure .bat and i found this.

if /i '%ratio_choice%'=='10' goto ratio_select_9


Thanks!


Woops! Dumb me! I just fixed it and reuploaded it.


Last edited by iria2 on 07 Sep 2015, 00:09, edited 1 time in total.

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PostPosted: 06 Sep 2015, 23:28 
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Not sure if this is normal but whenever i use a scope or receive new recruits in the field the sides of the screen is not covered and I can see the surroundings. (2560X1080)


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Guys I am gaming in 7680 X 1600 can anyone help here? I really don't know what to do


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PostPosted: 07 Sep 2015, 02:11 
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what do you do with the cheat engine file? I'm running the game at 5916x1080 bezel corrected but with markers messed up. Do you open the main exe again with a hex editor and find those lines and change them like was done for the surround resolution to fix the marker position and size?


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PostPosted: 07 Sep 2015, 03:58 
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Just FYI, Steam just updated EXE file and the target indicator fix is no longer working. thanks


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PostPosted: 07 Sep 2015, 04:03 
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Jackfuste, is it possible for you to post a tutorial of how to use the Cheat Engine for the indicator fixer? thanks agian.


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PostPosted: 07 Sep 2015, 05:37 
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wallacefu wrote:
Just FYI, Steam just updated EXE file and the target indicator fix is no longer working. thanks


The update only updated the exe so just put the 1.0.0.3 exe back in for now. I keep a backup, but if you have not then just grab one of the ones Jackfuste posted.

jackfuste wrote:
Here's for v. 1.0.0.3

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


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PostPosted: 07 Sep 2015, 05:46 
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Thanks man, I reverted the EXE back to the previous one and it's working now. However, I do want to know how we can find the changed address and repopulate the value in CE so that we don't have to bother you guys whenever a new patch comes.


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PostPosted: 07 Sep 2015, 06:22 
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wallacefu wrote:
Thanks man, I reverted the EXE back to the previous one and it's working now. However, I do want to know how we can find the changed address and repopulate the value in CE so that we don't have to bother you guys whenever a new patch comes.


Just found the new address for the first part of the CE cheat table is mgsvtpp.exe+300AEFF (14300AEFF), the second didn't change. I've attached a new cheat table. Never used CE before.. i like this tool ;)


Attachments:
mgs_fix_1.0.0.4.CT.zip [605 Bytes]
Downloaded 466 times
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Excellent work. Is the process for finding the address relatively easy? It would be nice to be able to do this ourselves, at least the one's who would like to do it themselves rather than wait.

Edit: Scratch that, the fix did not work for me.

Edit2: Ok, actually working now. However the calculation for (64(Width/Height)/1.77777)= is no longer accurate for the size value.


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PostPosted: 07 Sep 2015, 08:11 
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ElderCub wrote:
Excellent work. Is the process for finding the address relatively easy? It would be nice to be able to do this ourselves, at least the one's who would like to do it themselves rather than wait.

Edit: Scratch that, the fix did not work for me.

Edit2: Ok, actually working now. However the calculation for (64(Width/Height)/1.77777)= is no longer accurate for the size value.


Assuming you didn't just mistype that your math for the second value is wrong it should be 64 * ((width/height)/1.77777)=

I loaded the 1.0.0.3 exe and looked at what the "code" looked like at the address region and then put the 1.0.0.4 exe back in. Then assuming that code chunk would be the same AND not too far from the old address I started there and then started to page up/down until I found it. The hex is a little different from 1.0.0.3(FD 8A 00 FF instead of BD B5 00 FF) but I just tried changing the same bit(even though it was different) to C1 like Jackfuste had mentioned earlier and it worked. It would be great if Jackfuste could explain a bit what/why changing it to C1 works. For the second part I used 192.00048 for 5760x1080, same as before.

The SS below shows the "code chunk" for future reference.
Attachment:
Untitled.jpg
Untitled.jpg [ 236.64 KiB | Viewed 5104 times ]


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PostPosted: 07 Sep 2015, 08:20 
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Thanks for the explanation, I'll try that when the next patch comes out. And yes, entered the equation in my reply wrong, however while doing the calculations I was using the correct formula getting 198.66753 for 5960x1080. With that value, the hud elements take up only a small portion of the screen. Instead I ballparked the number and decided on 120, which was relatively close to the original hud size. So for some reason, that math doesn't work for me.


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PostPosted: 07 Sep 2015, 12:26 
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Here's update for v. 1.004

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z
 
 
Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_004.7z [3.33 MiB]
Downloaded 1055 times


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_004.7z [3.33 MiB]
Downloaded 638 times


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_004.7z [3.33 MiB]
Downloaded 542 times




Cheat Engine table
Attachment:
mgsvtpp_1_004.zip [527 Bytes]
Downloaded 562 times

First value should be changed
from
F3 0F 59 0D FD 8A 00 FF
to
F3 0F 59 0D 01 8B 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

ekrboi wrote:
I loaded the 1.0.0.3 exe and looked at what the "code" looked like at the address region and then put the 1.0.0.4 exe back in. Then assuming that code chunk would be the same AND not too far from the old address I started there and then started to page up/down until I found it. The hex is a little different from 1.0.0.3(FD 8A 00 FF instead of BD B5 00 FF) but I just tried changing the same bit(even though it was different) to C1 like Jackfuste had mentioned earlier and it worked. It would be great if Jackfuste could explain a bit what/why changing it to C1 works. For the second part I used 192.00048 for 5760x1080, same as before.

Markers are limited to 16:9 aspect ratio.
Attachment:
16_9.png
16_9.png [ 47.69 KiB | Viewed 6747 times ]

We change instruction from
mulss xmm1,[142013A04] - bytes F3 0F 59 0D FD 8A 00 FF
to
mulss xmm1,[142013A08] - bytes F3 0F 59 0D 01 8B 00 FF
that set limit to 50:9.
Attachment:
50_9.png
50_9.png [ 47.71 KiB | Viewed 6904 times ]


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PostPosted: 07 Sep 2015, 13:21 
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:twothumb: :onethumb: :savews: TNX !!!!!!!!!!!!!!


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Dude, MUCH APPRECIATED!!! I'll spread the word on Twitter.


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anteronoid wrote:
doomberry wrote:
Hey guys, new 21:9 user here.

Thanks a lot for the fix! However, I still have an issue.

I don't know exactly why this happens, but playing with the 21:9 fix makes my game very blurry, as if it's not rendering at the proper resolution (This includes UI elements, whose size does not change with the 21:9 fix.)

At first I thought it was a bad implementation of Temporal AA, but the game looks fine in 16:9, plus I get this nasty pixel crawl that's typical of uprezzed games.

http://imgur.com/a/yvE6Z (Sorry for the JPG compression)

As you can see, the game is much blurrier in 21:9, even the UI elements.

Can anyone help with that? I'd be happy to provide more info!


I had similar problem, I changed from "Borderless Fullscreen" to "Fullscreen" and that fixed it for me.


Yep, after a setting change and a few restarts, that fixed it. I would've never guessed it, but I'll keep it in mind when troubleshooting in the future. Thank you!


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PostPosted: 07 Sep 2015, 16:29 
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Jackfuste, do you have a paypal?


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PostPosted: 07 Sep 2015, 17:02 
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Signed up just to say thanks Jackfuste. Konami should be disgraced with themselves. And what confuses me is that Kojima apparently tweeted a picture of himself playing MGSV on his new 21:9 ultrawide WITH the black borders!

Like blaztardz asked above me, PM me your paypal address so I can send you a few quid because It's bloody awesome that you're doing this everytime the updates break it.


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PostPosted: 07 Sep 2015, 17:26 
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Hey Guys, thanks for the fixes. quick question, do you have to do anything apart from run the marker fix and then press f1 ingame? when i do the marker fix exe file disappears from its folder and subsequently f1 does nothing in game. wondering if im missing some step? (rez fix is perfect)

cheers


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PostPosted: 07 Sep 2015, 17:51 
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I signed up to thank Jackfuste for what he's doing so far.

I have a question so far, no one seems to be bothered by it but I thought i'd ask anyway. I assume modifying the game EXE would affect your achievements/online play etc?


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PostPosted: 07 Sep 2015, 18:02 
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blaztardz wrote:
Jackfuste, do you have a paypal?

No. If you want donate, you can send Steam wallet code to me.

AFKing wrote:
Hey Guys, thanks for the fixes. quick question, do you have to do anything apart from run the marker fix and then press f1 ingame?

Not needed to do anything special, just run trainer and press F1.
If trainer doesn't work for some reasons, try to use Cheat Engine table.
AFKing wrote:
when i do the marker fix exe file disappears from its folder and subsequently f1 does nothing in game. wondering if im missing some step? (rez fix is perfect)
cheers

Maybe your anti-virus software detects trainer as unwanted software and remove it.

Rescend wrote:
I have a question so far, no one seems to be bothered by it but I thought i'd ask anyway. I assume modifying the game EXE would affect your achievements/online play etc?

Afaik it doesn't affect on achievements/online.


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PostPosted: 07 Sep 2015, 18:31 
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Rescend wrote:
I have a question so far, no one seems to be bothered by it but I thought i'd ask anyway. I assume modifying the game EXE would affect your achievements/online play etc?

jackfuste wrote:
Afaik it doesn't affect on achievements/online.


Would it be possible to get this fix for Ground Zeros as well? I tried changing the aspect ratio in the ground zereos exe but I get a steam fails to load error. If I use the modded exe there is an issue with both achievements and the markers.


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PostPosted: 07 Sep 2015, 19:17 
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jackfuste wrote:
Markers are limited to 16:9 aspect ratio.
Attachment:
16_9.png

We change instruction from
mulss xmm1,[142013A04] - bytes F3 0F 59 0D FD 8A 00 FF
to
mulss xmm1,[142013A08] - bytes F3 0F 59 0D 01 8B 00 FF
that set limit to 50:9.
Attachment:
50_9.png


I get it now! Thanks!


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PostPosted: 07 Sep 2015, 19:51 
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Also want to thank you for doing this Jackfuste! Would be happy to donate some cash as well for all the great work!!! Can't believe AAA games still don't support triple monitor ratios--- They need to hire you!!!!!


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PostPosted: 07 Sep 2015, 20:30 
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Guys Again What about 7680 X 1600???


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justrdr wrote:
AFKing wrote:
Hey Guys, thanks for the fixes. quick question, do you have to do anything apart from run the marker fix and then press f1 ingame?

Not needed to do anything special, just run trainer and press F1.
If trainer doesn't work for some reasons, try to use Cheat Engine table.
AFKing wrote:
when i do the marker fix exe file disappears from its folder and subsequently f1 does nothing in game. wondering if im missing some step? (rez fix is perfect)
cheers

Maybe your anti-virus software detects trainer as unwanted software and remove it.



Thats great , malwarebytes was stopping it. I got the fix for 48:9 working (5760 x 1080) but for some reasons the markers and menus are now a third of their size and near impossible to read? wondering if anyone else has similar?

thanks a mill


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PostPosted: 07 Sep 2015, 20:53 
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Ya afking -- same thing happened to me with the tiny markers but they are still staying inside my middle monitor... It was working last night .........


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AFKing wrote:
Thats great , malwarebytes was stopping it. I got the fix for 48:9 working (5760 x 1080) but for some reasons the markers and menus are now a third of their size and near impossible to read? wondering if anyone else has similar?
thanks a mill

brandosa1 wrote:
Ya afking -- same thing happened to me with the tiny markers but they are still staying inside my middle monitor... It was working last night .........

Did you update marker fix to v.1.004 ? - http://www.wsgf.org/forums/viewtopic.ph ... 41#p160841


Attachments:
mgsvtpp_bug.jpg
mgsvtpp_bug.jpg [ 2.19 MiB | Viewed 4659 times ]
mgsvtpp_fix.jpg
mgsvtpp_fix.jpg [ 2.18 MiB | Viewed 4822 times ]
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PostPosted: 07 Sep 2015, 21:41 
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yep thats the one i used. uninstalled and tried again and its the same unfortunately


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How do I get 7680 X 1600?


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PostPosted: 07 Sep 2015, 23:55 
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yea I updated it today after I started the game and it was back to 1920x1080... got the resolution working but the markers aren't now .....


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PostPosted: 08 Sep 2015, 01:02 
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I downloaded the already hacked .exe and also hacked the original one myself with the little guide found at page 5 but in both cases I can't make the game display properly @ the bezel compensated resolution of 5324x1050.

There are those nasty black borders at the edges.

Any idea why? :think:


Attachments:
mgsvtpp 2015-09-08 01-15-24-68.jpg
mgsvtpp 2015-09-08 01-15-24-68.jpg [ 563.67 KiB | Viewed 4704 times ]
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You need to run it in fullscreen. I have the same effect when running in borderless window mode.


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Any way to get it back to 1080p? I want to be able to play it on my TV AND 21:9 monitor.


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ElderCub wrote:
You need to run it in fullscreen. I have the same effect when running in borderless window mode.

Thank you, I didn't notice I was running it in "borderless fullscreen" mode (usually it's called borderless window but... whatever).

I am now able to fully enjoy this baby! The game is incredible, I didn't think it was possible to program something -this complex- this well. Everything is just so smooth! Too bad for the ultra wide support, but at least it's an easy fix.


Attachments:
mgsvtpp 2015-09-08 12-25-17-66.jpg
mgsvtpp 2015-09-08 12-25-17-66.jpg [ 584.78 KiB | Viewed 4638 times ]
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Beta 1.005 release no oficial fix....


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And more than that, a new release broke marker fix again. Now i can't even find the right string (F3 0F 59 0D FD 8A 00 FF) in the memory anymore.


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I would suggest to everyone to make steam update the game only when started. That way you can tell it to launch rather than update until we get each update fixed.just keep it in mind.


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PostPosted: 08 Sep 2015, 14:13 
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what are they even fixing? There is log file or info....


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PostPosted: 08 Sep 2015, 14:50 
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the res fix is perfect, everytime they update i just use hexd and change tthe digits, only the markers now still troublesome....both CE table and F1 trainer crash my mgsv tpp


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PostPosted: 08 Sep 2015, 14:55 
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Take complaints about this to Twitter. They are just patching constantly to probably try to prevent cheaters, but it is preventing us from having a fix as well.


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ElderCub wrote:
I would suggest to everyone to make steam update the game only when started. That way you can tell it to launch rather than update until we get each update fixed.just keep it in mind.

Beta 1.005 has been released.

Changelist:

- Save Data is backed up now.
 When the save data can't be read from Steam Cloud, the backup save data will be now used.


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PostPosted: 08 Sep 2015, 16:10 
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Here's update for v. 1.005

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_005.7z [3.33 MiB]
Downloaded 1177 times


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_005.7z [3.33 MiB]
Downloaded 817 times


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_005.7z [3.33 MiB]
Downloaded 633 times



Cheat Engine table:
Attachment:
mgsvtpp_1_005.7z [528 Bytes]
Downloaded 609 times


First value should be changed
from
F3 0F 59 0D FC 82 00 FF
to
F3 0F 59 0D 00 83 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


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PostPosted: 08 Sep 2015, 16:59 
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Where do you see the game version? Mine in the main screen just says v1.01 even after an update


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Francesco wrote:
Where do you see the game version? Mine in the main screen just says v1.01 even after an update

Attachment:
1_005.png
1_005.png [ 28.75 KiB | Viewed 6785 times ]


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PostPosted: 08 Sep 2015, 17:45 
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Got it, thanks!


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jackfuste wrote:
Here's update for v. 1.005

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_005.7z


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_005.7z


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_005.7z



Cheat Engine table:
Attachment:
mgsvtpp_1_005.7z


First value should be changed
from
F3 0F 59 0D FC 82 00 FF
to
F3 0F 59 0D 00 83 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


I just want to say I very much appreciate you taking time to submit these fixes. Thank you.


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PostPosted: 08 Sep 2015, 18:26 
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jackfuste, I'll send a steam wallet code when i get home from work. Having troubles doing it from my phone.


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jackfuste wrote:
Here's update for v. 1.005

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

........................


Hello and thank you very much!

There is something special to do with the trainer?
I launch it before the game but the marker problem remains :/


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PostPosted: 08 Sep 2015, 19:08 
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Thanks!!!


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The Game just got cracked. Maybe its now possible to implement the marker fix in the exe file.


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BIG THX to jackfuste ! you did a great job !


I have a few questions :)

First whats this Vaue : 39 8E E3 3F ? is this the value for 1980/1080p ? & whats the Value for the Version 1.0.0.5 ? :

jackfuste wrote:
karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.

  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


How can I solve this problem ? (really hope there is a solution) :
Image

and this problem (Sorry my english is bad pictures are better than words :)
Image


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jackfauste, the res fix is perfect for my 2560x1080 screen. But the markers fix didnt do anything. I tried the ce table too but the value that comes up is different than the one you post in forum


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Cemong wrote:
jackfauste, the res fix is perfect for my 2560x1080 screen. But the markers fix didnt do anything. I tried the ce table too but the value that comes up is different than the one you post in forum


Did you pressed F1 Ingame ?


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jackfuste wrote:
Here's update for v. 1.005

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_005.7z


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_005.7z


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_005.7z



Cheat Engine table:
Attachment:
mgsvtpp_1_005.7z


First value should be changed
from
F3 0F 59 0D FC 82 00 FF
to
F3 0F 59 0D 00 83 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Image


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PostPosted: 08 Sep 2015, 21:24 
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Thanks! working fine


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Regarding the Japanese version...

I've located the address in this version (v1.005) but I have no idea how to set it to a specific value.
Image

Setting it to F3 0F 59 0D 00 83 00 FF makes it 66. I'm trying to get 21 or 21.00. Any ideas?


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PostPosted: 08 Sep 2015, 22:54 
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@jackfauste, fantastic work man, and now with marker fix, finally the game is perfect on PC, thanks, very much appreciated.


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preset wrote:
Regarding the Japanese version...

I've located the address in this version (v1.005) but I have no idea how to set it to a specific value.
Image

Setting it to F3 0F 59 0D 00 83 00 FF makes it 66. I'm trying to get 21 or 21.00. Any ideas?


EDIT* the TL;WTF version is at the bottom :wtf:

in the bottom pane on the Memory viewer right click and then use goto address. Type in "142014794" and then go there. Press Ctrl+9 to change the display type to "float" and upload a screen shot.

It should be a "16" at that address. Right next to it is a "50" so you need to double click the the "mulss xmm2,[mgsvtpp.exe+2014794]" and change it's address to the address of that 50. When you make the change the "bytes" next to it will change from "F3 0F 59 15 E9A100FF" to the new bytes you want to make happen when you press F1. You're not actually trying to change it to 21, 50 is fine because it is just a max. I don't know how to better explain it.. If that didn't make sense then post the screenshot like I said above and I'll tell you what to type in.

Attachment:
16_9.png
16_9.png [ 47.69 KiB | Viewed 5597 times ]


Notice the "04" above the 16 and the "08" above the 50 in the above shot. That "04" is the last 2 digits from the address. So for that one you would double click on "mulss xmm1,[mgsvtpp.exe+2013A04]" and change it to "mulss xmm1,[mgsvtpp.exe+2013A08]". The comment in the column to the right of it would now say "[50.00]" and the "byte" will have changed.

EDIT* Hopefully that explanation helps you understand what is going on... If not I don't even really need to see a screenshot though now that I think of it.. you just need to add 4 to the current address. So change "mulss xmm2,[mgsvtpp.exe+2014794]" to "mulss xmm2,[mgsvtpp.exe+2014798]" and the "comment" should change to [50.00] and the bytes will have changed.


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Thanks for the explanation. Don't worry, it made a ton of sense=P The only problem is, setting it to [50.00] makes it zoomed in. Are you sure it's just a maximum?

Edit: OK, I changed it to a 100 and it's the same zoom as at 50. So, yes, it is a maximum. Now the question would be: why is it zoomed. The other code that scales the UI seems to be working properly.
Edit2: Tried this on v1.004 and it worked perfectly. But I can't stay on that forever.


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PostPosted: 09 Sep 2015, 12:17 
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QuadGore wrote:
Cemong wrote:
jackfauste, the res fix is perfect for my 2560x1080 screen. But the markers fix didnt do anything. I tried the ce table too but the value that comes up is different than the one you post in forum


Did you pressed F1 Ingame ?


i did, nothing happens. i also tried F2. nothing happens . anything i miss ??


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PostPosted: 09 Sep 2015, 12:43 
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Cemong wrote:
QuadGore wrote:
Cemong wrote:
jackfauste, the res fix is perfect for my 2560x1080 screen. But the markers fix didnt do anything. I tried the ce table too but the value that comes up is different than the one you post in forum


Did you pressed F1 Ingame ?


i did, nothing happens. i also tried F2. nothing happens . anything i miss ??


sometimes i have the same problem. When youre in the game alt+tab and close the cheater and run again. Back in the game try f1.


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can you please provide me a hex values (from to, change) for me change mines to 5120x2160, 3840x1620 and 3413x1440? I use nvidia DSR and would like to have those resolutions
thanks :)


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5:4 for cracked edition for the game? Thanks! :)


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ok turns out i used the 1004 version , now use the 1005 and works perfectly fine. thanks to all of you


Last edited by Cemong on 09 Sep 2015, 18:00, edited 1 time in total.

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bigodon wrote:
can you please provide me a hex values (from to, change) for me change mines to 5120x2160, 3840x1620 and 3413x1440? I use nvidia DSR and would like to have those resolutions
thanks :)


Just download the fix for 2150x1080, and set your DSR- Resolution Ingame


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When I download the marker fix (for 3440*1440) my antivirus gives a warning it contains a virus/malware. Is the marker fix contaminated?

checking the file online gives this as a result:

https://www.virustotal.com/nl/file/1e47660a401ff43c32937c2ed8706d3568f767f921e39dd59e9ed928cfa4d402/analysis/1441819294/


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I have 3 5:4 monitors (3840x1024) but with bezel correction my resolution is 4120x1024. I used Screen Hex Patch program that iria2 wrote (Thanks for that BTW!) but it broke with the last patch I guess. if it helps, that aspect ratio translates to 40 80 00 00 in hex.

Can anyone show me how to edit the aspect ratio manually?

Also, does anyone know if its possible to change the hud? Most of it is located right where my bezels which means I have to randomly press buttons and hope I click the right one. Thanks!


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Hey jackfuste thanks for your great help like always, im starting to do some tests with cheat engine, could you show us how do you change the aspect ratios with them? For example 21:9

I would like learn to fish instead get the fish from you, if you some day leave from this forums, who is going to do this fantastic work? If you teach us, may be we can contribute add ower own fixed, exes....

Basically the question is, how do you know that value 39 8E E3 3F is the value that set the aspect ratio?

Thanks in advance!


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Hey guys,

Can someone please tell me how to fix the markers? I'm a little confused on that bit. I'm running 5898 x 1080 (with bezel correction) and did the hex edit to work with that resolution.

Now I just want to get the markers fixed just little confused. If anyone can please help me that will be great.

Thanks,
Hondo


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the marker and the res are now perfect...but..there is still one problem...the sonar marker . i think they have different value from marker and res. anyone can fix ?


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Any 5:4 resolution fix for the cracked edition for the game yet?


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If I want to further increase the FOV value beyond what Jackfuste has done, what do I need to change?


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how can I get a fix for 7680x1440? what is the value for it so I can hex edit the .exe with tutorial earlier


Last edited by fullban on 10 Sep 2015, 19:10, edited 1 time in total.

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CY:G wrote:
If I want to further increase the FOV value beyond what Jackfuste has done, what do I need to change?


Try the tool from iria2, you can find it on site 12 of this thread or just click the link click :twothumb:


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any mega pro here can change the weapon gay names ?


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Ok, I realize that not many people have this config but I tried to manually edit the .exe file to achieve 10320x1440 (triple ultra wide LG) and the resolution is very blurry and does not fill the entire 3 monitors....anyone else with this issue?

I used the Hex editor and did 10320/1440 and got the HEX number to be 40E55555, reversed it and input 55 55 E5 40 into the Hex file.

What am I missing?
Thanks!!


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raaal wrote:
I used Screen Hex Patch program that iria2 wrote (Thanks for that BTW!) but it broke with the last patch I guess.


Oh shoot! When I get home tonight, I'll find out what happened and upload a fix!

EDIT: Okay, raaal, I think I know what is going on! The program still works with 1.05, i.e., no default hex values have changed. fullban and Tontondavid or anyone else who want to understand how to get the correct value, here is what to do:

You get your screen resolution of your desktop:

    for example, let's say mine is 1920x1080

Divide the width of your screen by the height:

    1920 divided by 1080 equals 1.7777777

Convert this number to hexadecimal:

    1.7777777 in hex is 3F E3 8E 38
    Note: try using a hex calculator like the one here and choose "auto" or "decimal" as the input format.

Reverse the byte order (or "endian") of your hex value:

    3F E3 8E 38 as seen on your calculator becomes 38 8E E3 3F when reversed.
    Note: Depending on how many decimal points your answer (or "decimal value") goes out, your hex value can be slightly different. This is totally fine for the most part but it is recommended to use a value as close as possible to the one you got when dividing your width by height, i.e., use those seven decimal points we got on the calculator and don't round any sooner!
    The default value in MGSV is 39 8E E3 3F and the one we put in was 38 8E E3 3F. Apparently, our decimal places end a little sooner than the default value (which is 1.777777778) but in this case things are close enough that the results in game will look pretty much the same.
    Does this make sense, guys? All we did was swap the order that those letter/number pairs came in.

Replace default value in your program with your reverse-byte hex value:

    Use a hex editor like HxD or XVI for Windows and use their respective search tools to find and replace your hex values.

Which finally brings me to answering raaal's problem:

The short and simple of it is, it looks like you rounded up to the nearest whole number to get your decimal value, converted it to hex but forgot to reverse it's endianness.

What happens is, when you use a hexadecimal calculator to convert your number to hex, it spits out a "big-endian" hex value. However, Intel/AMD x86 processors and specifically Windows itself, use "little-endian" for byte ordering those hex values. You pretty much always have to reverse the value you got from the hex calculator before you're ready to write it anywhere.

What you probably want to do, as well, is double-check your math. You are using 40 80 00 00 when you probably want 40 80 C0 00.

The most accurate way to get your screen's aspect ratio is to represent it in "base-10 decimal" before converting it to hex. If we do the math with your bezel corrected resolution, i.e.,
    4120 / 1024 = x
we technically want the value of x to be represented like this:
    4.0234375
Why? The game only understands your aspect ratio as a "single-precision floating-point value." See here and/or here for more info but the short of it is that the aspect ratio is presented to the game in a pretty specific way. We have to take our monitor resolution, and turn it into something that matches what the game expects.

The number we got from our division problem, I have represented in base-10 format which is a number represented as 10 digits total.
    Note: As far as I know, most casual calculators will represent the result in base-16, rounding to the nearest positive expansion for repeating numbers. For hex calculators like the one I linked to, the end zeroes are assumed and added during conversion so you technically don't need to plug in all 10 digits.

So the next part is taking our decimal value and converting it to binary32 float (see here for more info):

    The decimal value of our integer part (or "exponent" as it will be represented in binary) is 4. In binary that's 0100.
    The decimal value of our fractional part (or "significand" as it will be represented in binary) is .0234375. How we represent it in binary is thus:

      Assume the whole fractional value begins with 0 as it's integer and replace the decimal point with a plus sign, turning it into an expression e.g.,
      0.0234375 becomes 0 + 0234375
      We store the first number in our expression as the first value in our significand - the first value is 0! Next we multiply the second number by 2 to get a product we will split again.
      .0234375 * 2 = (0 + .046875) - 0
      .0468750 * 2 = (0 + .09375) - 0
      .0937500 * 2 = (0 + .1875) - 0
      .1875000 * 2 = (0 + .375) - 0
      .3750000 * 2 = (0 + .75) - 0
      .7500000 * 2 = (1 + .5) - 1
      .5000000 * 2 = (1 + .0) - 1
      .0000000 * 2 = (0 + .0)

    That's how we find the significand, which is 0000011 making our floating-point binary32 value:

      100.0000011

    Now let's convert this to raw binary and take a look at how it's stored:

      We start by converting our binary32 value to scientific notation:

      [list=]1.000000011 * 2^2

    Scientific notation showed us that, based on how many spaces we moved the decimal point, the base exponent is 2. To encode the raw exponent we need to add the bias (the way we store the value of the number) which is 2^8-1 or 127.

    2 + 127 = 129 and in binary, that decimal value is represented as 10000001. Here is our layout:

      Sign Exponent Significand
      0 10000001 00000001100000000000000

    Sign marks the value as positive or negative; 0 is positive. Now we can break up how the raw binary will look when represented in hex:

      0100 0000 1000 0000 1100 0000 0000 0000

    These values directly translate to:

      40 80 C0 00

Why is this important?

    You might not get the exacting bezel correction otherwise, and you forgot to swap byte order to 00 C0 80 40 That's all.


Last edited by iria2 on 11 Sep 2015, 12:32, edited 1 time in total.

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iria2 wrote:
raaal wrote:
I used Screen Hex Patch program that iria2 wrote (Thanks for that BTW!) but it broke with the last patch I guess.


Oh shoot! When I get home tonight, I'll find out what happened and upload a fix!


Thanks for the tool !! :twothumb:


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So, are there any fixes for the cracked edition for the game?


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iria2 wrote:
raaal wrote:
I used Screen Hex Patch program that iria2 wrote (Thanks for that BTW!) but it broke with the last patch I guess.


Oh shoot! When I get home tonight, I'll find out what happened and upload a fix!

EDIT: Okay, raaal, I think I know what is going on! The program still works with 1.05, i.e., no default hex values have changed. fullban and Tontondavid or anyone else who want to understand how to get the correct value, here is what to do:

You get your screen resolution of your desktop:

    for example, let's say mine is 1920x1080

Divide the width of your screen by the height:

    1920 divided by 1080 equals 1.7777777

Convert this number to hexadecimal:

    1.7777777 in hex is 3F E3 8E 38

thankyou for explaining ..u no your stuff! :thumbup:
    Note: try using a hex calculator like the one here and choose "auto" or "decimal" as the input format.

Reverse the byte order (or "endian") of your hex value:

    3F E3 8E 38 as seen on your calculator becomes 38 8E E3 3F when reversed.
    Note: Depending on how many decimal points your answer (or "decimal value") goes out, your hex value can be slightly different. This is totally fine for the most part but it is recommended to use a value as close as possible to the one you got when dividing your width by height, i.e., use those seven decimal points we got on the calculator and don't round any sooner!
    The default value in MGSV is 39 8E E3 3F and the one we put in was 38 8E E3 3F. Apparently, our decimal places end a little sooner than the default value (which is 1.777777778) but in this case things are close enough that the results in game will look pretty much the same.
    Does this make sense, guys? All we did was swap the order that those letter/number pairs came in.

Replace default value in your program with your reverse-byte hex value:

    Use a hex editor like HxD or XVI for Windows and use their respective search tools to find and replace your hex values.

Which finally brings me to answering raaal's problem:

The short and simple of it is, it looks like you rounded up to the nearest whole number to get your decimal value, converted it to hex but forgot to reverse it's endianness.

What happens is, when you use a hexadecimal calculator to convert your number to hex, it spits out a "big-endian" hex value. However, Intel/AMD x86 processors and specifically Windows itself, use "little-endian" for byte ordering those hex values. You pretty much always have to reverse the value you got from the hex calculator before you're ready to write it anywhere.

What you probably want to do, as well, is double-check your math. You are using 40 80 00 00 when you probably want 40 80 C0 00.

The most accurate way to get your screen's aspect ratio is to represent it in "base-10 decimal" before converting it to hex. If we do the math with your bezel corrected resolution, i.e.,
    4120 / 1024 = x
we technically want the value of x to be represented like this:
    4.0234375
Why? The game only understands your aspect ratio as a "single-precision floating-point value." See here and/or here for more info but the short of it is that the aspect ratio is presented to the game in a pretty specific way. We have to take our monitor resolution, and turn it into something that matches what the game expects.

The number we got from our division problem, I have represented in base-10 format which is a number represented as 10 digits total.
    Note: As far as I know, most casual calculators will represent the result in base-16, rounding to the nearest positive expansion for repeating numbers. For hex calculators like the one I linked to, the end zeroes are assumed and added during conversion so you technically don't need to plug in all 10 digits.

So the next part is taking our decimal value and converting it to binary32 float (see here for more info):

    The decimal value of our integer part (or "exponent" as it will be represented in binary) is 4. In binary that's 0100.
    The decimal value of our fractional part (or "significand" as it will be represented in binary) is .0234375. How we represent it in binary is thus:

      Assume the whole fractional value begins with 0 as it's integer and replace the decimal point with a plus sign, turning it into an expression e.g.,
      0.0234375 becomes 0 + 0234375
      We store the first number in our expression as the first value in our significand - the first value is 0! Next we multiply the second number by 2 to get a product we will split again.
      .0234375 * 2 = (0 + .046875) - 0
      .0468750 * 2 = (0 + .09375) - 0
      .0937500 * 2 = (0 + .1875) - 0
      .1875000 * 2 = (0 + .375) - 0
      .3750000 * 2 = (0 + .75) - 0
      .7500000 * 2 = (1 + .5) - 1
      .5000000 * 2 = (1 + .0) - 1
      .0000000 * 2 = (0 + .0)

    That's how we find the significand, which is 0000011 making our floating-point binary32 value:

      100.0000011

    Now let's convert this to raw binary and take a look at how it's stored:

      We start by converting our binary32 value to scientific notation:

      [list=]1.000000011 * 2^2

    Scientific notation showed us that, based on how many spaces we moved the decimal point, the base exponent is 2. To encode the raw exponent we need to add the bias (the way we store the value of the number) which is 2^8-1 or 127.

    2 + 127 = 129 and in binary, that decimal value is represented as 10000001. Here is our layout:

      Sign Exponent Significand
      0 10000001 00000001100000000000000

    Sign marks the value as positive or negative; 0 is positive. Now we can break up how the raw binary will look when represented in hex:

      0100 0000 1000 0000 1100 0000 0000 0000

    These values directly translate to:

      40 80 C0 00

Why is this important?

    You might not get the exacting bezel correction otherwise, and you forgot to swap byte order to 00 C0 80 40 That's all.


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Quote:
EDIT: Okay, raaal, I think I know what is going on! The program still works with 1.05, i.e., no default hex values have changed. fullban and Tontondavid or anyone else who want to understand how to get the correct value, here is what to do:

You get your screen resolution of your desktop:

for example, let's say mine is 1920x1080
Divide the width of your screen by the height:

1920 divided by 1080 equals 1.7777777
Convert this number to hexadecimal:

1.7777777 in hex is 3F E3 8E 38Note: try using a hex calculator like the one here and choose "auto" or "decimal" as the input format.
Reverse the byte order (or "endian") of your hex value:

3F E3 8E 38 as seen on your calculator becomes 38 8E E3 3F when reversed.Note: Depending on how many decimal points your answer (or "decimal value") goes out, your hex value can be slightly different. This is totally fine for the most part but it is recommended to use a value as close as possible to the one you got when dividing your width by height, i.e., use those seven decimal points we got on the calculator and don't round any sooner!The default value in MGSV is 39 8E E3 3F and the one we put in was 38 8E E3 3F. Apparently, our decimal places end a little sooner than the default value (which is 1.777777778) but in this case things are close enough that the results in game will look pretty much the same.Does this make sense, guys? All we did was swap the order that those letter/number pairs came in.
Replace default value in your program with your reverse-byte hex value:

Use a hex editor like HxD or XVI for Windows and use their respective search tools to find and replace your hex values.(For Mac OSX there is hexfiend or 0xED and for Linux you can use wxHexEditor, dhex, xxd, etc.)
Which finally brings me to answering raaal's problem:

The short and simple of it is, it looks like you rounded up to the nearest whole number to get your decimal value, converted it to hex but forgot to reverse it's endianness.

What happens is, when you use a hexadecimal calculator to convert your number to hex, it spits out a "big-endian" hex value. However, Intel/AMD x86 processors and specifically Windows itself, use "little-endian" for byte ordering those hex values. You pretty much always have to reverse the value you got from the hex calculator before you're ready to write it anywhere.

What you probably want to do, as well, is double-check your math. You are using 40 80 00 00 when you probably want 40 80 C0 00.

The most accurate way to get your screen's aspect ratio is to represent it in "base-10 decimal" before converting it to hex. If we do the math with your bezel corrected resolution, i.e.,
4120 / 1024 = xwe technically want the value of x to be represented like this:
4.0234375Why? The game only understands your aspect ratio as a "single-precision floating-point value." See here and/or here for more info but the short of it is that the aspect ratio is presented to the game in a pretty specific way. We have to take our monitor resolution, and turn it into something that matches what the game expects.

The number we got from our division problem, I have represented in base-10 format which is a number represented as 10 digits total.
Note: As far as I know, most casual calculators will represent the result in base-16, rounding to the nearest positive expansion for repeating numbers. For hex calculators like the one I linked to, the end zeroes are assumed and added during conversion so you technically don't need to plug in all 10 digits.
So the next part is taking our decimal value and converting it to binary32 float (see here for more info):

The decimal value of our integer part (or "exponent" as it will be represented in binary) is 4. In binary that's 0100.The decimal value of our fractional part (or "significand" as it will be represented in binary) is .0234375. How we represent it in binary is thus:
Assume the whole fractional value begins with 0 as it's integer and replace the decimal point with a plus sign, turning it into an expression e.g.,
0.0234375 becomes 0 + 0234375
We store the first number in our expression as the first value in our significand - the first value is 0! Next we multiply the second number by 2 to get a product we will split again.
.0234375 * 2 = (0 + .046875) - 0
.0468750 * 2 = (0 + .09375) - 0
.0937500 * 2 = (0 + .1875) - 0
.1875000 * 2 = (0 + .375) - 0
.3750000 * 2 = (0 + .75) - 0
.7500000 * 2 = (1 + .5) - 1
.5000000 * 2 = (1 + .0) - 1
.0000000 * 2 = (0 + .0)
That's how we find the significand, which is 0000011 making our floating-point binary32 value:

100.0000011
Now let's convert this to raw binary and take a look at how it's stored:

We start by converting our binary32 value to scientific notation:

[list=]1.000000011 * 2^2
Scientific notation showed us that, based on how many spaces we moved the decimal point, the base exponent is 2. To encode the raw exponent we need to add the bias (the way we store the value of the number) which is 2^8-1 or 127.

2 + 127 = 129 and in binary, that decimal value is represented as 10000001. Here is our layout:

Sign Exponent Significand
0 10000001 00000001100000000000000
Sign marks the value as positive or negative; 0 is positive. Now we can break up how the raw binary will look when represented in hex:

0100 0000 1000 0000 1100 0000 0000 0000
These values directly translate to:

40 80 C0 00
Why is this important?

You might not get the exacting bezel correction otherwise, and you forgot to swap byte order to 00 C0 80 40 That's all.


Thanks for the long explanation. I did follow what you said but I still don't get the result everyone else is getting.

First, the game does not span through all my 3 monitors, it ends about 1/3 of the way on both the left and right ones and second, the resolution looks aweful.

Not sure what I am doing wrong. I tried to do it with the 3440/1440 resolution manually (not using your tool) and the middle monitor works very well, no black bars and resolution is great. It's only once I try to go beyond that the it doesn't work.
If you don't mind, to see if I am doing it right, what hex number should I use for a resolution of 10320x1440?

Thanks for your help!!


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PostPosted: 11 Sep 2015, 15:27 
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Tontondavid wrote:
Ok, I realize that not many people have this config but I tried to manually edit the .exe file to achieve 10320x1440 (triple ultra wide LG) and the resolution is very blurry and does not fill the entire 3 monitors....anyone else with this issue?

I used the Hex editor and did 10320/1440 and got the HEX number to be 40E55555, reversed it and input 55 55 E5 40 into the Hex file.

What am I missing?
Thanks!!


I had similar issues, as stated earlier in this thread. :)
Try changing to "Fullscreen". That fixed it for me and some others.

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iria2 wrote:
raaal wrote:
I used Screen Hex Patch program that iria2 wrote (Thanks for that BTW!) but it broke with the last patch I guess.


Oh shoot! When I get home tonight, I'll find out what happened and upload a fix!

EDIT: Okay, raaal, I think I know what is going on! The program still works with 1.05, i.e., no default hex values have changed. fullban and Tontondavid or anyone else who want to understand how to get the correct value, here is what to do:....


:crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy:
:::WALL OF MATH:::::::::
:::WALL OF MATH:::::::::
:::WALL OF MATH:::::::::
:::WALL OF MATH:::::::::
:crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy:



.....Sign marks the value as positive or negative; 0 is positive. Now we can break up how the raw binary will look when represented in hex:

    0100 0000 1000 0000 1100 0000 0000 0000

These values directly translate to:

    40 80 C0 00
[/list]

Why is this important?

    You might not get the exacting bezel correction otherwise, and you forgot to swap byte order to 00 C0 80 40 That's all.



