Metal Gear Solid 5: The Phantom Pain- 21:9 support broken FI

Gaming on 21:9 and ultra-wide single screen monitors
THEBOSSMAN
Posts: 2
Joined: 15 Oct 2015, 03:29

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by THEBOSSMAN »

If anyone has the fix for 2560x1080 please post it ASAP.

Hopefully Jackfuste makes a new Mega account or uploads the files elsewhere.
funkyb
Posts: 7
Joined: 29 May 2014, 04:23

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by funkyb »

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.
elec
Posts: 2
Joined: 28 Oct 2015, 18:55

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by elec »

omg nooooo!!! all links down, can someone reup the fov helper tool in the latest version? that would be great!!
LovejoyOTF
Posts: 1
Joined: 28 Oct 2015, 19:48

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by LovejoyOTF »

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
Hondo
Posts: 2
Joined: 10 Sep 2015, 01:20

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by Hondo »

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.
robgrab
Posts: 13
Joined: 31 Jul 2004, 10:02

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by robgrab »

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.
mrkite
Posts: 7
Joined: 23 Oct 2015, 09:03

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by mrkite »

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
templetonreece
Posts: 2
Joined: 15 Mar 2014, 21:52

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by templetonreece »

That file is asking for a decryption key?
robgrab
Posts: 13
Joined: 31 Jul 2004, 10:02

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by robgrab »

There will most likely be a 1.0.4.5 patch coming soon based on all the bugs introduced in this latest patch.
TeeQ
Posts: 1
Joined: 30 Oct 2015, 02:21

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by TeeQ »

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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Kayden
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Posts: 213
Joined: 06 Sep 2011, 15:27

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by Kayden »

And there is a new update. Just as expect cause of the bugs. Good call Robgrab.
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Lim3Fru1t
Posts: 2
Joined: 16 Aug 2015, 15:24

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by Lim3Fru1t »

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
Mayh3M
Posts: 26
Joined: 12 Mar 2015, 22:24

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by Mayh3M »

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.
chris686
Posts: 38
Joined: 31 Oct 2015, 21:34

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by chris686 »

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.
chris686
Posts: 38
Joined: 31 Oct 2015, 21:34

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by chris686 »

I just realized it's simply IEEE 754... No reason to post aspect ratios needed. I can just calculate them.
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ikazman
Posts: 5
Joined: 01 Nov 2015, 10:13

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by ikazman »

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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Francesco
Posts: 37
Joined: 08 Sep 2015, 00:47

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by Francesco »

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 !!!
chris686
Posts: 38
Joined: 31 Oct 2015, 21:34

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by chris686 »

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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ikazman
Posts: 5
Joined: 01 Nov 2015, 10:13

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by ikazman »

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.)
chris686
Posts: 38
Joined: 31 Oct 2015, 21:34

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Post by chris686 »

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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