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Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 16 Feb 2019, 10:32
by Amon Amarth
Worked perfect, all good to go. Great work guys!
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 16 Feb 2019, 19:09
by acecel
Thanks to everyone for the fix

Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 16 Feb 2019, 20:49
by TheRazgriz
So guys, can anyone recap the instructions to get everything to work ? I mean with the HUD fixed and everything else, I'm kind a noob about this things.
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 16 Feb 2019, 21:46
by markuscicero5
Winkelmann, very nice update to the HUD! I've implemented it in my python script. I've also automated updating the replace file with the user's screen width divided by 2.
Razgriz, see if this helps:
https://github.com/mpm11011/ac7-ultrawide
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 16 Feb 2019, 22:16
by altecice
Hey guys, so I have followed the instructions above and got it working on my 3440x1440p panel. However there appears to be a few small little niggles:
Missions text ( subtitles in the air ) appears to be off center.
The minimap, only about 40% of it is covered with the green background, the rest is transparent.
Are they known issues or did I do something wrong? - I think they may be related to the hud fix, not the resolution patches to the exe.
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 16 Feb 2019, 22:31
by TheRazgriz
markuscicero5 wrote:Winkelmann, very nice update to the HUD! I've implemented it in my python script. I've also automated updating the replace file with the user's screen width divided by 2.
Razgriz, see if this helps:
https://github.com/mpm11011/ac7-ultrawide
Aaaand this are the results for
2560x1080
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 16 Feb 2019, 23:16
by markuscicero5
Interesting. So it's not exactly centered, just like Winkelmann said.
In your ACE COMBAT 7/ShaderFixes folder, find the file 9958a636cbef5557-ps_replace.txt, go to line 48. Instead of "r1.x -= 0.1720;" can you replace that with "r1.x -= 0.1667;" See if that works better, someone earlier in the thread had the same problem and that worked for him.
In the meantime, I noticed the following line in the same file:
r0.y = 1.77777779 * cb1[127].y;
1.777... is value of 16 over 9. I wonder what happens if we replace that with 21 over 9...
EDIT: No good. So maybe let's not change that.
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 16 Feb 2019, 23:59
by TheRazgriz
markuscicero5 wrote:Interesting. So it's not exactly centered, just like Winkelmann said.
In your ACE COMBAT 7/ShaderFixes folder, find the file 9958a636cbef5557-ps_replace.txt, go to line 48. Instead of "r1.x -= 0.1720;" can you replace that with "r1.x -= 0.1667;" See if that works better, someone earlier in the thread had the same problem and that worked for him.
In the meantime, I noticed the following line in the same file:
r0.y = 1.77777779 * cb1[127].y;
1.777... is value of 16 over 9. I wonder what happens if we replace that with 21 over 9...
EDIT: No good. So maybe let's not change that.
Alright, so, the HUD is where it should be, minus the dialogue section.
The problem is, something is not right with the brightness of some parts of the HUD.
And the map is still kinda wonky when opened up.
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 17 Feb 2019, 00:18
by markuscicero5
Yeah I'm noticing that too. There seem to be other shaders that handle dialogue subtitles, map background, and character background. I'm sure we'll be able to identify them soon.
EDIT:
I think I figured out some math that makes more sense for the HUD positioning.
You don't take the horizontal width of your monitor, divide by 2, and stick a "0." at the front.
You first take your total monitor size and scale it down to 1080 vertical pixels. If you run 2x 1080p monitors (32:9), 3x 1080p monitors (48:9), or 2560x1080, you skip this step. But for 3440x1440, the correct result is 2580x1080. Curse monitor manufacturers for not making "21:9" and ACTUAL standard aspect ratio.
Take the resulting horizontal width, subtract 1920 from it (the width of a normal 1080p monitor), divide by 1920 (normal width again), then divide by 2 (center of the screen).
...So for 3440x1440:
2580 - 1920 = 660
660 / 1920 = 0.34375.
0.34375 / 2 = 0.171875 (very close to 0.1720...)
...For 2560x1080:
2560 - 1920 = 640
640 / 1920 = 0.33333
0.33333 / 2 = 0.16666 (which is what we found worked for the 2560 peeps here)
...For 32:9:
3840 - 1920 = 1920 (hmmmm...)
1920 / 1920 = 1... 1/2 = 0.5 (close to what Susahamat said, 0.4990)
...For 48:9:
5760 - 1920 = 3840 (hmmmmmmmmmmmmm...)
3840 / 1920 = 2... 2/2 = 1 (what Susahamat said)
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 17 Feb 2019, 11:56
by crstofer
When I follow instructions and manually edit exe for 48:9,
The menu text is so small it's unreadable. Please explain my error in doing this? Appreciate all the help.