My brain just melted.
Thank god that people like you exist! :thumbup:

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Obsidianqt wrote:
So, are there any fixes for the cracked edition for the game?


Nope, but you can find a compatible version of the game here:
http://store.steampowered.com/app/287700/

:D

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Iria your tool is magic, i did it manually with HXD Editor, but your tool is much easier! Thanks


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A fix for the sonar and the sniper would be outstanding !!!


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PostPosted: 11 Sep 2015, 17:31 
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Obsidianqt wrote:
So, are there any fixes for the cracked edition for the game?
For 3DM v2

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_005.7z [3.33 MiB]
Downloaded 1038 times


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_005.7z [3.33 MiB]
Downloaded 642 times


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_005.7z [3.33 MiB]
Downloaded 521 times


Cheat Engine table:
Attachment:
mgsvtpp_1_005.7z [528 Bytes]
Downloaded 517 times

First value should be changed
from
F3 0F 59 0D FC 82 00 FF
to
F3 0F 59 0D 00 83 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

QuadGore wrote:
A fix for the sonar and the sniper would be outstanding !!!

Sniper scope seems can't be fixed. As for sonar, I'll check it.


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PostPosted: 11 Sep 2015, 18:00 
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Very nice work, all.

Question about the markers, though: I tried the pre-made fixes, but they're still a bit off thanks to my bezel compensation. Which values are to be replaced, and would it use the same formula as the resolutions?


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PostPosted: 11 Sep 2015, 18:12 
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jackfuste wrote:
Obsidianqt wrote:
So, are there any fixes for the cracked edition for the game?
For 3DM v2

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_005.7z


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_005.7z


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_005.7z


Cheat Engine table:
Attachment:
mgsvtpp_1_005.7z

First value should be changed
from
F3 0F 59 0D FC 82 00 FF
to
F3 0F 59 0D 00 83 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

QuadGore wrote:
A fix for the sonar and the sniper would be outstanding !!!

Sniper scope seems can't be fixed. As for sonar, I'll check it.


BIG Thanks man !! Are the black bars of the sniper scope´s textures ? If its so the texture can be edited !?


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Is anyone using 1_006 which is the Beta? I got the aspect ratio working with the Screen_HEX_Patch however the 48_9 Marker fix doesn't want to work. I guess because its built for 1_005.

technically i'm running 6056/1080 for bezel correction


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Anyone else having issues with the markers???? Its really weird it will work perfect (last night worked all night after loading a few times) and then it wont work other times I load it like today.. Have loaded the game and the marker fix a few times and it wont move past the middle monitor.... Anyone have any tips -- much appreciated


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PostPosted: 12 Sep 2015, 06:30 
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QuadGore wrote:
How can I solve this problem ? (really hope there is a solution) :
Image


Great work thanks guys.

I thought the game was a lost cause when I loaded it up first time.
...

This is the only problem now I think, did anyone know how to fix the light box in in the middle of the screen as shown in this pic?


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no subtitles fix please


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Dogonboard wrote:
no subtitles fix please


? ? Vou can deactivate the subs in the display options :onethumb:


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I'm poor at English, excuse me. I am japanese

"Subtitles aren't indicated" right


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the 005 widescreen fix is working fine with the 006 beta, unfortunately the 005 markers fix causes the game to white screen and CTD when activated by f1. does anyone have any idea why?


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AFKing wrote:
the 005 widescreen fix is working fine with the 006 beta, unfortunately the 005 markers fix causes the game to white screen and CTD when activated by f1. does anyone have any idea why?


^This!

@jackfuste, I have been trying to gift you with Steam Wallet but I have no idea what I'm doing. Whenever I load what appears to be a paypal site, it loads in all sorts of symbols and it scares me off as a hack site. advise or different method so I can reward your contributions plz.


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AFKing wrote:
the 005 widescreen fix is working fine with the 006 beta, unfortunately the 005 markers fix causes the game to white screen and CTD when activated by f1. does anyone have any idea why?


The widescreen fix will be the same from version to version but the memory addresses of the 2 values that need to be changed to fix the markers will almost always change from version to version so a new marker fix is needed each time. EDIT* I was tired when I wrote that last night and didn't fully think about how what I wrote could be taken. by "The widescreen fix will be the same from version to version" I meant that you will have to hex edit the same bytes in the new versions .exe for every update yourself(or wait for Jackfuste to upload them with the patch already done). I wrote a short tutorial how to do that on page 7. http://www.wsgf.org/forums/viewtopic.php?p=160680#p160680

Attached is a new cheat table to fix the markers for 1.0.0.6 which is the current beta. As always, many thanks to Jackfuste for enabling us to fix these things!

First value should be changed
from
F3 0F 59 0D FD 76 00 FF
to
F3 0F 59 0D 01 77 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

I've already added an F1 hotkey in the cheat table for the 1st value since it is universal. You will have to calculate your own 2nd value and make your own hotkey.


Attachments:
mgs_fix_1.0.0.6.CT.7z [622 Bytes]
Downloaded 487 times


Last edited by ekrboi on 13 Sep 2015, 23:05, edited 2 times in total.
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cheers for that ekrboi. unfortunately I must be doing something wrong then because the game is still white screening when i activate the altered (5760x1080) cheat table in game :( its my first time using cheat engine so maybe im messing that up


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AFKing wrote:
cheers for that ekrboi. unfortunately I must be doing something wrong then because the game is still white screening when i activate the altered (5760x1080) cheat table in game :( its my first time using cheat engine so maybe im messing that up


Did you figure it out? I'm working on it now as well. Please share if you got it working.


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not so far mate. will do if i manage it


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Thank you, I will do the same if I get it.


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Not sure what I am doing wrong. I tried to do it with the 3440/1440 resolution manually (not using your tool) and the middle monitor works very well, no black bars and resolution is great. It's only once I try to go beyond that the it doesn't work.
If you don't mind, to see if I am doing it right, what hex number should I use for a resolution of 10320x1440?

Thanks for your help!!


So sorry for the late response!! :crazy:

Well the aspect ratio for that resolution should be 7.166666667.

In binary32 float you should get 111.001010101010101010101 with 7 being 0111 in binary and our fractional value being 001010101010101010101.

Move the decimal over and we find that the exponent is 2 and the fully formulated significand is 11001010101010101010101 in raw binary. Bias your exponent (2+((2^8)-1)=129) and you have 10000001.

Your raw binary should be 0 10000001 11001010101010101010101 (spaces for readability).

In hex, that is literally 40 E5 55 55 so reversed, your actual value should be 55 55 E5 40

So, Tontondavid, it looks like your math is good. As to why it's not working in practice, I'm really not sure. Obvious question but, are you using any bezel correction you might not have accounted for?


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PostPosted: 13 Sep 2015, 22:35 
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I'm having issues with the fix, and could use some help:

I copy and paste jackfuste's modified file for 48:9 into the game folder (C:\Program Files (x86)\Steam\steamapps\common\MGS_TPP) when I run the game, the aspect ratio is perfect, but it looks like the game is at a lower resolution-graphics look fuzzy...

I tried switching to Fullscreen in the in game menu, but the aspect ratio is stretched 3 times more than it should be if that makes sense.

What am I doing wrong here?

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AFKing wrote:
cheers for that ekrboi. unfortunately I must be doing something wrong then because the game is still white screening when i activate the altered (5760x1080) cheat table in game :( its my first time using cheat engine so maybe im messing that up



I played for hours with it last night before posting it. After updating to 1.0.0.6 beta did you patch mgsvtpp.exe for your aspect ratio?

You wrote "the 005 widescreen fix is working fine with the 006 beta" in a previous post which makes me think you copied Jackfuste's 1.0.0.5 exe back in after updating to 1.0.0.6 beta.

Pretty much the only thing changing from version to version is the exe. If you put the 1.0.0.5 exe back in after opting in to the beta then you just downgraded the game. You will have to manually patch 1.0.0.6 exe for your aspect ratio (tutorial -> http://www.wsgf.org/forums/viewtopic.php?p=160680#p160680, or wait for 1.0.0.6 to officially be released and Jackfuste to upload new patched exe's) then you can use the cheat table I uploaded. Basically if using the 1.0.0.6 cheat table on 1.0.0.5 exe it will patch the wrong parts in memory and probably crash like you are seeing.


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PostPosted: 14 Sep 2015, 00:44 
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iria2 wrote:
Not sure what I am doing wrong. I tried to do it with the 3440/1440 resolution manually (not using your tool) and the middle monitor works very well, no black bars and resolution is great. It's only once I try to go beyond that the it doesn't work.
If you don't mind, to see if I am doing it right, what hex number should I use for a resolution of 10320x1440?

Thanks for your help!!


So sorry for the late response!! :crazy:

Well the aspect ratio for that resolution should be 7.166666667.

In binary32 float you should get 111.001010101010101010101 with 7 being 0111 in binary and our fractional value being 001010101010101010101.

Move the decimal over and we find that the exponent is 2 and the fully formulated significand is 11001010101010101010101 in raw binary. Bias your exponent (2+((2^8)-1)=129) and you have 10000001.

Your raw binary should be 0 10000001 11001010101010101010101 (spaces for readability).

In hex, that is literally 40 E5 55 55 so reversed, your actual value should be 55 55 E5 40

So, Tontondavid, it looks like your math is good. As to why it's not working in practice, I'm really not sure. Obvious question but, are you using any bezel correction you might not have accounted for?


Thanks for your reply! Don't apologize please, you are helping a lot of people here. I was able to finally figure it out. It is really dumb but it may help others:

What happened is that I indeed modified it correctly, however, in addition of selecting full screen, you must ALSO change the resolution! I was under the impression that once you patched the game, you could not change the resolution inside the game because when I first tried it, I did not select full screen, so I could NOT change the resolution and thought it was "hard coded" by the patch.
BUT, once I switched to full screen, I was able to change it to my bezel corrected resolution and BAM, it works beautifully now.
I now have to figure out how to fix the markers.

Hopefully this helps someone else.
Cheers.


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I have been trying to see how to fix the marker using the cheat table but it's way beyond me. Can someone explain quickly what needs to be done?

I have installed cheat engine. I did some of the tutorial and tried to find where to make the changes but couldn't.

:(


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Seems like 1.0.0.6 has been released.
Would someone be able to publish the EXE + marker and I'll gladly donate.

- 5760X1200


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PostPosted: 14 Sep 2015, 08:30 
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X1XNobleX1X wrote:
Seems like 1.0.0.6 has been released.
Would someone be able to publish the EXE + marker and I'll gladly donate.

- 5760X1200


The 1.005 fix for 21:9 still works for me. Try replacing the 1.006 .exe with the modded 1.005 .exe and let us know if that worked for you as well.

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Updated EXE + Marker Fix for 21:9 Steam Version - DOWNLOAD HERE (Link updated to fix scope issue)

Updated EXE + Marker Fix for 5760x1200 Steam Version - DOWNLOAD HERE (Link updated to fix scope issue) (Not tested, let me know if it works!)

X1XNobleX1X wrote:
Seems like 1.0.0.6 has been released.
Would someone be able to publish the EXE + marker and I'll gladly donate.

- 5760X1200

Donate to wsgf.org/jackfuste if it works.

Additionally, thanks jackfuste and ekrboi for providing a tutorial and example on fixing this ourselves. I'm sure jackfuste can take it from here when he get's back online for all the other aspect ratios that still need a fix.

Quote:
http://steamcommunity.com/app/287700/di ... 920650450/
Official 1.006 patch release

Changelist:

- The game sometimes stopped progression once "Mission 29" or "Mission 42" were cleared while having Quiet as a buddy. This issue was fixed.

- The game sometimes stopped progression during the tutorial when the player first acquires FOBs, while using a gamepad. This issue was fixed.

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Last edited by Razed on 14 Sep 2015, 10:29, edited 4 times in total.

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PostPosted: 14 Sep 2015, 10:14 
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Razed wrote:
Updated EXE + Marker Fix for 21:9 Steam Version - DOWNLOAD HERE

Updated EXE + Marker Fix for 5760x1200 Steam Version - DOWNLOAD HERE (Not tested, let me know if it works!)

X1XNobleX1X wrote:
Seems like 1.0.0.6 has been released.
Would someone be able to publish the EXE + marker and I'll gladly donate.

- 5760X1200

Donate to wsgf.org/jackfuste if it works.

Additionally, thanks jackfuste and ekrboi for providing a tutorial and example on fixing this ourselves. I'm sure jackfuste can take it from here when he get's back online for all the other aspect ratios that still need a fix.

Quote:
http://steamcommunity.com/app/287700/di ... 920650450/
Official 1.006 patch release

Changelist:

- The game sometimes stopped progression once "Mission 29" or "Mission 42" were cleared while having Quiet as a buddy. This issue was fixed.

- The game sometimes stopped progression during the tutorial when the player first acquires FOBs, while using a gamepad. This issue was fixed.


First of all, thanks for the 1.06 fix! I just tried using the marker fix, and I got an image like the one attached! The marker fix works, but the edges of the scope don't reach the edge of the screen. Using the 21x9 3440x1440 Steam version!


Attachments:
2015-09-14_00001.jpg
2015-09-14_00001.jpg [ 379.06 KiB | Viewed 5427 times ]
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PostPosted: 14 Sep 2015, 10:26 
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puyopuyo wrote:
First of all, thanks for the 1.06 fix! I just tried using the marker fix, and I got an image like the one attached! The marker fix works, but the edges of the scope don't reach the edge of the screen. Using the 21x9 3440x1440 Steam version!


Woops, didn't mean for that to happen. I was setting a value higher than the actual calculation because I thought the marker positioning was slightly better. Did not notice this. Here is the fixed version: DOWNLOAD HERE

Both links in my original post have also been updated.

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Thanks for the update Razed! Seems to be working fine now :)


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Hi all...
Bit of a nooby here, was wondering what I should do with the marker fix exe?? I understand what to do with the main MGSVTPP exe but the marker fix has undone me :)

Thanks for the support.
Keep up the great work.

Tom


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PostPosted: 14 Sep 2015, 11:16 
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tommack wrote:
Hi all...
Bit of a nooby here, was wondering what I should do with the marker fix exe?? I understand what to do with the main MGSVTPP exe but the marker fix has undone me :)
Tom

You launch the Marker Fixer before launching the game (make sure you have the right version), once you are in game you press F1 to get the markers in the right spots.


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Hi, is there a marker fix 1.006 for 48:9? thanks a lot


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puyopuyo wrote:
Razed wrote:
Updated EXE + Marker Fix for 21:9 Steam Version - DOWNLOAD HERE

Updated EXE + Marker Fix for 5760x1200 Steam Version - DOWNLOAD HERE (Not tested, let me know if it works!)

X1XNobleX1X wrote:
Seems like 1.0.0.6 has been released.
Would someone be able to publish the EXE + marker and I'll gladly donate.

- 5760X1200

Donate to wsgf.org/jackfuste if it works.

Additionally, thanks jackfuste and ekrboi for providing a tutorial and example on fixing this ourselves. I'm sure jackfuste can take it from here when he get's back online for all the other aspect ratios that still need a fix.

Quote:
http://steamcommunity.com/app/287700/di ... 920650450/
Official 1.006 patch release

Changelist:

- The game sometimes stopped progression once "Mission 29" or "Mission 42" were cleared while having Quiet as a buddy. This issue was fixed.

- The game sometimes stopped progression during the tutorial when the player first acquires FOBs, while using a gamepad. This issue was fixed.


First of all, thanks for the 1.06 fix! I just tried using the marker fix, and I got an image like the one attached! The marker fix works, but the edges of the scope don't reach the edge of the screen. Using the 21x9 3440x1440 Steam version!



all the marker fix for 21:9 i tried still having this (the edges of the scope don't reach the edge of the screen).....Any REAL marker fix for steam 2560 1080 ? thanks


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Francesco wrote:
tommack wrote:
Hi all...
Bit of a nooby here, was wondering what I should do with the marker fix exe?? I understand what to do with the main MGSVTPP exe but the marker fix has undone me :)
Tom

You launch the Marker Fixer before launching the game (make sure you have the right version), once you are in game you press F1 to get the markers in the right spots.


Thanks a bunch :)


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Cemong wrote:
all the marker fix for 21:9 i tried still having this (the edges of the scope don't reach the edge of the screen).....

That happens to me as well, in a triple screen setup. Although, to be honest, it doesn't bother me that much. I'd rather have working markers for the Sonar.

tommack wrote:
Thanks a bunch :)

You are very welcome! :onethumb:


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Razed wrote:
puyopuyo wrote:
First of all, thanks for the 1.06 fix! I just tried using the marker fix, and I got an image like the one attached! The marker fix works, but the edges of the scope don't reach the edge of the screen. Using the 21x9 3440x1440 Steam version!


Woops, didn't mean for that to happen. I was setting a value higher than the actual calculation because I thought the marker positioning was slightly better. Did not notice this. Here is the fixed version: DOWNLOAD HERE

Both links in my original post have also been updated.


Thank you for the update! :)
But could you please share the CT table? I need to change the fix for my resolution but i dont know how to find the values, but i know how to edit the table and make a exe. :thumbup:

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Any instructions on how to further increase the FOV, even on 16:9, its too narrow.

Thanks in advance, thank you all for your work.


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PostPosted: 14 Sep 2015, 19:54 
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Here's update for v. 1.006

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_006.7z [3.33 MiB]
Downloaded 1445 times


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_006.7z [3.33 MiB]
Downloaded 786 times


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_006.7z [3.33 MiB]
Downloaded 567 times



Cheat Engine table:
Attachment:
mgsvtpp_1_006.7z [566 Bytes]
Downloaded 662 times

First value should be changed
from
F3 0F 59 0D FD 76 00 FF
to
F3 0F 59 0D 01 77 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.


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PostPosted: 14 Sep 2015, 21:05 
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Thanks as always, brother!


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Thank you jackfuste! :rockout:



CY:G wrote:
Any instructions on how to further increase the FOV, even on 16:9, its too narrow.

Thanks in advance, thank you all for your work.


You could use option 2 in iria2's excellent tool.
http://www.wsgf.org/forums/viewtopic.php?f=95&t=30223&start=114

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CY:G wrote:
Any instructions on how to further increase the FOV, even on 16:9, its too narrow.

Thanks in advance, thank you all for your work.

Try this trainer:
Attachment:
MGSTPP_FOV.7z [3.33 MiB]
Downloaded 1031 times


Cheat Engine table:
Attachment:
mgsvtpp_FOV_table.7z [424 Bytes]
Downloaded 587 times


Attachments:
FOV+40%.jpg
FOV+40%.jpg [ 574.86 KiB | Viewed 11600 times ]
FOV_default.jpg
FOV_default.jpg [ 622.98 KiB | Viewed 11670 times ]
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jackfuste wrote:
CY:G wrote:
Any instructions on how to further increase the FOV, even on 16:9, its too narrow.

Thanks in advance, thank you all for your work.

Try this trainer:
Attachment:
MGSTPP_FOV.7z


Cheat Engine table:
Attachment:
mgsvtpp_FOV_table.7z


Awesome, thank you! This is so nice! :twothumb:

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PostPosted: 14 Sep 2015, 21:34 
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@jackfuste, thanks


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jackfuste wrote:
CY:G wrote:
Any instructions on how to further increase the FOV, even on 16:9, its too narrow.

Thanks in advance, thank you all for your work.

Try this trainer:
Attachment:
MGSTPP_FOV.7z


Cheat Engine table:
Attachment:
mgsvtpp_FOV_table.7z



Thank you so very much!!!


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Can somebody send me the link to the proper Steam Wallet purchase so I can kick down jackfuste a donation for his works? He's saved my game every step of the way thus far.


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jackfuste wrote:
CY:G wrote:
Any instructions on how to further increase the FOV, even on 16:9, its too narrow.

Thanks in advance, thank you all for your work.

Try this trainer:
Attachment:
MGSTPP_FOV.7z


Cheat Engine table:
Attachment:
mgsvtpp_FOV_table.7z


And again BIG THX to you cant thank you enough ! :twothumb:


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jackfuste wrote:
CY:G wrote:
Any instructions on how to further increase the FOV, even on 16:9, its too narrow.

Thanks in advance, thank you all for your work.

Try this trainer:
Attachment:
MGSTPP_FOV.7z


Cheat Engine table:
Attachment:
mgsvtpp_FOV_table.7z

You've done so much already and you are a god....but.... It updated for me to 1.02. Can you please make a fix for this. This is terrible. I've played year old games and games costing like £2 that support 21:9. Fu*ck. You. Konami.


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matthew12106 wrote:
It updated for me to 1.02.


If you check the properties of the .exe you will see that it is actually 1.006 and not 1.02.

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jackfuste wrote:
Here's update for v. 1.006
.....


Wow, thank you so much for this !!! Great work !


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Hi Everyone,

Firstly thank you for all of this info, you guys have made playing this game so much better :)

I just wanted to know If i have missed something in regards to fixing the ghost box that appears. Im playing at 3440 x 1440 on a LG 34UM95.

Everything else works perfectly but cant seem to find much info about fixing this problem. Some people have posted about it in this forum but no fix so far, is that right?

Cheers


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Would you mind creating a markers fix for 6060x1080 please? The 5760x1080 (48:9) doesn't work at my resolution. Many thanks.


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Hi there, I'm new to this. I'm trying to get the HEX values correct for dual monitor, 3840 x 1080 and when I input the values, I end up with it reversed (Wrong orientation (Really thin and high)). I've tried swapping the hexed around and also tried putting in the formatted values. I got my values from here - http://www.wsgf.org/forums/viewtopic.php?t=16237 . I'm stumped... Any help would be greatly appreciated. I'd love to see this spread across my 2 monitors. Thanks in advance :-)


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akaLoneWolf wrote:
Hi there, I'm new to this. I'm trying to get the HEX values correct for dual monitor, 3840 x 1080 and when I input the values, I end up with it reversed (Wrong orientation (Really thin and high)). I've tried swapping the hexed around and also tried putting in the formatted values. I got my values from here - http://www.wsgf.org/forums/viewtopic.php?t=16237 . I'm stumped... Any help would be greatly appreciated. I'd love to see this spread across my 2 monitors. Thanks in advance :-)


Did you try to the tool that is posted on page 10 I think? Not sure if it has your resolution but also there are very clear instructions on page 25 I think....

Cheers.


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Can anyone explain how to fix the markers ourselves instead of asking all sorts of resolutions?

Thanks!


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Hi there, Thanks for your reply. It seems I'm getting the resolutions HEX right but it's like, the wrong way around. So 3840 high and 1080 wide. I've tried switching them around and doing them in reverse and its always the same. It's like a little high strip in the middle of my monitors. I'm sure it's a simple mistake I've made but I can't figure it out?

Thanks


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The 1.0.0.7 beta patch is in steam, as I edit marker solve the problem?


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Is there a way to get 3440x1440 to work in borderless fullscreen mode? Whenever I switch to it, it reverts back to 2560x1440 as the max resolution.


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i think they just fixed the marker


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Hey guys, I saw this thread on Reddit a bit ago and I figured I'd try and contribute. I made a tool for choosing a custom resolution! It's mostly for the lazy and those confused by an actual hex editor. The application is pretty simple: choose the resolution you want, select the game's executable and then apply! Be warned, I have no experience with hex editing in Java, so this is a little basic and may expose some of my, uh... inexperience on the topic? That being said, it works well as of now and I'll release it if anybody cares.
Fun project either way. May even add the fixes mentioned in this thread.

Image

EDIT: Just noticed somebody else made one... Ah well, a fun project all the same.


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Auretheus where is link? this fix marker position too?


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I need marker fix for patch 1.0.0.7 beta in steam, who can help me? sorry my bad english


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upador123 wrote:
I need marker fix for patch 1.0.0.7 beta in steam, who can help me? sorry my bad english


Just threw this together real quick. This CE table contains all of the fixes I've seen from Jackfuste in one place.

First value should be changed
from
F3 0F 59 0D BD 76 00 FF
to
F3 0F 59 0D C1 76 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth Value is FOV multiplier
Default value is 0.08333333582
to add 40% to the FOV replace with 0.0595238113
Math-> 0.08333333582/1.4=0.0595238113


Attachments:
mgsvtpp_1_007-all.7z [573 Bytes]
Downloaded 638 times
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I can no longer use the online portion of the game unless I revert back to the original .exe file. Anyone else having this issue? If it's true it really sucks because there is a lot to do online with this game, especially when MGO3 launches.


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After playing with nvidia surround @ 5760x1080 there's no going back, I tried it on my 55in TV and it wasn't even remotely as captivating or immersive. This lack of support by Konami and like-minded devs is why piracy is rampant. No I'm seeing that we lose online capability by using our modded .exes and tools?


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Anyone else not getting the 1.03 update? I did a Verify and I'm still on 1.02...


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QuadGore wrote:
How can I solve this problem ? (really hope there is a solution) :
Image


This happens whenever I enter a side-ops mission area (usually in open desert areas only), and strangely enough it'll fix itself once I leave the area. Unfortunately, I think the only way this will ever be fixed is if the game gets patched with proper 21:9 support.

Edit: 1.07 is out and just wanted to report that iria2's screen hex patch and erkboi's ce table work perfectly.


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As Ci7us said, patch 1.07 has been released.

I have managed to modify my hex values using the hex tool, that I downloaded (Thank you)

But I'm confused on how to make the marker fix.

Could anyone help / make one for my resolution 5760x1200, I would forever grateful.


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Ci7rus wrote:
Image

This happens whenever I enter a side-ops mission area (usually in open desert areas only), and strangely enough it'll fix itself once I leave the area.


It only appears in the desert area because that rectangular box is nothing but the wind effect that blows the dust around.
It normally would extend to wherever the desert is but in super wide resolutions it gets restricted in this weird fashion.


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Could someone please provide the Marker fix for the latest version of the game? I do not know how to do it.


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marker fix for 1.0.0.7 please!


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To fix markers download and install cheat engine here: http://www.cheatengine.org/downloads.php

Then download ekrboi's CE Table here: http://www.wsgf.org/forums/viewtopic.ph ... 38#p161138

Start MGS V then alt-tab out and double click on the CE Table, this will load the table into cheat engine. Then in the upper left corner you will see a computer icon in a flashing box, click on that and find mgsvtpp.exe in the process list, select it then click on open.

Click on boxes in the Active column then double click on value and change them according to the directions in erkboi's post.

For example, 2560x1080 would look like this:

Marker Position: F3 0F 59 0D C1 76 00 FF
Marker Size: 85.33370972
Sonar: F3 44 0F 59 81 0C 01 00 00


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Thank you very much! :twothumb:


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Hi guys!

I'm new here, and created an account just to show you how to fix the resolution and markers. I relied on Ekrboi and Jackfuste to provide me with the completed exe files so I didn't have to do it myself. But when I sat down tonight and really wanted to play the game, they had released a new update (1.0.0.7). Since they hadn't given out the new exe-files, I had to fix it myself. And I was amazed how easy it was! Thanks Jackfuste and Ekrboi!

So I decided to make this post to gather all you need in one place:

1) Download and install Hex editor from here: http://mh-nexus.de/en/hxd/

2) Download and install Cheat Engine from here: http://www.cheatengine.org/downloads.php

3) Download this file:
Attachment:
mgsvtpp_1_007-all.7z [573 Bytes]
Downloaded 535 times


4) Calculate your aspect ratio. Eks: 5760/1080=5.3333333333 (use about 10 decimals to be sure)
Insert that number in the field "value to analyze" here: http://babbage.cs.qc.cuny.edu/IEEE-754/
In the field behind "Binary 32" you get "40 AA AA AB"
Flip the bytes from right to left and get "AB AA AA 40"

5) Open the Hex editor and open "mgsvtpp.exe"
Hit ctrl+F to search for "39 8E E3 3F" (search for "Hex-value" in the datatype dropbox)
Replace this with your hex. In my example: "AB AA AA 40"
Save the file.

6) Start the game, and alt+tab it.

7) Now open the Cheat Engine and open the "mgsvtpp_1_007-all".
You should see a list of: marker fix, marker size fix, Sonar effect fix, and FOV multiplier
Hit the blinking computer in the upper, left corner. Choose "mgsvtpp.exe" and open.

First value should be changed
from
F3 0F 59 0D BD 76 00 FF
to
F3 0F 59 0D C1 76 00 FF
this fixes marker position

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((5760/1080)/1.77777) = 192.008392
So, 64 should be changed to 192.008392

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

8) Now alt+tab back to the game, and voilá! :D


This worked for me, and I really hope that the CT-file works with newer updates as they come out!
If that's the case, this recepie hopefully works everytime :D

Thanks again Ekrboi and Jackfuste!


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PostPosted: 24 Sep 2015, 22:45 
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Ommis wrote:
Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((5760/1080)/1.77777) = 192.008392
So, 64 should be changed to 192.008392

Thanks for that, i think your formula is wrong though, the markers were tiny with the above formula with 3440x1440, instead i changed it around and this works:
( 64 * (3440/1440) )/1.77777 = 86


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PostPosted: 25 Sep 2015, 00:23 
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Could someone be kind enough to post their executable and marker fix for 3440 x 1440?


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PostPosted: 25 Sep 2015, 00:50 
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Thespieler11 wrote:
Could someone be kind enough to post their executable and marker fix for 3440 x 1440?



Same for 5760x1200 please!


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PostPosted: 25 Sep 2015, 01:23 
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Can someone post his or her trainer for 2560x1080 resolution... Or teache us how to make our own based on that CE table...

Thanks for the great work, this game is better with the proper fixes.


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PostPosted: 25 Sep 2015, 03:11 
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Here the marker fix 1.0.0.7 for 2560x1080 (should work for 3440x1440)...


Attachments:
MGS V MARKER FIX 1.007.rar [3.37 MiB]
Downloaded 642 times
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Thanks, Garden, but any idea why Malware Bytes flags your file for "hackingtool.cheatengine"? I realize that's the method for achieving the fix, but the .exe's offered by Jackfuste and Ekrboi have never been flagged so I thought I'd ask.


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PostPosted: 25 Sep 2015, 07:09 
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New 1.0.0.7 Exe for 2560x1080 plz. ;)


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oldsql wrote:
New 1.0.0.7 Exe for 2560x1080 plz. ;)


If you'd like, you can always try out the patcher I made here. Still working with the latest update! :thumbup:


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PostPosted: 25 Sep 2015, 07:53 
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lmimmfn wrote:
Ommis wrote:
Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((5760/1080)/1.77777) = 192.008392
So, 64 should be changed to 192.008392

Thanks for that, i think your formula is wrong though, the markers were tiny with the above formula with 3440x1440, instead i changed it around and this works:
( 64 * (3440/1440) )/1.77777 = 86


The "formula" is correct but yes, you have to change the numbers for your actual resolution.

Eks:

3840x1620:
64*((3840/1620)/1.77777)) = 85.3337066

2560x1080:
64*((2560/1080)/1.77777)) = 85.3337066

3440x1440:
64*((3440/1440)/1.77777)) = 86.00037625

5760x1080:
64*((5760/1080)/1.77777)) = 192.00084


As we can see, the reason why some marker fixes work for several resolutions, is because the ratio is the same.


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PostPosted: 25 Sep 2015, 10:34 
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jackfuste wrote:
Here's update for v. 1.006

this fixes sonar effect.

Hello Jack,
Trying to get the marker fix to work, but with no luck. The UI becomes tiny, and the markers still aren't right.

I'v used the guide, but I'm not sure what I'm doing wrong..


Could you please help,
my resolution is 5760x1200.

Thank you!


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PostPosted: 25 Sep 2015, 15:08 
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LePewp wrote:
Thanks, Garden, but any idea why Malware Bytes flags your file for "hackingtool.cheatengine"? I realize that's the method for achieving the fix, but the .exe's offered by Jackfuste and Ekrboi have never been flagged so I thought I'd ask.


I realy dont know, i just get the jackfuste table, follow the guide and create a generic trainer exe with the cheat engine.


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PostPosted: 25 Sep 2015, 15:41 
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Jackfuste, If you could release an update for the FOV tool you provided a few pages back I would appreciate it, game is giving me headaches again :(

Thanks in advance :)


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Sorry for the double post but I think this is important enough.

While we wait for Jackfuste, you can go into the properties of the game, to the BETA tab and select Beta 1.006, the game will download a 60MB patch and voila, all the previous fixes work for me Didnt do anything to my save file but I would suggest you back it up just in case. Location of the save file steam\userdata\<steamid>\311340\remote\


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iria2 wrote:
oldsql wrote:
New 1.0.0.7 Exe for 2560x1080 plz. ;)


If you'd like, you can always try out the patcher I made here. Still working with the latest update! :thumbup:



Thhhaaannnnkksss :twothumb: :twothumb:


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PostPosted: 25 Sep 2015, 19:08 
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iria2 wrote:
oldsql wrote:
New 1.0.0.7 Exe for 2560x1080 plz. ;)


If you'd like, you can always try out the patcher I made here. Still working with the latest update! :thumbup:


Thanks works like a charm !


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PostPosted: 25 Sep 2015, 20:06 
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Here's update for v. 1.007

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_007.7z [3.33 MiB]
Downloaded 1073 times


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_007.7z [3.33 MiB]
Downloaded 692 times


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_007.7z [3.33 MiB]
Downloaded 577 times


Cheat Engine table:
Attachment:
mgsvtpp_1_007.7z [580 Bytes]
Downloaded 608 times


First value should be changed
from
F3 0F 59 0D BD 76 00 FF
to
F3 0F 59 0D C1 76 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

Ci7rus wrote:
QuadGore wrote:
How can I solve this problem ? (really hope there is a solution) :
Image


This happens whenever I enter a side-ops mission area (usually in open desert areas only), and strangely enough it'll fix itself once I leave the area. Unfortunately, I think the only way this will ever be fixed is if the game gets patched with proper 21:9 support.

That fixed now.
Attachment:
wind.gif
wind.gif [ 77.48 KiB | Viewed 6700 times ]


CY:G wrote:
Jackfuste, If you could release an update for the FOV tool you provided a few pages back I would appreciate it, game is giving me headaches again :(
Thanks in advance :)

Attachment:
MGSTPP_FOV_1_007.7z [3.33 MiB]
Downloaded 921 times


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PostPosted: 26 Sep 2015, 00:06 
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Thanks, Jackfuste!

Also, thanks Garden! Just to clear the air, I was in no way insinuating your files contained any malware, etc. Oddly enough, Jackfuste's FOV fix is flagged in the same way by MWB. Go figure.


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PostPosted: 26 Sep 2015, 05:04 
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Thank you so much Jackfuste, youre the best.


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PostPosted: 26 Sep 2015, 10:25 
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Thank you again Jack!

You're amazing!


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PostPosted: 26 Sep 2015, 17:45 
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Posts: 31
jackfuste wrote:
Here's update for v. 1.007

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_007.7z


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_007.7z


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_007.7z


Cheat Engine table:
Attachment:
mgsvtpp_1_007.7z


First value should be changed
from
F3 0F 59 0D BD 76 00 FF
to
F3 0F 59 0D C1 76 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

Ci7rus wrote:
QuadGore wrote:
How can I solve this problem ? (really hope there is a solution) :
Image


This happens whenever I enter a side-ops mission area (usually in open desert areas only), and strangely enough it'll fix itself once I leave the area. Unfortunately, I think the only way this will ever be fixed is if the game gets patched with proper 21:9 support.

That fixed now.
Attachment:
wind.gif


CY:G wrote:
Jackfuste, If you could release an update for the FOV tool you provided a few pages back I would appreciate it, game is giving me headaches again :(
Thanks in advance :)

Attachment:
MGSTPP_FOV_1_007.7z



Amazing, I Think the game is perfect now Thank you very much !!


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PostPosted: 27 Sep 2015, 14:30 
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jackfuste wrote:
Here's update for v. 1.007

Cheat Engine table:
Attachment:
mgsvtpp_1_007.7z


First value should be changed
from
F3 0F 59 0D BD 76 00 FF
to
F3 0F 59 0D C1 76 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

Ci7rus wrote:
QuadGore wrote:
How can I solve this problem ? (really hope there is a solution) :
Image


This happens whenever I enter a side-ops mission area (usually in open desert areas only), and strangely enough it'll fix itself once I leave the area. Unfortunately, I think the only way this will ever be fixed is if the game gets patched with proper 21:9 support.

That fixed now.
Attachment:
wind.gif


[/attachment]


The wind fix looks great!

Is it possible to use those cheat engine fixes for 1.005? Or they are all different?

Thanks


EDIT: Never mind, I figured it out myself. Now I just have to figure out how to make it a standalone trainer.


Last edited by jadel on 28 Sep 2015, 09:46, edited 1 time in total.

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PostPosted: 28 Sep 2015, 00:45 
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Where do I drag these files to? I was using the hex editor walkthrough (worked perfect and I felt accomplished) back on page 7 and the update broke it. I have the new file provided on this page I just don't know what to do next. Sorry, this is my first time to do this.


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PostPosted: 28 Sep 2015, 10:55 
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Right click on the game in your steam window, and go to properties, then click on local files. this should bring up the games folder in windows explorer.

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PostPosted: 28 Sep 2015, 13:36 
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I'm on a 1280/1024 monitor, and i'm using a vga adapter because my monitor isn't compatible with r9 270X. My game is version 1.01 and i tried to modify manually the hex and with the screen hex patch but not working for me, i see black borders up and down at max res (1280/1024), any solution?


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PostPosted: 28 Sep 2015, 13:56 
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dr1v3n l1k3 stol3n wrote:
Right click on the game in your steam window, and go to properties, then click on local files. this should bring up the games folder in windows explorer.

Then what? That's very vague..

Where does the new Zfolder go?


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PostPosted: 28 Sep 2015, 14:22 
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Thank you so much Jackfuste, you are a savior, I mapped FOV plus and minus to my controller and its amazing being able to shift the FOV when in different situations.

Thank you so much, (again) hehe.


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PostPosted: 28 Sep 2015, 18:33 
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Has anyone gotten banned or disconnected from online play while using the Markers Fix? It makes me nervous that the Markers Fix uses a "trainer", which to my understanding, a trainer can be used for cheating.

Does anyone take any extra precautions when using the Marker fix to prevent a possible online banning? Or am I just paranoid?


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PostPosted: 28 Sep 2015, 20:27 
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jackfuste wrote:
Here's update for v. 1.007

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

.....


First off, this is awesome and I seriously appreciate your efforts as it has made my gaming experiences with MGS 10000x better!

Second, with the latest update I can no longer open the Marker Fixer application for some reason. I used to click it and a window with "Fix 1, Fix 2, Fix 3: F1" would appear. I deleted the old app and cheat table and replaced them with your latest versions, but now when I click it nothing pops up at all. The app does show up in Task Manager, but I don't see the window and hitting F1 doesn't make the fix happen in game; markers are all rampant on the center screen T.T What do you think is wrong? I'm using the 21:9 versions for 5760x1080. Would also like to be able to use my 5828x1080 bezel corrected resolution at some point, but I don't know how to implement it and the marker fix is more important than the half inch black border on the far left/right.


Last edited by Bani on 02 Oct 2015, 08:26, edited 1 time in total.

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Thank you so much, the game is playable now with my new monitor. Never thought I would have so many issues playing on a 21:9 monitor when I bought it, So glad I found this site!


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PostPosted: 30 Sep 2015, 00:21 
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I can't download the FOV and marker cheat engine files for 21:9 from Jackfuste. I always get: Failed - Network error. Can somebody put these files in a dropbox folder to download?


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SupaChigga wrote:
I can't download the FOV and marker cheat engine files for 21:9 from Jackfuste. I always get: Failed - Network error. Can somebody put these files in a dropbox folder to download?


v1.07 http://www.mediafire.com/download/5o88c77yaszs7q7/MGS_TPP-1.07.rar


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Looks like a new update has come out today. I hope updates for the fixes come soon since the game crashes when I put back the old fixed exe for 2560x1080. I can't bear myself playing the game in 16:9 once I tried it in 21:9.


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PostPosted: 06 Oct 2015, 09:51 
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Update for v. 1.0.4.0

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_040.7z [3.33 MiB]
Downloaded 1064 times


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_040.7z [3.33 MiB]
Downloaded 723 times


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_040.7z [3.33 MiB]
Downloaded 516 times


Cheat Engine table:

Attachment:
mgsvtpp_1040.7z [584 Bytes]
Downloaded 535 times

First value should be changed
from
F3 0F 59 0D 1D 14 FD FE
to
F3 0F 59 0D 21 14 FD FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:
Attachment:
MGSTPP_FOV_1_040.7z [3.33 MiB]
Downloaded 732 times


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PostPosted: 06 Oct 2015, 11:11 
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Posts: 213
jackfuste wrote:
Update for v. 1.0.4.0

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_040.7z


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_040.7z


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_040.7z


Cheat Engine table:

Attachment:
mgsvtpp_1040.7z

First value should be changed
from
F3 0F 59 0D 1D 14 FD FE
to
F3 0F 59 0D 21 14 FD FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:
Attachment:
MGSTPP_FOV_1_040.7z


You are a god. (c:

Thank a lot!

