Splinter Cell: Pandora Tomorrow

Detailed breakdowns of how games react to widescreen, ultra-wide, 4k and multi-mon
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RichieG
Posts: 71
Joined: 26 Apr 2006, 16:29

Splinter Cell: Pandora Tomorrow

Post by RichieG »



Widescreen Grade: C
Ultra-Widescreen Grade: Incomplete
Multi-monitor Grade: Unsupported
4k Grade: Incomplete

Read Full Detailed Report - Splinter Cell: Pandora Tomorrow

Splinter Cell: Pandora Tomorrow is a third-person action-adventure set in Tom Clancy's world of Splinter Cell. The game follows the exploits of covert operative Sam Fisher, who utilizes stealth and impressive gadgetry to dispose of his enemies and accomplish his objectives. CS:PT is the second game in the series.


4:3


16:10


16:9


3x1

Last edited by RichieG on 12 Aug 2013, 23:02, edited 2 times in total.
Reason: Edit
Tanuki
Posts: 2866
Joined: 07 Jul 2007, 23:55

Splinter Cell 2: Detailed Report

Post by Tanuki »

Are you still active poster?

Did you change the FOV? How?

Every method I have tried is unresponsive.

The view is pulled way back. Is that a FOV or automatic from the res switch?
JKeefe
Posts: 643
Joined: 21 Apr 2006, 17:17

Splinter Cell 2: Detailed Report

Post by JKeefe »

RichieG used to work for Matrox but is no longer with the company.
Tanuki
Posts: 2866
Joined: 07 Jul 2007, 23:55

Splinter Cell 2: Detailed Report

Post by Tanuki »

Thanks.

I am guessing that there are no working fov solutions.
Tanuki
Posts: 2866
Joined: 07 Jul 2007, 23:55

Splinter Cell 2: Detailed Report

Post by Tanuki »

==Game Information==



Splinter Cell: Pandora Tomorrow


Splinter Cell 2 was developed by Ubisoft Shanghai and Ubisoft Annecy.


"Fisher? My god man your getting old."


"I'm working alone...I'm here on damage control."


"Who do you work for? Delta?"


"No. Staying anonymous."


"Maybe you've got a use for this storage device I pulled off the guerilla I killed."


"Thanks. How'd you hide it from your guard?"


"Just wash your hands when you're done with it."



==Version==



Retail US version with patch 1.31 installed.



==Method==



Please note that the FOV changes will only appear in cut-scenes with existing profiles. You must create a new profile/game with the FOV changes already made to get Hor + throughout the game.

No native support for widescreen resolutions. Make sure to set all your in-game video options before you follow this method.



Step One


In the root game directory go into the folder "offline" and then into the folder "system". Open up "core.dll" with a HEX editor. Search for all or part of the following HEX values...



FF FF 80 02 00 00 75 10 81 BD 9C F1 FF FF E0 01 00 00 0F 84 A6 00 00 00 81 BD 98 F1 FF FF 20 03 00 00 75 10 81 BD 9C F1 FF FF 58 02 00 00 0F 84 8A 00 00 00 81 BD 98 F1 FF FF 00 04 00 00 75 0C 81 BD 9C F1 FF FF 00 03 00 00 74 72 81 BD 98 F1 FF FF 00 05 00 00 75 0C 81 BD 9C F1 FF FF 00 04 00 00 74 5A 81 BD 98 F1 FF FF 40 06 00 00 75 0C 81 BD 9C F1 FF FF B0 04 00 00



Each two bolded pairs corresponds to an in-game resolution. Select the resolution that you currently have selected in the game.



640x480 = 8002 E001
800x600 = 2003 5802
1024x768 = 0004 0003
1280x1024 = 0005 0004
1600x1200 = 4006 B004



Change this HEX value pair to your desired widescreen resolution. Remember to flip the order when entering the values. For example 1920 is 0780 in hexadecimal. I would enter the value as "8007".



If I wanted to change the 1600x1200 value to 1920x1200 it would look like this.