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 17 Feb 2019, 15:41
by altecice
markuscicero5 wrote:Interesting. So it's not exactly centered, just like Winkelmann said.
In your ACE COMBAT 7/ShaderFixes folder, find the file 9958a636cbef5557-ps_replace.txt, go to line 48. Instead of "r1.x -= 0.1720;" can you replace that with "r1.x -= 0.1667;" See if that works better, someone earlier in the thread had the same problem and that worked for him.
Hey, I know there have been further developments below for the numbers but when I go into my .txt file line 48 for me is
" r2.xyzw = t1.Sample(s0_s, v0.xy).xyzw;" Not in the format of "r1.x -=..."
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 17 Feb 2019, 16:24
by markuscicero5
altecice wrote:markuscicero5 wrote:Interesting. So it's not exactly centered, just like Winkelmann said.
In your ACE COMBAT 7/ShaderFixes folder, find the file 9958a636cbef5557-ps_replace.txt, go to line 48. Instead of "r1.x -= 0.1720;" can you replace that with "r1.x -= 0.1667;" See if that works better, someone earlier in the thread had the same problem and that worked for him.
Hey, I know there have been further developments below for the numbers but when I go into my .txt file line 48 for me is
" r2.xyzw = t1.Sample(s0_s, v0.xy).xyzw;" Not in the format of "r1.x -=..."
You might not have Winkelmann's latest version of the file. He adds the "r1.x -= ..." Between lines 47 and 48.
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 17 Feb 2019, 18:17
by TheRazgriz
I found an invisible bug on the HUD, basically the original positions for the map and characters faces now have this invisible squares that hide the IFF on the HUD, it's not a big deal but it's there.
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 17 Feb 2019, 21:00
by cuongpn
TheRazgriz wrote:I found an invisible bug on the HUD, basically the original positions for the map and characters faces now have this invisible squares that hide the IFF on the HUD, it's not a big deal but it's there.
Yeah I noticed this too
It kind of related to the chat image, somehow it moves to the correct right side but still left an invisible box at the original position of the 16:9 screen
Chat messages still retains at center of 16:9 from the left border
Minor problems, hope they get fixed soon
Re: Ace Combat 7 no Ultrawide Support Help !
Posted: 18 Feb 2019, 06:16
by Azelician
Hi Susahamat, could you make a 3440 x 1440 CPY version? Here is the exe file:
https://dropmefiles.com/qObCu
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 18 Feb 2019, 09:02
by susahamat
CPY version is same exe with legit steam . just use the patcher on page 1
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 18 Feb 2019, 11:59
by altecice
markuscicero5 wrote:
You might not have Winkelmann's latest version of the file. He adds the "r1.x -= ..." Between lines 47 and 48.
Looking at his files, he made an update 5 days ago that changes the file to auto-calculate by the looks of it. I get the same results using your numbers with the older file version and the new version with no manual edits.
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 18 Feb 2019, 18:42
by Winkelmann
altecice wrote:markuscicero5 wrote:
You might not have Winkelmann's latest version of the file. He adds the "r1.x -= ..." Between lines 47 and 48.
Looking at his files, he made an update 5 days ago that changes the file to auto-calculate by the looks of it. I get the same results using your numbers with the older file version and the new version with no manual edits.
I did not make anything auto calculate. The old fix that stretched the image technically auto-calculated because it was universal but the new one needs to be manually adjusted.
markuscicero5 came up with something I believe:
http://www.wsgf.org/forums/viewtopic.ph ... 50#p174650(FYI the new version has the values (or very close to it) for 3440x1440 already in there so if you use that it works out of the box)
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 18 Feb 2019, 20:17
by markuscicero5
Alright, I'm updating my script to get the screen size at the start and doing the math automatically. So you don't have to enter the resolution by hand or do any math.
I also tried my hand at 3dmigoto. This thing is pretty sweet, gotta say. But I hunted and pecked through all the shaders on screen, and I couldn't make the dark mini-map background disappear and reappear. I could make the entire screen black some times, so the possibilities I see are a) that it's part of one of the "all black screen" shaders, or that it's part of the HUD shader already and we just haven't figured out which value it is.
Re: Ace Combat 7 no Ultrawide (Fix !!)
Posted: 18 Feb 2019, 23:34
by crstofer
susahamat,
Folllowed your instructs and enabled 5760x1080. Also using your FOV changer - works great. Issues - HUD is on monitor one and not sure how to line that up properly and when restarting or returning to menu - its upside down. Any help with this would be greatly appreciated. THANKS !