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signed up here solely to register my vote for a flawless fix! heres hoping they get something out for this game given its surely gunna be one of this years most played.

also i registered with konami support and placed a ticket to se if they will provide patch support (given its been implemented via modding it really cant be that hard for developers hey?)


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PostPosted: 07 Oct 2015, 21:19 
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jackfuste wrote:
karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.

  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play



This is the best way to fix your version of the game in my opinion. I was using the reconfigured .exe for a while and was loving it. When steam updates the game the .exe can (in my case did) become unusable. I have tried to download what I thought were updates without any luck. The directions from Jackfuste if followed closely is exactly what you need, I would also assume the steps could be followed for other games with the same issue. THANKS JACKFUSTE I created this account just to say that!


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PostPosted: 07 Oct 2015, 22:39 
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jackfuste wrote:
Update for v. 1.0.4.0

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

..........


No idea what happened before, but the latest ones work flawlessly again!
Thank you so much for repeatedly taking the time to update and share with everyone ^______^

:triplewide:


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PostPosted: 08 Oct 2015, 00:58 
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so im new to WSGF and am attempting to get these fixes to work.

ive downloaded the 3 files posted as the latest fixes but im not quite sure how to get the marker fix/fov fix to work. am i editing the .exe file for these as well or what specifically.

im amazed at how detailed all this is and how the community has fixed this problem so well (youd wonder why the devs couldnt do it hey?)


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PostPosted: 08 Oct 2015, 13:59 
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How do you save the changes to CE after you make them?
I save but everytime I load the CT again the values are restored to stock.


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PostPosted: 08 Oct 2015, 21:19 
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Hello,

I've been using this fix for the past month with no issues but as of today October 8th, 2015 whenever I try and start the game in 21:9 it hangs on the first screen and doesn't move.

All is see is the few dots in the upper right hand corner of the screen.

I've tried replacing the file with the same error. The only fix was to validate all files in Steam at which point 1 is found to not validate and fixed. I'm assuming it's this file because the game will run after that but not in 21:9

Any help is appreciated.

thanks,

Vandleheart

*EDIT*

I downloaded the correct patch version from 1.04 and it's working fine.

thanks for all the support.


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PostPosted: 10 Oct 2015, 10:12 
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callumbolch wrote:
signed up here solely to register my vote for a flawless fix! heres hoping they get something out for this game given its surely gunna be one of this years most played.

also i registered with konami support and placed a ticket to se if they will provide patch support (given its been implemented via modding it really cant be that hard for developers hey?)


Is the ticket private or can it be up voted by other users? Do you know if there is an official place / forum where we could all complain about the lack of ultra wide support ???


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PostPosted: 11 Oct 2015, 07:37 
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Francesco wrote:
callumbolch wrote:
signed up here solely to register my vote for a flawless fix! heres hoping they get something out for this game given its surely gunna be one of this years most played.

also i registered with konami support and placed a ticket to se if they will provide patch support (given its been implemented via modding it really cant be that hard for developers hey?)


Is the ticket private or can it be up voted by other users? Do you know if there is an official place / forum where we could all complain about the lack of ultra wide support ???

Ditto on that info request. I'm down to constructively complain about it. I don't know why nVidia would put their "Way It's Meant To Be Played" seal on a game that doesn't recognize Surround resolutions.

Also, does anyone think we're at risk for being labeled as cheaters for using these fixes? I saw them put out a notice the other day at startup saying they'd be cracking down on the cheaters, got me thinking...


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PostPosted: 12 Oct 2015, 16:13 
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Bani wrote:
Francesco wrote:
callumbolch wrote:
signed up here solely to register my vote for a flawless fix! heres hoping they get something out for this game given its surely gunna be one of this years most played.

also i registered with konami support and placed a ticket to se if they will provide patch support (given its been implemented via modding it really cant be that hard for developers hey?)


Is the ticket private or can it be up voted by other users? Do you know if there is an official place / forum where we could all complain about the lack of ultra wide support ???

Ditto on that info request. I'm down to constructively complain about it. I don't know why nVidia would put their "Way It's Meant To Be Played" seal on a game that doesn't recognize Surround resolutions.

Also, does anyone think we're at risk for being labeled as cheaters for using these fixes? I saw them put out a notice the other day at startup saying they'd be cracking down on the cheaters, got me thinking...


I seen that notification as well. We could all get screwed up out of nowhere if our modded .exe files and in-game tools are recognized as cheats. I just want to enjoy the damn game on my setup. There's no going back once you've played in triple screen.


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PostPosted: 12 Oct 2015, 17:43 
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They provide and email address in that notice. Fire off an email and ask.


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PostPosted: 14 Oct 2015, 20:29 
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jackfuste wrote:
Update for v. 1.0.4.0

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Thanks.

By using these are we able to downsample via normal DSR methods or do we have to use a custom resolution via the hex editor? For example I wanted to use DSR for this game @ 6880x2880 instead of my normal 3440x1440.


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PostPosted: 15 Oct 2015, 01:15 
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Abram wrote:
They provide and email address in that notice. Fire off an email and ask.


I found this LINK but I see no contact email.


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PostPosted: 15 Oct 2015, 03:32 
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Can someone please give a step by step (or some type of guidance) on fixing the markers using the jackfuste marker fix. I'd really appreciate it.


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THEBOSSMAN wrote:
Can someone please give a step by step (or some type of guidance) on fixing the markers using the jackfuste marker fix. I'd really appreciate it.


Follow the guide under 'Cheat Engine Table' on page 33 by jackfuste. That's what I did and it fixed the markers for me.


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PostPosted: 16 Oct 2015, 00:30 
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Great work everybody, especially jackfuste

I want to mention that 980ti SLI + the CE marker fix causes crashes

I switch to using a single 980ti and it worked fine.


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PostPosted: 16 Oct 2015, 03:26 
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smushroomed wrote:
Great work everybody, especially jackfuste

I want to mention that 980ti SLI + the CE marker fix causes crashes

I switch to using a single 980ti and it worked fine.


I use 980 Ti SLI and Cheat Engine marker fix following jackfuste's instructions under 'cheat engine table' on p33. All works properly after I manually edit the values.


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PostPosted: 18 Oct 2015, 00:12 
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Hallo !

Do you guys also have the Problem that 21:9 is working but there is a Problem with several things like scope view@ sniper or effects like Wind dust in desert is only in 16:9??!??!!!?!!?

Please help! Can i fix that?


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PostPosted: 18 Oct 2015, 11:51 
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Hi guys, i ve got a question. Is one of these fixes working with custom resolutions? I Play 21:9 on a 40 inch monitor in 3840x1620. Can i use a fix for this setting? Thanks in advance


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PostPosted: 18 Oct 2015, 12:17 
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Here is a picture of what i mean:


Attachment:
mgs.jpg
mgs.jpg [ 403.88 KiB | Viewed 5722 times ]


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PostPosted: 18 Oct 2015, 15:26 
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I have used the tutorial Hex editing for NVidia surround and I have had zero problems in the game. I have GTX 980 Ti in Sli.

First I took my resolution and created the Hex code......I use 5760 x 1200 so 5760/1200 = 4.8
So, the correct code to enter into HxD is: 9A 99 99 40 (this IS the correct order for the digits and letters)

open HxD, drag mgsvtpp folder from steam/steamapps/common/MGS_TPP and correct the code line, save.

My game runs perfectly in Surround, HUD is perfect, no marker issues, no other corrections needed.
My game version on the start screen shows 1.04

Sorry if this is redundant, but I had a hard time finding mgsvtpp(exe) file so I thought I'd include the path here.


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PostPosted: 18 Oct 2015, 16:52 
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magoo25 wrote:
I have used the tutorial Hex editing for NVidia surround and I have had zero problems in the game. I have GTX 980 Ti in Sli.

First I took my resolution and created the Hex code......I use 5760 x 1200 so 5760/1200 = 4.8
So, the correct code to enter into HxD is: 9A 99 99 40 (this IS the correct order for the digits and letters)

open HxD, drag mgsvtpp folder from steam/steamapps/common/MGS_TPP and correct the code line, save.

My game runs perfectly in Surround, HUD is perfect, no marker issues, no other corrections needed.
My game version on the start screen shows 1.04

Sorry if this is redundant, but I had a hard time finding mgsvtpp(exe) file so I thought I'd include the path here.


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PostPosted: 19 Oct 2015, 12:16 
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Hi :) Need update after the new update.

Thanks.


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PostPosted: 19 Oct 2015, 13:02 
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Update for v. 1.0.4.1

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_041.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_041.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_041.7z


Cheat Engine table:

mgsvtpp_1041.7z

First value should be changed
from
F3 0F 59 0D DC 0D FD FE
to
F3 0F 59 0D E0 0D FD FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_041.7z


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PostPosted: 19 Oct 2015, 13:35 
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jackfuste wrote:
Update for v. 1.0.4.1

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_041.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_041.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_041.7z


Cheat Engine table:

mgsvtpp_1041.7z

First value should be changed
from
F3 0F 59 0D DC 0D FD FE
to
F3 0F 59 0D E0 0D FD FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_041.7z


Thank you man !!! That was fast :)

One question: why we cant fix the scope ?


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PostPosted: 19 Oct 2015, 15:50 
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Thank you jackfuste !!!


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PostPosted: 19 Oct 2015, 16:45 
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Thanks dude!


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PostPosted: 19 Oct 2015, 19:35 
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Grrrrr.....

The darned patches/updates FUBAR the settings.

Since last evening, I guess there was some kind of update.

I simply revisited the .exe file and placed it into HxD and re-edited my settings.....all good.


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PostPosted: 20 Oct 2015, 18:01 
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magoo25 wrote:
Grrrrr.....

The darned patches/updates FUBAR the settings.

Since last evening, I guess there was some kind of update.

I simply revisited the .exe file and placed it into HxD and re-edited my settings.....all good.


Hey man is it easy for you to send me the new hex values for the cheat engine? (marker fix, sonar fix, desert) Appreciate it!


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PostPosted: 20 Oct 2015, 20:14 
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Did the EXE/codes change AGAIN today? My game is crashing now even though jackfuste's codes for 1.041 were working perfectly yesterday.

EDIT: Can confirm when I use cheat engine the codes are no longer the same as what Jackfuste posted yesterday, here is what I'm getting now instead:

1. 28 C3 0F 28 CA 0F C6 C3
2. 64
3. 0F 59 D0 0F 55 F3 0F 58 D4
4. D2 E8 BC BA 8B FF 90 48

and the FOV multiplier now has a default value of 0.


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PostPosted: 20 Oct 2015, 20:43 
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Mayh3M wrote:
Did the EXE/codes change AGAIN today? My game is crashing now even though jackfuste's codes for 1.041 were working perfectly yesterday.

EDIT: Can confirm when I use cheat engine the codes are no longer the same as what Jackfuste posted yesterday, here is what I'm getting now instead:

1. 28 C3 0F 28 CA 0F C6 C3
2. 64
3. 0F 59 D0 0F 55 F3 0F 58 D4
4. D2 E8 BC BA 8B FF 90 48

and the FOV multiplier now has a default value of 0.


Just confirming that there was a new update. Also when I looked at the mgsvtpp.exe properties, under the details tab, it shows the same file version (1.0.4.1) but yesterdays exe file size was 77.3MB while this new exe is 77.4. Not sure how Konami is doing it's revision system but it is confusing as hell.

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I was able to get 334x1440 working but its just an unnaturally stretched 2560x1440. Any workaround? Or did I do something wrong?


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PostPosted: 20 Oct 2015, 22:41 
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Kayden wrote:
Mayh3M wrote:
Did the EXE/codes change AGAIN today? My game is crashing now even though jackfuste's codes for 1.041 were working perfectly yesterday.

EDIT: Can confirm when I use cheat engine the codes are no longer the same as what Jackfuste posted yesterday, here is what I'm getting now instead:

1. 28 C3 0F 28 CA 0F C6 C3
2. 64
3. 0F 59 D0 0F 55 F3 0F 58 D4
4. D2 E8 BC BA 8B FF 90 48

and the FOV multiplier now has a default value of 0.


Just confirming that there was a new update. Also when I looked at the mgsvtpp.exe properties, under the details tab, it shows the same file version (1.0.4.1) but yesterdays exe file size was 77.3MB while this new exe is 77.4. Not sure how Konami is doing it's revision system but ithttp://www.wsgf.org/forums/posting.ph ... &p=161650# is confusing as hell.


Maybe it was a really minor update on yesterdays release where they thought an additional notification/update wasn't necessary. Either way really annoying. :(

Jackfuste was really fast on updating his stuff after yesterday's patch so I'm confident we won't have to wait long. I hope Konami don't make a habit of doing things like this though.

Also I would kill for a Flawless Widescreen profile to be made.


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PostPosted: 20 Oct 2015, 22:42 
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Not again! As Jim Sterling says: #fuckonami !!!


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PostPosted: 21 Oct 2015, 03:38 
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ugh irritating! was all lined up today to have a good 3-4h session of MGSV and now i cant bring myself to game at 16:9 anymore.

cant wait for jacks fixes! or a FWS fix!


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PostPosted: 21 Oct 2015, 04:02 
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These minor updates are getting annoying. I was all excited to play, but 16:9, I just can't.


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PostPosted: 21 Oct 2015, 10:21 
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2560x1080 need a fix :(


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PostPosted: 22 Oct 2015, 02:47 
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ekrboi wrote:
jackfuste wrote:
karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.

  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


thanks for the explanation!



Anyone having luck with this? I can't find the hex value 39 8E E3 3F to change to the new value.


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PostPosted: 22 Oct 2015, 04:01 
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hopefully kojima havent recoded to stop us doing this fix - that would seriously piss me off


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PostPosted: 22 Oct 2015, 16:30 
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Drells wrote:

Anyone having luck with this? I can't find the hex value 39 8E E3 3F to change to the new value.


When you hit CTRL+F to search for the code, change the Datatype to Hex-Values and then you'll find it.

Using the above method its relatively straight-forward to fix your resolution/aspect ratio. The problem is that there's no way to manually fix the marker positions for the new update without having adequate knowledge of these things. I personally hate the default FOV and the marker system is a crucial part of how the game is supposed to be played, especially on your first play-through.

Have to wait on Jackfuste for this.


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Need a new Marker Fix. :(


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PostPosted: 23 Oct 2015, 03:25 
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i wish i had jackfuste's ability to create the FOV and marker fix trainers - does anyone else have the knowledge of what jack does and is able to emulate it if jack is unable to continue providing fixes (on holiday etc)


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PostPosted: 23 Oct 2015, 09:14 
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newb here.

for anyone using the cheat tables
new address offset for marker position calculation seems to be 3083290
(previously was 30816D0)

hope that helps for the latest update


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PostPosted: 23 Oct 2015, 10:55 
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can somebody explain this to me? I can still edit the EXE with and Hex Editor to get the proper resolution right? But what is this Marker ?? and FOV ???
and why is this so important to play it "proper" ??

Thanks for explaining!


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PostPosted: 23 Oct 2015, 17:54 
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mrkite wrote:
newb here.

for anyone using the cheat tables
new address offset for marker position calculation seems to be 3083290
(previously was 30816D0)

hope that helps for the latest update


Opened the game just now and there was yet another update.


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PostPosted: 23 Oct 2015, 18:11 
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Mayh3M wrote:
mrkite wrote:
newb here.

for anyone using the cheat tables
new address offset for marker position calculation seems to be 3083290
(previously was 30816D0)

hope that helps for the latest update


Opened the game just now and there was yet another update.


that "old" address worked for v1.042

of course - now there is an update to v1.043
new address could be 307F1A2
i did not have time to verify yet


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PostPosted: 23 Oct 2015, 18:33 
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Man, talk about a moving target. These frequent updates don't seem to be adding anything other than more microtransactions. I hate that this game REQUIRES an update before you can play. I like how GoG allows you to rollback updates. Playing a game in 16:9 on a 21:9 monitor feels like watching a 4:3 movie on a 16:9 TV. Of course Konami could always just include native 21:9 support like almost every other game currently being released but my guess is they think it would give players an unfair advantage playing multiplayer. I have NO intention of ever playing this game online. In fact the first thing I do when I launch this game is disable online. I'm sure I'm not alone. I just want a good single player game.


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PostPosted: 23 Oct 2015, 18:35 
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mrkite wrote:
Mayh3M wrote:
mrkite wrote:
newb here.

for anyone using the cheat tables
new address offset for marker position calculation seems to be 3083290
(previously was 30816D0)

hope that helps for the latest update


Opened the game just now and there was yet another update.


that "old" address worked for v1.042

of course - now there is an update to v1.043
new address could be 307F1A2
i did not have time to verify yet


Can you elaborate on how to add this entry into cheat engine?

I clicked on 'Add Address Manually' and entered 307F1A2 into the address and then changed the 'Type' to Array of Bytes but the resultant value is 0 0 0 0 0 0 0 0 0 0.


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PostPosted: 23 Oct 2015, 18:38 
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robgrab wrote:
Man, talk about a moving target. These frequent updates don't seem to be adding anything other than more microtransactions. I hate that this game REQUIRES an update before you can play. I like how GoG allows you to rollback updates. Playing a game in 16:9 on a 21:9 monitor feels like watching a 4:3 movie on a 16:9 TV. Of course Konami could always just include native 21:9 support like almost every other game currently being released but my guess is they think it would give players an unfair advantage playing multiplayer. I have NO intention of ever playing this game online. In fact the first thing I do when I launch this game is disable online. I'm sure I'm not alone. I just want a good single player game.


I only use the online function for daily rewards and online missions for my combat deployment. But yeah its sad when you're in a position where a pirated game gives you a better experience than a legitimate copy.


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PostPosted: 23 Oct 2015, 23:07 
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Here`s update v1.043
3440x1440

mgsvtpp.zip
http://www90.zippyshare.com/v/YvorjEKf/file.html


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PostPosted: 23 Oct 2015, 23:19 
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2560x1080 21:9 when will be fix? :(


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PostPosted: 23 Oct 2015, 23:33 
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Try this, I do it a minute ago.
If it`s OK, write

2560:1080 v1.043
mgsvtpp.zip
http://www44.zippyshare.com/v/QjF3OiEf/file.html


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PostPosted: 23 Oct 2015, 23:40 
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Mayh3M wrote:

Can you elaborate on how to add this entry into cheat engine?

I clicked on 'Add Address Manually' and entered 307F1A2 into the address and then changed the 'Type' to Array of Bytes but the resultant value is 0 0 0 0 0 0 0 0 0 0.


that value was the offset from the base program address. (I think full address is 14307F1A2)
As example
<CheatEntry>
<ID>0</ID>
<Description>"No description"</Description>
<LastState Value="F3 0F 59 0D E0 0D FD FE" Activated="0" RealAddress="1430816D0"/>
<ShowAsHex>1</ShowAsHex>
<Color>80000008</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>8</ByteLength>
<Address>mgsvtpp.exe+30816D0</Address>
</CheatEntry>


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PostPosted: 24 Oct 2015, 00:45 
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Has anyone found a fix for 5760x1080 surround?


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PostPosted: 24 Oct 2015, 01:10 
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mrkite wrote:
Mayh3M wrote:

Can you elaborate on how to add this entry into cheat engine?

I clicked on 'Add Address Manually' and entered 307F1A2 into the address and then changed the 'Type' to Array of Bytes but the resultant value is 0 0 0 0 0 0 0 0 0 0.


that value was the offset from the base program address. (I think full address is 14307F1A2)
As example
<CheatEntry>
<ID>0</ID>
<Description>"No description"</Description>
<LastState Value="F3 0F 59 0D E0 0D FD FE" Activated="0" RealAddress="1430816D0"/>
<ShowAsHex>1</ShowAsHex>
<Color>80000008</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>8</ByteLength>
<Address>mgsvtpp.exe+30816D0</Address>
</CheatEntry>


OK I see. I now get the value: F3 0F 59 0D EA 31 FD FE using your latest offset. Any ideas on what needs changing for 21:9?


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PostPosted: 24 Oct 2015, 01:27 
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Okay, I made a thing that helps me waiting for proper patches

The script attempts to determine your display resolution and patch mgsvtpp.exe automatically

So basically automates this process:
jackfuste wrote:
  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


Source here:
https://github.com/malyavkin/mgsvtpp-arfix

<3


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PostPosted: 24 Oct 2015, 01:44 
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EDIT: I seemed to fix the markers by doing the following:

Change the address of the first value to: mgsvtpp.exe+307F1A2
This results in the following value: F3 0F 59 0D EA 31 FD FE
Change this to: F3 0F 59 0D EE 31 FD FE

This seemed to fix the markers but I just noticed in the menu the completion text falls below the screen so this is obviously not fully correct.

EDIT2: I just realised the secondary issue above is fixed by applying the second code from jackfuste which still works fine. This adjusts the UI elements for your aspect ratio. In my case the value is 86.0003762516.

So yeah the markers are now fixable by editing the first two values in jackfuste's cheat engine profile.

mrkite I don't know how you figured out the new address but can you do the same for the other fixes? (sonar effect, wind in desert, and most importantly FOV)

I just need the FOV address and then I can play again. :)


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PostPosted: 24 Oct 2015, 02:28 
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amdc wrote:
Okay, I made a thing that helps me waiting for proper patches

The script attempts to determine your display resolution and patch mgsvtpp.exe automatically

So basically automates this process:
jackfuste wrote:
  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


Source here:
https://github.com/malyavkin/mgsvtpp-arfix

<3


Sorry for maybe a newbish question here. I am trying to fix my 5760x1080 and thought I would try your fix out to see if that worked for my res.
So I downloaded the NodeJS program and that gives me a cmd prompt window. Am I supposed to copy the app.js txt and put it into that program somehow? Should I put that program in my msgv directory? Or am I just getting this completely wrong?

Thanks, Vlad


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PostPosted: 24 Oct 2015, 04:17 
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I'm using hex edit on the game's exe for a 5:4 resolution (1280x1024) and it doesn't even work. What would the hex be to enter in? I'm putting in 00 00 a0 3f


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PostPosted: 24 Oct 2015, 07:48 
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Mayh3M wrote:
mrkite I don't know how you figured out the new address but can you do the same for the other fixes? (sonar effect, wind in desert, and most importantly FOV)

I just need the FOV address and then I can play again. :)


addresses for v1.043:
marker position mgsvtpp.exe+307F1A2
marker size no change
sonar effect mgsvtpp.exe+35B5916
wind effect mgsvtpp.exe+34F491E

i'm not using FOV adjustment so I need to look into that more...


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PostPosted: 24 Oct 2015, 08:14 
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Vladimir Badinski wrote:


Sorry for maybe a newbish question here. I am trying to fix my 5760x1080 and thought I would try your fix out to see if that worked for my res.
So I downloaded the NodeJS program and that gives me a cmd prompt window. Am I supposed to copy the app.js txt and put it into that program somehow? Should I put that program in my msgv directory? Or am I just getting this completely wrong?

Thanks, Vlad


No.

You open command line, navigate to the folder where you have saved app.js. For example, if you put it in Downloads folder your process will be like this:

Code:
C:\Users\username>cd Downloads

C:\Users\username>node app.js
Trying to detect display resolution
I detected your display resolution: 2560x1080, is that okay? y/n
...


Side note: Do you use eyefinity /3d surround (or whatever it's called for nvidia)? I'm not sure if it will work correctly for multi-monitor configurations. I just don't have anything to test it on


Last edited by amdc on 24 Oct 2015, 11:03, edited 1 time in total.

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PostPosted: 24 Oct 2015, 10:38 
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mrkite wrote:
Mayh3M wrote:
mrkite I don't know how you figured out the new address but can you do the same for the other fixes? (sonar effect, wind in desert, and most importantly FOV)

I just need the FOV address and then I can play again. :)


addresses for v1.043:
marker position mgsvtpp.exe+307F1A2
marker size no change
sonar effect mgsvtpp.exe+35B5916
wind effect mgsvtpp.exe+34F491E

i'm not using FOV adjustment so I need to look into that more...


can you upload your fix for marker position please?


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PostPosted: 24 Oct 2015, 12:42 
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amdc wrote:
Vladimir Badinski wrote:


Sorry for maybe a newbish question here. I am trying to fix my 5760x1080 and thought I would try your fix out to see if that worked for my res.
So I downloaded the NodeJS program and that gives me a cmd prompt window. Am I supposed to copy the app.js txt and put it into that program somehow? Should I put that program in my msgv directory? Or am I just getting this completely wrong?

Thanks, Vlad


No.

You open command line, navigate to the folder where you have saved app.js. For example, if you put it in Downloads folder your process will be like this:

Code:
C:\Users\username>cd Downloads

C:\Users\username>node app.js
Trying to detect display resolution
I detected your display resolution: 2560x1080, is that okay? y/n
...


Side note: Do you use eyefinity /3d surround (or whatever it's called for nvidia)? I'm not sure if it will work correctly for multi-monitor configurations. I just don't have anything to test it on


Thank you for taking the time to give me some feedback.


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PostPosted: 24 Oct 2015, 15:17 
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Strielok wrote:
Try this, I do it a minute ago.
If it`s OK, write

2560:1080 v1.043
mgsvtpp.zip
http://www44.zippyshare.com/v/QjF3OiEf/file.html

thank you


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PostPosted: 24 Oct 2015, 15:23 
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I was able to edit the .exe for 5760x1080 but no idea how to get the marker fix to work. if anyone has a version of the 48_9_marker_fix.exe updated for 1.043 I'm interested. In the meantime, I've just reverted the exe back to 1.041 and it's working okay for now.


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PostPosted: 24 Oct 2015, 17:49 
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So mrkite how is it exactly you figured out the new addresses? I assume your looking at the old addresses first? The FOV profile for 1.041 is available :)


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PostPosted: 24 Oct 2015, 17:51 
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Vladimir Badinski wrote:

Thank you for taking the time to give me some feedback.


I'm interested if it works for your config :D


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PostPosted: 24 Oct 2015, 19:19 
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Man, a plug-in for Flawless Widescreen would make this a whole lot easier for guys like me.


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PostPosted: 24 Oct 2015, 19:41 
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Strielok wrote:
Try this, I do it a minute ago.
If it`s OK, write

2560:1080 v1.043
mgsvtpp.zip
http://www44.zippyshare.com/v/QjF3OiEf/file.html


Thanks! This works for me... until the next update.


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PostPosted: 24 Oct 2015, 22:22 
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Can anybody upload the cheat table for the v1.043 please?

I tried editing the v1.041 with these values:
Code:
marker position mgsvtpp.exe+307F1A2
marker size no change
sonar effect mgsvtpp.exe+35B5916
wind effect mgsvtpp.exe+34F491E


But it won't work and I can't figure out what I am doing wrong.


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PostPosted: 24 Oct 2015, 22:31 
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Francesco wrote:
Can anybody upload the cheat table for the v1.043 please?

I tried editing the v1.041 with these values:
Code:
marker position mgsvtpp.exe+307F1A2
marker size no change
sonar effect mgsvtpp.exe+35B5916
wind effect mgsvtpp.exe+34F491E


But it won't work and I can't figure out what I am doing wrong.


How are you editing them? You just double click on the address and copy and paste the values above.


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PostPosted: 24 Oct 2015, 23:18 
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OK here's a guide on how to get 21:9 fully working with markers on latest patch from scratch. There may be easier ways to do this but this is how I personally do it with my limited knowledge. For users of other resolutions, most of this will be useful to you.

Firstly, you need to make sure your exe supports 21:9 by editing the hex values.

1. Download and install a hex editor. I use HxD.
2. Go on this site http://babbage.cs.qc.cuny.edu/IEEE-754/ and type in your resolution in the 'Value to analyze' field with a "/" inbetween the horizontal and vertical resolutions. If you have a 3440x1440 resolution for example, you would type 3440/1440 and then hit enter.
3. Note the binary32 number that emerges, in this case it's 40 18 E3 8E. Rewrite this from right to left, so 8E E3 18 40.
4. Open HxD and open mgsvtpp.exe in your root game folder.
5. On hex editor, hit CTRL+F and change 'Datatype' to Hex-values and then search for 39 8E E3 3F. Then replace it by typing the hex code you noted above, so 8E E3 18 40 in this example. Then save and exit.

Now you need to fix the markers, sonar and wind effects.

1. Download jackfuste's latest cheat engine profile on page 36 which is for 1.041 (under cheat engine table) and open it.
2. There are four fixes present. On each of them you need to double click on the address and replace them with the following which you can simply copy and paste:

First fix (Marker position): mgsvtpp.exe+307F1A2
Second fix (Marker and UI elements size): No change
Third fix (Sonar effect): mgsvtpp.exe+35B5916
Fourth fix (Desert wind): mgsvtpp.exe+34F491E

3. Now click save and overwrite to save the addresses for 1.043.
4. Start the game and tab out, then click on the little computer icon in the top left of the cheat engine table which will bring up a process list.
5. Click on the mgsvtpp.exe and when it asks if you want to keep the current address/code list, click on yes. This will now give you new values for each of the fixes.
6. Copy and paste the following codes into the value field of each fix (bolded are the changes):

First fix (Marker position): F3 0F 59 0D EE 31 FD FE
Second fix (Marker and UI elements size): 86.0003762516 (This is the correct number for 3440x1440). If you want to calculate the value for your specific resolution, here is the formula: 64 * ((width/height)/1.77777)
Third fix (Sonar effect): F3 44 0F 59 81 0C 01 00 00
Fourth fix (Desert wind): F3 0F 59 AA 0C 01 00 00

Note that the bolded parts of these values are specific to 21:9 users.

7. Now activate the fixes by ticking the boxes on each fix on the left hand side and you can now tab back into your game where the fixes will take effect.

Only thing left for 21:9 users is finding out the new address for the FOV which gives us everything we need. Hopefully mrkite can figure this out.

EDIT: Found the correct address for the FOV which you can now adjust by doing the following:

1. In your cheat engine table, click on 'Add Address Manually', change the 'Type' to 'Float', and then enter 1420B8AFC into the address field and hit enter. Save the cheat engine profile so this address will now be your 'fifth' fix permanently for this patch.
2. You will now get the value 0.08333333582 which is the default FOV. The calculation required to find the value for the FOV adjustment you want is as follows: 0.08333333582/x, where x= the additional field of view you want in percentage terms. For example, if you want to add 50% extra FOV, you would do 0.08333333582/1.5 = 0.05555555721. So you would enter this value into the value field. Here are the some values you can enter to change the FOV accordingly:

10% increased FOV: 0.07878787801
15% increased FOV: 0.0753623181
20% increased FOV: 0.07222222151
25% increased FOV: 0.06666666865

On my 3440x1440 21:9, I personally find an extra 15% to be the best balance.

All credit goes to jackfuste, ekrboi, mrkite, and others who did the hard work, I've just rewritten everything they've put up so far.


Last edited by Mayh3M on 25 Oct 2015, 17:14, edited 4 times in total.

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PostPosted: 25 Oct 2015, 00:53 
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Mayh3M wrote:
OK here's a guide on how to get 21:9 fully working with markers on latest patch from scratch. There may be easier ways to do this but this is how I personally do it with my limited knowledge.

Firstly, you need to make sure your exe supports 21:9 by editing the hex values.
Spoiler:
1. Download and install a hex editor. I use HxD.
2. Go on this site http://babbage.cs.qc.cuny.edu/IEEE-754/ and type in your resolution in the 'Value to analyze' field with a "/" inbetween the horizontal and vertical resolutions. If you have a 3440x1440 resolution for example, you would type 3440/1440 and then hit enter.
3. Note the binary32 number that emerges, in this case it's 40 18 E3 8E. Rewrite this from right to left, so 8E E3 18 40.
4. Open HxD and open mgsvtpp.exe in your root game folder.
5. On hex editor, hit CTRL+F and change 'Datatype' to Hex-values and then search for 39 8E E3 3F. Then replace it by typing the hex code you noted above, so 8E E3 18 40 in this example. Then save and exit.

Now you need to fix the markers, sonar and wind effects.

1. Download jackfuste's latest cheat engine profile on page 36 which is for 1.041 (under cheat engine table) and open it.
2. There are four fixes present. On each of them you need to double click on the address and replace them with the following which you can simply copy and paste:

First fix (Marker position): mgsvtpp.exe+307F1A2
Second fix (Marker and UI elements size): No change
Third fix (Sonar effect): mgsvtpp.exe+35B5916
Fourth fix (Desert wind): mgsvtpp.exe+34F491E

3. Now click save and overwrite to save the addresses for 1.043.
4. Start the game and tab out, then click on the little computer icon in the top left of the cheat engine table which will bring up a process list.
5. Click on the mgsvtpp.exe and when it asks if you want to keep the current address/code list, click on yes. This will now give you new values for each of the fixes.
6. Copy and paste the following codes into the value field of each fix (bolded are the changes):

First fix (Marker position): F3 0F 59 0D EE 31 FD FE
Second fix (Marker and UI elements size): 86.0003762516 (This is the correct number for 3440x1440). If you want to calculate the value for your specific resolution, here is the formula: 64 * ((width/height)/1.77777)
Third fix (Sonar effect): F3 44 0F 59 81 0C 01 00 00
Fourth fix (Desert wind): F3 0F 59 AA 0C 01 00 00

7. Now activate the fixes by ticking the boxes on each fix on the left hand side and you can now tab back into your game where the fixes will take effect.

Only thing left for 21:9 users is finding out the new address for the FOV which gives us everything we need. Hopefully mrkite can figure this out.

All credit goes to jackfuste, mrkite, and others who did the hard work, I've just rewritten everything they've put up so far.



EDIT: Ups its not working, sorry.

Thank you Mayh3M for the detail instruction, very helpful.
I managed to create a trainer using cheat engine, for 2560 x 1080, hope it works for others too.
All credit goes to jackfuste, mrkite, and others

http://www.mediafire.com/download/5uecukfad9x8ip5/mgsvtpp_1.43_Fix.rar


Last edited by PremanKampung on 25 Oct 2015, 11:35, edited 1 time in total.

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PostPosted: 25 Oct 2015, 02:00 
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Mayh3M wrote:
OK here's a guide on how to get 21:9 fully working with markers on latest patch from scratch.

First fix (Marker position): mgsvtpp.exe+307F1A2
Second fix (Marker and UI elements size): No change
Third fix (Sonar effect): mgsvtpp.exe+35B5916
Fourth fix (Desert wind): mgsvtpp.exe+34F491E

3. Now click save and overwrite to save the addresses for 1.043.
4. Start the game and tab out, then click on the little computer icon in the top left of the cheat engine table which will bring up a process list.
5. Click on the mgsvtpp.exe and when it asks if you want to keep the current address/code list, click on yes. This will now give you new values for each of the fixes.
6. Copy and paste the following codes into the value field of each fix (bolded are the changes):

First fix (Marker position): F3 0F 59 0D EE 31 FD FE
Second fix (Marker and UI elements size): 86.0003762516 (This is the correct number for 3440x1440). If you want to calculate the value for your specific resolution, here is the formula: 64 * ((width/height)/1.77777)
Third fix (Sonar effect): F3 44 0F 59 81 0C 01 00 00
Fourth fix (Desert wind): F3 0F 59 AA 0C 01 00 00


I'd like to understand what, if any, parts of this process are different for 5760x1080 users (am guessing the values under #6 may be different). up until now I was just using the ready-made markerfix.exe for my aspect that had been posted. This is my first time messing with the cheat engine.


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PostPosted: 25 Oct 2015, 05:12 
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Mayh3M wrote:
Only thing left for 21:9 users is finding out the new address for the FOV which gives us everything we need. Hopefully mrkite can figure this out.

Seems like we will need more help to find the new v1.043 FOV multiplier address.
In v1.041 the initial value was 0.08333333582.
This translates to 0x3DAAAAAB (Hexadecimal Representation)
In memory the bytes are reversed, so I searched for "array of bytes" AB AA AA 3D.

I did find one address in the program address space (1434cb887)
But adjusting this does not change FOV.

Maybe the initial value is no longer 0.08333333582
Or I am making mistakes.

So - hopefully someone else can give some help for correct v1.043 FOV multiplier address.


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PostPosted: 25 Oct 2015, 10:12 
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Mayh3M wrote:
OK here's a guide on how to get 21:9 fully working with markers on latest patch from scratch. There may be easier ways to do this but this is how I personally do it with my limited knowledge.

Firstly, you need to make sure your exe supports 21:9 by editing the hex values.

1. Download and install a hex editor. I use HxD.
2. Go on this site http://babbage.cs.qc.cuny.edu/IEEE-754/ and type in your resolution in the 'Value to analyze' field with a "/" inbetween the horizontal and vertical resolutions. If you have a 3440x1440 resolution for example, you would type 3440/1440 and then hit enter.
3. Note the binary32 number that emerges, in this case it's 40 18 E3 8E. Rewrite this from right to left, so 8E E3 18 40.
4. Open HxD and open mgsvtpp.exe in your root game folder.
5. On hex editor, hit CTRL+F and change 'Datatype' to Hex-values and then search for 39 8E E3 3F. Then replace it by typing the hex code you noted above, so 8E E3 18 40 in this example. Then save and exit.

Now you need to fix the markers, sonar and wind effects.

1. Download jackfuste's latest cheat engine profile on page 36 which is for 1.041 (under cheat engine table) and open it.
2. There are four fixes present. On each of them you need to double click on the address and replace them with the following which you can simply copy and paste:

First fix (Marker position): mgsvtpp.exe+307F1A2
Second fix (Marker and UI elements size): No change
Third fix (Sonar effect): mgsvtpp.exe+35B5916
Fourth fix (Desert wind): mgsvtpp.exe+34F491E

3. Now click save and overwrite to save the addresses for 1.043.
4. Start the game and tab out, then click on the little computer icon in the top left of the cheat engine table which will bring up a process list.
5. Click on the mgsvtpp.exe and when it asks if you want to keep the current address/code list, click on yes. This will now give you new values for each of the fixes.
6. Copy and paste the following codes into the value field of each fix (bolded are the changes):

First fix (Marker position): F3 0F 59 0D EE 31 FD FE
Second fix (Marker and UI elements size): 86.0003762516 (This is the correct number for 3440x1440). If you want to calculate the value for your specific resolution, here is the formula: 64 * ((width/height)/1.77777)
Third fix (Sonar effect): F3 44 0F 59 81 0C 01 00 00
Fourth fix (Desert wind): F3 0F 59 AA 0C 01 00 00

7. Now activate the fixes by ticking the boxes on each fix on the left hand side and you can now tab back into your game where the fixes will take effect.

Only thing left for 21:9 users is finding out the new address for the FOV which gives us everything we need. Hopefully mrkite can figure this out.

All credit goes to jackfuste, mrkite, and others who did the hard work, I've just rewritten everything they've put up so far.



so ive gotten these fixes working. is there a way to save the the new values to the sheet so every time i want to play i dont have to enter the new data into the value field in cheat engine? or is this where Jacks knowledge is key? in making the trainers to do this?

ive tried working out how to save the values so they can be automated but im not real good at this sort of stuff so its probably beyond me?


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PostPosted: 25 Oct 2015, 13:05 
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A note to anyone who's curious: I just downloaded the old version of the exe jackfuste posted and wanted to see if it would still work with online capabilities (connecting to your other base if you have any and using it's resources, etc) and it does. Unsure what this means really, but all I know is that they're not enforcing current versions of their game for online play.


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PostPosted: 25 Oct 2015, 15:16 
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funkyb wrote:
I'd like to understand what, if any, parts of this process are different for 5760x1080 users (am guessing the values under #6 may be different). up until now I was just using the ready-made markerfix.exe for my aspect that had been posted. This is my first time messing with the cheat engine.


Yes, its the values you need to change, specifically the bolded parts. If you can find the values for the previous patches at your resolution you can find out which values you need in the new patch. You need to work out the differences between the original values of the previous patch and their corresponding hexadecimal numbers which implemented the fixes for your resolution. I simply took the numbers for 21:9 which were already posted by jackfuste so I could do the calculations for that resolution. Try to find if he or others posted the actual numbers for 5760x1080. I think I've only seen trainers so far? I'm also new to cheat engine so I really don't know much either unfortunately, I'm just following patterns in changes etc.

mrkite wrote:
Seems like we will need more help to find the new v1.043 FOV multiplier address.
In v1.041 the initial value was 0.08333333582.
This translates to 0x3DAAAAAB (Hexadecimal Representation)
In memory the bytes are reversed, so I searched for "array of bytes" AB AA AA 3D.

I did find one address in the program address space (1434cb887)
But adjusting this does not change FOV.

Maybe the initial value is no longer 0.08333333582
Or I am making mistakes.

So - hopefully someone else can give some help for correct v1.043 FOV multiplier address.


Thanks for the explanation, I'll see if I can get my head around this and maybe work it out also.

callumbolch wrote:
so ive gotten these fixes working. is there a way to save the the new values to the sheet so every time i want to play i dont have to enter the new data into the value field in cheat engine? or is this where Jacks knowledge is key? in making the trainers to do this?

ive tried working out how to save the values so they can be automated but im not real good at this sort of stuff so its probably beyond me?


