Ace Combat 7 no Ultrawide (Fix !!)

Gaming on 21:9 and ultra-wide single screen monitors
Liberator
Posts: 5
Joined: 21 Feb 2019, 18:55

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Liberator »

Borderless @ 2560x1080
For the 3 ps_replace.txt files
all i did was edit "0.1719" to "0.16666"

and i manually hex edit the black bar away using susahamat guide on page 2
markuscicero5
Posts: 30
Joined: 10 Feb 2019, 05:05

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by markuscicero5 »

Winkelmann, nice work! The subtitles are centered, but it seems like most game text got pushed to the right. There's also a rectangle of space on the left that I guess is stuff loading in the background, that is no longer hidden by fade-in-from-black or fade-to-black transitions. It's just like you said. See attached.

Also, can you tell us more about the Mods folder and this ini trick?
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Winkelmann
Posts: 39
Joined: 01 Feb 2019, 03:04

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Winkelmann »

markuscicero5 wrote:The subtitles are centered, but it seems like most game text got pushed to the right.


Edit: Rewrote fix to properly check for shaders present in a scene without weird workarounds. (also rewrote post)

Installation:

Step 1: Open the d3dx.ini and uncomment "include_recursive = Mods".

Step 2: Create a folder called "Mods" next to the game executable.

Step 3: Download this file and put it in the "Mods" folder: https://gist.githubusercontent.com/mart ... extfix.ini

Step 4: Put this (replace if asked) in the ShaderFixes folder: https://gist.githubusercontent.com/mart ... eplace.txt

Adjustments are done in the shader file (da86a094e768f000-vs_replace.txt), it comes with approximately the values for 3440x1440, to adjust it modify "0.2500".

Huge thanks to the amazing people on the Helixmod/3Dmigoto Discord: masterotaku for helping me with the initial fix and DarkStarSword for explaining how to implement if statements correctly.

---

Edit 2: New and improved explanation on how it all works. (also some small but not functionality changing improvements to the mod, no need to update)

How the mods folder works: It's a way to make stuff that would go into d3dx.ini portable (e.g. just copy the file, no need to copy and paste). I think it should be fairly straightforward.

How the mod works:

Code: Select all

[Constants]
global $in_game


^This part allows me to use $in_game to store the state of the HUD (I use it to detect if we are in game or in a cutscene/menu)

Code: Select all

[ShaderOverrideHUDPRESENCE]
hash=9958a636cbef5557
preset=Ingame


This shader checks for the presence of the HUD and if it is there, runs the preset called "ingame"

Code: Select all

[PresetINGAME]
$in_game=1


This just sets $in_game to 1 - the reason we can't do it right in HUDPRESENCE is that due to the order in which 3dmigoto handles different types of shaders, our pixel shader used for hud detection comes after the vertex shader for the hud text.

Code: Select all

[ShaderOverrideFORHUDTEXT]
hash=da86a094e768f000
if $in_game
   checktextureoverride=ib
endif


da86... is the vertex shader that contains the text we want to move, to edit the index buffer which the text is using we need to first mark the vertex shader so 3dmigoto can modify the buffer, this is for performance reasons. We are also only doing this when we are in game (if statement).

Code: Select all

[TextureOverrideAPPLYINGAME]
hash=3e4f8614
if $in_game
   pre z=1
   post z=0
endif
;handling=skip


3e4f... is the index buffer of our text, this part checks if we are in game and if we are, tells the shader (which reads the value of "z") to behave differently when processing this buffer. The part with "post" is so "z" gets reset when we are done (otherwise it is permanently 1), not sure if "pre" really does anything in this case but I just put it there as well.

The commented out "handling=skip" is for testing purposes (it makes the buffer disappear and does so without needing any shader modifications so it's good for finding where something went wrong).

Edit 3:

I totally forgot to add what I did on the shader:

Code: Select all

  float4 iniparams = IniParams.Load(0);


This loads the parameter from the mod into the shader. (Note: This line can just be anywhere in the same block as the code below, ideally right above it, idk why it ended up a couple lines above it in my shader file but it shouldn't make a difference.)

Code: Select all

  if (iniparams.z==1)
   {
   o0.x+=0.2500;
   }


"o0.x += SOMETHING" normally moves the entire HUD and caused a ton of issues but since it is in the if statement for "z" matching "1" it is only used for the text.
Last edited by Winkelmann on 22 Feb 2019, 05:51, edited 8 times in total.
lanis
Posts: 2
Joined: 19 Feb 2019, 01:04

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by lanis »

Winkelmann wrote:Hey everyone, I managed to find a fix for the HUD text as well!