FF FF 80 02 00 00 75 10 81 BD 9C F1 FF FF E0 01 00 00 0F 84 A6 00 00 00 81 BD 98 F1 FF FF 20 03 00 00 75 10 81 BD 9C F1 FF FF 58 02 00 00 0F 84 8A 00 00 00 81 BD 98 F1 FF FF 00 04 00 00 75 0C 81 BD 9C F1 FF FF 00 03 00 00 74 72 81 BD 98 F1 FF FF 00 05 00 00 75 0C 81 BD 9C F1 FF FF 00 04 00 00 74 5A 81 BD 98 F1 FF FF 80 07 00 00 75 0C 81 BD 9C F1 FF FF B0 04 00 00



Step Two


In the same "system" folder open up "SplinterCell2.ini" with a text editor. Search for...



WindowedViewportX=****
WindowedViewportY=****



You should find these values listed in the "[WinDrv.WindowsClient]" section. Change "****" to your desired widescreen resolution.



Step Three


In the same "system" folder open up "SplinterCell2User.ini" with a text editor. Search for...



DesiredFOV=***
DefaultFOV=***



You should find these values listed in the "[Engine.PlayerController]" section. Change "***" to the proper FOV for your aspect ratio. Here are some common values...



Default FOV = 75.0
16:9 FOV = 91.3154482287
15:9 FOV = 87.61661884
16:10 FOV = 85.2812718522



You can use the FOV tool hosted on this site for other aspect ratio FOV values.



Step Four


In the root game directory open up "Pandora.ini" with a text editor. Search for...



FullscreenViewportX=****
FullscreenViewportY=****



You should find these values listed in the "[WinDrv.WindowsClient]" section. Change "****" to your desired widescreen resolution.



Step Five


In the root game directory go into the folder "online" and then into the folder "System". Open up "Default.ini" with a text editor. Search for...



WindowedViewportX=****
WindowedViewportY=****
FullscreenViewportX=****
FullscreenViewportY=****
MenuViewportX=****
MenuViewportY=****



You should find these values listed in the "[WinDrv.WindowsClient]" section. Change "****" to your desired widescreen resolution.



Step Six


In the same "System" folder open up "DefaultProfile.ini" with a text editor. Search for...



ScreenRes=*



You should find this value listed in the "[SBase.SPlayerProfile]" section. Change "*" to "-1". You need to repeat this part of the method for any existing profiles in this folder. The naming format is "*Your Profile Name*_prf.ini".



==Screen change==



Hor + in widescreen resolutions.



4:3




16:9




16:10




==Supported resolutions==



List of widescreen resolutions the game successfully ran at:


1280x720, 1280x768, 1280x800, 1440x900, 1680x1050, 1920x1080, 1920x1200.



List of widescreen resolutions that were not tested:


None.



==Singleplayer anomalies==



The scope-zoom and camera views are Vert - in widescreen resolutions.



4:3




16:9




16:10




The keypad mouse-click detection areas are misaligned with a left shift in widescreen resolutions. The detection width is the same so if a button will only detect a click on the left half of the button the remaining detection area will have been shifted to the left of the button. All coverage stats listed start from the left side of the button.



Button Coverage
100% - Normal coverage. The entire button has mouse-click detection.
75% - Normal mouse-click detection except for the right quarter of the button.
50% - The left half of the button is selectable.
0% - There is no mouse-click detection on the button. You must click the left area beside the button.



First column
4:3 - 100%
16:9 - 0%
16:10 - 50%



Second column
4:3 - 100%
16:9 - 50%
16:10 - 75%



Third column
4:3 - 100%
16:9 - 100%
16:10 - 100%



4:3




16:9




16:10




==Multiplayer support==



This game supports multiplayer. Everything is stretched in widescreen resolutions. The tutorials were tested but not the online component.



4:3




16:9




16:10




4:3




16:9




16:10




4:3




16:9




16:10




==Aspect ratio support==



4:3, 16:9, 15:9, and 16:10 are supported.



4:3




16:9




16:10




==HUD stretch==



The HUD and all two-dimensional elements are stretched in widescreen resolutions.



4:3




16:9




16:10




4:3




16:9




16:10




==Cut-scenes==



Fullscreen, rendered cut-scenes are Hor + in widescreen resolutions.