I'm also wondering the same thing and have no idea how to save the new values permanently. I'm guessing you can't and that's why people use cheat trainers but I don't know how to make them.


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PostPosted: 25 Oct 2015, 16:34 
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OK, I found the correct address for the FOV. It is 1420B8AFC. I'll add this into my guide with more instructions.

@ mrkite, when I searched AB AA AA 3D in the memory and I found multiple addresses with this value, so instead I right clicked on the old address and clicked on 'Browse this memory region' where I scrolled up a little and immediately found AB AA AA 3D for the address above. Turns out this does change the FOV when the value is adjusted so I got lucky. :D

By the way how did you convert the original FOV value 0.08333333582 into a hexadecimal number? Using the decimal to hexadecimal converters I found on google doesn't allow actual decimals 'x.x' and says they are invalid?


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PostPosted: 25 Oct 2015, 22:45 
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Mayh3M wrote:
Francesco wrote:
Can anybody upload the cheat table for the v1.043 please?
I tried editing the v1.041 with these values:
Code:
marker position mgsvtpp.exe+307F1A2
marker size no change
sonar effect mgsvtpp.exe+35B5916
wind effect mgsvtpp.exe+34F491E

But it won't work and I can't figure out what I am doing wrong.

How are you editing them? You just double click on the address and copy and paste the values above.

Nevermind, I found the problem, I was skipping a step :doh:


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PostPosted: 26 Oct 2015, 00:34 
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Hey guys, if you put that into a package for 5760x1080, that would be gggrrrreeeeaaaatttttt.

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PostPosted: 26 Oct 2015, 02:17 
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@Mayh3M - great job finding the v1.043 FOV address.
Good idea to browse near the old location and good eye for seeing the byte pattern.
(for some reason - that portion of memory is not searchable automatically by cheat engine)

Mayh3M wrote:
By the way how did you convert the original FOV value 0.08333333582 into a hexadecimal number? Using the decimal to hexadecimal converters I found on google doesn't allow actual decimals 'x.x' and says they are invalid?

see this link for an explanation:
http://www.h-schmidt.net/FloatConverter/IEEE754.html


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PostPosted: 26 Oct 2015, 10:03 
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Update for v. 1.0.4.3

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_043.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_043.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_043.7z


Cheat Engine table:

mgsvtpp_1043.7z

First value should be changed
from
F3 0F 59 0D EA 31 FD FE
to
F3 0F 59 0D EE 31 FD FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:


MGSTPP_FOV_1_043.7z


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Thanks jackfuste, works like a charm! (3440x1440)


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jackfuste wrote:
Update for v. 1.0.4.3


5760x1080 is back... I can now play this again.
You are my hero.


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Looks like the account jackfuste used has been deleted from abuse. :(
Anybody have a backup/clone upload?


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BrownDolphin wrote:
Looks like the account jackfuste used has been deleted from abuse. :(
Anybody have a backup/clone upload?

Here it is for the 5760x1080 resolution, sorry I don't snag all of the fixes when they go up just get what I need.

http://1drv.ms/1H5uwM9

http://1drv.ms/1H5uyUv

I did not grab the FOV either so....

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PostPosted: 27 Oct 2015, 04:48 
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oh gosh .... i need the 21_9 marker fix , i have been suffering for the past 2 days , stupid konami


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PostPosted: 27 Oct 2015, 06:56 
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I have the 3440x1440, the link is here


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For a 3440x1440 fix, are the files for black bar fix and marker fix all i need? do I need cheat table and fov tool or are those optional? and is this a safe fix for steam (no ban)?


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PostPosted: 27 Oct 2015, 15:19 
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Greetings! It appears I am late to the party as I recently purchased a 21:9 monitor. Would anyone have a link they could kindly share that has the full suite of tools from jackFauste? The MegaNZ does not appear to work.


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PostPosted: 28 Oct 2015, 01:35 
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If anyone has the fix for 2560x1080 please post it ASAP.

Hopefully Jackfuste makes a new Mega account or uploads the files elsewhere.


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PostPosted: 28 Oct 2015, 03:32 
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jackfuste wrote:
Update for v. 1.0.4.3

..all the candy...



omg thank you man. your work is appreciated.

from the little i've learned from following this thread it boggle my brain that the orig devs haven't just baked this in. the fact that these things work the way they do suggest to me it can't be all that difficult for them to handle it in-house.

Thanks again, you're making a difference.

Edit: oh god all links are broken. Anyone snatch the 5760x1080p markerfix? the poster above had one but the file is 48:10 not 48:9.


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PostPosted: 28 Oct 2015, 18:59 
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omg nooooo!!! all links down, can someone reup the fov helper tool in the latest version? that would be great!!


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any way of making these hex edits stick so i don't have to redo them every time i open the game?

probably a stupid question, but i'll go for it anyway :D


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PostPosted: 29 Oct 2015, 00:23 
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Following marker fixer doesnt seem to be there any more.

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_043.7z

Can someone please upload it again.


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PostPosted: 29 Oct 2015, 07:13 
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Yet another game update just went live (1.0.4.4)
This latest patch screws up the Staff Management menu. They really need to stop it already with these game updates especially when they introduce new bugs.


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PostPosted: 29 Oct 2015, 09:08 
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some updated cheat table info for 1.044:
marker position mgsvtpp.exe+3081CE0
marker size changed! (need help!)
sonar effect mgsvtpp.exe+35BA5F3
wind effect mgsvtpp.exe+34FA99E
fov mgsvtpp.exe+20B9BBC


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PostPosted: 29 Oct 2015, 22:17 
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That file is asking for a decryption key?


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PostPosted: 30 Oct 2015, 00:31 
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There will most likely be a 1.0.4.5 patch coming soon based on all the bugs introduced in this latest patch.


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PostPosted: 30 Oct 2015, 02:37 
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Hey All,

So here update exe files for patch 1.04 - can confirm the 2560x1080 is working, all the were created with the same concept, but who knows.

2560x1080: https://db.tt/WSPvEjbu

3440x1440: https://db.tt/Fh3WChn6

5760x1080: https://db.tt/bamm0F2C

All dropbox links, so good chance they will go down quickly.

Updated exe files can be created yourself for future patches, by using the step provided inlink: https://www.reddit.com/r/ultrawidemaste ... and_is_no/
(Which all seems was on here originally, but whatever were i found it and this is how the above files were created)


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PostPosted: 30 Oct 2015, 03:18 
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And there is a new update. Just as expect cause of the bugs. Good call Robgrab.

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Is it possible to make a exe for 3200x1100 ?
Thats the resolution that i use on my 2 screens with eyefinity :)

Right now i'm playing with black bars and it would be great if i could use that extra screen space!

Image


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PostPosted: 30 Oct 2015, 17:36 
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New addresses for latest patch + values as of 30/10 (values are for 21:9)

Marker Fix
Address: 14307F1A2 (Array of byte)
Change value to: F3 0F 59 0D EE 31 FD FE

Marker Size + UI
Address: 06308730 (Float)
Change value to: Value varies, see previous posts.

Sonar effect
Address: 1435B5916 (Array of byte)
Change value to: F3 44 0F 59 81 0C 01 00 00

Wind effect
Address: 1434F491E (Array of byte)
Change value to: F3 0F 59 AA 0C 01 00 00

FOV
Address: 1420B8AFC (Float)
Change value to: Value varies, see previous posts.


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PostPosted: 31 Oct 2015, 21:58 
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Hey everyone, new to the forums. I'm a little sick of manual patching since I always have to reference this thread, so I've just began writing an auto patcher. It's a super easy thing to write. I'll make the executable and source code publicly available once finished, and add a config file with presets, but I need some help from those who know what values to patch.

I think someone else wrote one earlier in the thread, but it had a dependency on Node.js, which seems unnecessary.

I've noticed that the hex values seem to be consistent across each version, e.g. to enable wide-screen, I patched:
39 83 E3 3F
to
AB AA AA 40

This was for 48:9 (7680x1440, 5760x1080, etc)

Here's my current table of aspect ratios, so add something if I'm forgetting one:
48:10: A9 99 99 40
48:9: AB AA AA 40
21:9: 26 B4 14 40
..Others?
I figured these are the most common. I'll start here, since this is a really easy patcher to create, and distributing patched binaries is a bit of a grey area. If anyone knows if it's possible to patch the executable for other things mentioned in this post by Mayh3M:

Mayh3M wrote:
New addresses for latest patch + values as of 30/10 (values are for 21:9)

Marker Fix
Address: 14307F1A2 (Array of byte)
Change value to: F3 0F 59 0D EE 31 FD FE

Marker Size + UI
Address: 06308730 (Float)
Change value to: Value varies, see previous posts.

Sonar effect
Address: 1435B5916 (Array of byte)
Change value to: F3 44 0F 59 81 0C 01 00 00

Wind effect
Address: 1434F491E (Array of byte)
Change value to: F3 0F 59 AA 0C 01 00 00

FOV
Address: 1420B8AFC (Float)
Change value to: Value varies, see previous posts.



Let me know. If it's not possible, let me know how you calculate these offsets either here or through a PM and I'll have the patcher automatically generate the cheat engine tables.


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PostPosted: 31 Oct 2015, 22:05 
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I just realized it's simply IEEE 754... No reason to post aspect ratios needed. I can just calculate them.


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PostPosted: 01 Nov 2015, 11:47 
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Hello Guys, thanks for all fixes, tutorials and explanations, you are amazing. In fact, without your help I do not even wanted to start playing because of black bars. I have non-standard 5:4 aspect ratio monitor, it's old and out of time, but still works. Jackfuste provided me with "The Way It's Meant to be Played" experience, because right now I'm using his exe-fix for 1.0.4.1. Thanks to Erkboi, his tutorial on hex editing helps to a lot of people, but (sadly) it doesn't helps me.

When I replaced sequence "39 8E E3 EF" with the value for 5:4 ("00 00 A0 3F") nothing happened: black bars still there. I tried to experiment a bit with different values without any success. I wanted to compare exe provided by Jackfuste and my to figure out differences, but I can't - I replaced my version 1.0.4.3. by 1.0.4.1. (cause i was too happy to pay attention to version when black bars were removed). There is too many changes. So I fully depending on updated Jackfuste fixes, without any chance to implement my own fixes. Can someone (maybe even Jackfuste) explain what was exactly changed in exe for 5:4 ratio, or provide me with the link to a some guide, so I can figure it out by myself (at least try)? Thank you.


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Guys we can't keep going on like this, it is excruciating. I urge you to open tickets about the lack of ultra wide screen support and complain in Konami public forums to make our voice heard !!!


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ikazman wrote:
Hello Guys, thanks for all fixes, tutorials and explanations, you are amazing. In fact, without your help I do not even wanted to start playing because of black bars. I have non-standard 5:4 aspect ratio monitor, it's old and out of time, but still works. Jackfuste provided me with "The Way It's Meant to be Played" experience, because right now I'm using his exe-fix for 1.0.4.1. Thanks to Erkboi, his tutorial on hex editing helps to a lot of people, but (sadly) it doesn't helps me.

When I replaced sequence "39 8E E3 EF" with the value for 5:4 ("00 00 A0 3F") nothing happened: black bars still there. I tried to experiment a bit with different values without any success. I wanted to compare exe provided by Jackfuste and my to figure out differences, but I can't - I replaced my version 1.0.4.3. by 1.0.4.1. (cause i was too happy to pay attention to version when black bars were removed). There is too many changes. So I fully depending on updated Jackfuste fixes, without any chance to implement my own fixes. Can someone (maybe even Jackfuste) explain what was exactly changed in exe for 5:4 ratio, or provide me with the link to a some guide, so I can figure it out by myself (at least try)? Thank you.



I am working on a patcher which I should finish today. There are still all the other issues like marker placement that I'm not sure can be fixed by patching the executable. I'll shoot a PM at jackfuste to see if it's possible to patch the binary and ask how to locate these values. If not, I know of another way to automate cheat engine table creation by scanning the executable at runtime. The patcher will work by scanning the entire binary file and identifying 39 8E E3 EF and changing it automatically.

So check back on this thread in a few hours and I might have something for you :onethumb:


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PostPosted: 01 Nov 2015, 18:51 
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chris686 wrote:
I am working on a patcher which I should finish today.

chris686 wrote:
So check back on this thread in a few hours and I might have something for you :onethumb:

Thanks! I hope so.)


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Good news! The patch works, but it's currently hard coded to do 48:9. Next, I'll be adding support for any aspect ratio. When I get that working, I'll post back. I'll probably stick it in its own thread, but post a link to the thread here.

If by chance you're reading this and want to patch for 48:9 and can't wait, you can currently use the tool. It's located here: https://github.com/ccs19/MGSV_TPP_WideScreen_Patch

You can find the executable under bin/Debug/MGS_V_Patch.exe

Place that executable in your MGSV directory with mgsvtpp.exe and it will automatically patch it. Be sure to back up your executable because the tool does not currently do that. Note that it is not thoroughly tested, so while I don't think you'll have any errors, it's not out of the realm of possibility. If you're sure the exe is in the right directory and the patcher says it can't open the file, you probably need to run it as administrator.


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PostPosted: 01 Nov 2015, 21:34 
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chris686 wrote:
Mayh3M wrote:
New addresses for latest patch + values as of 30/10 (values are for 21:9)

Marker Fix
Address: 14307F1A2 (Array of byte)
Change value to: F3 0F 59 0D EE 31 FD FE

Marker Size + UI
Address: 06308730 (Float)
Change value to: Value varies, see previous posts.

Sonar effect
Address: 1435B5916 (Array of byte)
Change value to: F3 44 0F 59 81 0C 01 00 00

Wind effect
Address: 1434F491E (Array of byte)
Change value to: F3 0F 59 AA 0C 01 00 00

FOV
Address: 1420B8AFC (Float)
Change value to: Value varies, see previous posts.


Let me know. If it's not possible, let me know how you calculate these offsets either here or through a PM and I'll have the patcher automatically generate the cheat engine tables.


I believe it's not possible through the exe.

You can find the addresses by searching the memory section for the original values, which seem to be consistent across the most recent patches.

Original values seem to be:

Marker value: F3 0F 59 0D EA 31 FD FE
Marker size & UI elements: 64
Sonar effect: F3 44 0F 5E 81 0C 01 00 00
Wind effect: F3 0F 5E AA 0C 01 00 00
FOV: 0.08333333582 (AB AA AA 3D in hex)

The marker size address hasn't changed for the last couple of patches, so I didn't need to do anything with this. To work out the correct value I'll quote jackfuste:

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

The original FOV values corresponding hexadecimal number in reverse is AB AA AA 3D, so if you search for that in the memory you should be able to find the FOV address. Sometimes though there are multiple addresses which include these values, in which case what I do is simply right click on the old working address and click on 'browse this memory region' to locate the value manually which should be close to the old address.

For what you actually need to change in those values, I simply followed the pattern of the fixes that jackfuste has written which remain consistent. For the marker fix for example, you simply need to increase the fifth value by 4. In the latest patch the original value is EA which = 234 in decimal, so then you need 238 which is EE in hex.

My knowledge of this stuff is really limited and I've just been following patterns and learning on the fly really, so hopefully someone with more knowledge can tell you how to calculate this stuff more easily. Although that said it took me about 10 minutes to find the correct addresses and values for the latest patch since I've gotten used to the above method.


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Well, I ran out of time today, but the patcher is pretty close to working. Again, if you have 48:9 aspect ratio, it should work as is. Juggling a few things today, so didn't have as much time as I'd have liked to complete it.
Honestly, I could have been lazy and just written several programs for the most common aspect ratios, but I'd rather have a single one that does it dynamically.

Mayh3M, thanks for that info. What I'll probably do is write two executables. One will patch the exe, the other will launch the game and determine the other values dynamically. I'm not sure how VAC would feel about that, but I don't think the game is VAC secured. The patcher for Marker, Sonar, etc. will only be needed to run once, but that one will take quite a bit more time to write since I'm not really sure how to read a running processes memory. If it's easy to scan it, it should be a fairly trivial application.

The work week is coming up :-( Check back in a few days if you're wanting the patching program for aspect ratios other than 48:9. Or, if you're a programmer that knows C, all the source is posted but it's currently broken. Ran out of time an I'm also not a C dev by trade, so my C code might not be up to snuff. Commit 28aa3f59df352af9a0bfa6250fc65841f82832ad has hard-coded values that you can change. Just change :
unsigned char replaceWithVal[] = {0xAB, 0xAA, 0xAA, 0x40}
with the appropriate hex values for your aspect ratio and re-compile.


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Mayh3M wrote:
chris686 wrote:
Mayh3M wrote:
New addresses for latest patch + values as of 30/10 (values are for 21:9)

Marker Fix
Address: 14307F1A2 (Array of byte)
Change value to: F3 0F 59 0D EE 31 FD FE

Marker Size + UI
Address: 06308730 (Float)
Change value to: Value varies, see previous posts.

Sonar effect
Address: 1435B5916 (Array of byte)
Change value to: F3 44 0F 59 81 0C 01 00 00

Wind effect
Address: 1434F491E (Array of byte)
Change value to: F3 0F 59 AA 0C 01 00 00

FOV
Address: 1420B8AFC (Float)
Change value to: Value varies, see previous posts.


Let me know. If it's not possible, let me know how you calculate these offsets either here or through a PM and I'll have the patcher automatically generate the cheat engine tables.


I believe it's not possible through the exe.

You can find the addresses by searching the memory section for the original values, which seem to be consistent across the most recent patches.

Original values seem to be:

Marker value: F3 0F 59 0D EA 31 FD FE
Marker size & UI elements: 64
Sonar effect: F3 44 0F 5E 81 0C 01 00 00
Wind effect: F3 0F 5E AA 0C 01 00 00
FOV: 0.08333333582 (AB AA AA 3D in hex)

The marker size address hasn't changed for the last couple of patches, so I didn't need to do anything with this. To work out the correct value I'll quote jackfuste:

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

The original FOV values corresponding hexadecimal number in reverse is AB AA AA 3D, so if you search for that in the memory you should be able to find the FOV address. Sometimes though there are multiple addresses which include these values, in which case what I do is simply right click on the old working address and click on 'browse this memory region' to locate the value manually which should be close to the old address.

For what you actually need to change in those values, I simply followed the pattern of the fixes that jackfuste has written which remain consistent. For the marker fix for example, you simply need to increase the fifth value by 4. In the latest patch the original value is EA which = 234 in decimal, so then you need 238 which is EE in hex.

My knowledge of this stuff is really limited and I've just been following patterns and learning on the fly really, so hopefully someone with more knowledge can tell you how to calculate this stuff more easily. Although that said it took me about 10 minutes to find the correct addresses and values for the latest patch since I've gotten used to the above method.



How do you find these addresses? I searched for a value of 64 and it gave me 100,000 points.


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PostPosted: 02 Nov 2015, 10:55 
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I need the fix for 1280x1024 5:4, but all the files are not available! WHY?!

Can someone reup?


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PostPosted: 02 Nov 2015, 13:25 
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chris686 wrote:
I'll probably write two executables. One will patch the exe, the other will launch the game and determine the other values dynamically. The patcher for Marker, Sonar, etc. will only be needed to run once, but that one will take quite a bit more time to write since I'm not really sure how to read a running processes memory. If it's easy to scan it, it should be a fairly trivial application.

That would be ideal. :onethumb:


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PostPosted: 03 Nov 2015, 08:19 
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I've finished writing my patcher. It should work with any resolution. Check out this thread for information:
http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413


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PostPosted: 03 Nov 2015, 10:59 
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chris686 wrote:
I've finished writing my patcher. It should work with any resolution. Check out this thread for information:
http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413


I still have the black bars in 1280x1024, nothing happens.


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PostPosted: 03 Nov 2015, 13:47 
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Do you game at that resolution? That isn't even a wide screen format, it's 4:3. Im guessing the patcher that Chris made isn't made with that resolution in mind?


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PostPosted: 03 Nov 2015, 14:37 
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Padellus wrote:
chris686 wrote:
I've finished writing my patcher. It should work with any resolution. Check out this thread for information:
http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413


I still have the black bars in 1280x1024, nothing happens.


It should work with 4:3, but I can't help you if all you tell me is "nothing happens." I put lots of logging output in there for a reason.

Please post any problems with the tool in the other thread with complete log output. Refer to the other thread for reasons it may not work.


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PostPosted: 03 Nov 2015, 16:11 
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Hello, Chris686 . As you wrote before

chris686 wrote:
The patcher will work by scanning the entire binary file and identifying 39 8E E3 EF and changing it automatically.


Well, it seems to be good plan (and it's working, thanks!), but for some reason it's not a solution for ratio 5:4 (or 4:3).
If I understand it well enough, value "39 8E E3 3F" in exe just means "my native ratio is 16:9". So, placing values exceeding ratio 16:9, we are making sure that exe supports it (that is in ordinary way - not so).
But, for example, 5:4 ratio (1280x1024) is already supported and not exceeding "native" 16:9. It means, that replacing sequence "39 8E E3 EF" with the value regarding 5:4 ("00 00 A0 3F") doesn't make big deal for exe because, well, its already included (with letterboxing, of course).
I think Jackfuste did changes not only in "39 8E E3 EF", but in something else. Or, maybe, Jackfuste did his magic with some tricky values, because when I replaced my exe with his - well - it's just works. Thank you.


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PostPosted: 04 Nov 2015, 02:06 
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ikazman wrote:
Hello, Chris686 . As you wrote before

chris686 wrote:
The patcher will work by scanning the entire binary file and identifying 39 8E E3 EF and changing it automatically.


Well, it seems to be good plan (and it's working, thanks!), but for some reason it's not a solution for ratio 5:4 (or 4:3).
If I understand it well enough, value "39 8E E3 3F" in exe just means "my native ratio is 16:9". So, placing values exceeding ratio 16:9, we are making sure that exe supports it (that is in ordinary way - not so).
But, for example, 5:4 ratio (1280x1024) is already supported and not exceeding "native" 16:9. It means, that replacing sequence "39 8E E3 EF" with the value regarding 5:4 ("00 00 A0 3F") doesn't make big deal for exe because, well, its already included (with letterboxing, of course).
I think Jackfuste did changes not only in "39 8E E3 EF", but in something else. Or, maybe, Jackfuste did his magic with some tricky values, because when I replaced my exe with his - well - it's just works. Thank you.


I responded to your post in the other thread.
http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413

I won't be monitoring this thread regularly in the future. Please post any comments in the thread above. :twothumb:


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Does anyone happen to have a cheat engine profile for the marker fixes? Any version would be OK. The only one I see in this thread is from jackfuste but the download is broken for each one.

Thank you in advance.


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PostPosted: 04 Nov 2015, 10:28 
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Update for v. 1.0.4.5

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_045.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_045.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_045.7z


Cheat Engine table:


mgsvtpp_1045.7z

First value should be changed
from
F3 0F 59 0D 4B 1B FD FE
to
F3 0F 59 0D 4F 1B FD FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_045.7z


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PostPosted: 04 Nov 2015, 10:55 
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jackfuste wrote:
Update for v. 1.0.4.5


Thank you, Jackfuste. You rock. :rockout:


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PostPosted: 04 Nov 2015, 12:00 
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jackfuste wrote:
Update for v. 1.0.4.5


Thank you jack, this one was fast :)


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PostPosted: 04 Nov 2015, 20:25 
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:clap: Thank you, Thank you, Thank you!!! :clap:

I Like :geek:


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jackfuste wrote:
Update for v. 1.0.4.5


Jackfuste, you are our hero!


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PostPosted: 05 Nov 2015, 08:15 
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Thank you so much Jackfuste


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PostPosted: 05 Nov 2015, 15:03 
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jackfuste wrote:
Update for v. 1.0.4.5

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_045.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_045.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_045.7z


Cheat Engine table:


mgsvtpp_1045.7z

First value should be changed
from
F3 0F 59 0D 4B 1B FD FE
to
F3 0F 59 0D 4F 1B FD FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_045.7z


Nice to see you :twothumb: Thanks for your work :) what would we do without you......................


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PostPosted: 07 Nov 2015, 05:33 
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jackfuste wrote:
Update for v. 1.0.4.5

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z...


16:3 Support Please!!!!! <3 Thanks for your hard work


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PostPosted: 07 Nov 2015, 08:53 
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tekprimemia wrote:
16:3 Support Please!!!!! <3 Thanks for your hard work


Did you tried guide on page 7 by Erkboi, or on page 41 by Mayh3M? Here's quote:

Mayh3M wrote:
1. Download and install a hex editor. I use HxD.
2. Go on this site http://babbage.cs.qc.cuny.edu/IEEE-754/ and type in your resolution in the 'Value to analyze' field with a "/" inbetween the horizontal and vertical resolutions. If you have a 3440x1440 resolution for example, you would type 3440/1440 and then hit enter.
3. Note the binary32 number that emerges, in this case it's 40 18 E3 8E. Rewrite this from right to left, so 8E E3 18 40.
4. Open HxD and open mgsvtpp.exe in your root game folder.
5. On hex editor, hit CTRL+F and change 'Datatype' to Hex-values and then search for 39 8E E3 3F. Then replace it by typing the hex code you noted above, so 8E E3 18 40 in this example. Then save and exit.


And maybe chris686 can help you, here is topic http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413


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PostPosted: 08 Nov 2015, 06:49 
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How do I use the Markers Fix? It just brings up a window with F1-F4 and they say "Fixed" after them. But I don't see where this does anything in or out of the game. Love the 21:9 3440x1440 view though, thank you for that!


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thanks bro


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PostPosted: 09 Nov 2015, 22:38 
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ikazman wrote:
tekprimemia wrote:
16:3 Support Please!!!!! <3 Thanks for your hard work


Did you tried guide on page 7 by Erkboi, or on page 41 by Mayh3M? Here's quote:

Mayh3M wrote:
1. Download and install a hex editor. I use HxD.
2. Go on this site http://babbage.cs.qc.cuny.edu/IEEE-754/ and type in your resolution in the 'Value to analyze' field with a "/" inbetween the horizontal and vertical resolutions. If you have a 3440x1440 resolution for example, you would type 3440/1440 and then hit enter.
3. Note the binary32 number that emerges, in this case it's 40 18 E3 8E. Rewrite this from right to left, so 8E E3 18 40.
4. Open HxD and open mgsvtpp.exe in your root game folder.
5. On hex editor, hit CTRL+F and change 'Datatype' to Hex-values and then search for 39 8E E3 3F. Then replace it by typing the hex code you noted above, so 8E E3 18 40 in this example. Then save and exit.


And maybe chris686 can help you, here is topic http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413



All of the guides you linked are resolution support only.

To clarify I need MARKER FIX for 16:3 7580x1440


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PostPosted: 10 Nov 2015, 04:29 
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NightBits wrote:
I created a (universal patch) patcher for metal gear solid.
For now a couple resolutions are supported:

1024x768 (4:3)
1280x1024 (5:4)
1366x768 (16:9)
1440x900 (16:10)
1680x1050 (16:10)
1920x1080 (16:9)
2560x1080 (21:9)
3440x1440 (21:9)
5040x1050 (48:10)
4800x900 (48:9)

Image

Sharing is caring !

Kind regards,

Jeroen (NightBits)



Please be careful with this. I'd recommend not downloading it. The GUI looks incredibly similar to other malware I've seen. Support for specific resolutions is unneeded, so the person obviously has no clue how to patch the executable. It does not pass a VirusTotal scan and is likely malware.

If you need a resolution patch, either download one of the links posted by jackfuste or (self promotion coming) use my tool.

Attachment:
nightbits.PNG
nightbits.PNG [ 59.01 KiB | Viewed 7216 times ]


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PostPosted: 10 Nov 2015, 04:39 
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tekprimemia wrote:
ikazman wrote:
tekprimemia wrote:
16:3 Support Please!!!!! <3 Thanks for your hard work


Did you tried guide on page 7 by Erkboi, or on page 41 by Mayh3M? Here's quote:

Mayh3M wrote:
1. Download and install a hex editor. I use HxD.
2. Go on this site http://babbage.cs.qc.cuny.edu/IEEE-754/ and type in your resolution in the 'Value to analyze' field with a "/" inbetween the horizontal and vertical resolutions. If you have a 3440x1440 resolution for example, you would type 3440/1440 and then hit enter.
3. Note the binary32 number that emerges, in this case it's 40 18 E3 8E. Rewrite this from right to left, so 8E E3 18 40.
4. Open HxD and open mgsvtpp.exe in your root game folder.
5. On hex editor, hit CTRL+F and change 'Datatype' to Hex-values and then search for 39 8E E3 3F. Then replace it by typing the hex code you noted above, so 8E E3 18 40 in this example. Then save and exit.


And maybe chris686 can help you, here is topic http://www.wsgf.org/forums/viewtopic.php?f=63&t=30413



All of the guides you linked are resolution support only.

To clarify I need MARKER FIX for 16:3 7580x1440


7580x1440 is not 16:3. Are you sure it's not 7680x1440? That is technically 16:3 I guess, but it's known as 48:9. 16 for width, 9 for height. You have three displays of "16" wide, but the height stays the same, hence 48:9. The information in this thread specifically addresses 48:9.


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PostPosted: 10 Nov 2015, 15:06 
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Does anyone have the fix for 1.0.6 ??
Thanks !


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PostPosted: 10 Nov 2015, 15:13 
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Heitor Gomes wrote:
Does anyone have the fix for 1.0.6 ??
Thanks !


The existing cheat engine tables are likely to work, so try those first. For aspect ratio, you can patch manually or use the tool I wrote (linked a couple posts back).


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PostPosted: 10 Nov 2015, 15:56 
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chris686 wrote:
Heitor Gomes wrote:
Does anyone have the fix for 1.0.6 ??
Thanks !


The existing cheat engine tables are likely to work, so try those first. For aspect ratio, you can patch manually or use the tool I wrote (linked a couple posts back).


I tried to use your tool, but nothing happened. Edited the cfg file for 2560x1080 and runned the patch but didn't work. Kept on a unending loading and nothing happened....


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PostPosted: 10 Nov 2015, 16:42 
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Hi,

there are some similar issues with fallout 4 and people are willing to donate good amount of cash if it gets solved. Perhaps someone with experience is willing to spent some time and fix the issues and earn some cash....jackfuse maybe :P???


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PostPosted: 10 Nov 2015, 19:50 
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chris686 wrote:
NightBits wrote:
I created a (universal patch) patcher for metal gear solid.
For now a couple resolutions are supported:

1024x768 (4:3)
1280x1024 (5:4)
1366x768 (16:9)
1440x900 (16:10)
1680x1050 (16:10)
1920x1080 (16:9)
2560x1080 (21:9)
3440x1440 (21:9)
5040x1050 (48:10)
4800x900 (48:9)

Image

Sharing is caring !

Kind regards,

Jeroen (NightBits)



Please be careful with this. I'd recommend not downloading it. The GUI looks incredibly similar to other malware I've seen. Support for specific resolutions is unneeded, so the person obviously has no clue how to patch the executable. It does not pass a VirusTotal scan and is likely malware.

Attachment:
The attachment nightbits.PNG is no longer available



1. Its not a virus
2. To use it you need to patch the ORIGINAL executable (not an already modified one)
3. It works for me on the latest version
4. Look in the posts above and see the resolution files that where already uploaded by someone
5. These resolutions are the most commonly used resolutions these days
6. GUI just like malware ??? really ?? https://www.virustotal.com/en/file/b5e3 ... /analysis/


I don't event know the virusscanner named 'Qihoo-360'
https://github.com/NightBits?tab=repositories


Attachments:
File comment: Works with latest patch, just released today
Untitled.png
Untitled.png [ 1.52 MiB | Viewed 5911 times ]


Last edited by NightBits on 10 Nov 2015, 21:56, edited 2 times in total.
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PostPosted: 10 Nov 2015, 20:02 
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Posts: 521
Update for v. 1.0.6.0

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_060.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_060.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_060.7z


Cheat Engine table:


mgsvtpp_1060.7z

First value should be changed
from
F3 0F 59 0D DC 16 FC FE
to
F3 0F 59 0D E0 16 FC FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 0F 5E A9 0C 01 00 00
to
F3 0F 59 A9 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_060.7z


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PostPosted: 10 Nov 2015, 20:05 
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Jack, you the man. Thanks


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PostPosted: 10 Nov 2015, 21:37 
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Thank you so much Jackfuste!

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Like a boss! Thanks Jackfuste!


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NightBits wrote:
1. Its not a virus
2. To use it you need to patch the ORIGINAL executable (not an already modified one)
3. It works for me on the latest version
4. Look in the posts above and see the resolution files that where already uploaded by someone
5. These resolutions are the most commonly used resolutions these days
6. GUI just like malware ??? really ?? https://www.virustotal.com/en/file/b5e3a11637410a3ab0b9aefa477ca8cb969a8b06ec306edd91f1fbc83b3ba9fc/analysis/


I don't event know the virusscanner named 'Qihoo-360'
https://github.com/NightBits?tab=repositories


If your program is legit, that's great and I apologize. You need to figure out where these false positives are coming from. That said, I have two problems with your post:
1. This is the scan of the program I downloaded: https://www.virustotal.com/en/file/73063dc3abb7c2d6010a4012886ab06eee6d195047b66bddd50d4cd6538b04e9/analysis/1447205025/
2. This is the scan of the program you linked to: https://www.virustotal.com/en/file/b5e3a11637410a3ab0b9aefa477ca8cb969a8b06ec306edd91f1fbc83b3ba9fc/analysis/

MD5 hash of the file I downloaded from your mega link: fdfb26c42f5ba935b23881d8850d5d6c
MD5 hash of the file you scanned yourself: 5ff977880c2c2dc43e42fe86bde5dee5

These aren't the same program.


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PostPosted: 11 Nov 2015, 02:40 
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I'd like to thank jackfuste and the wsgf community for fixing what should ship with any game nowadays from the beginning... Ultra wide support.


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how do i use the marker fix?


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PostPosted: 11 Nov 2015, 04:55 
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Thank you jackfuste, we appreciate it!


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PostPosted: 11 Nov 2015, 20:58 
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UWGaming wrote:
I'd like to thank jackfuste and the wsgf community for fixing what should ship with any game nowadays from the beginning... Ultra wide support.


My thoughts as well...It's not like it's that difficult..


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PostPosted: 13 Nov 2015, 03:21 
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I want to apologize openly to NightBits.

I researched QiHoo 360 and Bkav and they're notorious for false positives. They shouldn't even be on VirusTotal.

I haven't used his/her utility, but I believe it's safe.

http://betanews.com/2015/10/19/nirsoft-rates-antivirus-engines-for-false-positives/


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PostPosted: 14 Nov 2015, 19:58 
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Thanks for the fix guys, works fine on my 34" lg.
About the fov, can we use the tool someone post here to increase it and having a more natural feeling with the wide vision?

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PostPosted: 15 Nov 2015, 22:18 
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zipeldiablo wrote:
Thanks for the fix guys, works fine on my 34" lg.
About the fov, can we use the tool someone post here to increase it and having a more natural feeling with the wide vision?


I'm using Iria2's script to patch it after every update and changing the FOV, then using the other fix for marker corrections only. http://www.wsgf.org/forums/viewtopic.ph ... 96#p160796

Works fine for me. :thumbup:

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PostPosted: 16 Nov 2015, 17:45 
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Thanks gonna try it.
How does the marker fix works? it is unclear to me as there was no instruction.
By the way if you guys needs some help to developp patches like this i might be able to help though i will need some ressources to understand what you did in the first place :)
(C, C++ or other languages)

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PostPosted: 17 Nov 2015, 00:47 
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Start the game first then ALT+TAB out and run Jackfustes Marker Fix, ALT+TAB back and enable the fix by pressing F1.
That fix is done using http://www.cheatengine.org/ to alter running memory variables. Jackfuste also provides the tables used in CheatEngine if you wanna have a look at it to see what was done. It would probably be a good start if you wanna look in to it. Unfortunately developers is always needed for the Widescreen community. :onethumb:

:savews:

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PostPosted: 17 Nov 2015, 11:20 
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Easier with source code ;) that said i can check how to alter memory variables in c++ (because if i remember correctly all cheatengine is doing is giving you the state of variables inside memory, that's how bots know their hps and stuff).

Isn't that consider cheating? I know that in wow my friends who developped a bot had to modify variables using direct X process otherwise the warden would ban the accounts.

So i assume we have to do the fix at every runtime? I will try that afterwork, was too lazy yesterday :D

ps : how much fov are you guys using? I tryed with +20% but i don't see any difference :lol: except the little square for the added video i assume.

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PostPosted: 17 Nov 2015, 12:37 
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Yes, different games requiring different kind of fixes. It cold be risky using some fixes depending on the games cheat protection. So using a CheatEngine based fix for online play would probably be a bad idea. Luckily the WidescreenFixer and Flawless Widescreen by the devs here have never gave me any trouble in that regards.

Yup, the Marker Fix by Jackfurste requires you to run it after each start.

I'm using the 115 option for FOV in Iria2's tool. It feels like its more zoomed out and it feels alright for me. I'm not sure its actually fixes the FOV but it does something that makes it not feel so narrow and like im gonna puke. So maybe its just a zoom and not FOV, i dont know but it works. :)

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PostPosted: 18 Nov 2015, 14:01 
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I see, will have to play with the fov a little imo.
Do you also have this "square" thing in the middle of the screen?
looks like there is the original display in the square and the extended display is the border of it, i can see it depending on the light inside the game. The square is more brighter

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PostPosted: 18 Nov 2015, 16:52 
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Nope, no squares or anything. I'm running it in Surround though and if I remember correctly i read here somewhere that others with 21:9 Wide had the same square problem

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PostPosted: 21 Nov 2015, 04:27 
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Hey, it have new update now and I can't change it to 21:9.


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PostPosted: 24 Nov 2015, 11:46 
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What tool are you using? played 2days ago without problem

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PostPosted: 25 Nov 2015, 10:42 
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I use HxDen to change hex code in mgsvtpp.exe but I not found code "39 8E E3 3F".


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PostPosted: 25 Nov 2015, 19:50 
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Nevertheless it's in the exe file. You must be using it search tool the wrong way.
I set the game ratio that way and it works the way it should.


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PostPosted: 28 Nov 2015, 11:41 
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The Cheat table works with the markers but not flawlessly.
The x axis is fixed but not the y one that is "moving". Am i the only one to have this flaw or is there something wrong ?


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PostPosted: 05 Dec 2015, 00:03 
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jackfuste wrote:
karloy wrote:
What is the value for 5985 x 1080? Happy to hex-edit it.

  • Calculate your aspect ratio
    For example:
    5985/1080 = 5.541666666666667
  • Convert it to hex value here - http://babbage.cs.qc.cuny.edu/IEEE-754/
    You get - 40 B1 55 55
    Now write bytes from right to left, so it will be 55 55 B1 40
  • Open mgsvtpp.exe in HEX-editor
  • Find value 39 8E E3 3F and change it to 55 55 B1 40
  • Save file
  • Play


The convert tool does not appear to be working for me (just thinks forever). Can anyone link a different one or has a tool on hand to convert 5.375 to hex please?

Edit: This life changing tool helped me http://www.wsgf.org/forums/viewtopic.php?f=63&t=30484 I am now running the game in 7740x1440! :)


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PostPosted: 06 Dec 2015, 02:58 
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I'm struggling here. I am running your modded game exe which works but neither the marker fix or the FOV fix work for me. I start the game, start the marker fix, hit F1 and nothing happens in game. Same with the FOV fix. I'm on Win10 x64 if that makes a difference and I've tried setting all the exe files to win7 compatibility. I also tried modding the game exe myself but the fixes don't work against that either.


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PostPosted: 06 Dec 2015, 11:42 
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If you need the markers to work, you can use cheat engine.
It looks like a complicated tool and it is, but for what you need to change the cheat tables given in links are enough and not hard to use.
All you have to do is to start the game and as soon as you reach the main menu alt tab and simply double click the cheat table and open the MGS process.
Then, you will be able to modifiy directly in the process datas as the tuto says.
Simply go first to the cheat engine website and install the latest version of that great tool.


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PostPosted: 07 Dec 2015, 16:21 
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K4sh wrote:
If you need the markers to work, you can use cheat engine.
It looks like a complicated tool and it is, but for what you need to change the cheat tables given in links are enough and not hard to use.
All you have to do is to start the game and as soon as you reach the main menu alt tab and simply double click the cheat table and open the MGS process.
Then, you will be able to modifiy directly in the process datas as the tuto says.
Simply go first to the cheat engine website and install the latest version of that great tool.



That did the trick, thanks! The only issue I had was with value 2. I used the formula for 2560x1080 and the value I got made the markers disappear altogether. I played with some different values and found 89 to give the best results for my resolution.


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PostPosted: 07 Dec 2015, 20:15 
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jawrsh wrote:
That did the trick, thanks! The only issue I had was with value 2. I used the formula for 2560x1080 and the value I got made the markers disappear altogether. I played with some different values and found 89 to give the best results for my resolution.