There are a couple bugs related to the fact that certain elements of real time cutscenes and the black box fading in and out certain parts of the UI are part of the same buffer. I am really interested to hear how this behaves, especially on wider screens.

Installation:

Open the d3dx.ini and uncomment "include_recursive = Mods".

Create a folder called "Mods" next to the game executable

Put this file inside: https://gist.githubusercontent.com/mart ... extfix.ini

Finally put this in the ShaderFixes folder: https://gist.githubusercontent.com/mart ... eplace.txt

This is approximately the correct value for 3440x1440, to adjust it replace "0.2500"

Huge thanks to masterotaku from the Helixmod / 3Dmigoto Discord for helping me figure out how this all works!

We're getting pretty close to full ultrawide support in AC7.


sorry new at this, what do you mean by uncomment? just remove the ; in front of it?
Winkelmann
Posts: 39
Joined: 01 Feb 2019, 03:04

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Winkelmann »

lanis wrote:sorry new at this, what do you mean by uncomment? just remove the ; in front of it?


Yes.
markuscicero5
Posts: 30
Joined: 10 Feb 2019, 05:05

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by markuscicero5 »

Winkelmann wrote:I have been saving playing the story for when the fixes are complete, does anyone know if there are parts in the story with other, mission specific elements that are still buggy?


I'm glad you asked, because I have fixed them. XD

Well, some of them. Mission 7 has some... specific things going on with the HUD. Map background and characters reverted to their old positions, so I had to go find them again. And it wasn't easy...
Spoiler:
Protecting allied fighters so the mission doesn't fail, while deliberately getting struck by lightning, and while mashing numpad to hunt for the shaders that deal with your electrified HUD. Metal af.


Here's the proof, but it's a minor spoiler for mission 7, my personal favorite in the game. https://i.imgur.com/Fq0v2GC.jpg

Shaders are here as usual. My script has also been updated to do all this automatically.

https://github.com/mpm11011/ac7-ultrawide/tree/master/ShaderFixes
Winkelmann
Posts: 39
Joined: 01 Feb 2019, 03:04

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Winkelmann »

Does my new text fix a few posts up work on that mission as well or is that also using different shaders?

Edit: I mean this post: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174750
markuscicero5
Posts: 30
Joined: 10 Feb 2019, 05:05

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by markuscicero5 »

It worked before you started using $in_game, even on that mission. Let me see if works after.

EDIT: Yep, still works. Nicely done. Thanks for the explanation too!
Blu Soldier
Posts: 10
Joined: 01 Feb 2019, 23:04
Location: Washington, D.C.

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Blu Soldier »

Unfortunately, I need a little bit of help. All of the previous adjustments have worked flawlessly for me (3440x1440), but for some reason, despite following the instructions to the letter, I cannot get the subtitles to shift to the center. I put the hudfix text file in the Mods folder as well.
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Winkelmann
Posts: 39
Joined: 01 Feb 2019, 03:04

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Winkelmann »

markuscicero5 wrote:Thanks for the explanation too!


I added the part that explains what I did on the shader, I forgot to add it at first.

Blu Soldier wrote:Unfortunately, I need a little bit of help. All of the previous adjustments have worked flawlessly for me (3440x1440), but for some reason, despite following the instructions to the letter, I cannot get the subtitles to shift to the center. I put the hudfix text file in the Mods folder as well.


Please send a screenshot of the line that you uncommented in the d3dx.ini file.
Blu Soldier
Posts: 10
Joined: 01 Feb 2019, 23:04
Location: Washington, D.C.

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Blu Soldier »

Winkelmann wrote:
markuscicero5 wrote:Thanks for the explanation too!


I added the part that explains what I did on the shader, I forgot to add it at first.

Blu Soldier wrote:Unfortunately, I need a little bit of help. All of the previous adjustments have worked flawlessly for me (3440x1440), but for some reason, despite following the instructions to the letter, I cannot get the subtitles to shift to the center. I put the hudfix text file in the Mods folder as well.


Please send a screenshot of the line that you uncommented in the d3dx.ini file.


Here you go!
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Winkelmann
Posts: 39
Joined: 01 Feb 2019, 03:04

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Winkelmann »

I most likely know what the problem is:

I just noticed that you have ReShade installed, the new 3Dmigoto version doesn't work with it, however, the workaround is to use the older one which is what I assume caused the issue.

