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

Posted: 18 Feb 2016, 20:19
by K4sh
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.

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

Posted: 18 Feb 2016, 21:44
by crunk
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.

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

Posted: 19 Feb 2016, 03:39
by blake_n
I updated the Cheat Table for MGO since the latest patch as well.

mgsvmgo.CT

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

Posted: 21 Feb 2016, 12:40
by ottelo
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.

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

Posted: 21 Feb 2016, 22:51
by blake_n
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.

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

Posted: 22 Feb 2016, 21:20
by lteddy
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.

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

Posted: 22 Feb 2016, 21:31
by blake_n
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.

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

Posted: 22 Feb 2016, 21:37
by K4sh
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 :(

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

Posted: 22 Feb 2016, 21:52
by blake_n
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.

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

Posted: 22 Feb 2016, 22:07
by K4sh
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...

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

Posted: 22 Feb 2016, 22:10
by blake_n
Thanks K4sh that's good info. I'll give it a shot.

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

Posted: 25 Feb 2016, 08:53
by Phoeny
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

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

Posted: 25 Feb 2016, 21:10
by K4sh
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-)

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

Posted: 27 Feb 2016, 11:17
by ottelo
BIG THANKS

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

Posted: 03 Mar 2016, 09:17
by K4sh
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). ;)

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

Posted: 03 Mar 2016, 15:41
by skoczek82
@ 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 :)

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

Posted: 03 Mar 2016, 23:12
by K4sh
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.

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

Posted: 06 Mar 2016, 15:17
by Dyaems
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

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

Posted: 07 Mar 2016, 01:54
by KaRLiToS
JackFuste, can you please repair the game again?

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

Posted: 08 Mar 2016, 17:19
by lteddy
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.