That's the only one you can play with.
The markers fix are not perfect for me, size and text location, but it's something i can live with.


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PostPosted: 10 Dec 2015, 04:09 
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Not sure if this is happening for anyone else, but yesterday I was playing perfectly fine in 48:9, and suddenly today when I try to run the modded .exe all of Steam crashes? When I try to run the normal .exe it's okay though, so I'm assuming that the mod to the .exe is causing some issue. Is anyone else experiencing this/is there a solution for this?


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PostPosted: 12 Dec 2015, 10:52 
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AnziD wrote:
Not sure if this is happening for anyone else, but yesterday I was playing perfectly fine in 48:9, and suddenly today when I try to run the modded .exe all of Steam crashes? When I try to run the normal .exe it's okay though, so I'm assuming that the mod to the .exe is causing some issue. Is anyone else experiencing this/is there a solution for this?


Same issue here.


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PostPosted: 12 Dec 2015, 11:17 
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Running ok here. Could it be a driver issue ?


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PostPosted: 14 Dec 2015, 21:52 
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Shame, this no longer seems to work for me either.

Previously worked fine but now crashes Steam bootstrapper every time I try and run it with the modded exe.

Version 1.0.6 and running the latest version of jackfuste's exe which should work.


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PostPosted: 17 Dec 2015, 10:52 
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Looks like v1.07 has broken the fixes. Any chance of an update? Thanks


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PostPosted: 17 Dec 2015, 10:57 
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cakes wrote:
Looks like v1.07 has broken the fixes. Any chance of an update? Thanks

same here.... ive just startet the game 1 week ago lol..... cant change the fov anymore.

the game wont start.
if i put the files instantly after starting the game, in toe folder, it wont use de dx9 dll


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PostPosted: 17 Dec 2015, 19:17 
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Update for v. 1.0.7.0

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_070.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_070.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_070.7z


Cheat Engine table:


mgsvtpp_1070.7z

First value should be changed
from
F3 0F 59 0D FA 6E FB FE
to
F3 0F 59 0D FE 6E FB FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 0F 5E A9 0C 01 00 00
to
F3 0F 59 A9 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_070.7z


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PostPosted: 17 Dec 2015, 20:09 
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Again thank you Jackfuste. You're fast and it works.
:thumbup:


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PostPosted: 17 Dec 2015, 20:45 
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awesome thanks!


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PostPosted: 17 Dec 2015, 21:05 
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Thanks, jackfuste!


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PostPosted: 17 Dec 2015, 21:20 
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Thanks jack!


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I'm using 3 1920x1080 monitors and tried your fix but it doesn't seem to fill up all the screens properly. Only 1/3rd of the right/left screens are actually being used, the rest is just black? This is with eyefinity, am I doing something wrong? Note: Windows says that my resolution is 5760x1078 when using eyefinity?


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PostPosted: 20 Dec 2015, 23:58 
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Which 7z file did you use ?
For your resolution, you should grab 48:9 file.
Keep in mind that if bezel is set, your ratio won't be exactly that one any more.
In that case, you shoud patch your mgs executable yourself following jackfuste tutorial posted early in that thread otherwise you will get vertical black bars on both sides..


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PostPosted: 21 Dec 2015, 01:18 
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K4sh wrote:
Which 7z file did you use ?
For your resolution, you should grab 48:9 file.
Keep in mind that if bezel is set, your ratio won't be exactly that one any more.
In that case, you shoud patch your mgs executable yourself following jackfuste tutorial posted early in that thread otherwise you will get vertical black bars on both sides..


I tried both the 48:10 and the 48:9 files and both had the same problem. I also followed the tutorial that jackfuste posted for my specific resolution and the same problem occurred. I'm not sure what i've done wrong but I can't get more than 1/3rd of the right/left screens visible :(.


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PostPosted: 21 Dec 2015, 06:08 
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Just stumbled upon this and it works great! Just signed up to say thanks! Maybe just half inch bars on the edges of my 7776 x 1440 set-up.


Attachments:
mgsvtpp_2015_12_20_20_48_59_516.jpg
mgsvtpp_2015_12_20_20_48_59_516.jpg [ 2.44 MiB | Viewed 5309 times ]
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jackjoyce8 wrote:
K4sh wrote:
Which 7z file did you use ?
For your resolution, you should grab 48:9 file.
Keep in mind that if bezel is set, your ratio won't be exactly that one any more.
In that case, you shoud patch your mgs executable yourself following jackfuste tutorial posted early in that thread otherwise you will get vertical black bars on both sides..


I tried both the 48:10 and the 48:9 files and both had the same problem. I also followed the tutorial that jackfuste posted for my specific resolution and the same problem occurred. I'm not sure what i've done wrong but I can't get more than 1/3rd of the right/left screens visible :(.


Dunno what's wrong mate. Everything should be fine.

Rimfro wrote:
Just stumbled upon this and it works great! Just signed up to say thanks! Maybe just half inch bars on the edges of my 7776 x 1440 set-up.


You need to patch your exe file yourself with appropriate ratio for your specific res.


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PostPosted: 21 Dec 2015, 07:34 
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Rimfro wrote:
Just stumbled upon this and it works great! Just signed up to say thanks! Maybe just half inch bars on the edges of my 7776 x 1440 set-up.


You need to patch your exe file yourself with appropriate ratio for your specific res.[/quote]

Yeah, I was going to get to that. I was just surprised at how quickly this fix worked, as close to ideal as possible. I've been tinkering with Battlefront all day, and that was a headache. This fix took five seconds. Haha.


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PostPosted: 21 Dec 2015, 14:18 
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Thanks so much Jackfuste - works perfectly!

Thanks everyone! such a shame the devs dont just add this themselves


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PostPosted: 22 Dec 2015, 23:18 
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K4sh wrote:
Dunno what's wrong mate. Everything should be fine.


Yeah it doesn't make any sense to me. I just download the file, extract it and replace the normal exe? It's nowhere near wide enough to fill my screens :(

Hopefully someone else can help me!


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PostPosted: 27 Dec 2015, 20:31 
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Link's broken.


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PostPosted: 09 Jan 2016, 11:06 
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Can upload fix v 1.0.0.5 for 5:4 (1280x1024) 3DM v2 ?


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Hey guys, now Metal Gear Online is live! And we need a new fix to 1.0.7.1 and for the Metal Gear Online! Ultrawide this game! :D


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PostPosted: 13 Jan 2016, 21:11 
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Yes need fix to MGO :D


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PostPosted: 14 Jan 2016, 05:50 
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The aspect ratio fix works perfectly for me, but none of the cheat engine fixes are working. I tried using the trainer and the tables. It's possible that I'm just using the tools wrong, but pressing F1 while in-game isn't doing anything, and activating all of the table values isn't changing anything either.

I also have one question about the aspect ratio fix, does it only work in fullscreen, or is there a way to modify the resolution on borderless windowed?


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PostPosted: 14 Jan 2016, 22:03 
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For people like me that just don't give a f... about MGO you can quite prevent the game from updating automatically.
In steam settings/downloads, simply schedule the auto updating to process let's say from 4am to 5am at the minimum speed (16kB/s).
You should be normally sleeping that time :D and prevent any future update.

Set the game as well in its own properties to only update while starting it (juste to ensure the whole trick to work).
And if, for some reason, the game would start to update then simply stop the process.

Obviously, this will affect other games and you may have to manually update them.
As soon as any new hack is available simply revert this setting back.

I know it's not perfect but at least that prevented my game from updating to latest version.


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PostPosted: 15 Jan 2016, 22:33 
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you can still play mgo with the patch you can find in the first post.

Just move mgsvtpp.exe out of its directory temporarely and rename mgsvmgo.exe as mgsvtpp.exe.
Now run the patch. When the process is completed, rename mgsvtpp.exe as mgsvmgo.exe and move the original mgsvtpp.exe in its directory again.


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PostPosted: 17 Jan 2016, 03:19 
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update the patch to 7860x1080 please version 1.7.1 or 1.7.0 :cry:


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PostPosted: 17 Jan 2016, 16:52 
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great works perfect in 7860x1080p thank you very much for your work, but when I select 7860x1080 in game, only it is shown on the center display "2560x1080"


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Great work it works but only for singleplayer. For some reason MGO Beta doesn't want to launch.


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PostPosted: 18 Jan 2016, 00:38 
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I am running 7680x1440 and it doesn't work, but my resolutions is in the menu.

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PostPosted: 19 Jan 2016, 00:19 
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Great stuff, the widescreen actually works. However graphics res is showing 1920x1080 in options and I can see that the res is definitely blurrier than it should be. I patched it to 3440x1440.

Edit: Silly me has to fullscreen before i see the new options.


Last edited by zergslayer69 on 20 Jan 2016, 02:09, edited 1 time in total.

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PostPosted: 19 Jan 2016, 18:54 
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Hi NightBits,

The patcher crashed on me when I run it. Is there any specific steps to apply the patcher?

Attachment:
File comment: MGSV Patcher crashed
MGSV Patcher Crash.jpg
MGSV Patcher Crash.jpg [ 72.64 KiB | Viewed 34749 times ]


[Update] Just checked your previous post. Seems like 5760x1080 resolution is not in the list of supported resolutions, so I guess that's why -_-


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PostPosted: 19 Jan 2016, 20:19 
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NOOOOOOOOOOOOOO!!!!

The 1.071 updates seems to have broken jackfuste's Marker Fixer.

Whenever I try to activate the fix, MGSV crashes.

Can anyone else confirm?

This is killing me!! :(

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PostPosted: 19 Jan 2016, 21:54 
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Update for v. 1.0.7.1

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_071.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_071.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_071.7z


Cheat Engine table:


mgsvtpp_1071.7z

First value should be changed
from
F3 0F 59 0D 83 8A FB FE
to
F3 0F 59 0D 87 8A FB FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 0F 5E A9 0C 01 00 00
to
F3 0F 59 A9 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_071.7z


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PostPosted: 19 Jan 2016, 23:34 
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jackfuste wrote:
Update for v. 1.0.7.1

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_071.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_071.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_071.7z


Cheat Engine table:


mgsvtpp_1071.7z

First value should be changed
from
F3 0F 59 0D 83 8A FB FE
to
F3 0F 59 0D 87 8A FB FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 0F 5E A9 0C 01 00 00
to
F3 0F 59 A9 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_071.7z


You, sir, are a life saver!! Or... an FOB saver at the least. :clap: :clap: :clap: :clap:

THANKS!!

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PostPosted: 20 Jan 2016, 01:49 
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Thank you jackfuste !!!


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I don't understand why I can't use the IEEE-754 converter

I write 8040/1440 = 5,583333333333333 in the Value to Analyse and it just keep calculating without giving a result.

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PostPosted: 20 Jan 2016, 04:17 
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Where do I get v1.0.7.1 I know MGSV updated , but my .exe still says 1.0.7.0??


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KaRLiToS wrote:
I don't understand why I can't use the IEEE-754 converter

I write 8040/1440 = 5,583333333333333 in the Value to Analyse and it just keep calculating without giving a result.

Try old version - http://babbage.cs.qc.cuny.edu/IEEE-754.old/Decimal.html
Input 5.583333333333333, but not 5,583333333333333

Grave-tm- wrote:
Where do I get v1.0.7.1 I know MGSV updated , but my .exe still says 1.0.7.0??

At last update, exe version still 1.0.7.0, but in game menu it shows Ver. 1.071
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Again thanks to you Jackfuste.

Using your Cheat Table i can fix the markers but not flawlessly.
The x axis was correctly fixed but not the y that was "floating". And moreover the UI elements was some kind of "flatened".

So i search into your fix and found out that the X et Y ratio you force were not the good ones to apply to my specific resolution.
I mean the 16 & 9 ratios modified by yout cheat table.

In fact mine cannot be the 50 (X) and 9 (Y) used by the CT.
My specific resolution is 6012 * 1076 (for some reason the AMD bezel is a little bit broken which explain the 1076 instead of 1080).

The correct ratios for me would be 50.1 (X) and 8.96666 (Y) which is given by the next formula :
New X ratio = (Bezel width * basic 3 FHD screen X ratio) / basic 3 FHD screen width
Which gives 50.1 = (6012 * 48) / 5760
New Y ratio = (Bezel height * basic 1 FHD screen Y ratio) / basic 1 FHD screen height
Which gives 8.96666 = (1076 * 9) / 1080

Modyfing theses values at address accessed by the mulls assembly code could fix it the right way for me.

Attachment:
Capture.PNG
Capture.PNG [ 79.28 KiB | Viewed 7615 times ]


I could make a new cheat table but i put the exact 1420923F0 and 1420923F8 address as i don't know how to make it viable for everyone situation.
However, it seems to work for me every time i play the game.

I hope i make myself clear as i'm not english native. :D
Again big thank Jackfuste as you inspired me. :onethumb:


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PostPosted: 20 Jan 2016, 09:56 
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I cant get it to work for MGO.
Anyone know how to?


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PostPosted: 20 Jan 2016, 11:57 
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As allways, thank you jackfuste and keep up your good work :)


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PostPosted: 20 Jan 2016, 12:46 
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Thanks a bunch jackfuste!


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PostPosted: 20 Jan 2016, 19:05 
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Haven't seen anyone post this but the Nightbits patcher does work on the MGO exe. I have been playing with it.


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PostPosted: 20 Jan 2016, 20:30 
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jackfuste wrote:
KaRLiToS wrote:
I don't understand why I can't use the IEEE-754 converter

I write 8040/1440 = 5,583333333333333 in the Value to Analyse and it just keep calculating without giving a result.

Try old version - http://babbage.cs.qc.cuny.edu/IEEE-754.old/Decimal.html
Input 5.583333333333333, but not 5,583333333333333


jackfuste, thank you for the other link and it works perfectly, I tried both the . and the , by the way on the other page and it didn't work, maybe because I'm on Google Chrome.

The result was 40B2AAAB so I wrote it the other way around and it gives AB AA B2 40 and I replaced the 39 8E E3 3F from the original mgsvtpp. As you mentionned it removed the black bars and gave the perfect resolution, but the HUD and markers and everything are streched.

I tried the same thing with Assassin's Creed IV Black flag ( http://www.wsgf.org/forums/viewtopic.ph ... &start=130 ) and again everthing is streched.

Do you have any tips or solutions?

And thank you for all the contribution you are providing on these forums,I'm learning a lot. :rockout:

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PostPosted: 20 Jan 2016, 22:17 
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KaRLiToS wrote:
but the HUD and markers and everything are streched.


Look back a few posts early. I mentioned a specific ratios for X and Y axis to make it work. it may help you.


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PostPosted: 21 Jan 2016, 08:54 
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navnavsgotarocket wrote:
Haven't seen anyone post this but the Nightbits patcher does work on the MGO exe. I have been playing with it.


Doesn't work for me, MGO just crashes everytime i try to launch it


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PostPosted: 21 Jan 2016, 13:17 
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Thanks again Jackfuste!

I get soooo many hours of game play out of your work! Can't thank you enough, actually I can! How do I make a donation please?


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PostPosted: 21 Jan 2016, 15:55 
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New update for v. 1.0.7.1


For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_071.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_071.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_071.7z


Cheat Engine table:


mgsvtpp_1071.7z

First value should be changed
from
F3 0F 59 0D 9D 71 FB FE
to
F3 0F 59 0D A1 71 FB FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 0F 5E A9 0C 01 00 00
to
F3 0F 59 A9 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_071.7z


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PostPosted: 21 Jan 2016, 16:37 
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Ive been trying to get this to work for months but cant get it.

I just drag the .exe to the HXD editor and then the File Jack provided and launch am I right? I had it before but have never been able to reproduce it. :(


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PostPosted: 21 Jan 2016, 16:55 
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DirtySouthWookie wrote:
Ive been trying to get this to work for months but cant get it.

I just drag the .exe to the HXD editor and then the File Jack provided and launch am I right? I had it before but have never been able to reproduce it. :(

Copy and replace files from mgsvtpp.7z archive to the game folder C:\Program Files (x86)\Steam\SteamApps\common\MGS_TPP\
Run marker fix every time before game launch and press F1 button when the game is loaded.


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PostPosted: 22 Jan 2016, 04:16 
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Polito wrote:
navnavsgotarocket wrote:
Haven't seen anyone post this but the Nightbits patcher does work on the MGO exe. I have been playing with it.


Doesn't work for me, MGO just crashes everytime i try to launch it


Its been working with me. I'm using his latest one but I used his older one and it worked fine as well.

Image
Image
Image


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PostPosted: 26 Jan 2016, 14:57 
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Made an account just to share my MGO ultrawide experience!

Used the update v. 1.0.7.1 and worked like a charm!

Image

Image

Image

Image

Image

Image

Image

Here's a video in action as well: https://youtu.be/iXG71CeeH-w

As you can see it's just like MGSV, a smooth transition minus a few UI elements, but nothing new.

I applied the marker fix exe as well, which works as well! Though is there a reason why it needs to be launched before every startup?
Without the marker fix the main thing that's affected is the names above heads - it's inaccurate however the person glowing is still in the proper position.


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PostPosted: 26 Jan 2016, 21:46 
Hi, is possible to get 960x540 resolution in MGO ?
Thanks


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PostPosted: 28 Jan 2016, 21:07 
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For people who have problems with markers size and position like me with bezel compensation on, i have made a new cheat table.

mgsvtpp_1.0.7.1.ct

This will only work with latest version.

All is unchanged except the Markers fix.
All you have to do is to edit this script.

Edit these line to match with your calculated X and Y aspect ratios.
Code:
X_ratio:
  dd (float)50.1     // Here we set the correct X ratio
Y_ratio:
  dd (float)8.96666  // Here we set the correct Y ratio


Set these aspect ratios according to your specific resolution.
eg :
A triple Full HD widescreen 5760 * 1080 is 48/9
A Bezel compensated like mine 6012 * 1076 is 50.1/8.96666
50.1 = (6012 * 48) / 5760
8.96666 = (1076 * 9) / 1080

The UI size hasn't been touched.
the formula given previously by jackfuste gives the right aspect in game.
jackfuste wrote:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


After modification is done to markers fix script, you can check/uncheck the different boxes to activate/deactivate the fixes.
Don't forget to modify the markers size according to jackfuste formula.

Unfortunately this doesn't fix flawlessly the others effects (sonar...) with the bezel compensation on.
I have no idea how to do this :D


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PostPosted: 29 Jan 2016, 14:06 
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I feel like I'm missing something, the marker fix works fine in single player but when I try MGO it doesn't do anything. all I get is floaty names all over the place, makes it really hard to play.

Attachment:
2016-01-29_00010.jpg
2016-01-29_00010.jpg [ 1.88 MiB | Viewed 22227 times ]

Attachment:
2016-01-29_00007.jpg
2016-01-29_00007.jpg [ 2.74 MiB | Viewed 22257 times ]


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PostPosted: 29 Jan 2016, 14:12 
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pillowpants wrote:
I feel like I'm missing something, the marker fix works fine in single player but when I try MGO it doesn't do anything. all I get is floaty names all over the place, makes it really hard to play.

Attachment:
2016-01-29_00010.jpg

Attachment:
2016-01-29_00007.jpg


Did you use my cheat table ?
If so it's been scripted to work with SP only. Haven't tried multi as i don't play it and last time i tried to start it, it freezed my computer :lol:


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PostPosted: 29 Jan 2016, 19:18 
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K4sh wrote:
pillowpants wrote:
I feel like I'm missing something, the marker fix works fine in single player but when I try MGO it doesn't do anything. all I get is floaty names all over the place, makes it really hard to play.

Attachment:
2016-01-29_00010.jpg

Attachment:
2016-01-29_00007.jpg


Did you use my cheat table ?
If so it's been scripted to work with SP only. Haven't tried multi as i don't play it and last time i tried to start it, it freezed my computer :lol:


I'm not pillowpants but I'm now experiencing the same problem as him - names aren't above heads and makes it really hard to tell what's going on.
Unsure how to use the CheatTable as well, I only have the MarkerFix exe adn the modified MGO/MGSV exe's


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PostPosted: 29 Jan 2016, 22:16 
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jackfuste wrote:
DirtySouthWookie wrote:
Ive been trying to get this to work for months but cant get it.

I just drag the .exe to the HXD editor and then the File Jack provided and launch am I right? I had it before but have never been able to reproduce it. :(

Copy and replace files from mgsvtpp.7z archive to the game folder C:\Program Files (x86)\Steam\SteamApps\common\MGS_TPP\
Run marker fix every time before game launch and press F1 button when the game is loaded.


Hey, I've been using the Ultrawide fix and marker fix, and the marker fix is really inconsistent for me, only working a maybe 1/5 times. Is there a specific time I should press F1?


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PostPosted: 30 Jan 2016, 00:32 
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I tried cheat engine but I was tired and I didn't know what I was doing so I went to bed heh.


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PostPosted: 01 Feb 2016, 18:40 
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Any update for a MGO markerfix?


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Hey JackFuste,

Whelp, they done and broke your marker adjuster AGAIN with a new update.

Once again I appeal to your altruism to help us all out. :)

Thanks!

Wazoo

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wazoo wrote:
Hey JackFuste,

Whelp, they done and broke your marker adjuster AGAIN with a new update.

Once again I appeal to your altruism to help us all out. :)

Thanks!

Wazoo


Will have a look tonight as i still play that awesome game.

Edit : I have found a fix for markers position and ui size that should work fine.
Should be the same for sonar effect.

Here is the markers fix Cheat table.

mgsvtpp_1.0.7.1.zip

This will only work with latest version.

All you have to do is to edit this script (Markers position).

Edit these lines to match with your calculated X and Y aspect ratios.
Code:
X_ratio:
  dd (float)50.1     // Here we set the correct X ratio
Y_ratio:
  dd (float)8.96666  // Here we set the correct Y ratio


Set these aspect ratios according to your specific resolution.
eg :
A triple Full HD widescreen 5760 * 1080 is 48/9
A Bezel compensated like mine 6012 * 1076 is 50.1/8.96666
50.1 = (6012 * 48) / 5760
8.96666 = (1076 * 9) / 1080

The UI size hasn't been touched.
the formula given previously by jackfuste gives the right aspect in game.
jackfuste wrote:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


After modification is done to markers fix script, you can check/uncheck the different boxes to activate/deactivate the fixes once the MG process is opened.

Don't forget to modify the markers size according to jackfuste formula.

All credits go to Jackfuste.


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PostPosted: 04 Feb 2016, 20:37 
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Hi there,

Please if someone could release the ultrawide resolution 2560x1080p EXE updated would be great!

Thank you!


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PostPosted: 04 Feb 2016, 21:50 
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crunk wrote:
Hi there,

Please if someone could release the ultrawide resolution 2560x1080p EXE updated would be great!

Thank you!


Here it is mgsvtpp_21-9.zip


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PostPosted: 04 Feb 2016, 21:59 
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K4sh wrote:
crunk wrote:
Hi there,

Please if someone could release the ultrawide resolution 2560x1080p EXE updated would be great!

Thank you!


Here it is mgsvtpp_21-9.zip


Downloading now, thank you so much! :clap:


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PostPosted: 05 Feb 2016, 03:56 
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K4sh, would it be possible to update the MGO version of your Cheat Engine table so it works with the latest version?

Is it easy to find the address where the marker aspect ratio is stored? It seems only the first two lines of your script need to change with each update. Is this something I can do by myself by doing a few searches for certain values through Cheat Engine?


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PostPosted: 05 Feb 2016, 09:48 
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blake_n wrote:
K4sh, would it be possible to update the MGO version of your Cheat Engine table so it works with the latest version?

Is it easy to find the address where the marker aspect ratio is stored? It seems only the first two lines of your script need to change with each update. Is this something I can do by myself by doing a few searches for certain values through Cheat Engine?


If your familiar with pointer search then you'll be able to find the hardest part of the fix. I mean the UI size.
The markers position is way far easier to find.
Here is the array of byte to look for :
F3 0F 59 05 * * * * F3 0F 59 0D

Once you find the above disassemble it in memory.
If you see the following you're probably done.

mulss xmm0,[mgs process address]
mulss xmm1,[mgs process address]

with the comments 16 & 9 for both lines you should be done.

mgs process address are mgsvtpp.exe+20925D0 & mgsvtpp.exe+20925D4 in latest patch (single player)
They should be different in MGO process. Once you find and disassemble the opcodes above, change the view style to show the relatives address.
These informations found, modify the script so that it always inject the fix in your mgo process at correct memory location.

For the UI size well, that's a little more tricky.
Don't have time to explain it right now but with a lot of chance it may have not change since the previous patch so just give a try.

As soon as you understand how to do it yourself i would be very glad you deal with mgo as i don't personally play it :)


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PostPosted: 05 Feb 2016, 13:18 
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K4sh wrote:
Here is a cheat table that should work with MGO.

mgsvmgo_1021.ct

As soon as it accesses and modify the process you may be vac banned (who knows).
........



Is it possible you linked the wrong file in this post? It links to mgsvtpp_1.0.7.1.ct and does not have any mention of mgsvmgo.exe, I am still new to this so maybe i got it all wrong.


thanks


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PostPosted: 05 Feb 2016, 13:47 
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Phoeny wrote:
K4sh wrote:
Here is a cheat table that should work with MGO.

mgsvmgo_1021.ct

As soon as it accesses and modify the process you may be vac banned (who knows).
........



Is it possible you linked the wrong file in this post? It links to mgsvtpp_1.0.7.1.ct and does not have any mention of mgsvmgo.exe, I am still new to this so maybe i got it all wrong.


thanks


You were right. I edited that post to reflect the right link. You can download it now. ;)

Note : Yesterday, the single player has been updated. Dunno if it's the same for MGO.
So depending on this, cheat table may work or not.


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PostPosted: 05 Feb 2016, 16:18 
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I am still struggling to understand your code.

Thats for 2 reasons.
1. I am not skilled at coding.
2. thats the 1st time i work with cheatengine.

These should be the new values for the marker fix for MGO.

mgsvmgo.exe+2D67447 - F3 0F59 05 59159CFE - mulss xmm0,[mgsvmgo.exe+17289A8] { [9.00] }
mgsvmgo.exe+2D6744F - F3 0F59 0D ADCB9DFE - mulss xmm1,[mgsvmgo.exe+1744004] { [16.00] }
mgsvmgo.exe+2D6745C - F3 0F59 1D A0CB9DFE - mulss xmm3,[mgsvmgo.exe+1744004] { [16.00] }


But i still havent figured out where to insert them.

Your Script does create a new Spot in memory to prepare everything at +2D837B8 and later at line 60 it injects it into Mgo, did i understand that right?
I have no idea what line 62 - 71 does

at line 73, 75 and 78 i guess i have to replace 2 values with the values from above

But somehow i think i should not replace 2D837B8 in line 73.

in the end i have no clue what i am doing.

Please Help


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PostPosted: 05 Feb 2016, 17:28 
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I will give you a hand tonight after work.
This script is only to fix markers position (not floating).
Then you will have to find the pointer to UI size to make them look original (the hardest part).


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PostPosted: 05 Feb 2016, 17:47 
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Many thanks.

i only care about position not about size, because size is not gamebreaking.


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PostPosted: 05 Feb 2016, 19:28 
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Ok, so here is the script code you should rewrite for the latest MGO patch

Code:
define(address,"mgsvmgo.exe"+2D837B8) // replace here with mgsvmgo.exe+2D67447
define(bytes,F3 0F 59 05 28 52 9A FE F3 0F 59 0D 7C 08 9C FE) // replace here with bytes in mgo process @ mgsvmgo.exe+2D67447 (total exact count is 16 bytes)

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
assert(address,bytes)

alloc(newmem,$2000,"mgsvmgo.exe"+2D837B8) // replace here with mgsvmgo.exe+2D67447
alloc(X_ratio,12)
alloc(Y_ratio,12)

label(change_XY_ratios)
label(return)

X_ratio:
  dd (float)50.1     // Here we set the correct X ratio eg: 48
Y_ratio:
  dd (float)8.96666  // Here we set the correct Y ratio eg: 9

newmem:

change_XY_ratios:
  mulss xmm0,[Y_ratio]
  mulss xmm1,[X_ratio]
  jmp return

address:
  jmp change_XY_ratios
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
return:

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
address:
  db bytes
  // mulss xmm0,[1417289E8]
dealloc(X_ratio)
dealloc(Y_ratio)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "mgsvmgo.exe"+2D837B8

"mgsvmgo.exe"+2D83788: F3 0F 5C 82 68 01 00 00  -  subss xmm0,[rdx+00000168]
"mgsvmgo.exe"+2D83790: F3 0F 10 58 3C           -  movss xmm3,[rax+3C]
"mgsvmgo.exe"+2D83795: 0F 28 F2                 -  movaps xmm6,xmm2
"mgsvmgo.exe"+2D83798: 66 44 0F 6E 40 48        -  movd xmm8,[rax+48]
"mgsvmgo.exe"+2D8379E: 66 44 0F 6E 48 4C        -  movd xmm9,[rax+4C]
"mgsvmgo.exe"+2D837A4: F3 0F 5E F0              -  divss xmm6,xmm0
"mgsvmgo.exe"+2D837A8: 45 0F 5B C0              -  cvtdq2ps xmm8,xmm8
"mgsvmgo.exe"+2D837AC: 45 0F 5B C9              -  cvtdq2ps xmm9,xmm9
"mgsvmgo.exe"+2D837B0: 41 0F 28 C0              -  movaps xmm0,xmm8
"mgsvmgo.exe"+2D837B4: 41 0F 28 C9              -  movaps xmm1,xmm9
// ---------- INJECTING HERE ----------
"mgsvmgo.exe"+2D837B8: F3 0F 59 05 28 52 9A FE  -  mulss xmm0,[mgsvmgo.exe+17289E8]
// ---------- DONE INJECTING  ----------
"mgsvmgo.exe"+2D837C0: F3 0F 59 0D 7C 08 9C FE  -  mulss xmm1,[mgsvmgo.exe+1744044]
"mgsvmgo.exe"+2D837C8: 0F 2F C1                 -  comiss xmm0,xmm1
"mgsvmgo.exe"+2D837CB: 76 1F                    -  jna mgsvmgo.exe+2D837EC
"mgsvmgo.exe"+2D837CD: F3 0F 59 1D 6F 08 9C FE  -  mulss xmm3,[mgsvmgo.exe+1744044]
"mgsvmgo.exe"+2D837D5: F3 0F 5E C8              -  divss xmm1,xmm0
"mgsvmgo.exe"+2D837D9: 0F 57 0D 80 6F 90 FE     -  xorps xmm1,[mgsvmgo.exe+168A760]
"mgsvmgo.exe"+2D837E0: F3 0F 59 1D EC B2 9D FE  -  mulss xmm3,[mgsvmgo.exe+175EAD4]
"mgsvmgo.exe"+2D837E8: EB 0F                    -  jmp mgsvmgo.exe+2D837F9
"mgsvmgo.exe"+2D837EA: 1C DC                    -  sbb al,-24
"mgsvmgo.exe"+2D837EC: F3 41 0F 59 D8           -  mulss xmm3,xmm8
}


Now read carefully at the original memory area opcodes in comment just above. That will help you updates after updates to find the relevant address.
mulss xmm1... must follow mulss xmm0... and the comment column should indicate 16 & 9 ratios

1 - You have to change exactly the mgo adress in script to the one you have found (mgsvmgo.exe+2D67447).
2 - You have to change exactly the bytes in "define(bytes" line with the ones that you can read at new adress "mgsvmgo.exe+2D67447".

If you don't do it right, your script won't work and the checkbox will not be checkable.
If your script is working, don't forget to save it.

Now a little word about Jackfuste original script.
It tells to read the X ratio to a new adress where the float 50 is stored by the mgs process.
It's ok until a 50 / 9 widescreen but not for a triple 21/9 setup.

I hope i did myself clear and it will help you. And please, whenever a new mgo update is out, release a new cheat table so that the others may benefit it.
If you need explanation about finding the ui size pointer let me know. It may help other players.

And finally, don't forget to credit Jackfuste for your CT as without him nothing would have been possible.


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PostPosted: 05 Feb 2016, 20:15 
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Ok, it works. Many Thanks for your help.

But only the Horizontal axis. the vertical axis ist still messed up. Doesnt the script modify the vertial axis?

I really would apprechiate if you could tell me how to do it and what to modify.

Does this part stay as it is or should i change it too? Or does { } mean its commented out?

Code:
{
// ORIGINAL CODE - INJECTION POINT: "mgsvmgo.exe"+2D837B8

"mgsvmgo.exe"+2D83788: F3 0F 5C 82 68 01 00 00  -  subss xmm0,[rdx+00000168]
"mgsvmgo.exe"+2D83790: F3 0F 10 58 3C           -  movss xmm3,[rax+3C]
"mgsvmgo.exe"+2D83795: 0F 28 F2                 -  movaps xmm6,xmm2
"mgsvmgo.exe"+2D83798: 66 44 0F 6E 40 48        -  movd xmm8,[rax+48]
"mgsvmgo.exe"+2D8379E: 66 44 0F 6E 48 4C        -  movd xmm9,[rax+4C]
"mgsvmgo.exe"+2D837A4: F3 0F 5E F0              -  divss xmm6,xmm0
"mgsvmgo.exe"+2D837A8: 45 0F 5B C0              -  cvtdq2ps xmm8,xmm8
"mgsvmgo.exe"+2D837AC: 45 0F 5B C9              -  cvtdq2ps xmm9,xmm9
"mgsvmgo.exe"+2D837B0: 41 0F 28 C0              -  movaps xmm0,xmm8
"mgsvmgo.exe"+2D837B4: 41 0F 28 C9              -  movaps xmm1,xmm9
// ---------- INJECTING HERE ----------
"mgsvmgo.exe"+2D837B8: F3 0F 59 05 28 52 9A FE  -  mulss xmm0,[mgsvmgo.exe+17289E8]
// ---------- DONE INJECTING  ----------
"mgsvmgo.exe"+2D837C0: F3 0F 59 0D 7C 08 9C FE  -  mulss xmm1,[mgsvmgo.exe+1744044]
"mgsvmgo.exe"+2D837C8: 0F 2F C1                 -  comiss xmm0,xmm1
"mgsvmgo.exe"+2D837CB: 76 1F                    -  jna mgsvmgo.exe+2D837EC
"mgsvmgo.exe"+2D837CD: F3 0F 59 1D 6F 08 9C FE  -  mulss xmm3,[mgsvmgo.exe+1744044]
"mgsvmgo.exe"+2D837D5: F3 0F 5E C8              -  divss xmm1,xmm0
"mgsvmgo.exe"+2D837D9: 0F 57 0D 80 6F 90 FE     -  xorps xmm1,[mgsvmgo.exe+168A760]
"mgsvmgo.exe"+2D837E0: F3 0F 59 1D EC B2 9D FE  -  mulss xmm3,[mgsvmgo.exe+175EAD4]
"mgsvmgo.exe"+2D837E8: EB 0F                    -  jmp mgsvmgo.exe+2D837F9
"mgsvmgo.exe"+2D837EA: 1C DC                    -  sbb al,-24
"mgsvmgo.exe"+2D837EC: F3 41 0F 59 D8           -  mulss xmm3,xmm8
}



Anyway, Here is the partially working Table.

All credits go to Jackfuste :clap:
Thanks to K4sh for teaching me how to modify it


Last edited by Phoeny on 05 Feb 2016, 20:41, edited 2 times in total.

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PostPosted: 05 Feb 2016, 20:30 
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What is your aspect ratio (21/9, 48/9 ...) resolution ?


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PostPosted: 05 Feb 2016, 20:52 
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21:9 3440x1440 Single monitor


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PostPosted: 05 Feb 2016, 21:09 
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Phoeny wrote:
21:9 3440x1440 Single monitor


Ok Phoeny, this is because your resolution is not exactly 21/9
In fact it is 28.6666666666 / 12 (2.38888888888 ratio)

(3440 * 16) / 1920 = 28.666666
(1440 *9) / 1080 = 12

Don't forget that this is a formula i gave earlier.
You were bounded to a 21/9 aspect ratio.

So the exact X & Y ratio in script should be:
Code:
X_ratio:
  dd (float)28.66666666     // Here we set the correct X ratio
Y_ratio:
  dd (float)12  // Here we set the correct Y ratio


Now i understand why you don't bother that much about ui size as original is bounded to 64 while your ui size should be 86.
The ui size should be a little more bigger for you. But the bigger X ratio (48 4 eg) you play, the bigger the markers size are.

One last important note :
I have no idea what VAC operate on this title. you inject code in mgo at your own risk


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PostPosted: 05 Feb 2016, 21:14 
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Thanks for all the help K4sh. Sorry, it seems I opened the floodgates of questioning about your modification of JackFuste's CE scripts. Appreciate it!


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PostPosted: 05 Feb 2016, 21:15 
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Now tells me if it works...


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PostPosted: 05 Feb 2016, 21:29 
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I have updated it with your values and the Vertical is better now.

but they both shift outward now. When you Mark somthing and move your camera to the left the Marker goes faster to the right than the thing you marked.

i guess i have to fiddle a bit around with it


Made a mistake while updating the values. Its working great now.

Link in my last post. I think everyone has to update the values for the ratio himself.


Last edited by Phoeny on 05 Feb 2016, 21:43, edited 1 time in total.

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PostPosted: 05 Feb 2016, 21:30 
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Phoeny wrote:
I have updated it with your values and the Vertical is better now.

but they both shift outward now. When you Mark somthing and move your camera to the left the Marker goes faster to the right than the thing you marked.

i guess i have to fiddle a bit around with it

any vid scrineshot ?


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PostPosted: 05 Feb 2016, 21:48 
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It works now ... when i am using 29 and 12 the marker stays where it should be .


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PostPosted: 05 Feb 2016, 21:57 
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Yeah, remember that these values are bounds.
You could set them to 63 & 9 (3 * 21/9). it would work.
Your CT is shared to any one that needs it.
Now next time an update is out please share it here.
And if you feel to go further more in ui size i can explain what to look for, for other players.

Remember that we have no idea what valve anti cheat is operating on this title. You may be banned for this memory hack.


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PostPosted: 05 Feb 2016, 22:24 
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About the UI size, if you want to explain what to change and how to find it i think everyone would apprechiate that. I would try to apply those changes aswell.


As far as i understood it i only have to update the memory address in line 91, right? but how to find it?


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PostPosted: 05 Feb 2016, 23:23 
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Well, take a seat and prepare for the funniest part :D

Start your game,load your savegame and then alt+tab to W desktop.
Start Cheat engine.

Look for array of bytes F3 0f 10 8a.
you will probably find several values (28 for me in latest MGS single player).
these bytes are for opcode movss xmm1,[rdx+offset]
The 4 following bytes are for the offset exactly.
Rdx is a cpu register.Offset is the offset applied to that register.

Now go to Edit/settings/debugger options and ensure that "use VEHdebugger" is checked. Otherwise the following operations will terminate the mgo process and obviously the game.

For the first address you have found, right click and choose disassemble this memory region.
Now, to that following opcode line selected hit F5. this will set a breakpoint in game and pause it if the markers functions are called.
CE will ask you to attach debugger to process. Answer yes.
Keep in mind that it will slow down a litlle your CPU as resources are necessary.
Now try to alt+tab back to game. If you can't get back in it, that probably means the markers function has been called and though your game has been halted.

If so, you should see in that memory disassemble a registers state (right part).
Look at rdx value.
Look also at opcode offset
Now open Windows calculator in programmer mode.
Type in the rdx value and add the offset (respect hexadecimal values).
That will give you the adress where the ui size is probably stored.

In the lower part of the window right click and choose "go to adress".
Type in the adress calculated. Now right click again that part of window and "Display type/float".
If you see the value 64, you're probably good.
Try to change that value by double clicking it.
Set it to 86 (for your aspect ratio).

Now, in the upper part of window, remove the break point by selecting the opcode "movss xmm1,...." and by hitting F5 again.
The line color should be back to normal. Hit F9 to resume the game and alt+Tab back to it if necessary.

Looking at markers, if you have found the right position, you should be able to see the difference.

Now remind the value stored previously in rdx register.
Let's say it is 07 30 86 10 and reverse them so that it gives 10 86 30 07.

In the main Cheat engine window, start a new array of bytes search with these bytes reversed.
You should see many results with one particullary that is stored in MGO process adress. That one is easy to notice as it is the only one that should be written in green.

Again, disassemble that memory region and in the sub window check (if not done yet) the "View/Show module adresses".
Now that adress will be the one used to our pointer.

Now, back to main CE window, click the "add adress manually" (middle of window).
In the new popup window check pointer.
Select Type float.
In the offset just below type in whatever the previous offset you found.
Below type in "mgsvmgo.exe+address value previously found" without the quotes.
If you did the previous steps right, you should see in that popup window the UI size value that you've just modified.
Click Ok and then save your cheat table.

It's long and technical and to be honest with you, 2 weeks ago i had now idea how to do that.
But i have to admit i'm a programmer myself though i never program opcodes.
After trying hard i made it.