Please try the following:

Rename the following .dll files to .dll.bak (or ".something" else)

dxgi.dll

d3d11.dll

nvapi64.dll

d3dcompiler_46.dll

Then download the new 3dmigoto version here: https://github.com/bo3b/3Dmigoto/releas ... 1.3.14.zip

and move the files to the game directory:

d3d11.dll

nvapi64.dll

d3dcompiler_46.dll

(leave dxgi.dll renamed)

And see if it works, unfortunately this disables ReShade. (to revert just change the names of the .dll files back)

If you are interested here is the GitHub issue about this problem: https://github.com/bo3b/3Dmigoto/issues/98

The ReShade dev actually replied a couple hours ago! I hope we'll have a fix soon.
mbcz123
Posts: 2
Joined: 22 Feb 2019, 07:07

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by mbcz123 »

markuscicero5 wrote:
Winkelmann wrote:
markuscicero5 wrote:It is also not the same shader as the map background, haven't figured that out yet either.


Pro Tip: Try both the "zero" and "pink" hunting modes, those can uncover some more shaders that affect these two HUD elements.


Hot pink did the trick. See attached. hellothere.png

EDIT: Oh cool, 3dmigoto saves a screenshot with the shader GUID when you hit NUM3 or NUM6. Added that too. e6f41464a78a35c4-ps.jpg

EDIT2: OH NO this shader is huge...

EDIT3: There's actually more than 1 shader that makes up those sections. And the map background position is somehow dependent on whether or not a speaking character is on screen. Uploaded another screenshot. bb2189abc2f519a1-ps.jpg

I think the "bb21..." shader just handles the pattern of the background - like this uniform diamond pattern. And the "e6f4..." shader handles it's position.

EDIT4: AAAAAA so close! I was able to move the map background to its correct position... when no one is talking. fixed_bg1.png

EDIT 5: Now its fixed when people are talking. fixed_bg2.png

EDIT 6: Link to shaders below. Add them to the ACE COMBAT 7\ShaderFixes directory. They're set up for 3440 x 1440 by default, so you will need to change the "0.1719" value as needed for your monitor size.

https://github.com/mpm11011/ac7-ultrawide/tree/master/ShaderFixes

sorry this is a noob question, when I double clicked the magic.py it just closed right away...I have the python installed though
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Winkelmann
Posts: 39
Joined: 01 Feb 2019, 03:04

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Winkelmann »

mbcz123 wrote:
markuscicero5 wrote:sorry this is a noob question, when I double clicked the magic.py it just closed right away...I have the python installed though


Press shift and right click in the directory (make sure nothing is selected) and click either "open command prompt here" or "open powershell window" (something along those lines), then type in "python magic.py".
cuongpn
Posts: 7
Joined: 15 Feb 2019, 07:10

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by cuongpn »

Would you guys please help me out with 32:9 (3840*1080) ratio? I am still struggle to make the game playable
I centered the radio chats but the HUD is still in entire left half portion
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mbcz123
Posts: 2
Joined: 22 Feb 2019, 07:07

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by mbcz123 »

Winkelmann wrote:
mbcz123 wrote:
markuscicero5 wrote:sorry this is a noob question, when I double clicked the magic.py it just closed right away...I have the python installed though


Press shift and right click in the directory (make sure nothing is selected) and click either "open command prompt here" or "open powershell window" (something along those lines), then type in "python magic.py".


It gives me this error
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Winkelmann
Posts: 39
Joined: 01 Feb 2019, 03:04

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Winkelmann »

mbcz123 wrote:
Winkelmann wrote:It gives me this error


Go here: https://www.python.org/downloads/release/python-372/

and download "Windows x86-64 executable installer" and install that.

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^Example shows that you should be able to run Python by just typing "python", either you installed Python 2 or your environment variables were not configured correctly by the install.
Liberator
Posts: 5
Joined: 21 Feb 2019, 18:55

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Liberator »

So Far Everything Seems Working, Currently On mission 4 (update wow surprise on how mission ended...)
Screen in right position while In menu/Loading
Hud/Subtitles on right position while in game
see no weird artifacts

using 2560x1080
:thumbup:
Mobeous
Posts: 4
Joined: 14 Feb 2018, 05:22

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Mobeous »

I'm having a weird problem, the black boxes are just left of the radar and character images and the subtitles aren't centered. These are my shaders that I have. I have a 2560x1080 monitor.
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Winkelmann
Posts: 39
Joined: 01 Feb 2019, 03:04

Re: Ace Combat 7 no Ultrawide (Fix !!)

Post by Winkelmann »

Mobeous wrote:I'm having a weird problem, the black boxes are just left of the radar and character images and the subtitles aren't centered. These are my shaders that I have. I have a 2560x1080 monitor.


Did you calculate and adjust the values as described here: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174650

and here: http://www.wsgf.org/forums/viewtopic.ph ... 15#p174715

?

Don't forget to also adjust the values for the subtitles: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174750

But for them you'll have to guess what is about centered (at least until we figure out how to calculate it), you can reload any changes to the shaders in game by pressing F10.
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