4:3




16:9




16:10




Letterboxed, rendered cut-scenes are Hor + in widescreen resolutions.



4:3




16:9




16:10




Pre-rendered cut-scenes are stretched in widescreen resolutions.



4:3




16:9




16:10




==Grading==



D



Major unresolved issues:


Any multiplayer problems?



Minor unresolved issues:


None.



Summary of widescreen-related flaws:


Everything is stretched in multiplayer. The HUD and all two-dimensional elements are stretched. The scope-zoom view is Vert - in widescreen resolutions. The keypad mouse-click detection areas are misaligned in widescreen resolutions.



----------------------------
Tanuki
Posts: 2866
Joined: 07 Jul 2007, 23:55

Splinter Cell 2: Detailed Report

Post by Tanuki »

Keeping score

Steps 1, 2, 3 = SP

Step 4 = Inital menu & multiplayer movie

Step 5, 6 = MP
The_cranky_hermit
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Splinter Cell 2: Detailed Report

Post by The_cranky_hermit »

What happens if you do steps 2&3 but not 1? Also, I would state at the beginning of the solution that you must perform these steps *before* starting a new game, and that if you already have a game in progress, you will need to start it over again if you want proper FOV.
Tanuki
Posts: 2866
Joined: 07 Jul 2007, 23:55

Splinter Cell 2: Detailed Report

Post by Tanuki »

What happens if you do steps 2&3 but not 1?


The res does not change. If I remember correctly the multiplayer is the same. I do not think you actually need to change the current res but the values need to be in the core file for the method to work. This is the only way I can get permanent changes.

Also, I would state at the beginning of the solution that you must perform these steps *before* starting a new game, and that if you already have a game in progress, you will need to start it over again if you want proper FOV.


Agreed. I imagine the FOV values are stored in the actual sav files but I would not know what to look for.
The_cranky_hermit
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Splinter Cell 2: Detailed Report

Post by The_cranky_hermit »

==Grading==

Calculated grade: D

Major unresolved issues: None
Minor unresolved issues: None

Summary of widescreen-related flaws:
Complicated solution
Keypad misalignment bug, vert - scope view, stretched 2D screens
Multiplayer is stretched
Stretched HUD
Stretched FMVs

Cranky's coverage estimate: 100%
Tanuki
Posts: 2866
Joined: 07 Jul 2007, 23:55

Splinter Cell 2: Detailed Report

Post by Tanuki »

This was a weird DR to do. The singleplayer and multiplayer were developed by two different groups. Then a third program was developed to integrate the two.

So you have a lot of stuff in there three times. And then additional profiles repeating data. Sigh.
shadowbeast
Posts: 2
Joined: 06 Jan 2009, 03:33

Re: Splinter Cell 2: Detailed Report

Post by shadowbeast »

how did you get anti aliasing enabled?
Tanuki
Posts: 2866
Joined: 07 Jul 2007, 23:55

Splinter Cell 2: Detailed Report

Post by Tanuki »

how did you get anti aliasing enabled?


I don't use AA. I do use high resolutions. The pics are 1600x1200, 1920x1080, and 1920x1200 so that can make them look like AA when they scale down for the site posts.

You could try to force AA in the game with video card drivers using an application profile.
Flange9000
Posts: 1
Joined: 21 Mar 2009, 15:48

Splinter Cell 2: Detailed Report

Post by Flange9000 »

I have a 16:10 monitor, and when I - in the game - set the resolution to 1600x1200, it will automatically be set to 1680x1050, which is the resolution I need. When set to this resolution, it will however revert to 640x480 when I restart the game.
But when the resolution is the right one I only have to change FOV to make the game look nice.
In offlinesystemSplinterCell2User.ini I change the DefaultFOV to 85.281271852212.

If I do it this way, I won't have to edit the core.dll file.
VoLtrex31
Posts: 1
Joined: 01 Jun 2010, 17:21

Re: Splinter Cell 2: Detailed Report

Post by VoLtrex31 »

It have worked.. thank you...

P.s. if you change some of the codes in the ini the quality of the game picture will also raise...
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