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PostPosted: 05 Feb 2016, 23:40 
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Thanks ... i ll try that tomorow and report back


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PostPosted: 06 Feb 2016, 01:53 
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HI I HAVE A 3440X 1440 MONITOR AND SINCE THE NEW PATCH I HAVE BEEN CLUELESS IN REGARDS TO WHAT TO DO. I HAD BEEN USING THE ORIGINAL METHOD ALL THE WAY THROUGH BY JACKFUSTE. ALL I WANT FIXED ARE THE MARKERS FOR SINGLE PLAYER. ANY IDEAS OR HELP/DIRECTION ON GETTING THIS FIXED. I HAVE BEEN TRYING TO FOLLOW PHEONY AND K4SH, BUT ITS A TAD TECHNICICAL. i KNOW IM A NOOB!! PLEASE HELP SOME1 I CAN FOLLOW INSTRUCTIONS.


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PostPosted: 06 Feb 2016, 10:18 
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1. You should turn off caps.
2. i have updated the cheattable for mgo to fix markers a few posts back and k4sh provided the table for mgstpp. You just need to download it. If you have no idea how to do that wait, i will post a steo by step guide in the evening.


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PostPosted: 06 Feb 2016, 15:04 
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thank you so much which post was it?


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PostPosted: 06 Feb 2016, 15:54 
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ok so now I have tried to follow your old posts I am able to fix wind sonar and markers size but for the markers positions they still move around. What on earth am i doing wrong please help much aprreciated.


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PostPosted: 06 Feb 2016, 16:03 
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all done now I just went back to the origjnal post from jackfuste it was wierd when it updates I was getting different values, I know now that is is essential to have the correct exe installed. ok thanks guys for the heads up!!!! 40 hours in 13 percent done and having a blast! man this game is so addicting!!


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PostPosted: 06 Feb 2016, 17:57 
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This is how far i have come so far.

Spoiler:
Image


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PostPosted: 06 Feb 2016, 18:09 
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Seems you have found the right adress.
Double click the 64 float value to change it to 86.
If that changes your ui size then you're almost done.
Now your rdx pointer is 03 F0 8E 10 reverse them to 10 8E F0 03.

Now start a new array of byte search in mgo process with your reversed pointer.
You should find many addresses with one particulary in green indicating it's located in mgo process.

Select that one and disassemble it. Enlarge your address column in sub window (we don't see the whole adress).
Now that adress that looks like "mgsvmgo.exe+xxxxxxx" is the one you have to copy.
Back to main window click enter manually new address.

Follow the next part of my explanations given previously :D


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PostPosted: 06 Feb 2016, 18:49 
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The UI size Wasnt broken. But i got it working too. Yay :rockout:

Can you check if i got your formula right in the tutorial?
I searched your Posts but i havent found how you calulate the number 86 for UI size. Can you post a formula so i can add it to the Tutorial?

Many Thanks K4sh


Working Table for Metal Gear Online 06.02.16

All credits go to Jackfuste :clap:
Thanks to K4sh for teaching me how to modify it

Step by Step Instructions for Cheat Engine

1. Modify the Cheat Table to Match your Setup according to the formula by K4sh
Spoiler:
Code:
X_ratio:
  dd (float) YOUR_X_RATIO     // Here we set the correct X ratio
Y_ratio:
  dd (float) YOUR_Y_RATIO  // Here we set the correct Y ratio

Code:
(Your_Pixels_Width * (16*Number_of_Horizontal_Monitors)) / (1920*Number_of_Horizontal_Monitors) = YOUR_X_RATIO

(Your_pixels_Height * (9*Number_of_Vertical_Monitors)) / (1080*Number_of_Vertical_Monitors) = YOUR_Y_RATIO

For a Standart 21:9 3440*1440 Monitor the Values are 28.6666 and 12

2. Start Metal Gear Online
3. Start Cheat Engine
4. Load the MGO process & the Cheattable into Cheatengine - Your Cheatengine Window should look like this
Spoiler:
Image

5. Tick the Box next to Marker Position Fix
6. Calculate the Value for your UI size
Spoiler:
Code:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

7. Doubleclick the Value at the end of the Markers Size Line to edit it and type in your Value
8. Close Cheat engine (Fix should stay but i have to test that)


Last edited by Phoeny on 06 Feb 2016, 22:46, edited 2 times in total.

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PostPosted: 06 Feb 2016, 18:56 
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Proper UI size formula is the following one :
jackfuste wrote:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


You don't have to check/uncheck your markers size. Once you modify the value addressed by the pointer it's written in memory.
You have to check/uncheck the markers position fix to make it work as it injects a brand new code function that will be processed instead of the orignal one.

A little more explanations about ui size pointer.
Why don't we inject code so that it access a new value initialised by a new code function ?
That's because many opcodes access that pointer. So modifying them would be a pain.
Instead, we target the unique pointer so that we don't miss any function that may need it.

Good job with your tutorial. Better explained than mine ;)


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PostPosted: 06 Feb 2016, 19:16 
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Many thanks for the explanaition and everthing


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PostPosted: 06 Feb 2016, 19:23 
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:cheers: Thanks once again to an amazing community here at WSGF for their tremendous help and generosity in fixing this game continually.

Cheers!

:cheers:

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Thanks K4sh for all the help. I was also able to follow your tutorial on updating the "markers position fix" script. I put together a quick "how-to" image that shows all of the relevant bits of the Cheat Engine interface and the location in script to change things. This should help anyone else who wants to understand and do this themselves. Now I should be able to update the script myself when the March update comes out. I haven't thoroughly gone through your "Markers size" tutorial but maybe I'll give that a shot next and put together another tutorial image (even though the address is still the same).

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PostPosted: 11 Feb 2016, 19:32 
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I really hate to ask for this - but would anyone be willing to post a video tutorial on how to apply the marker fix with Cheat Engine?

I tried using cheat engine with the wonderful tutorials posted here, though I still don't understand how to use the program at all, even going over other basic Cheat Engine tutorials. v_v


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PostPosted: 11 Feb 2016, 20:05 
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Can't do this actually as my fai box has died.But it's easy mate.

Download cheat engine and install it.
Download the cheat table linked in previous post.

Start your game. Load your savegame.
Alt+Tab back to desktop.

Double click the cheat table file. This will open Cheat Engine.
Click the computer icon. Select the Metal gear process in the list and click open.

In the lower part of the CE window check the markers fix box.
Modify the UI size value (double click) to whatever the formula gives to you according to your resolution.
Alt+Tab back to game.

This fix must be done after you have patched your MG file. See previous posts on how to do this.


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PostPosted: 11 Feb 2016, 23:12 
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K4sh wrote:
In the lower part of the CE window check the markers fix box.


This is the part that puts me to a halt actually - I'll load the Cheat Table, then the MGO process. No options are at the bottom for me :(


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PostPosted: 11 Feb 2016, 23:28 
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Have you downloaded the MGO cheat table linked by phoenix in page # 61 ? This is theorically the one to be used.


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PostPosted: 11 Feb 2016, 23:41 
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Indeed it is! I'll try re-installing Cheat Engine when I get back from work.

When I load the Cheat Table, It brings a small window with 2 options (nothing with markers in it, followed by random numbers, I'll take a screenshot when I'm home).
Double click them does nothing, and a button at the bottom that says "Okay." Pressing okay just closes the window.


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PostPosted: 12 Feb 2016, 04:58 
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Alright, so after a fresh install the Cheat Engine Table worked! Much like the screenshots.

However, after adjusting the values to 28.666666 and 12, the markers in MGO were still unaffected and didn't see much of a change.
I can only 'tick' one of the options as well. Hitting okay and Saving doesn't apply.
Here's a pic: http://i.imgur.com/yyueb0u.png


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PostPosted: 12 Feb 2016, 08:20 
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Ok what is your resolution ? I can't see the markers fix checkbox. Was it checked/unchecked ?


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PostPosted: 12 Feb 2016, 15:39 
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Apologies on the bad crop - headed to bed.

My resolution is 3440 x 1440, reading previous posts it should be 28.666666 and 12. Though I feel like I'm missing a step.
Only the "Markers Size" can be ticked, Markers position won't tick for the life of me.


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PostPosted: 12 Feb 2016, 16:35 
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The marker size does not have to be checked/unchecked. Simply double click the value to change the size to whatever the formula gives to you.
If the marker position won't check that may mean that either your script has a syntax error, either the MGO has been updated and though the script is obsolete.

Can you post your marker position fix script ?

By the way. you should set X ratio to 29 instead of 28.66666 in the script.


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PostPosted: 17 Feb 2016, 06:45 
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I decided to give it a go fixing tonight's update using K4sh's instructions for CE.

I've found the correct address for the UI size: HEX 06 70 87 30.

My RDX reversed for that address is 10 86 70 06. However, when I search for that array to fix the pointer position, I get 2,196 hits and none of them are "green" (as stated in the instructions), so I'm stuck.

Any advise?

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PostPosted: 17 Feb 2016, 10:21 
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I'm actually at work now.
If mg sp has been updated i will have a look tonight and will probably fix it.


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PostPosted: 17 Feb 2016, 18:19 
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K4sh wrote:
I'm actually at work now.
If mg sp has been updated i will have a look tonight and will probably fix it.


Yes. Unfortunately, they updated the SP version (I don't play MGO).

I'll be curious how close I got to fixing this myself after you fix it. :thumbup:

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K4sh wrote:
I'm actually at work now.
If mg sp has been updated i will have a look tonight and will probably fix it.


Thanks... can you do the mark fix to online too? like this posted by Phoeny on page 60 on this topic

http://www.wsgf.org/forums/viewtopic.ph ... &start=590


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PostPosted: 17 Feb 2016, 19:56 
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Here is a cheat table that should work with MGS SP.

mgsvtpp_1.0.7.1.zip

This will only work with latest version.

All you have to do is to edit this script (Markers position).

Edit these lines to match with your calculated X and Y aspect ratios.
Code:
X_ratio:
  dd (float)50.1     // Here we set the correct X ratio
Y_ratio:
  dd (float)8.96666  // Here we set the correct Y ratio


Set these aspect ratios according to your specific resolution.
eg :
A triple Full HD widescreen 5760 * 1080 is 48/9
A Bezel compensated like mine 6012 * 1076 is 50.1/8.96666
50.1 = (6012 * 48) / 5760
8.96666 = (1076 * 9) / 1080

The UI size hasn't been touched.
the formula given previously by jackfuste gives the right aspect in game.
jackfuste wrote:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

After modification is done to markers fix script, you can check/uncheck the different boxes to activate/deactivate the fixes once the MGS process is opened.

Don't forget to modify the markers size according to jackfuste formula.

SO wazoo, the UI size pointer hasn't changed nor its location.
The pointer value (10 86 70 06) can be found in the MGS process.
You probably mistyped the hexadecimal values ...

A special note :
The wind effect opcode(s) has changed. I could find opcodes relatives to that effect but dunno exactly what to do with it.
As soon as i don't see any artefacts while playing i won't bother any more with this.


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PostPosted: 17 Feb 2016, 20:53 
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Hello there!

Just yesterday I found the fixed SP exe for the game and was indeed very happy when it finally worked for me in 21:9 for the first time!

Today - it seems like it won't work anymore due to the game update released overnight.

I would really appreciate if you could help me with getting a fixed SP exe for the current version of the game (2560x1080).

BTW - many thanks for the work and help you are providing the community with - I have no idea how you are doing it but still I'm amazed how brilliantly it works - it's a shame Konami do not recognize 21:9 format as being worth support :(

thanks!


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PostPosted: 17 Feb 2016, 21:03 
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Look my previous post. It has a link to a cheat table that works with the latest update.


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PostPosted: 18 Feb 2016, 04:39 
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Please update the new exe so I can play in 5760x1080 again... :'(


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stealth5706 wrote:
Please update the new exe so I can play in 5760x1080 again... :'(


Yea, same to me. Lost the 2560x1080p support that @ K4sh did with the executable.

K4sh please if could you provide a new EXE would be thankful.


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Ekrboi has made an excellent how to patch your exe game yourself earlier in page 7.
Follow it.
Prior to use it, you need to calculate your custom aspect ratio which is (width / height).
Then, the decimal value has to be converted in hexadecimal with that link.
hex conversion tool
Decimal value should be written that format => 999.99999


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PostPosted: 18 Feb 2016, 08:05 
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K4sh wrote:
Ekrboi has made an excellent how to patch your exe game yourself earlier in page 7.
Follow it.
Prior to use it, you need to calculate your custom aspect ratio which is (width / height).
Then, the decimal value has to be converted in hexadecimal with that link.
hex conversion tool
Decimal value should be written that format => 999.99999


And this is even better than posting a modified exe. Thanks for the pointer.


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PostPosted: 18 Feb 2016, 14:46 
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K4sh wrote:
Ekrboi has made an excellent how to patch your exe game yourself earlier in page 7.
Follow it.


yeah - it works like a charm and it's really easy to do - thanks! :thumbup:


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K4sh wrote:
Ekrboi has made an excellent how to patch your exe game yourself earlier in page 7.
Follow it.
Prior to use it, you need to calculate your custom aspect ratio which is (width / height).
Then, the decimal value has to be converted in hexadecimal with that link.
hex conversion tool
Decimal value should be written that format => 999.99999



U're not giving the fish, but teaching how to fish ;)

Thanks, worked for me


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PostPosted: 18 Feb 2016, 20:19 
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crunk wrote:
K4sh wrote:
Ekrboi has made an excellent how to patch your exe game yourself earlier in page 7.
Follow it.
Prior to use it, you need to calculate your custom aspect ratio which is (width / height).
Then, the decimal value has to be converted in hexadecimal with that link.
hex conversion tool
Decimal value should be written that format => 999.99999



U're not giving the fish, but teaching how to fish ;)

Thanks, worked for me


You understand that i cannot post modified exe for every exotic resolution that you may play with.
So the tutorial is here for you all.

Final word,
I will have finished that great game in a week or two i guess. After that, if i have to free some space on my HDD i may have to uninstall MGS.
That means that i won't be able to provide new fix. You can ask phoeny that followed my explanations on how to make its own cheat table script or
you may try to do it yourself.


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PostPosted: 18 Feb 2016, 21:44 
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Just for understanding I'm not complaining about what you did, on the contrary I'm commending.

I finished the game some weeks ago but I still playing, doing some parallel ops sometimes.


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PostPosted: 19 Feb 2016, 03:39 
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I updated the Cheat Table for MGO since the latest patch as well.

mgsvmgo.CT


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PostPosted: 21 Feb 2016, 12:40 
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Ok I set up my resolution via hex tool. But now I need a working marker fix! Who can help?

EDIT:
Ok I found the tutorial: http://www.wsgf.org/forums/viewtopic.ph ... er#p164231
I will test it out.


Last edited by ottelo on 22 Feb 2016, 13:19, edited 1 time in total.

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PostPosted: 21 Feb 2016, 22:51 
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Hey lteddy have you noticed that the marker fix takes care of every UI element except for the buddy marker? This is of course after finding the proper address in the latest version and updating the MGO Cheat Table. I've posted it at the bottom of page 63 of this very thread, so it's not an issue of a misplaced address.

There must be another line somewhere that controls the position of the buddy marker. It's strange, though, that it's the only UI element not fixed by the standard marker fix.


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PostPosted: 22 Feb 2016, 21:20 
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Hey Blake,

I did notice this indeed. Though I'm personally not too bothered by it since I usually buddy up with a steam friend, and kinda enjoy it since it's easier to find his direction :P
Though I can see how it's a bother and no idea why it's separate from all the other UI.


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PostPosted: 22 Feb 2016, 21:31 
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Yeah, glad it's not just me. None of the other addresses that meet the "F3 0F 59 05 ** ** ** ** F3 0F 59 0D" array of byte search even have "16" and "9" in the comment lines. I think it's above my head to hunt down the address that affects the buddy icon, I'm just following tutorials by K4sh at this point without fully understanding what's going on.


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blake_n wrote:
Yeah, glad it's not just me. None of the other addresses that meet the "F3 0F 59 05 ** ** ** ** F3 0F 59 0D" array of byte search even have "16" and "9" in the comment lines. I think it's above my head to hunt down the address that affects the buddy icon, I'm just following tutorials by Kashe at this point without fully understanding what's going on.


That's because the opcodes your are searching with these bytes are for markers position not UI size.
I have no idea how the buddy size is controlled (and have no idea what really buddy is) but you may look for these arrays of bytes :
- F3 0F 10 8A * * * *
- F3 41 0F 10 97 * * * *
- F3 0F 10 B3 * * * *

These arrays of bytes may reveal new pointer(s) with one that could be related to your buddy size.

To be honest, that was a pure logic for me to look for these bytes as jackfuste did find the original opcodes.
I have no idea how he ended in finding markers position and UI size. That's something i'd like to know how to do it myself. But i can't :(


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PostPosted: 22 Feb 2016, 21:52 
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Sorry about miswriting your name K4sh, I corrected it in a quick edit by the way. The biggest issue with the UI element I'm referring to is that its position is incorrect, even when all other UI elements (like markers) have proper positions. So if the buddy icon is not dead-center on your screen (it indicates where your partner in the game is), it doesn't actually land smack-dab on your partner. Basically it exhibits all the problems of an unfixed marker position, despite the marker position fix being enabled (and working properly on other UI elements).

So there must be another portion of the game code where a 16-by-9 aspect ratio is unchanged. Its size may also be incorrect (I haven't confirmed this), but that isn't as important as its position. That's why it's strange to me, that the lines that should control positioning of all UI elements somehow miss this single element.


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PostPosted: 22 Feb 2016, 22:07 
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blake_n wrote:
Sorry about miswriting your name K4sh, I corrected it in a quick edit by the way. The biggest issue with the UI element I'm referring to is that its position is incorrect, even when all other UI elements (like markers) have proper positions. So if the buddy icon is not dead-center on your screen (it indicates where your partner in the game is), it doesn't actually land smack-dab on your partner. Basically it exhibits all the problems of an unfixed marker position, despite the marker position fix being enabled (and working properly on other UI elements).

So there must be another portion of the game code where a 16-by-9 aspect ratio is unchanged. Its size may also be incorrect (I haven't confirmed this), but that isn't as important as its position. That's why it's strange to me, that the lines that should control positioning of all UI elements somehow miss this single element.

Looking at the latest SP last week i found out another location with similar opcodes accessing 16 and 9 values.
I also found out that these opcodes are very likely to be involved in calculating markers position as a breakpoint set for one of these opcodes would halt the game straight after tabing back to it.

You may look for F3 0F 59 * * * * * F3 0F 59 * * * * * in MGO process.
F3 0F 59 is for mulss xmm(x) , relative address
That way, you may find very similars opcodes
mulss xmm0,[mgsvtpp.exe+relative address]
mulss xmm1,[mgsvtpp.exe+relative address]

if you see 16 / 9 in comment, you can try to adapt the script already existing with appropriate adresses.

Good luck...


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PostPosted: 22 Feb 2016, 22:10 
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Thanks K4sh that's good info. I'll give it a shot.


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blake_n wrote:
I updated the Cheat Table for MGO since the latest patch as well.

mgsvmgo.CT



Thanks, I didnt even see there was an update. Havent played in a while


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Here is a brand new cheat table that should work with MGS SP with no need to calculate anything.
This automatic calculation is for markers fix only.

mgsvtpp_1.0.7.1.zip

This will only work with latest version.

All you have to do is to check the markers fix script.

Special note :
The markers fix will inject in original code the X and Y aspect ratio to the ones calculated according to your resolution.
The UI size will be calculated according to your resolution and pushed in memory where all the functions read that information.

The UI size location has been left in the cheat table so that you may see the result pushed in memory and modify it up to you.
I've added the FOV location to modify it up to you.
For the UI Size and FOV, simply double click the values to modify them.

I've left the Jackfuste original Sonar Effect fix untouched. Simply check/uncheck it.

Enjoy 8-)


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PostPosted: 27 Feb 2016, 11:17 
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BIG THANKS


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I plan to update my cheat table fix though the game hasn't received any update.
That may be my last participation as i plan my fix to be update proof.

It may also work with mgo though i won't test it.

So keep checking that thread until i post it (won't be long i think). ;)


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@ 2fast4you
I recently bought a widescreen LG monitor and now I realized that I can't play on 21:9 ratio :(
Unfortunately, the file does not exist anymore on the servers and I cannot get it anywhere. If you or anyone else has got the fix file (mgsvtpp_2560x1080.7z), could you please send it to me? I would be very, very grateful :)


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Here is a brand new cheat table that should work with MGS SP with:
- No need to calculate anything (markers fix only).
- Futur updates (hope so).

mgsvtpp_1.0.7.1.zip

You need to download and install Cheat Engine.
Once the game and save are loaded alt+tab back to windows desktop and open the cheat table in Cheat Engine.
Click the computer icon and select the Metal Gear process.

After this, all you have to do is to check the markers fix script.
I you want to modify the fov, check the box and modify the FOV value that will be available after.
If you want to undo all the fixes, simply uncheck the relatives checkboxes

I've left the Jackfuste original Sonar Effect fix untouched. Simply check/uncheck it.

Note :
Prior to use this cheat table you need to patch your game exe file following erkboi excellent tutorial given in page 7 of this thread.
This cheat table may also work with MGO. You have first to edit the scripts and change "mgsvtpp.exe" (without double quotes) everywhere with "mgsvmgo.exe".

Credits goes to Jackkfuste for original fixes.


Last edited by K4sh on 16 Mar 2016, 22:16, edited 2 times in total.

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Hey guys, sorry if this is the wrong place to ask, but I have two questions which probably with a "NO" answer after backreading roughly half of the thread.

1. Will there be any chance for a 4960x1600 (or PLP in general) to work? I tried playing around with the Hex Editor and it seems if I try to set the resolution to 4960x1600, the whole resolution will be forced to fit to the center monitor, with huge letterboxes above and below it.

2. Is there any chance as well for windowed mode to work? Also tried using windowed mode and stretching the window, while stretching works, the images are stretched as well since the .exe file does not accept resolution beyond 2560x1440 apparently.

Cheers

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PostPosted: 07 Mar 2016, 01:54 
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JackFuste, can you please repair the game again?

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Heads up - come March 15th will be a major update to MGO.

I'll post an updated .exe for the standered 2560x1080 and 3440x1440 ultra-wide fix, though there will most likely be another updated Cheat Table to be worked on. I"ll attempt to fix+update the Cheat Table, but I'm no pro so will most likely need some external assistance. I'll be updating!

Update 1: I'll be able to get to fixing it tomorrow around 7pm EST time at the earliest.
I realized that MGO is getting a UI overhaul so not sure if the Cheat table will work.


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PostPosted: 15 Mar 2016, 14:44 
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Leaving for work so I don't have a lot of time.

MGO 1.10 IS HERE AND IN WIDESCREEN

Image

I tried testing the old MGO marker fix though the fixes aren't registering - I assume due to the new UI system or the fact I have no idea what I'm doing in Cheat Engine.
Let me know if the patches work for you guys! I'll be pretty quick on future updates.


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PostPosted: 15 Mar 2016, 16:51 
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Has anyone updated the Cheat Table for the Marker Fix for the new update to single player?

I'm working on it.... but I don't think I'm doing it correctly. :(

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wazoo wrote:
Has anyone updated the Cheat Table for the Marker Fix for the new update to single player?

I'm working on it.... but I don't think I'm doing it correctly. :(


I will give a try tonight. If my latest CT was correctly programed it should work.


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K4sh wrote:
I will give a try tonight. If my latest CT was correctly programed it should work.


I assume for MGO it's just opening the address section in CE and replacing "mgsvtpp" with "mgsvmgo"? If so I could try doing the MGO section from your single player CT.


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lteddy wrote:
K4sh wrote:
I will give a try tonight. If my latest CT was correctly programed it should work.


I assume for MGO it's just opening the address section in CE and replacing "mgsvtpp" with "mgsvmgo"? If so I could try doing the MGO section from your single player CT.


Yeah you got it right. If you could give a try the same way for the single player that would be great.


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K4sh wrote:
lteddy wrote:
K4sh wrote:
I will give a try tonight. If my latest CT was correctly programed it should work.


I assume for MGO it's just opening the address section in CE and replacing "mgsvtpp" with "mgsvmgo"? If so I could try doing the MGO section from your single player CT.


Yeah you got it right. If you could give a try the same way for the single player that would be great.


Sounds good - whenever you/someone posts the updated single player CT I'll attempt to apply it to MGO and post any updates.


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Thought you got it but apparently not :D
You just have to try the latest CT linked previously and see if it works (single player).
Then, if so, adapt all the scripts to match with MGO process.


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PostPosted: 15 Mar 2016, 17:38 
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K4sh wrote:
Thought you got it but apparently not :D
You just have to try the latest CT linked previously and see if it works (single player).
Then, if so, adapt all the scripts to match with MGO process.


Whoops! In that case I'll get back to you on that later tonight (7-9 hours) and see if it works.
If it matters I tried the previous MGO CT and it wasn't working.


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PostPosted: 15 Mar 2016, 17:46 
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My very latest contribution was programed to be update proof. But only with SP.
I provide once a MGO CT and it wasn't designed to be so...


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PostPosted: 15 Mar 2016, 17:58 
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Curious for either Single Player or Online - when a new update rolls out, is there anything you change in the Cheat Table?

Awhile back (you may recall) I was having problems with MGO's marker fix. This was because the game updated, and was using a CT for a previous version (very minor update, nothing game changing).

I understand changing the Single Player to Online aspect since it's just a different .exe , though I feel I'm missing something to convert the older CT to the new exe.
If there's a step I'm missing I'll attempt using the old MGO CT again later.


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PostPosted: 15 Mar 2016, 18:05 
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K4sh wrote:
My very latest contribution was programed to be update proof. But only with SP.
I provide once a MGO CT and it wasn't designed to be so...



Ok. My bad. I didn't realize you had made an "auto-update" CT script.

It works perfectly for the new markers!

Thanks a ton! :rockout:

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PostPosted: 15 Mar 2016, 18:13 
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Wait - so it's just Single Player working then, correct?


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PostPosted: 15 Mar 2016, 18:56 
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wazoo wrote:
K4sh wrote:
My very latest contribution was programed to be update proof. But only with SP.
I provide once a MGO CT and it wasn't designed to be so...



Ok. My bad. I didn't realize you had made an "auto-update" CT script.

It works perfectly for the new markers!

Thanks a ton! :rockout:

At least i know know it is update proof. But it may fail once they reprogram the markers functions, though it's unlikely they will.

lteddy wrote:
Wait - so it's just Single Player working then, correct?

Download my 2nd CT linked in page 65.
Just adapt the CT scripts to the mgo process and check for yourself if that works with the latest update.


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PostPosted: 15 Mar 2016, 19:07 
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K4sh wrote:
Just adapt the CT scripts to the mgo process and check for yourself if that works with the latest update.


I'll try diddling with it again when I'm home. Since the "mgsvmgo" process should be the same - is there anything else/specific I have to change?

Edit: Oh, I just realized that only Page 65's CT was future proofed - I was using the one just before it that was dedicated to MGO. I'll report later tonight of how it goes - and if successful I'll upload it dedicated to MGO for other people downloading the fix.


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PostPosted: 15 Mar 2016, 19:15 
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You can edit the markers position and FOV scripts. That won't work for sure with sonar effect.


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PostPosted: 16 Mar 2016, 01:30 
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K4sh, I'd just like to take a moment to say thank you and that you are the man for making a future proof fix!

Here's the Cheat Table for MGO:

Applying it is the same as the Single Player Marker Fix, however the "Sonar Effect" does not work.


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PostPosted: 16 Mar 2016, 09:46 
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Is the sonar effect available in multiplayer anyway ?


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PostPosted: 16 Mar 2016, 13:40 
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Can someone tell me where I can get the updated mgsvtpp.exe for 2560x1080? Or do I just rename the mgsvmgo.exe?


EDIT: Never mind guys, I just discovered page 7


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PostPosted: 16 Mar 2016, 17:22 
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K4sh wrote:
Is the sonar effect available in multiplayer anyway ?


There is - but only noticable when buddy-ing up with a friend or using Snake's arm - which is pretty uncommon and doesn't affect the gameplay such as markers.

I'm also unsure if the FOV mod works either - when applied the screen is black, though I can still see the HUD. When checked in CE it says "Default FOV is 0.008. Unsure if I change the script value or in the address. (I assume 8 = 80 degrees).


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PostPosted: 16 Mar 2016, 17:34 
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The fov script has to be improved .
If you need it to work flawlessly, first enable the markers fix, then go back to game, then alt-tab to desktop, then enable the fov.
That way, you should be able to modify it.


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PostPosted: 16 Mar 2016, 17:36 
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Thanks - I'll give it a whirl later tonight, testing between single and multi and post results again.


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PostPosted: 16 Mar 2016, 22:01 
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Here is a brand new cheat table that should work with MGS SP with:
- No need to calculate anything (markers fix only).
- Possibility to set custom UI size.
- Futur updates (hope so).

Fix :
- Ticking the FOV first won't end in a black screen in game.

mgsvtpp_1.0.7.1+.zip

You need to download and install Cheat Engine.
Once the game and save are loaded alt+tab back to windows desktop and open the cheat table in Cheat Engine.
Click the computer icon and select the Metal Gear process.

After this, all you have to do is to check the markers fix script.
If you want to customise the UI size, tick the "markers position fix" and double click the "Custom_UI_Size" value.
If you want to revert to auto calculation set that value back to 0.
I you want to modify the fov, check the box and modify the FOV value that will be available after.
If you want to undo all the fixes, simply uncheck the relatives checkboxes.

I've left the Jackfuste original Sonar Effect fix untouched. It won't work with the latest version.
I don't plan to update it. It has never worked for me anyway.

Note :
Prior to use this cheat table you need to patch your game exe file following erkboi excellent tutorial given in page 7 of this thread.
This cheat table may also work with MGO. You have first to edit the scripts and change "mgsvtpp.exe" (without double quotes) everywhere with "mgsvmgo.exe".

Credits goes to Jackfuste for original fixes.


Last edited by K4sh on 17 Mar 2016, 19:43, edited 2 times in total.

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PostPosted: 16 Mar 2016, 23:37 
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Thanks a lot K4sh! For others using K4sh's fix, there are a few things worth noting. When the "UI size" checkbox is ticked, it will continuously update the UI size as you're playing, which causes some GUI stutter (especially in binocs/scope). You can check-then-uncheck UI size to keep it from flickering.

Also, updating K4sh's script for MGO is as simple as doing find/replace for every instance of "tpp" and replacing it with "mgo". Really, it's that easy! So I've done that and it works for MGO now. Here is K4sh's script tweaked so that it works with MGO...

mgsvmgo.CT


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PostPosted: 17 Mar 2016, 05:32 
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Just as a finished up my findings you guys are ahead of me - I can confirm the new MGO CT works swell with MGO. FoV works fine long as there's a value (i.e. 0.07 = 70 degrees), and I personally don't have any GUI stutter with the binocs or scope.

Cheers! You guys rule!

Edit: Using an i7 4770k and 980ti so that may be why I'm not experiencing the problem.


Last edited by lteddy on 17 Mar 2016, 17:05, edited 1 time in total.

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PostPosted: 17 Mar 2016, 06:07 
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blake_n wrote:
Thanks a lot K4sh! For others using K4sh's fix, there are a few things worth noting. When the "UI size" checkbox is ticked, it will continuously update the UI size as you're playing, which causes some GUI stutter (especially in binocs/scope). You can check-then-uncheck UI size to keep it from flickering.

I didn't notice any stutter while playing with that hack enabled but you're right.
The calculation is injected in a function that is called many many time.
This new code is only few opcodes that should not be CPU hungry.
Maybe it depends on which model you have. Got a i7 6700K overclocked.
That's probably the reason why i don't see anything.

I guess it's possible to outsource the calculation part so that it's only processed once but i don't know how to do it now.
Cheat Engine is a very powerfull tool and i have to admit i'm still a newbie in using it.
Anyway, it looks like you use my CT linked in page 65. Did you try the latest one i linked few posts earlier ?


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PostPosted: 17 Mar 2016, 11:51 
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I hope Jackfuste fix this game again ! Need the sonar and the other tweaks.

A Tutorial how to find Addresses for Wind and Sonar after new Patches would be great.

I opened a Thread for a official fix please support me ! http://steamcommunity.com/app/287700/di ... 622165174/


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PostPosted: 17 Mar 2016, 19:32 
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I think I know what happened K4sh. You didn't actually link to your newest CT on page 67. I checked the links and they're the same link on page 67 as your older post on page 65 (fixed). So yeah I am currently using your old CT. Another thing, the UI flicker was happening at one point, but then it didn't the next time I played. I may have induced the flicker by trying to control the marker size in a previous instance, now I just let it automatically size the markers.

And QuadGore, what are you talking about? You can patch your own EXEs either by following the HEX editing tutorial by ekrboi on page 7 of this topic or by downloading and using the batch script by iria2 on page 9 of this topic that applies the HEX edits automatically. People are not always going to upload the HEX edited EXEs for each patch, so you should learn to do it yourself for a quick, reliable fix post-patch.

Oh, and it looks like lteddy on page 65 has actually done this and uploaded the new EXEs patched for 3440x1440. Don't start a new thread on the matter, that's just going to divide the small group of people discussing this already!

EDIT: Oh, and of course K4sh has the latest cheat table on page 67 near the bottom.


Last edited by blake_n on 17 Mar 2016, 19:48, edited 3 times in total.

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PostPosted: 17 Mar 2016, 19:46 
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blake_n wrote:
I think I know what happened K4sh. You didn't actually link to your newest CT on page 67.


You are right. It's updated in my post.

Will investigate if possible to calculate the X and Y ratio outside of the original markers position function.

Enjoy


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PostPosted: 17 Mar 2016, 19:50 
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Thanks K4sh, and I don't think it's necessary to pull that computation out of the loop, especially if it's going to take you on a wild goose chase. It worked fine when I last used your CT, so maybe the UI flicker I experienced was an edge case that only happens when you interact with the cheat table a certain way.

I've got an overclocked i5 6600k by the way, so I don't think it was an issue with a bogged down CPU (I hope).


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PostPosted: 18 Mar 2016, 13:40 
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@blake_n

I don't need a patched exe, i know to patch it by myself, but i don't know how to find/search for new Addresses to fix the Markers, Sonar and The Wind effect !
I know how to add new codes to fix this problems, but i don't know how to find these codes by myself, for that reason i asked for a tutorial.


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PostPosted: 18 Mar 2016, 14:12 
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QuadGore wrote:
@blake_n

I don't need a patched exe, i know to patch it by myself, but i don't know how to find/search for new Addresses to fix the Markers, Sonar and The Wind effect !
I know how to add new codes to fix this problems, but i don't know how to find these codes by myself, for that reason i asked for a tutorial.


I've already posted a hack for markers position and ui size that is working with latest update.
But no, it isn't working with sonar nor the wind effects.

And for explaining what opcodes to look for (at least for markers position), i've already done it few pages earlier.
Good reading.


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PostPosted: 19 Mar 2016, 03:15 
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A fix for 5:4 (1280x1024) would be much appreciated. I've tried everything from the automatic exe editor to editing it myself and it just won't work.


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PostPosted: 19 Mar 2016, 17:04 
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So I got it to work with the lower ultrawide resolition 5760x1080 = AB AA AA 40.
However, it's rather pixelish.

I'd really love to get it to work with my actual resolution, which is 7680 x 1440

I am still confused about that HEX stuff.

64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


?!

I changed it to AB AA AA 40 originally.

So what would be the numbers for my 7680 x 1440 ?

THANKS <3


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PostPosted: 19 Mar 2016, 17:32 
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LarryPerkins wrote:
So I got it to work with the lower ultrawide resolition 5760x1080 = AB AA AA 40.
However, it's rather pixelish.

I'd really love to get it to work with my actual resolution, which is 7680 x 1440

I am still confused about that HEX stuff.

64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


?!

I changed it to AB AA AA 40 originally.

So what would be the numbers for my 7680 x 1440 ?

THANKS <3

The formula you give here was written once by jackfuste to calculate UI Size. It has nothing to do with your game exe patching.
You should read that post and download the tool to help you getting your hexadecimal values to patch.


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PostPosted: 19 Mar 2016, 19:41 
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thanks very much.

Weirdly enough, it still gives out AB AA AA 40 for my resolution although I got black bars on the left and right and the resolution itself is rather lowres.

Any tips for that or is that just what it is then? THANKS!!


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PostPosted: 19 Mar 2016, 20:17 
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Dunno what's wrong. It should work. The resolution in game is set to 7680 / 1440 ?


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PostPosted: 19 Mar 2016, 20:40 
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K4sh wrote:
Dunno what's wrong. It should work. The resolution in game is set to 7680 / 1440 ?


I can only set the ingame resolution to a max of 2560 x 1440 (the max resolution of one monitor).

As I said, it does work over the three monitors with small black bars on either end, however the resolition itself is lackluster.

Everything else is set to max as such (I have 2x 980 Ti SLI).


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PostPosted: 19 Mar 2016, 21:14 
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LarryPerkins wrote:
K4sh wrote:
Dunno what's wrong. It should work. The resolution in game is set to 7680 / 1440 ?


I can only set the ingame resolution to a max of 2560 x 1440 (the max resolution of one monitor).


That's the very first problem you have to deal with. I can easily set my resolution to 5844 * 1080 with my eyefinity setup.
Notice that i set a bezel resolution.


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PostPosted: 20 Mar 2016, 03:39 
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K4sh wrote:
LarryPerkins wrote:
K4sh wrote:
Dunno what's wrong. It should work. The resolution in game is set to 7680 / 1440 ?


I can only set the ingame resolution to a max of 2560 x 1440 (the max resolution of one monitor).


That's the very first problem you have to deal with. I can easily set my resolution to 5844 * 1080 with my eyefinity setup.
Notice that i set a bezel resolution.


I have a 3 monitor setup since yesterday. Had to look up what even bezel means and got it to work with my setup, so thanks ;)
Anyway, I have no clue on where to fix that. Are there multiple instances of the original code (39...) or just one which I have to edit maybe?


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PostPosted: 20 Mar 2016, 09:58 
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There's only one instance of the bytes to be found in the game.
You could try replacing that instance with a higher ratio value.


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PostPosted: 22 Mar 2016, 01:09 
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Can someone help the few 5:4 ratio gamers? I know it isn't widescreen with multiple monitors but there always seemed to be a fix for it. I think the fix differs from the one used to make wider-screen and would like to know.


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foodstuffs wrote:
Can someone help the few 5:4 ratio gamers? I know it isn't widescreen with multiple monitors but there always seemed to be a fix for it. I think the fix differs from the one used to make wider-screen and would like to know.


I'm still waiting for this. Can anyone at least explain how to do this? I really need it I hate those black bars. It was uploaded here for every version except the newest (1.0.8.0).
Thanks :)


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PostPosted: 25 Mar 2016, 13:57 
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shadow97hunter wrote:
foodstuffs wrote:
Can someone help the few 5:4 ratio gamers? I know it isn't widescreen with multiple monitors but there always seemed to be a fix for it. I think the fix differs from the one used to make wider-screen and would like to know.


I'm still waiting for this. Can anyone at least explain how to do this? I really need it I hate those black bars. It was uploaded here for every version except the newest (1.0.8.0).
Thanks :)
foodstuffs wrote:
Can someone help the few 5:4 ratio gamers? I know it isn't widescreen with multiple monitors but there always seemed to be a fix for it. I think the fix differs from the one used to make wider-screen and would like to know.



Did you calculate your resolution ratio with for eg reshex tool ?
With this tool you got your ratio and the hexadecimal bytes to swap with original ratio according to whatever your resolution is typed.


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PostPosted: 26 Mar 2016, 08:56 
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It's the same hex variable that i got in the calculator online when I tried to fix this problem. I've tried pretty much everything i could think of over this games release.


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PostPosted: 28 Mar 2016, 18:58 
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Here is a brand new cheat table that should work with MGS SP with:
- No need to calculate anything (markers fix only).
- Possibility to set custom UI size.
- Possibility to adjust X and Y aspect ratio auto calculated.
- Futur updates (hope so).
- Better efficency.


mgsvtpp_1.0.7.1+.a.zip

You need to download and install Cheat Engine.
Once the game and save are loaded alt+tab back to windows desktop and open the cheat table in Cheat Engine.
Click the computer icon and select the Metal Gear process.

After this, all you have to do is to check the markers fix script.
If you want to customise the UI size, double click the "New UI Size" value.
If you want to customise the fov, check the box and double click the FOV value that will be available after.
If you want to adjust X and Y aspect ratio calculated, double click the respective values.
If you want to undo all the fixes, simply uncheck the relatives checkboxes.

If you change, for some reason, the resolution, uncheck the markers fix box and check it again to have the game fixed again.

Note :
The calculation have been outsourced to the original function so that it will be as less as possible CPU hungry.
The fix should be more efficient.

Prior to use this cheat table you need to patch your game exe file following erkboi excellent tutorial given in page 7 of this thread.
This cheat table may also work with MGO. You have first to edit the scripts and change "mgsvtpp.exe" (without double quotes) everywhere with "mgsvmgo.exe".

Credits goes to Jackfuste for original fixes.


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Okay, so I followed the tutorial from page 7 exactly right but still no change. I still get black bars on top and bottom of the screen. I've changed the "39 8E E3 3F" with my resolution "00 00 A0 3F" (1280x1024). and nothing changed ingame. Any help would be appreciated :)
Btw. thanks K4sh for all the help. You truly are a life saver.


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PostPosted: 29 Mar 2016, 22:05 
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Probably it's some kind of limitation with the engine. It's already bounded to 16/9 aspect ratio. i wouldn't be surprised it is with lowest ratios.
1280 * 1024 is not so common nowadays.


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PostPosted: 30 Mar 2016, 07:37 
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We were able to get it before, there's obviously something being done differently.


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It worked before... I don't get it...


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I'm in the same position as you shadow97hunter - I have big old plasma monitor/display tv (Sony PFM-42X1) and it's native res it 5:4....what I need are jackfuste's files for v1.005 (Page 20 of this thread...3rd post down). But the links are dead :( And I can't find another such files online. As you did I also tried 00 00 A0 3F but it does not work...yet from reading this thread extensively it seems those files from jackfuste did work so there must have been some additional edits made...or maybe a different hex entirely...HEX makes my head hurt anyway...it seems also the fixes being offered for the more recent versions do not work for the 5:4 people wheras they used to on previous versions of the game....can someone confirm this? Please help if you have a bit of knowledge into what could be causing this issue for 5:4 MGSV users! Need true full screen...you know how it is


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SirMan0waR wrote:
I'm in the same position as you shadow97hunter - I have big old plasma monitor/display tv (Sony PFM-42X1) and it's native res it 5:4....what I need are jackfuste's files for v1.005 (Page 20 of this thread...3rd post down). But the links are dead :( And I can't find another such files online. As you did I also tried 00 00 A0 3F but it does not work...yet from reading this thread extensively it seems those files from jackfuste did work so there must have been some additional edits made...or maybe a different hex entirely...HEX makes my head hurt anyway...it seems also the fixes being offered for the more recent versions do not work for the 5:4 people wheras they used to on previous versions of the game....can someone confirm this? Please help if you have a bit of knowledge into what could be causing this issue for 5:4 MGSV users! Need true full screen...you know how it is


Those files worked for me too. I hope someone makes something similar again, until then I guess there's nothing we can do but wait for a good samaritan or something :/


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This is killing me! I waited for the newest patch to launch, which happened to be today, before I re-calibrated the Hex. Downloaded the patch, opened up the .exe, edited what I *thought* I needed to edit, and alas, it doesn't work. Damn it all. They must have changed something. How hard is it to simply include 21:9 aspect ratios? The FOX engine is so beautifully streamlined and optimized already, I just cannot fathom how such an oversight is allowed to continue to be ignored. This game runs like all games should... except without native support for 21:9.


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PostPosted: 08 Apr 2016, 01:53 
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ALazarusEnvy wrote:
This is killing me! I waited for the newest patch to launch, which happened to be today, before I re-calibrated the Hex. Downloaded the patch, opened up the .exe, edited what I *thought* I needed to edit, and alas, it doesn't work. Damn it all. They must have changed something. How hard is it to simply include 21:9 aspect ratios? The FOX engine is so beautifully streamlined and optimized already, I just cannot fathom how such an oversight is allowed to continue to be ignored. This game runs like all games should... except without native support for 21:9.


Single Player or MGO? MGO's fix is working for me.
---
MGO Ultrawide 3440x1440

Here is the 3440x1440 exe for Metal Gear Online 1.11 of April 7th.

Download, remove the "_3440" in the filename and replace the original file - Always keep a backup!
To fix Markers, download Cheat Engine 6.5 and use blake's Cheat Table on page 68. (Install Cheat Ingine > Double click the Cheat Table > Yes > Open Process > select MGO > tick the boxes. Field of Vision is measured by decilaml: 70 degrees = 0.07)

For 2560 please follow this link for instructions and hex editor tool. Rename mgsvmgo to mgsvtpp
http://www.wsgf.org/forums/viewtopic.php?f=95&t=30223&p=160783#p160783


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PostPosted: 08 Apr 2016, 20:18 
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I've tried to set my primary screen to 1280 * 1024 which worked.
Then patched the exe game with 0000A03F bytes then launched the game.
Then i set the same resolution ingame.
And guess what ? Got upper and lower black bars and the display is stretched horizontaly to the entire screen.
For the stretching, it could be some kind of AMD drivers scaling behavior, but yes i have the black bars. Dunno how to fix it.
My cheat table can't do anything for that flaw.


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PostPosted: 09 Apr 2016, 12:43 
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K4sh wrote:
I've tried to set my primary screen to 1280 * 1024 which worked.
Then patched the exe game with 0000A03F bytes then launched the game.
Then i set the same resolution ingame.
And guess what ? Got upper and lower black bars and the display is stretched horizontaly to the entire screen.
For the stretching, it could be some kind of AMD drivers scaling behavior, but yes i have the black bars. Dunno how to fix it.
My cheat table can't do anything for that flaw.


crap :/ well thanks for trying, it was probably screwed up in the last 2 patches. I'm just super curious what happened so that we can no longer play this game in 5:4. It was so simple to do before. thanks again, it seems like i'll reeeeeeealy need to be buyng a 16:9 or 16:10 monitor it's just that the image quality, contrast and colors on CRT-s are unmatched. The only thing that's even close to the CRT quality is OLED and that s*** is too expensive.


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PostPosted: 09 Apr 2016, 16:41 
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Someone could make a CETrainer or teach how to do? It is easier to open the game.


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PostPosted: 09 Apr 2016, 16:57 
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upador123 wrote:
Someone could make a CETrainer or teach how to do? It is easier to open the game.

A cheat table what for ?
I've done one and posted it earlier. It took me several weeks to understand how to achieve what i wanted to.
So best thing to start with is to visit their forum for some tutorials. Good luck.


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PostPosted: 09 Apr 2016, 21:26 
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We aren't looking for a cheat table, we're looking for however to change the hex in the EXE because it seems to differ. The person who made the older modded EXEs could probably share this information if they're around.


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PostPosted: 10 Apr 2016, 03:07 
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I'm only interested in the single player portion of the game, but thank you for the links and info. I'll keep checking this thread periodically to see if there's a SP-specific fix for this latest patch. Actually, now that I think of it, I'm going to check if I'm able to roll back updates for this game through Steam...

... Doesn't look like it. There's an option to (I believe) revert to an older MGO build, version 1.0.2.2, but I don't think that will help me.


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PostPosted: 16 Apr 2016, 23:36 
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For me this patcher still works for 2560x1080.


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PostPosted: 19 Apr 2016, 04:13 
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Anyone have a new walkthrough on how to patch the exe without having to download an exe?

Here is the virus scan results for the one I downloaded from mega.
https://www.virustotal.com/en/file/d501 ... 461031547/


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PostPosted: 27 Apr 2016, 18:18 
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Been trying for about two days now to get a marker fix working for single player at 21:9 3440x1440. It seems that 1.08 has broken everything that has been posted so far. Anyone know of a marker fix for 1.08?


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PostPosted: 27 Apr 2016, 19:04 
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How about my cheat table given earlier in page 70 ?
It should be updates proof.


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PostPosted: 27 Apr 2016, 23:40 
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Yeah, k4sh, that was one of the first ones I tried, no effect, no dice.


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PostPosted: 28 Apr 2016, 05:59 
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Just in case, are you talking about mgo ? If so, that cheat table is for single player only.
Any way, first thing is to patch the game exe. When done, in game you should see the image horizontally expanded to screen width.


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PostPosted: 12 May 2016, 02:01 
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Is there any available fix (resolution AND markers) for the latest version of the game (v1.09) ?


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PostPosted: 13 May 2016, 22:29 
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The Nightbits patcher on Pg.54 still works...just did it.

K4sh, oddly, your cheat table no longer works for the first time...says invalid/null.

http://www.wsgf.org/forums/viewtopic.ph ... &start=530


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PostPosted: 13 May 2016, 22:40 
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Coffinspired wrote:
The Nightbits patcher on Pg.54 still works...just did it.

K4sh, oddly, your cheat table no longer works for the first time...says invalid/null.

http://www.wsgf.org/forums/viewtopic.ph ... &start=530


Ok, strangely :) the game is still on my SDD though i have not played it a while while ago.
Will have a look later and investigate. Stay tuned ...


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PostPosted: 14 May 2016, 10:07 
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ManOzzY wrote:
Is there any available fix (resolution AND markers) for the latest version of the game (v1.09) ?


Hey, so I can confirm the old Jackfuste resolution fixes don't work for 1.09. However, for some reason with 1.09 the hex edit solution of the .exe works just fine, and no stretching! :rockout:


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PostPosted: 21 May 2016, 04:28 
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K4sh wrote:
Ok,
Here is a brand new cheat table that should work with MGS SP with:


Oddly, it says "invalid table". Error loading LUA.

Hmmm.


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PostPosted: 21 May 2016, 10:34 
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Coffinspired wrote:
K4sh wrote:
Ok,
Here is a brand new cheat table that should work with MGS SP with:


Oddly, it says "invalid table". Error loading LUA.

Hmmm.

You need Cheat Engine latest version 64bits to be used with MGS that is a 64 bits process.
When running Cheat engine, you need to open my cheat table and tell cheat engine which process to be attached to. mgsvtpp.exe obviously.
Then, the cheat table should work flawlessly. I have tested it with latest game update with success.


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PostPosted: 23 May 2016, 06:58 
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K4sh wrote:
You need Cheat Engine latest version 64bits to be used with MGS that is a 64 bits process.


Just checking back in to follow up for posterity. I don't want anyone reading the other post, thinking there's a nonexistent problem.

Yup, the fact that I'm a goofus is once again, sadly, confirmed.

Your new table works perfectly...I figured out what you said before you ever replied. I was using the "pinned" link to the other .EXE (the 32-64 one) on my taskbar for Cheat Engine. Using the correct .EXE loads the table works perfectly.

Thanks K4sh :)


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PostPosted: 28 May 2016, 15:49 
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@K4sh Ty works ! Any chance for the WindEffects and SonarEffects ?


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PostPosted: 28 May 2016, 17:29 
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QuadGore wrote:
@K4sh Ty works ! Any chance for the WindEffects and SonarEffects ?


Nope,
I've never noticed any wind effects broken in game.
For the sonar, i had the same problem as the markers but could'nt figure out how to fix it.
I have finished the game a while now and don't plan to look further into it. Try to PM jackfuste. Who knows ...


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PostPosted: 30 May 2016, 00:51 
I just got this game today and have been having a hard time with getting it running nicely on my 2560x1080 monitor, I've been able to set the 2560x1080 resolution with Nightbits patcher and got the markers to fix using the cheat engine process posted by K4sh, however my main problem is the game doesn't look good running at 2560x1080.

It looks like it is running at a 720p equivalent and being upscaled. I have attached photos showing the difference between 2560 and 1920


Attachments:
MGSV-219.jpg
MGSV-219.jpg [ 746.87 KiB | Viewed 4749 times ]
MGSV-169.jpg
MGSV-169.jpg [ 829.33 KiB | Viewed 4697 times ]
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Hi everyone. I just bought MGSV.. and i didn't followed all the topic.
I tought a game like this would have 21:9 support..
Anyway where i have to start to fill the black bars on the screen? Thanks in advice


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PostPosted: 02 Jun 2016, 19:20 
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Using Nightbits patcher the difference in image quality is noticeable between 2560x1440 and 3440x1440. I took screenshot comparing at 100% crop during the beginning hospital scene.

Attachment:
File comment: 100% crop
compare_image2.jpg
compare_image2.jpg [ 38.07 KiB | Viewed 4599 times ]


Unmodded 2560x1440 looks way sharper and crisp than when modded for 3440x1440. Anyway to fix this?

update: manual hex editing using ekrboi instructions on pg7 resulted with same image quality.


Last edited by haruka on 02 Jun 2016, 19:57, edited 1 time in total.

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PostPosted: 02 Jun 2016, 19:46 
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haruka wrote:
Using Nightbits patcher the difference in image quality is noticeable between 2560x1440 and 3440x1440. I took screenshot comparing at 100% crop during the beginning hospital scene.
Unmodded 2560x1440 looks way sharper and crisp than when modded for 3440x1440. Anyway to fix this?


It's best to ask directly in the web forum where you grabed that mod. No ?


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PostPosted: 02 Jun 2016, 19:51 
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K4sh wrote:
haruka wrote:
Using Nightbits patcher the difference in image quality is noticeable between 2560x1440 and 3440x1440. I took screenshot comparing at 100% crop during the beginning hospital scene.
Unmodded 2560x1440 looks way sharper and crisp than when modded for 3440x1440. Anyway to fix this?


It's best to ask directly in the web forum where you grab that mod. No ?


I used Nightbits patch here on pg54 (http://www.wsgf.org/forums/viewtopic.ph ... &start=530) in this web forum thread.

Also, tried following K4sh instruction for patching via hex editor on pg.7 by krboi (http://www.wsgf.org/forums/viewtopic.ph ... 3&start=60).
Same issue with image quality when edited for 3440x1440. Native unmodded 2560x1440 resolution is sharpest. Feels like some graphic settings are ignored or set low when hex editing.


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PostPosted: 02 Jun 2016, 20:03 
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haruka wrote:

I used Nightbits patch here on pg54 (http://www.wsgf.org/forums/viewtopic.ph ... &start=530) in this web forum thread.

Also, tried following K4sh instruction for patching via hex editor on pg.7 by krboi (http://www.wsgf.org/forums/viewtopic.ph ... 3&start=60).
Same issue with image quality when edited for 3440x1440. Native unmodded 2560x1440 resolution is sharpest. Feels like some graphic settings are ignored or set low when hex editing.


If i were you, i would try to change the ratio aimed to patch the game exe file.
eg : your calculated ratio is let's say 5.3. Then try lower or raise a little (converted in little endian hexadecimal obviously).

There is no way i can fix it any way via a cheat table.


Last edited by K4sh on 11 Jun 2016, 10:26, edited 1 time in total.

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PostPosted: 02 Jun 2016, 23:34 
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Alright so what the hell do I need to do to get Metal Gear Singleplayer to work, I do not care about online. The solutions here are spread out all over I don't know what I need to follow or what is correct. What is the .exe I need to download? How can I get the markers fix?

I Love this page but maybe we should keep the latest updated fixes on the first page, something that is easy to follow.

Thank you to anyone who responds.


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PostPosted: 03 Jun 2016, 02:39 
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K4sh wrote:
haruka wrote:

I used Nightbits patch here on pg54 (http://www.wsgf.org/forums/viewtopic.ph ... &start=530) in this web forum thread.

Also, tried following K4sh instruction for patching via hex editor on pg.7 by krboi (http://www.wsgf.org/forums/viewtopic.ph ... 3&start=60).
Same issue with image quality when edited for 3440x1440. Native unmodded 2560x1440 resolution is sharpest. Feels like some graphic settings are ignored or set low when hex editing.


If i were you, i would try to change the ratio aimed to patch the game exe file.
eg : your calculated ratio is let's say 5.3. Then try lower or higher a little (converted in little endian hexadecimal obviously).

There is no way i can fix it any way via a cheat table.


This thread is pretty long. Is there instruction explaining what calculated ratio are? I don't quite follow. I've only read the instructions to hex edit by krboi.


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PostPosted: 03 Jun 2016, 02:55 
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Guest wrote:
I just got this game today and have been having a hard time with getting it running nicely on my 2560x1080 monitor, I've been able to set the 2560x1080 resolution with Nightbits patcher and got the markers to fix using the cheat engine process posted by K4sh, however my main problem is the game doesn't look good running at 2560x1080.

It looks like it is running at a 720p equivalent and being upscaled. I have attached photos showing the difference between 2560 and 1920



I figured it out.

MGSPP defaults to "borderless fullscreen", for some reason the hex edit to support 21:9 introduces degraded image quality like it was upscaled resolution when viewing as 3440x1440. Changing it to another resolution things are crisp and clear again, but you lose 21:9

example 2560x1440 is sharper than 3440.
Attachment:
compare_image2.jpg
compare_image2.jpg [ 38.07 KiB | Viewed 5816 times ]


Now if you change the the video to "Fullscreen" 21:9 is crisp and clear again at full 3440x1440. The problem seems to be with windowed or borderless window mode.


Skylake wrote:
Alright so what the hell do I need to do to get Metal Gear Singleplayer to work, I do not care about online. The solutions here are spread out all over I don't know what I need to follow or what is correct. What is the .exe I need to download? How can I get the markers fix?

I Love this page but maybe we should keep the latest updated fixes on the first page, something that is easy to follow.

Thank you to anyone who responds.


Modding for 21:9
Read ekrboi post pg7 of this thread (http://www.wsgf.org/forums/viewtopic.ph ... 3&start=60)
Alternatively if hex editing is to hard, Nightbits patch automates it for you. Read pg 54 (http://www.wsgf.org/forums/viewtopic.ph ... &start=530)
Needs to be mod/edit again everytime the game updates

Marker fix
Read K4sh post pg 72 of this thread (http://www.wsgf.org/forums/viewtopic.ph ... &start=710)
Needs to be done everytime you load your saved game.


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PostPosted: 16 Jun 2016, 06:07 
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K4sh wrote:
Coffinspired wrote:
K4sh wrote:
Ok,
Here is a brand new cheat table that should work with MGS SP with:


Oddly, it says "invalid table". Error loading LUA.

Hmmm.

You need Cheat Engine latest version 64bits to be used with MGS that is a 64 bits process.
When running Cheat engine, you need to open my cheat table and tell cheat engine which process to be attached to. mgsvtpp.exe obviously.
Then, the cheat table should work flawlessly. I have tested it with latest game update with success.



I'm getting the same LUA error using 64 bit. In fact, I've tried every exe in the cheat engine folder with admin rights, but no luck.


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PostPosted: 03 Jul 2016, 19:43 
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Ommis wrote:
Hi guys!

I'm new here, and created an account just to show you how to fix the resolution and markers. I relied on Ekrboi and Jackfuste to provide me with the completed exe files so I didn't have to do it myself. But when I sat down tonight and really wanted to play the game, they had released a new update (1.0.0.7). Since they hadn't given out the new exe-files, I had to fix it myself. And I was amazed how easy it was! Thanks Jackfuste and Ekrboi!

So I decided to make this post to gather all you need in one place:

1) Download and install Hex editor from here: http://mh-nexus.de/en/hxd/

2) Download and install Cheat Engine from here: http://www.cheatengine.org/downloads.php

3) Download this file:
Attachment:
mgsvtpp_1_007-all.7z


4) Calculate your aspect ratio. Eks: 5760/1080=5.3333333333 (use about 10 decimals to be sure)
Insert that number in the field "value to analyze" here: http://babbage.cs.qc.cuny.edu/IEEE-754/
In the field behind "Binary 32" you get "40 AA AA AB"
Flip the bytes from right to left and get "AB AA AA 40"

5) Open the Hex editor and open "mgsvtpp.exe"
Hit ctrl+F to search for "39 8E E3 3F" (search for "Hex-value" in the datatype dropbox)
Replace this with your hex. In my example: "AB AA AA 40"
Save the file.

6) Start the game, and alt+tab it.

7) Now open the Cheat Engine and open the "mgsvtpp_1_007-all".
You should see a list of: marker fix, marker size fix, Sonar effect fix, and FOV multiplier
Hit the blinking computer in the upper, left corner. Choose "mgsvtpp.exe" and open.

First value should be changed
from
F3 0F 59 0D BD 76 00 FF
to
F3 0F 59 0D C1 76 00 FF
this fixes marker position

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((5760/1080)/1.77777) = 192.008392
So, 64 should be changed to 192.008392

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

8) Now alt+tab back to the game, and voilá! :D


This worked for me, and I really hope that the CT-file works with newer updates as they come out!
If that's the case, this recepie hopefully works everytime :D

Thanks again Ekrboi and Jackfuste!


I followed this guide and it worked I have single player working but it looks like shit and its not fully 5760 x 1080 looks like a very low resolution but so nice on the wider screen.

will this work on MGS online? and how can I make it a higher resorption so it wont look like shit?


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PostPosted: 11 Jul 2016, 22:33 
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Yeah, the newest update (don't know when it came out)...just re-broke the newest Cheat Table from a page or so back...


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PostPosted: 25 Jul 2016, 10:12 
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Sorry to bump up this thread but I'm just wondering if it is still possible to play this game in 21:9?
I tried the OP exe files but that crashed my game (3440x1440 exe)
Or if someone could direct me to the correct page that has a working fix that would be great as well.
Thanks in advance


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PostPosted: 25 Jul 2016, 12:31 
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Hallo guys,
im new here and i have a question about the enemy marker.
I download a Cheat engine Table and open it
but i cant change the value and i cant active it.

Can anyone help me?


Attachments:
File comment: Cheat engine screen
Unbenannt.PNG
Unbenannt.PNG [ 37.21 KiB | Viewed 5098 times ]
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PostPosted: 25 Jul 2016, 13:09 
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Can you show here the script content ?


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PostPosted: 27 Jul 2016, 21:03 
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Hi guys, i have a problem with the metal gear v resolution patch. I play with resolution 1280x1024, In the patch I select that resolution and then put "patch" and select the file mgstpp.exe, then says "the file was patched successfully", but when I entered the game the resolution 1280x1024 still appear with black bars above and below. What am I doing wrong?, maybe the resolution patcher is old version?


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PostPosted: 29 Jul 2016, 08:23 
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Just wanted to say thanks for K4sh/ jackfauste and erkboi? and anyone else for their input that has allowed myself and many others to enjoy this game in ultrawide screen.
I no longer have to play with that constant voice in my head reminding me of the black bars (im on 3440x1440).

You guys are the best and I'll be coming back to WSGF for future games !


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PostPosted: 29 Jul 2016, 10:35 
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jafanz wrote:
Just wanted to say thanks for K4sh/ jackfauste and erkboi? and anyone else for their input that has allowed myself and many others to enjoy this game in ultrawide screen.
I no longer have to play with that constant voice in my head reminding me of the black bars (im on 3440x1440).

You guys are the best and I'll be coming back to WSGF for future games !


Hey Jafanz, do you mean that my latest Cheat table works with latest MGSV update ?
I mean, i cannot test it anymore as i have finished that game a while ago and it's uninstalled.
If so, that's great to see that game's markers routines haven't changed at all.


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PostPosted: 29 Jul 2016, 21:55 
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hey k4sh, as you had mentioned in many posts previously, i just followed erkbois pg 7 tutorial and used your cheat table from pg 70 i think.
I'm assuming the current version is 1.09 and yep, the marker fix works like a charm. I haven't bothered to play with the fov and other things as I still believe in playing the game the way the developers wanted us to (aside from the horrible decision not to support 21:9)

i've only really just started playing the game so i'll keep u guys updated if any future patches render the fixes obsolete.

and haha, didn't u mention that your cheat table was future proof anyway? ;)

edit: for others that might have read this, please bare in mind that i haven't touched MGO and haven't implemented any fixes to test it out. im purely just concentrating on the SP mode


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PostPosted: 29 Jul 2016, 22:19 
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Well, as i said previously, the cheat table should be futur proof, but no one knows if the game developers are willing one day to rewrite the markers routines.
In that case i leave the following development to any brave one of you.


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PostPosted: 01 Aug 2016, 21:06 
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jafanz wrote:
hey k4sh, as you had mentioned in many posts previously, i just followed erkbois pg 7 tutorial and used your cheat table from pg 70 i think.
I'm assuming the current version is 1.09 and yep, the marker fix works like a charm. I haven't bothered to play with the fov and other things as I still believe in playing the game the way the developers wanted us to (aside from the horrible decision not to support 21:9)

i've only really just started playing the game so i'll keep u guys updated if any future patches render the fixes obsolete.

and haha, didn't u mention that your cheat table was future proof anyway? ;)

edit: for others that might have read this, please bare in mind that i haven't touched MGO and haven't implemented any fixes to test it out. im purely just concentrating on the SP mode



PLEASE HELP!!! I STARTED PLAYING THE GAME AFTER A LONG TIME AND NOW WITH THE NEW UPDATE THE GAME HAS REVERTED BACK TO BLACK BARS ETC. NOW I HAVE USED YOUR GUIDE AND GOT IT TO RETURN BACK TO 21:9 SO I AM NOT A NOOB. HOWEVER THE CHEAT TABLE WHICH YOU SAY WORKS, I AM NOT FAMILIAR WITH HOW TO USE THIS PARTICULAR ONE. NORMALLY I JUST CLICK ON THE VALUE AFTER PICKING THE EXE FILE AND SIMPLY CHANGE THE VALUES LETTERS ACCORDINGLY. HOWEVER THIS TIME A ANOTHER POP UP WITH LETTERS AND CODES COME UP. CAN YOU PLEASE TELL ME WHAT TO DO TO GET THE FOV AND MARKERS TO FIX FOR SINGLE PLAYER PLEASE? ANYONE???


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PostPosted: 06 Aug 2016, 14:16 
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K4sh wrote:
Well, as i said previously, the cheat table should be future proof, but no one knows if the game developers are willing one day to rewrite the markers routines.
In that case i leave the following development to any brave one of you.




The cheat table doesn't work for me, please help.I click on fov and that works fine! however how do i get the markers fix to work. I dont know what to enter onto the script. I have a 21:9 3440 1440p monitor. please help I still haven't finished single player! please a simple instruction on what to do. as I said i simple load the script click on markers fix and it doesnt cross to tell me it is enabled. Also the game has been updates to 0.10 version if that helps. I would greatly appreciate it.


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PostPosted: 07 Aug 2016, 00:02 
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are you using k4sh's cheat table? I've got the same specced monitor as you (Acer Predator x34) and I'm also on the same game version 1.10 as well.

from what i've gathered you've already patched the exe to force the 21:9 aspect ratio.
after loading up the game, i open up Cheat Engine (ver. 6.5.1) 64bit then I just open the cheat table that k4sh posted up on page 70.

although when i do load up the cheat table some kind of script error does come up but i just close the notification box and just proceed to tick the marker fix and fov fix too

K4sh wrote:
Here is a brand new cheat table that should work with MGS SP with:
- No need to calculate anything (markers fix only).
- Possibility to set custom UI size.
- Possibility to adjust X and Y aspect ratio auto calculated.
- Futur updates (hope so).
- Better efficency.


mgsvtpp_1.0.7.1+.a.zip

You need to download and install Cheat Engine.
Once the game and save are loaded alt+tab back to windows desktop and open the cheat table in Cheat Engine.
Click the computer icon and select the Metal Gear process.

After this, all you have to do is to check the markers fix script.
If you want to customise the UI size, double click the "New UI Size" value.
If you want to customise the fov, check the box and double click the FOV value that will be available after.
If you want to adjust X and Y aspect ratio calculated, double click the respective values.
If you want to undo all the fixes, simply uncheck the relatives checkboxes.

If you change, for some reason, the resolution, uncheck the markers fix box and check it again to have the game fixed again.

Note :
The calculation have been outsourced to the original function so that it will be as less as possible CPU hungry.
The fix should be more efficient.

Prior to use this cheat table you need to patch your game exe file following erkboi excellent tutorial given in page 7 of this thread.
This cheat table may also work with MGO. You have first to edit the scripts and change "mgsvtpp.exe" (without double quotes) everywhere with "mgsvmgo.exe".

Credits goes to Jackfuste for original fixes.


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PostPosted: 22 Aug 2016, 04:33 
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Also having issues getting the markers to work. I followed this guide as it is really recent,

https://www.youtube.com/watch?v=ke6d8AOXmKg

Followed to the letter but no luck. Any suggestions? Any help would be greatly appreciated.


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PostPosted: 22 Aug 2016, 23:25 
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mgsvtpp_1.0.7.1+.a.zip works fine for me (5760x1080)

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PostPosted: 23 Aug 2016, 01:45 
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ChoGGi wrote:
mgsvtpp_1.0.7.1+.a.zip works fine for me (5760x1080)


Hmmm, that's the one I'm using. Not sure what I'm doing wrong.


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PostPosted: 23 Aug 2016, 02:43 
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All I did was apply the surround hex edit, started the game, waited for it to load into a level, opened the ct file, said no to the lua script, selected mgsvtpp.exe, said yes to keeping list, checked off the three marker options, and then switched back to the game.

@K4sh looks like mega took down your link. I don't have the original zip though, so here's a 7z mirror of just the ct file
https://choggi.org/games/mgsvtpp_1.0.7.1+a.7z

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PostPosted: 23 Aug 2016, 06:15 
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ChoGGi wrote:
All I did was apply the surround hex edit, started the game, waited for it to load into a level, opened the ct file, said no to the lua script, selected mgsvtpp.exe, said yes to keeping list, checked off the three marker options, and then switched back to the game.

@K4sh looks like mega took down your link. I don't have the original zip though, so here's a 7z mirror of just the ct file
https://choggi.org/games/mgsvtpp_1.0.7.1+a.7z


Yeah, i know for the link.
As soon as i realised that the youtuber that linked directly my work with no credit while asking for a donation i removed the link.
It really pissed me off.
It's ok to link new one while not asking for anything.


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PostPosted: 23 Aug 2016, 07:08 
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Ah, sorry I didn't ask first, I just assumed it was mega.

hmm I don't really want some youtuber stealing my bandwidth :)
Anyone else needs the file, I'll pm you a link


Oh, and thank you for taking the time to make the fix (well Jackfuste too of course).

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PostPosted: 27 Aug 2016, 23:15 
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Can someone upload the latest 21:9 fix please? (3440x1440)

all the links are dead.


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PostPosted: 27 Aug 2016, 23:43 
can I have the link mr. choggi? thanks


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Please Link mr. choggi


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PostPosted: 28 Aug 2016, 19:04 
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Here it is :

(files removed)

No link outside of that site please. This is my work and i don't want anyone to link it with a donation invitation.


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PostPosted: 29 Aug 2016, 01:26 
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I've been trying to get the marker fix to get working for a few hours now, but I keep getting an error in Cheat Engine:
Error:[string "aI=getAddressList()
..."]:7: attempt to index a nil value (global 'myMR')
The FOV fix works, but the marker fix does nothing to the markers themselves. I've done the hex editing also. If anyone has any fixes it would be appreciated.


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PostPosted: 29 Aug 2016, 19:02 
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I receive an error as well when attempting to use the CT. Running 3440x1080 (21:9) using the Hex edit but can't get the latest marker and FOV fix working.

Error message is as follows when selecting marker fix:

Error:[string "local syntaxcheck=...
..."]:25: attempt to perform arithmetic on a nil value


Ignore me - I just had to select the TPP exe from the list once I added it rather than browsing to the file each time. Works a treat but I'm yet to work out how to change the FOV to my choosing just yet


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PostPosted: 10 Sep 2016, 11:56 
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Can someone post the updated files for 21:9 2560x1080? And what i have to do patch the game?


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PostPosted: 10 Sep 2016, 19:41 
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Take the hex value from here
http://www.wsgf.org/article/common-hex-values (yours is 26 B4 17 40)
then open mgsvtpp.exe in a hex editor and search for the hex value 39 8E E3 3F
replace and save

That post from K4sh above has the files

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PostPosted: 14 Sep 2016, 07:15 
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Does someone have a 5:4 fix for 1280x1024 people?


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Is there a fix for the markers in verison 1.1?


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First I'd like to say thank you for any assistance in advance.

I have 2 1920x1080 monitors in eyefinity and I am trying to figure out how to fix the markers, wind effects & sonar for the resolution of 3840x1080 (39 8E 63 40 was my hex edit exe number for the resolution).

Regards,

TerminusEst


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PostPosted: 07 Oct 2016, 14:32 
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I'm just wondering, how the hell is it possible to play eyefinity with 2 monitors ?
I mean, crosshair should be located exactly behind the bezel, so not visible.
For your problem, just look back up to 10-13 pages before so that you may obtain any relevant informations.
I've never been able to fix any wind effect nor the sonar. Wind because i never had any specific issues.
Sonar, because it never worked for me.
All that my fix may really help for are the markers position.

Good luck.


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PostPosted: 07 Oct 2016, 20:46 
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Normally I would say go check here:
http://www.wsgf.org/article/common-hex-values
but for good reason (above) nobody uses two monitors, still if you want to... head here:
http://www.wsgf.org/fovcalc.php
put in your res (3840), and get Individual monitor aspect ratio = 32 : 9 or 3.555556
then google for an IEEE 754 converter
https://www.h-schmidt.net/FloatConverter/IEEE754.html
and reverse the result by doubles (convert another res from that common page for an example)

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PostPosted: 12 Oct 2016, 04:47 
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So I just bought this game, after reading up here and watching people playing it perfectly in 21:9 on YouTube. I hex edited my exe, which enabled me to be able to select the 21:9 resolutions. I downloaded CheatEngine and downloaded the file that goes with it. I load my game up till I'm in the world, alt+tab out. Drag the CheatEngine .CT file in and it gives me an error but the cheats still work. I select "Markers" and alt+tab back in and the markers are horizontally aligned but now float vertically. Plus my UI gets squashed and cut scenes now have letter boxing that leaves a gap on the left top and bottom black bars. Am I doing anything wrong or is support broken again because there was a patch for the Definitive Edition yesterday?


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PostPosted: 12 Oct 2016, 12:53 
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Seems to be working fine @ 5760x1080 (48:9).
Hmm it shouldn't give an error, if it asks to run a LUA file say no (not that it should matter).
What do the numbers say for the x/y ratios and the new ui size?

Do your markers look like mine?
Attachment:
markers.jpg
markers.jpg [ 21.28 KiB | Viewed 8265 times ]

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PostPosted: 12 Oct 2016, 18:54 
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So this is what the cut scenes look like
http://i.imgur.com/KzKRnXi.jpg
Shots of the markers
http://i.imgur.com/SOlEjxU.jpg
http://i.imgur.com/8FMXd5N.jpg
UI gets squashed
http://i.imgur.com/9cH27Gr.jpg
http://i.imgur.com/j1libmR.jpg
The error
http://i.imgur.com/sLZegvI.jpg


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PostPosted: 12 Oct 2016, 19:51 
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Well that error is just from how you're starting the cheat, nothing to worry about (settings>general>uncheck ask to run lua scripts). I start it by double clicking the .ct then selecting the exe, but whatever works.

To be honest I've forgotten if the cutscenes had black bars for me, your markers in the second marker shot do look off though
Probably have to wait for someone with a 21:9 monitor to chip in, btw what hex values did you use?

so what do the numbers say for the x/y ratios and the ui size?

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PostPosted: 13 Oct 2016, 01:11 
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"ask to run lua scripts" was never checked. I get the error if I double click the .CT file

The cut scenes don't have any black bars if I don't try and use cheat engine and the UI doesn't squash.

This is what Cheat Engine looks like when it's running http://i.imgur.com/NcWEfVF.jpg

This is the marker before http://i.imgur.com/xwMYqO9.jpg
This is the marker after http://i.imgur.com/1JYKoHT.jpg
See how it's now squished?

Here's a clip of how the markers act when moving https://youtu.be/ZFpZwqGypLk


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PostPosted: 13 Oct 2016, 02:18 
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I only get that error when I click yes to the run lua script popup
Oh yeah I noticed the squishy

Hmm those numbers look a little weird
Attachment:
cheatengine.png
cheatengine.png [ 4.48 KiB | Viewed 5383 times ]


ChoGGi wrote:
btw what hex values did you use?

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PostPosted: 13 Oct 2016, 04:24 
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ChoGGi wrote:
ChoGGi wrote:
btw what hex values did you use?


Missed that. 8EE31840

It's the one for 3440x1440, seems to be fine going up further - I did begin playing at 1440p though and had the issue then.


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PostPosted: 13 Oct 2016, 05:29 
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see if this one works better
B9 AB 17 40

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PostPosted: 13 Oct 2016, 05:49 
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Good news and bad news lol. The good news is that at 1440p it works fine now (so far) using those numbers. The bad news is that I can run the game at 4K ultrawide and they don't work (have the same issues as before) running any resolution higher than 1440p. First world problems hey...

Thanks for your help! Markers line up! I just get to play the game with jaggies :-p


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PostPosted: 13 Oct 2016, 07:46 
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According to your CT picture, your calculated X and Y ratios reveal that your monnitor resolution should be (4434 * 1870).
The calculation may have failed. If so, you can edit X and Y ratios manually by double clicking the values.
For example :
1920 * 1080 => 16 (Ratio Y) * 9 (Ratio Y)
5760 * 1080 (Triple screen) => 48 (Ratio X) * 9 (Ratio Y)

You can easily calculate it yourself depending on your resolution.


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PostPosted: 13 Oct 2016, 11:45 
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K4sh wrote:
According to your CT picture, your calculated X and Y ratios reveal that your monnitor resolution should be (4434 * 1870).
You can easily calculate it yourself depending on your resolution.


I'm using DSR which is supposed to calculate the exact pixel increase. My native resolution is 2560x1080, so DSR 1440p is 3413x1440 and so on.

Edit: Nope you were right, turned off DSR and made a custom resolution of 4434x1870 and it works a treat.


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PostPosted: 28 Oct 2016, 11:33 
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Could anyone help me with markers fix in 1.1 version? Resolution 48:10 5760x1200. I tried latest table from K4sh (thank you for your work) in CheatEngine 6.6 but i received lua error. Thank you for any advice how to fix markers position.


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PostPosted: 28 Oct 2016, 12:17 
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If this is the error
http://imgur.com/sLZegvI
then don't worry about it, you can safely ignore it (when it asks to run the lua script say no).
Did you do the hex edit?

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PostPosted: 29 Oct 2016, 01:40 
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Than you very much for your advice.


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PostPosted: 29 Oct 2016, 01:59 
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I've never seen that kind of lua script error so far while using my script.
Must be an error when trying to launch CT prior to game.


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PostPosted: 29 Oct 2016, 23:34 
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I've the same error all the time. Regardless of sequence of operation (what is launched first). Anyway - thank you for your work and efforts.


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PostPosted: 30 Oct 2016, 05:58 
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If you start CE after the game is running, then attach CE to the MGS exe, and then open the script; that error shouldn't happen

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I don't know what happened but I followed these steps in this thread and I'm getting mail bombed. My gmail account has been hacked


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PostPosted: 06 Nov 2016, 14:56 
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What this has to do with a cheat table ?
Is this some kind of troll ?


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PostPosted: 06 Nov 2016, 22:28 
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Seems like a poor attempt at trolling?


@polorsport don't give your password out to random people, use different passwords for different services, and think about enabling 2fa authentication for your gmail (and other) account...

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PostPosted: 29 Nov 2016, 13:41 
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Hi.

I bought this Game and it is on v1.10 and I dont find anything in the Hex Editor like 39 8E E3 3F.
And the FOV and Marker Fix isn't working, too. Can someone help me and list some links that will work with v.1.10?


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PostPosted: 29 Nov 2016, 13:47 
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Link given in page 76 is the latest fix version available. There will be no more update of that Cheat Table whether it's still working or not.


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PostPosted: 29 Nov 2016, 16:40 
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@Floppy are you searching by hex or by string?

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PostPosted: 01 Dec 2016, 18:52 
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Cheat Engine is working...so that is solved.

@ChoGGi I am searching with hex.

And by the Way is the 21:9 fix working for Scopes in the Game? Sniper or ACOG? Because in Fallout 4 it wasn't.


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PostPosted: 01 Dec 2016, 19:52 
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I just tried it on the latest version and it's working fine
before:
Attachment:
File comment: mgsvtppHEX1
mgsvtppHEX1.png
mgsvtppHEX1.png [ 7.27 KiB | Viewed 4718 times ]

and after hex edit:
Attachment:
File comment: mgsvtppHEX2
mgsvtppHEX2.png
mgsvtppHEX2.png [ 6.93 KiB | Viewed 4714 times ]

if you can't use search then you should be able to use goto and enter that offset on the left side (blue text)

That AB AA AA 40 is for 5760x1080 replace with your value

Edit: yeah scopes work


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Now the funny part....I can't find it in my mgsvtpp.exe but in my msgvtpp.exe.backup.

Now is the Question how can I use this backup instead of the one i am using...


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That kinda sounds like you found and replaced it already, has it been changed to the hex value you need?

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PostPosted: 01 Dec 2016, 22:45 
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I changed it...now my Steam says
Could not start game (invalid platform) I just want to play :(


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What happens when you double click the exe to start it?

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Now it works, but the Scope isn,t ok like u told me ...


Attachments:
20161201231919_1.jpg
20161201231919_1.jpg [ 635.68 KiB | Viewed 5000 times ]
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Better to have the proper ratio then be stretched out :)

Edit: btw Floppy I'm going to assume your 21:9 monitor is a new purchase, pretty much no game support overlays with ultra-wide (rain, blood, smoke effects and so on). Now that 21:9 displays are getting popular maybe developers will take the time to improve upon overlays.

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Could someone please please please help me with making a 5:4 (1280x1024) executable? I've been slaving away at the EXE with hex edit for some time trying to find different solutions but with no personal success so far.

I know it isn't widescreen but I'm stuck with a 12 year old monitor currently.


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PostPosted: 03 Dec 2016, 21:27 
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Use those images I posted on the previous page as an example and swap AB AA AA 40 for 00 00 A0 3F

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That's the first thing I tried but sadly no results. The only times it has worked is when I used an EXE someone else has made. There has to be something else to it than just that value.


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Hmm you could be inserting rather than overwriting the values? You're not copying and pasting right? you're typing in the values?
Of course other than the hex edit you do need the cheat engine script to fix the marker positions.

Edit: This should give you a patched file with the correct hex values (for any mods here, it's a bin patch not the exe, 100MB is too much for me to bother uploading).
https://choggi.org/games/mgsvtppBinpatch.7z
Just extract it to steamapps\Common\MGS_TPP and run the batch file.
This won't work on updated version of MGSV, so you should learn to edit files.
I'm not sure what hex editor you use, but HxD is a decent one https://mh-nexus.de/en/hxd/

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Hello all. Just made an account to say thank you to everyone for all the work they've put in(!) and to ask a few questions.

I am on the current version of MGSV:TPP (1.10) and only care about TPP; MGO isn't relevant to me. I'm running Win10 64-bit (if that't relevant), and my resolution is 5915x1200 (3x16:10 with bezel corrected nVidia Surround). This is my first time trying to edit a game like this, and using Cheat Engine in particular so it's entirely possible I just made silly mistakes.

I edited the hex values for my aspect ratio without a problem. However, I'm having difficulty with the markers and scopes. I downloaded Cheat Engine (6.6) and used the CT posted by k4sh on page 70 of this thread. Markers are now locking horizontally as they should, but still float around vertically. Also, when using a scope or binoculars the world sticks out around the edges, and the shape of the scope is ovular. Another problem I'm having that I haven't seen anyone else post about is my fps dropped from 60 to 20-30 after changing the hex values. Is this common?

I'm also posting a picture of my Cheat Engine window. Let me know if I'm simply using Cheat Engine wrong. Thanks!

EDIT: Sorry. Meant the CT posted in page 76 not 70. The new link after the issue with the youtuber.


Attachments:
CE.jpg
CE.jpg [ 114.08 KiB | Viewed 5439 times ]
20161204235547_1.jpg
20161204235547_1.jpg [ 635.06 KiB | Viewed 5466 times ]

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Resolution: 5760x1200 (nVidia Surround)
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foodstuffs wrote:
I'm definitely doing it right.
That is the correct hex value, dunno maybe MSGV just doesn't work with 5:4, hopefully someone else will chime in?
btw what does it look like?

yahway666 wrote:
I'm also posting a picture of my Cheat Engine window. Let me know if I'm simply using Cheat Engine wrong. Thanks!
Something's wrong, the values for CE aren't showing up properly.
Image
^ That's what it looks like for me with a 5.333333 (48:9) aspect ratio

I guess the ?? means it can't find the memory address? It does look like you've set it up correctly, not sure why you're getting the ??
I assume you used 9A 99 99 40 for the hex edit? Try using BC BB 9D 40 (since you're using a funky res you need to calculate the correct aspect ratio and convert it over).

yahway666 wrote:
Another problem I'm having that I haven't seen anyone else post about is my fps dropped from 60 to 20-30 after changing the hex values. Is this common?
Going from 1920x1200 to 5915x1200 would make you lose some FPS.

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Last edited by ChoGGi on 05 Dec 2016, 07:56, edited 1 time in total.

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yahway666 wrote:
I'm also posting a picture of my Cheat Engine window. Let me know if I'm simply using Cheat Engine wrong. Thanks!
Something's wrong, the values for CE aren't showing up properly.
Image
^ That's what it looks like for me with a 5.33333 (48:9) aspect ratio

I guess the ?? means it can't find the memory address? It does look like you've set it up correctly, not sure why you're getting the ??
I assume you used 9A 99 99 40 for the hex edit? I doubt it'll help, but you could try without bezel correction?

yahway666 wrote:
Another problem I'm having that I haven't seen anyone else post about is my fps dropped from 60 to 20-30 after changing the hex values. Is this common?
Going from 1920x1200 to 5915x1200 would make you lose some FPS[/quote]

I was playing with bezel correction awhile back and turning it off caused my fps to hit 10 on all my steam games for some reason (only steam though. it was weird). So I think i have to keep it on? I guess I could try messing with it again. Anyway, I did the math and plugged it all into one of the IEEE-754 converters and got a custom hex value for my aspect ratio. Using 9A 99 99 40 left about an inch of black on either side.

My resolution setting was always 5915x1200 though. I thought that the game was already rendering the stuff off camera (since all those objects still exist and are still moving) and all changing the hex value did was increasing the amount that was actually displayed? I didn't realize this actually changed the resolution.

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PostPosted: 05 Dec 2016, 07:59 
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Not sure how you got 9A 99 99 40?
http://www.wsgf.org/fovcalc.php
gave me 4.929167
then https://www.h-schmidt.net/FloatConverter/IEEE754.html gave me
BC BB 9D 40

I edited my post above after you replied I think, so try that hex value

Edit: "I was playing with bezel correction awhile back and turning it off caused my fps to hit 10 on all my steam games for some reason (only steam though. it was weird). So I think i have to keep it on?"
Not sure why turning off bezel correction would lower your FPS, technically it would have slightly less to render so it should be faster

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ChoGGi wrote:
Not sure how you got 9A 99 99 40?
http://www.wsgf.org/fovcalc.php
gave me 4.929167
then https://www.h-schmidt.net/FloatConverter/IEEE754.html gave me
BC BB 9D 40

I edited my post above after you replied I think so, try that hex value



That's the hex value I had already calculated. That part seems to be working fine. My issues are coming up when I try to use CE for the marker fix.

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Okay then, you want to run through the steps you take to apply the cheat table?

You shouldn't normally need to be this cautious about starting it, but
start MSGV and let it load into a level, alt-tab out, start CE, click the pulsating button, select mgsvtpp.exe, drag and drop mgsvtpp_1.0.7.1+.CT on the window, click markers fix and it should hopefully show your aspect ratio.
Oh not sure if it matters, but run it as admin?

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ChoGGi wrote:
Okay then, you want to run through the steps you take to apply the cheat table?

I downloaded the CT from k4sh on page 76. Then I installed CE 6.6. I open the CT using CE (ignoring the pop up about lua that was posted about earlier). After that I open MGS (hex value has already been edited). After loading my save and entering the world I Alt-Tab back to CE and click the flashy computer icon to attach to the MGS process, and then check the boxes with the scripts. Then everything gets all funky and the only thing that gets fixed is the markers now lock horizontally.

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I have to go to bed now (work in the morning). Thanks for your help! I'll take another crack at this tomorrow evening (probably 16 hours from now)

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yeah :)
goodnight

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jaskfust made an EXE that worked for me. I believe it's about editing other values because while this fix enables widescreen, it doesn't seem to allow for the opposite.

It looks like 1280x1024 brought down to 1280x800 with letterboxing. Changing the hex value does nothing and has never done anything.

I happen to have an EXE that worked at some point. It worked for 1.071 or something like that. If you think it would help by posting it I'll put it up...


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PostPosted: 06 Dec 2016, 00:22 
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If you have the original exe from that release as well, then there is a slight chance I could do something.

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Just for the shits and giggles I turned off bezel correction and recalculated all my stuff. Suddenly it works perfectly? Not sure why the numbers just being a few decimals off would change everything, but hey whatever works. Thanks for all your help guys! I'll post updates in this thread as the game patches since I intend to continue playing for a good long while (I'm filthy FOB addict).

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http://accessories.us.dell.com/sna/prod ... u=320-0697

this is my current monitor... maybe there's something wrong with my resolution calculation? jackfuste hasn't been online all year and he's the only one who made a proper EXE


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Hello guys,

Anyone here knows how to uninstall the Nightbits patch?!? Can't find anything on his post, just the installation instructions. Thanks!


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PostPosted: 09 Dec 2016, 20:10 
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Just get Steam to verify the files?

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Can someone make a 5:4 .exe (1280x1024) please? I've already done it and apparently the right way but maybe something isn't being saved right due to the program I use or something.


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I found a solution through being smart and cross referencing old EXEs that jackfuste made to find the line where the resolution change is made and low and behold I found out how to fix it.

He replaced not only the value you guys replace to get wide-r screen but also two sets that come before it with the same 00 00 a0 3f that I use.


It works now.


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PostPosted: 20 Dec 2016, 02:40 
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trying to get phantom pain to work in 3440x1440 (steam) and this patcher crashes as soon as I hit patch button after selecting the resolution. I have tried running as admin, and in compatibility mode (running it in game dir). Nothing works.

Anyone know of a way to get TPP working in 3440x1440 currently?

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Which patcher? The current method is hex editing the exe and running a cheat engine script to fix the HUD.

Edit:
instructions for CE: http://www.wsgf.org/forums/viewtopic.php?p=165768#p165768
for Hex edit: http://www.wsgf.org/forums/viewtopic.ph ... 80#p160680
http://www.wsgf.org/article/common-hex-values

I've PM'd you a download link to the CE file (if you can't find it)
If you're having troubles read the last few pages for tips

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PostPosted: 27 Dec 2016, 08:37 
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Game is absolute good and have more then 200H playtime but it suck hard not having 21:9 support.I ve been reading these pages and,Hex editing and that cheat engine is very hard terms for me. Can some lovely person PM me for detailed instructions. (Assuming i will buy from STEAM so lastest patch).Thanks for future help :)

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PostPosted: 28 Dec 2016, 07:26 
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Quote:
Easy method:
For some resolutions you can just use this patcher by NightBits
https://github.com/NightBits/NightBitsM ... atcher.exe
For a list see: http://www.wsgf.org/forums/viewtopic.ph ... 71#p163771

Then grab a copy of mgsvtpp_1.1.0.0.CT.7z from below, and use F1/F3 to toggle fixes in-game


1. Open *\steamapps\common\MGS_TPP\mgsvtpp.exe in hex editor (back it up first).

2. Search for 39 8E E3 3F (in hex).
Attachment:
File comment: SearchHex
SearchHex.png
SearchHex.png [ 18.8 KiB | Viewed 19697 times ]

3. Replace 39 8E E3 3F with the value for your resolution (using AB AA AA 40 for 5760x1080 in image).
Make sure you replace the values, don't add them (if the file sizes are different you did it wrong).
For other resolutions see: http://www.wsgf.org/article/common-hex-values
Attachment:
File comment: mgsvtppHEX1
mgsvtppHEX1.png
mgsvtppHEX1.png [ 7.27 KiB | Viewed 19707 times ]
Attachment:
File comment: mgsvtppHEX2
mgsvtppHEX2.png
mgsvtppHEX2.png [ 6.93 KiB | Viewed 19698 times ]
The offset on the left may be different if the exe is a different version (you can ignore it).

4. Save the file, close the HEX editor, and start the game.
5. When the game has loaded into a map; Alt-Tab and run Cheat Engine (CE).
6. Press the pulsating red/green button, and select mgsvtpp.exe.
7. Drag and drop mgsvtpp_1.0.7.1+.CT on the CE window.

8. Select the checkbox next to Markers fix, when it expands select the next three checkboxes. It should look something like:
Attachment:
File comment: CheatEngine
CheatEngine.png
CheatEngine.png [ 4.48 KiB | Viewed 19700 times ]
If it looks like:
Attachment:
File comment: WrongCE
WrongCE.png
WrongCE.png [ 14.04 KiB | Viewed 19706 times ]

Then try it without DSR.

9. Alt-Tab back into the game and enjoy.



If you can't find the download link to the CE file:
https://choggi.org/games/mgsvtpp_1.0.7.1a.7z
Please do not link to this file, link to this thread/post.

I didn't create it, I'm just hosting a copy.
Please give credit where credit is due (K4sh/Jackfuste/ekrboi).
http://www.wsgf.org/forums/viewtopic.ph ... 68#p165768
http://www.wsgf.org/forums/viewtopic.ph ... 80#p160680


Edit: New version of the CT file edited by NewMNT (has weather overlay fixes and uses F1/F3 to toggle):
https://choggi.org/games/mgsvtpp_1.1.0.0.CT.7z
Please do not link to this file, link to this thread/post.

http://www.wsgf.org/forums/viewtopic.ph ... 86#p168386
in-game press F1 to enable, and F3 to disable. You don't need to fiddle with the checkboxes anymore.
There is also a standalone exe in the above link if you don't need to change FOV.

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Last edited by ChoGGi on 27 Jun 2017, 05:37, edited 14 times in total.

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PostPosted: 03 Jan 2017, 16:08 
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ChoGGi wrote:
1. Open *\steamapps\common\MGS_TPP\mgsvtpp.exe in hex editor (back it up first).

2. Search for 39 8E E3 3F (in hex).
Attachment:
SearchHex.png

3. Replace 39 8E E3 3F with the value for your resolution (using AB AA AA 40 for 5760x1080 in image).
Make sure you replace the values, don't add them (if the file sizes are different you did it wrong).
For other resolutions see: http://www.wsgf.org/article/common-hex-values
Attachment:
mgsvtppHEX1.png
Attachment:
mgsvtppHEX2.png
The offset on the left may be different if the exe is a different version (you can ignore it).

4. Save the file, and start the game.
5. When the game has loaded into a map; Alt-Tab and run Cheat Engine (CE).
6. Press the pulsating red/green button, and select mgsvtpp.exe.
7. Drag and drop mgsvtpp_1.0.7.1+.CT on the CE window.

8. Select the checkbox next to Markers fix, when it expands select the next three checkboxes. It should look something like:
Attachment:
CheatEngine.png
If it looks like:
Attachment:
WrongCE.png

Then try it without DSR.

9. Alt-Tab back into the game and enjoy.



If you can't find the download link to the CE file:
http://choggi.org/games/mgsvtpp_1.0.7.1+a.7z

Please do not link to this file, link to this thread.
I didn't create it, I'm just hosting a copy.
Please give credit where credit is due (K4sh/Jackfuste/ekrboi).
http://www.wsgf.org/forums/viewtopic.ph ... 68#p165768
http://www.wsgf.org/forums/viewtopic.ph ... 80#p160680


Ok thanks i managed it but can i CLOSE the APP after done it eats memory and CPU usage ?

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You can close the hex editor as soon as you've saved your edit, CE needs should to be kept running (until you close MSGV).

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This cheat table has been developed so that it should not required lots of memory and CPU usage.
It has never behaved that way for me.

You can check Both the markers fix and fov fix and edit them as you wish. Once this is done, you can close the Cheat engine as the new routines will have been injected.
But, if for some reason you want to undo the fixes (by unchecking) you should not be able to as loading again the cheat table will not allow you to do so.

So i suggest leaving the program running in background.


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PostPosted: 05 Jan 2017, 14:46 
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K4sh wrote:
This cheat table has been developed so that it should not required lots of memory and CPU usage.
It has never behaved that way for me.

You can check Both the markers fix and fov fix and edit them as you wish. Once this is done, you can close the Cheat engine as the new routines will have been injected.
But, if for some reason you want to undo the fixes (by unchecking) you should not be able to as loading again the cheat table will not allow you to do so.

So i suggest leaving the program running in background.


Thanks for help very appreciated. Also what does CE exactly do ? I tried ON / OFF did not notice anything. Lastly I downloaded mgsvtpp_1.0.7.1+a (1).7z choggi provided is it optimized for 3440x1440 ? Thanks and sorry for noob questions :oops:

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PostPosted: 05 Jan 2017, 17:24 
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The CE table aligns the markers over people/objects, and adjusts the FOV (if you pick that option).
It's for any resolution (though I don't think 4:3 works too well).

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PostPosted: 05 Jan 2017, 18:56 
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The cheat table optimise the markers for your game resolution. It is a fix as enabling widescreen in game (larger than 16/9 ratio) will make the game markers go crazy and float anywhere.
The fov toggle is only there to allow you to modify your viewing angle. It is not a fix.

The fix provided with the cheat table retrieves the memory adress where relevant informations are stored.
Thus, these informations will be used in a new code injected into the game. This new code is only a couple of bytes more than the orginal code.
It should have no impact on your framerate or anything else.
To enable the fix, an extra memory allocation is done. It's only a few kilo bytes. Nothing that you should fear about regarding the memory quantity embedded in computers nowadays.


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PostPosted: 06 Jan 2017, 13:51 
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K4sh wrote:
The cheat table optimise the markers for your game resolution. It is a fix as enabling widescreen in game (larger than 16/9 ratio) will make the game markers go crazy and float anywhere.
The fov toggle is only there to allow you to modify your viewing angle. It is not a fix.

The fix provided with the cheat table retrieves the memory adress where relevant informations are stored.
Thus, these informations will be used in a new code injected into the game. This new code is only a couple of bytes more than the orginal code.
It should have no impact on your framerate or anything else.
To enable the fix, an extra memory allocation is done. It's only a few kilo bytes. Nothing that you should fear about regarding the memory quantity embedded in computers nowadays.


Roger that Today i noticed this is this common or not ? Thanks Image

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I assume this flaw is seen when wind is blowing.
I couldn't reproduce it myself. Using and understanding jackfuste original fix i didn't see any improvement by including it in my cheat table.
So i decided to remove that fix from it.
Sorry but you'll have to deal with it.


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K4sh wrote:
I assume this flaw is seen when wind is blowing.
I couldn't reproduce it myself. Using and understanding jackfuste original fix i didn't see any improvement by including it in my cheat table.
So i decided to remove that fix from it.
Sorry but you'll have to deal with it.


is that something FIXable by you / or you didnt understand to solve it i really dont understand what u meant It would be perfect if this border is gone too :mrgreen:

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All of the features in my cheat table come from the member jackfuste that is the only one that understood where to look for.
It is machine language and i don't know where to look for.
Understanding what he found, i made this cheat table to make the fix automatic so that the end user will have to do less and to be update proof also.
Game is not on my HDD anymore and i don't intend to work on it anymore.


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PostPosted: 06 Jan 2017, 18:12 
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K4sh wrote:
All of the features in my cheat table come from the member jackfuste that is the only one that understood where to look for.
It is machine language and i don't know where to look for.
Understanding what he found, i made this cheat table to make the fix automatic so that the end user will have to do less and to be update proof also.
Game is not on my HDD anymore and i don't intend to work on it anymore.


I understand now and you are great person ( choggi too) for making game 10x better :)

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I've been having problems with the sonar and dust effect in the desert having a border where the effect cuts off,
so I've tried my luck editing one of K4sh's files with the sonar fix. I think I've fixed both issues.

The only things that needed to be changed were the addresses (which I found using the memory scanner in cheatengine), all values are the same as jackfuste's latest fix (edit: actually I was wrong on that, there was a slight difference, but enough was the same to find what I was looking for).


Last edited by NewMNT on 10 Jan 2017, 00:11, edited 2 times in total.

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happyingaloshes wrote:
sorry for ressurect this topic, but the 21_9_marker_fix_1_071 are still working?
i cant make it work...


I've edited k4sh's fix to include sonar and wind effect fix. It's just above your post.
It has the earlier less dynamic scaling marker fix by k4sh (works close to the same as the fix by jackfuste), but that seemed to work best for me with dsr.

Edit: this requires cheat engine however. But I can upload a standalone exe if you wish that doesn't require you to have cheat engine.

Edit 2: Here is the standalone version (files removed)

Hotkeys
F1 enables fixes
F3 disables fixes
F2 enables FOV correction
F4 disables FOV correction


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Good job NewMnt.
Thank you for crediting all of us ;)
Your fixes for Sonar and Wind effect are not futur updates though.
Either you come here with new fixes for these bugs either you can make them futur proof.
You can make an AOBscanmodule in your script to look for wildcards bytes instead of known one.
eg in your sonar effect fix with the original code :
define(bytes,F3 0F 5E A9 0C 01 00 00)
0C 01 00 00 is the offset applied to the rcx registry to retrieve the final RAM adress that will be used to be multiplied with the xmm5 registry.
These bytes may be found with wildcards also.
However, an aobscanmodule has to return only 1 currency otherwise, it won't be able to apply fix and thus will fail.

Look at this other fix syntax :
aobscanmodule(Markers_Position,mgsvtpp.exe,F3 0F 59 05 ?? ?? ?? ?? F3 0F 59 0D ?? ?? ?? ?? 0F 2F C1) // should be unique
You may do the same with this one :
aobscanmodule(Sonar_effect,mgsvtpp.exe,F3 0F 5E A9 ?? ?? ?? ??) // should be unique

Same can be done with wind effect script.
If, for some reasons, the futur updates change so that more than one currency is found with the aobscanmodule, you can look for other bytes before the one you look for in your script and incorporate them in your scan.

Other problem is your executable.
Don't forget to mention that most of the AV software will see it as a virus as it injects code.
Also, your executable doesn't allow end user to change their X and Y ratios calculated by the script.
Normally, it should calculate and work well in game, but sometimes, it fails in fixing the markers bug.
For that reason i decided to leave the ability to change these values by increasing them for example.
Moreover, your executable doesn't allow to modify the FOV value as there is no input text to do so.


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Thanks for the feedback. At the moment I was only concerned about changing known values, but I will try what you suggested. The CT file is available if anyone wants to adjust those values to preference.

I can see how the fov setting would be useless with the executable. This exe was made to make it convenient for using with a batch file to have it open at the same time the game starts, and then use nircmd to automatically close it on game exit.

Edit:
Following K4sh's advice here is the new version.

21_9_marker_fix_1_10+ Changes:

-Used aobscanmodule method for detecting where to apply fixes for sonar and wind effect, hopefully this will give some level of forwards compatibility with future game patches.

-Renamed fix to match the current version number of the game.


Cheat Table file:
(files removed)

Standalone version (fixes only no fov adjustment):
(files removed)


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Great job NewMNT. 5 posts in this forum and already a contribution. Nice

I looked at your scripts and i don't understand the wildcards you choosed with your sonar and wind effects.
For the sonar i see 0F as a wildcard. If related to rcx register it may be useful. But the 00 00 wildcards ? Well, i don't see the point here.
Same goes for win effect script. this time, you choosed the 0C 01 bytes. The last four bytes are related to the offset applied in the code. All of these 4 bytes should be wildcards.


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K4sh wrote:
Great job NewMNT. 5 posts in this forum and already a contribution. Nice

I looked at your scripts and i don't understand the wildcards you choosed with your sonar and wind effects.
For the sonar i see 0F as a wildcard. If related to rcx register it may be useful. But the 00 00 wildcards ? Well, i don't see the point here.
Same goes for win effect script. this time, you choosed the 0C 01 bytes. The last four bytes are related to the offset applied in the code. All of these 4 bytes should be wildcards.


Actually I don't think I should have used wild card cards at all for those values, as the bytes don't seem to have changed at all between v1.06 to v1.10. I was trying to make only one occurrence of the value come up during scan by replacing wild cards with values until only one result showed, but it's hard to predict where these values will change in future versions without understanding machine code so I just assume values for something like the sonar fix will always be F3 XX 5E A9 XX XX XX XX and fill in bytes until I get one occurrence.

On versions 1.007 to 1.04 the value for sonar was longer F3 XX XX 5E 81 XX XX XX XX (in all versions 5E is the value that needs to be changed), with values F3 XX 0F 5E XX 0C 01 00 00 always being constant across versions. The wind effect is the only one that didn't change at all across 1.007- 1.10, but the chunk of data it's attached to is loaded twice in memory so there are always two occurrences, for now my fix edits only the first address which seems to work.

Just for the record I'm not a programmer. I'm just a gamer that happens to have an ultra-wide monitor and wants perfect support in this game.


Last edited by NewMNT on 10 Jan 2017, 15:58, edited 1 time in total.

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PostPosted: 10 Jan 2017, 15:56 
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The orignal code that says mulss xmm5 should not change. The memory adressed by rcx register plus offset may change.
If more than one occurence is found then your CT may fail in future update as it may not predict which occurence will be found first and processed.
You can eliminate the unwanted one by having a byte scope scan larger with ones that come before your actual sequence.

But it's up to you. It's only an advise ;)


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PostPosted: 10 Jan 2017, 16:34 
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I've tried larger until I get only one occurrence, Any advice for this in terms of wildcards?

C7 44 24 28 00 00 80 BF C7 44 24 2C 00 00 80 3F C7 44 24 30 00 00 80 BF F3 0F 5E AA 0C 01 00 00 C7 44 24 34 00 00 80 BF C7 44 24 38 00 00 80 3F C7 44 24 3C 00 00 80 3F F3 0F 5E F0 31 C0 0F 28 D6 0F 28 DD 0F 28 CF 48 83 C0 04 48 83 C3 10 F3 0F 59 54 04 2C F3 0F 59 5C 04 1C 0F 28 C7 0F 28 E3 F3 0F 59 D5 0F 14 E7 0F 14 D7 0F 14 E2 0F 28 D4 0F 28 C4 0F 28 CC 0F C6 D4 AA 0F C6 CC 55 0F C6 C4 FF 0F 59 52 50 0F 59 42 60 0F 59 4A 40 0F 58 D0 0F C6 E4 00 0F 59 62 30 0F 58 CC 0F 58 D1 0F 29 53 F0 48 83 F8 10 7C 94 0F


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PostPosted: 10 Jan 2017, 17:14 
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That's too much.
you should not need to look for such bytes count in your aobscan.
The original code to replace is only 8 bytes. Only few bytes before or after the orignal should be added to aobscan to expect a unique occurence.
Attaching Cheat Engine to the Metal Gear process, there is a shortcut you can use to execute aobscan to see if you're good or not.

Shortcut (CTRL+ALT+L)

Then type in the window

results = AOBScan('YYYYYYYYYYF3XX5EA9XXXXXXXX')
if results then print('results count: '..results.Count)
end
results.destroy()

Where XX are wildcards and YY are the bytes found before the original sequence.
eg : results = AOBScan('F3OF5EA9OFF3XX5EA9XXXXXXXX')

To see bytes before original code you have to do an array search and type F3 0F 5E A9 0C 01 00 00 (original sonar sequence).
Then browse for memory to see opcodes with bytes related.


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PostPosted: 12 Jan 2017, 08:07 
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For the wind effect using

Code:
results = AOBScan('30000080BFF30F5EAAXXXXXXXX')
if results then print('results count: '..results.Count)
end
results.destroy()


I still get 2 results for that, where would I go from there? If I can't refine the search anymore without using too many bytes. It seems more than a few things are duplicated in memory.

Would it be advisable to make another script that executes after the first to scan and fix the second occurrence?


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PostPosted: 12 Jan 2017, 09:30 
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If you browse memory region for both results, the opcodes (machinge language) are the same before and after the sequence ?

Can you post the memory browse window screenshot here for both occurences ?


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PostPosted: 12 Jan 2017, 10:02 
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The addresses are 14357996E(the working one) and 14358ADEE (duplicate)

Edit: Changed the link to a download because the photo site was resizing the image to unreadable levels.


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PostPosted: 12 Jan 2017, 10:33 
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I didn't realise how close and large were these two functions.
It's more interesting to do an aobscan looking backward for wildcards and bytes.
But that won't be easy as looking for bytes backward will introduce other opcodes with offset and register that may change more or less in futur updates.

At that point i suggest asking how to perform and process an aobscan with two results and large opcodes similar in cheat engine forum.
This is beyond my skills.


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PostPosted: 12 Jan 2017, 10:37 
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Thank you so much, you did great i downloaded the fix as soon as possible and its working great ( the one you updated after your first file pg 84.). Do I need to update your FIX further ? or its safe to use 24/7 ? :rockout:

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It should work just fine on the current version of the game, no further updates at the moment. We're just discussing about how to make the fix more future proof, so that it won't need updating each time a new patch comes out.

If you're talking about leaving it open all the time, it shouldn't effect anything other than this game. I would say if you play multiplayer games at all, I wouldn't leave it running in the background, but that's just me being cautious.


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PostPosted: 27 Jan 2017, 16:03 
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Hi, how do I use the exe? Would be very nice to not have to start the game, start cheatengine, apply the fixes and then game every time I want to play. Thanks for your work non the less! I stopped playing the game when I noticed those annoying sections when weather effects or something were active. I can play again! Thanks!


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PostPosted: 28 Jan 2017, 10:24 
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Garwinski wrote:
Hi, how do I use the exe? Would be very nice to not have to start the game, start cheatengine, apply the fixes and then game every time I want to play. Thanks for your work non the less! I stopped playing the game when I noticed those annoying sections when weather effects or something were active. I can play again! Thanks!


The exe includes cheatengine and the cheat table all in one file. You just start it first and when you're in game press F1 to enable fixes, or F3 to disable fixes. The exe doesn't apply the fov fix though, because the value must be set manually in cheatengine and the exe has no way to input values.

The F1 and F3 keys should work in the regular cheatengine CT file version you're using now, but fov still must be enabled and set manually.

Either way you still have to start cheatengine or the standalone exe version before you start the game.


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PostPosted: 28 Jan 2017, 10:45 
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NewMNT wrote:
Garwinski wrote:
Hi, how do I use the exe? Would be very nice to not have to start the game, start cheatengine, apply the fixes and then game every time I want to play. Thanks for your work non the less! I stopped playing the game when I noticed those annoying sections when weather effects or something were active. I can play again! Thanks!


The exe includes cheatengine and the cheat table all in one file. You just start it first and when you're in game press F1 to enable fixes, or F3 to disable fixes. The exe doesn't apply the fov fix though, because the value must be set manually in cheatengine and the exe has no way to input values.

The F1 and F3 keys should work in the regular cheatengine CT file version you're using now, but fov still must be enabled and set manually.

Either way you still have to start cheatengine or the standalone exe version before you start the game.


Ah thanks! Clicking two shortcuts (your exe and starting the game itself) is still more user-friendly than going trough the cheatengine thingy. Tried it just now and it works! Thanks for your work! Of to playing the game now!


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PostPosted: 28 Jan 2017, 10:56 
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Obviously, if you don'tneed to change the fov value ingame there is no good reason to start cheat engine and load the script while an exe can do the same more easily.
But, for some reasons, sometimes the script aspect ratio auto calculation may fail because of some exotics display resolution and thus the exe will fail the same.
This is where the script is useful for, leaving you the ability to change the X and Y aspect ratio to fix that.


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PostPosted: 15 Feb 2017, 18:18 
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Hey guys I just got my first ultrawide its the pg348q. I wanted to fix MGS V so I started reading this topic. First thing I tried was to apply Jackfuste's .exe file for 3440 x 1440 version 1.0.7.1 but when I launch the game it just crashes. Also i noticed that Jackfuste's exe is 78 MB and mine is 99 MB. After that I decided to try NIghtbits patcher and that worked for me. The game launched and I was able to choose my resolution. After that I opened the cheat engine file mgsvtpp_1.1.0.0+ and that fixed the markers and everything was working properly except for the sniper scope. It wouldn't fill the whole screen when zoomed in.

Is that normal or is there a way to fix the sniper scope as well? Also why doesn't Jackfuste's exe hack work with my game (steam)?

Also Thanks to all the people that got this game playable for me! Your patches, fixes and tutorials helped out big time!


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PostPosted: 15 Feb 2017, 19:28 
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Jackfuste's patch is for an older version (not updated anymore), the scope is what it is.

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Hey guys is there anyway around using Cheatengine to fix the markers? Ever since I installed Cheat Engine my PC keeps detecting it as a trojan/malware, I have since removed it because I was getting pop ups when I started up my PC to upgrade Chromium.


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You mean using Cheat Engine with the script provided ?
If so, I've never encountered any similar behavior. Using an exe made with CE probably, but the Cheat Engine app itself never.
I suggest you make an exception in your AV otherwise change it. Enough are available for free.


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K4sh wrote:
You mean using Cheat Engine with the script provided ?
If so, I've never encountered any similar behavior. Using an exe made with CE probably, but the Cheat Engine app itself never.
I suggest you make an exception in your AV otherwise change it. Enough are available for free.


By script provided do you mean the MGS file? This is just an issue with CE itself. During installation it prompted me to install additional bloatware, which I declined, but somehow it proceeded to install Chromium and other suspicious software without me knowing. Windows Defender also detected all versions of the CE exe as a Trojan. I've used Malwarebytes which detected the Chromium bit and removed it but occasionally I was getting pop ups when I start up my PC even after removing it. I have since also used ADWCleaner which detected something with Chrome so I removed those (unsure if it's related to what CE installed) and also used Windows Defender to remove CE. I haven't had any pop-ups since "completely" removing CE but will monitor it going forward. I am very hesitant to reinstall it. I downloaded CE from the CE official website.


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Ok bind777.
I got the previous version which, if i rember well , doesn't have that crap softwares included.
You can still download that version. Going to official website lead me to the download page where it's possible to have it.
It links to github where the 6.5.1 can be downloaded.
CE 6.5.1

Should you have any other problem with bloatwares included in that version provided you can get the source code and compile it if you have any programing knowledge.
Otherwise, i suggest you ask directly in CE forums for any compiled version without those craps.

There's nothing more i can do.


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K4sh wrote:
Ok bind777.
I got the previous version which, if i rember well , doesn't have that crap softwares included.
You can still download that version. Going to official website lead me to the download page where it's possible to have it.
It links to github where the 6.5.1 can be downloaded.
CE 6.5.1

Should you have any other problem with bloatwares included in that version provided you can get the source code and compile it if you have any programing knowledge.
Otherwise, i suggest you ask directly in CE forums for any compiled version without those craps.

There's nothing more i can do.


I appreciate it, K4sh. Thanks for the help.


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PostPosted: 18 Feb 2017, 19:03 
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ChoGGi wrote:
Jackfuste's patch is for an older version (not updated anymore), the scope is what it is.


Thanks for letting me know man!


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PostPosted: 10 Apr 2017, 20:00 
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Thank you for the Resolution Fix and the Marker Fix guys. The game is finally fully playble and enjoyable in 21:9 thanks to your work!
Applause and Thumbs up.


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PostPosted: 27 Jun 2017, 05:35 
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http://www.wsgf.org/forums/viewtopic.ph ... 63#p168263

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PostPosted: 28 Jun 2017, 11:33 
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Thanks ChoGGi !

It seems like I can make the widescreen fix work, as well as the markers fix, sadly I can't make the FOV one work, and I tried almost everything.

Any idea ?


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PostPosted: 28 Jun 2017, 16:42 
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Never bothered with the FOV :)
You could try the last few pages see if anyone mentioned it?

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K4sh wrote:
Ok bind777.
I got the previous version which, if i rember well , doesn't have that crap softwares included.
You can still download that version. Going to official website lead me to the download page where it's possible to have it.
It links to github where the 6.5.1 can be downloaded.
CE 6.5.1

Should you have any other problem with bloatwares included in that version provided you can get the source code and compile it if you have any programing knowledge.
Otherwise, i suggest you ask directly in CE forums for any compiled version without those craps.

There's nothing more i can do.

don't know if you wrote the script for the cheat engine but I like to thank you if you did


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PostPosted: 01 Jul 2017, 21:30 
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I did


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PostPosted: 23 Aug 2017, 21:39 
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I seem to be having issues getting the Marker Fixes to work. I'm on Version 1.10 and have tried the CT fix and the EXE fix.. The CT fix doesn't have any effect on my game and the EXE Fix (Where I need to press F1) crashes my game. Do I need to update to the latest version or is there a specific fix for versions 1.10?

TIA


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PostPosted: 24 Aug 2017, 10:29 
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What resolution are you using with the game?
Have you tried this fix?
http://www.wsgf.org/forums/viewtopic.ph ... 86#p168386

This is based on one of K4sh's marker fixes that I modified to include fixes for certain graphical effects at 21:9 resolutions.
It was made for version 1.10 of the singleplayer game, but still seems to work even on the current version 1.12


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PostPosted: 17 Oct 2017, 19:49 
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Hi there! I'm tryng to fix ultrawide resolution but I get trouble when I have to Drag and drop mgsvtpp_1.0.7.1+.CT on the CE window. Cheat engine pops up with "Unknown extension" error. What's my mistake?

Thanks


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PostPosted: 22 Oct 2017, 10:44 
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VinxXx wrote:
Hi there! I'm tryng to fix ultrawide resolution but I get trouble when I have to Drag and drop mgsvtpp_1.0.7.1+.CT on the CE window. Cheat engine pops up with "Unknown extension" error. What's my mistake?

Thanks


after "fall update windows" patch 1.0.7(2560x1080) doesn't work :(


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PostPosted: 15 Nov 2017, 22:54 
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elan wrote:
VinxXx wrote:
Hi there! I'm tryng to fix ultrawide resolution but I get trouble when I have to Drag and drop mgsvtpp_1.0.7.1+.CT on the CE window. Cheat engine pops up with "Unknown extension" error. What's my mistake?

Thanks


after "fall update windows" patch 1.0.7(2560x1080) doesn't work :(


What happened with yours? I installed it and the program crashes when I try to run it.


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PostPosted: 28 Nov 2017, 22:21 
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Sorry, it's my first post , and sorry for my english (i'm french)
Can someone explain me clearly how to use this apps to get 21/9 with differents fixes.
Cause i have add the fils on the game directories and activate it with cheatengine but i still got the bug on the radar when i localise ennemies.


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PostPosted: 13 Feb 2018, 06:31 
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Hello, any chance a 3840 x 1080 profile can be produced..? For the CHG90 monitor :) Much appreciation if so, thank you.


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PostPosted: 03 Mar 2018, 06:01 
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What's weird is, Ground Zeroes plays fine in 3440 x 1440 in 21:9 out of the box - with no hacks.

But not Phantom Pain. =( Makes no sense. Very frustrating.

I can play Phantom Pain in 2560 x 1440 (21:9), but nothing higher without the screen getting re-adjusted. Sides getting chopped off.

Guess it has to do with the higher resolution graphics on newer game, it just can't play in Ultra Wide.

Perhaps, I have Ground Zeroes "off". When I resized it back down to 2560 x 1440, it looked better in the menus, etc.

I guess that's the only way to play both games, without hacks. 2560 x 1440 on Ultra Wide. Sucks.


Attachments:
File comment: Phantom Pain 2560 x 1440 (Default)
IMG_7844.JPG
IMG_7844.JPG [ 799.34 KiB | Viewed 12246 times ]
File comment: Phantom Pain 3440 x 1440 (Default)
IMG_7843.JPG
IMG_7843.JPG [ 784.21 KiB | Viewed 12216 times ]
File comment: Ground Zeroes 3440 x 1440 (No Hack)
IMG_7845.JPG
IMG_7845.JPG [ 779.85 KiB | Viewed 12238 times ]
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As someone requested me my cheat table, I post 3 new links here for whom may be interested.
I won't investigate any further in fixing that game.

Feel free to use my work. Don't post this cheat table in another web site please.

[Admin Edit: Google marked the linked files as malware, and thus tagged the entire WSGF as linking to malware. I've had to remove the links. Sorry for any inconvenience.]


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I've done everything suggested but whenever I launch the game in 21:9 it's pixelated as hell - looks like the internal resolution is 720p or lower. Shame this game is such a problem child.


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PostPosted: 12 Oct 2018, 13:38 
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coldharmonics wrote:
I've done everything suggested but whenever I launch the game in 21:9 it's pixelated as hell - looks like the internal resolution is 720p or lower. Shame this game is such a problem child.


I had this same problem - it was fixed by doing a find and replace all in mgsvtpp. There are 3 occurrences of "39 8E E3 3F" in the current version. When I only replaced the final one (which, going by the several bytes of 0000 padding afterwards is the same value Choggi was changing, despite different offset) I had this issue. Replacing all 3 fixed it.

For newcomers to this thread, or Googlers, current methods are:

Hex edit to get it in 21:9:
http://www.wsgf.org/forums/viewtopic.ph ... 63#p168263

And CheatEngine fix for the markers/UI positioning:
http://www.wsgf.org/forums/viewtopic.ph ... 86#p168386


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PostPosted: 19 Nov 2018, 05:33 
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Thought I'd start playing this classic again, as I never got around to finishing it.

I'm playing in triple-wide, hex edit and marker fixes, working as described. Thanks community.

However, having read through nearly all of the posts here, I didn't hear any mention of two things I'm experiencing:

1) FMV stretching (I can deal with this)
2) Stretching of the lens flare effect, in both X and Y directions. Really distracting in the super cool prologue section. Every time the guy in flames is on screen, the lens flare effect stretches north south terribly. Very distracting during such awesome scenes, and I imagine I will encounter this guy again. I was hoping to experience it as designed.

Any known fixes?


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PostPosted: 19 Jul 2019, 17:56 
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Hi, there is a uw fix for v1.15 ? Or exe can be edited like before ?

P.S. So, the forums still works. What do not work then ? (you know, first page announcement)


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