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Metal Gear Solid 5: The Phantom Pain- 21:9 support broken FI
http://www.wsgf.org/phpBB3/viewtopic.php?f=95&t=30223
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Author:  hubertus [ 18 Oct 2015, 16:52 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

magoo25 wrote:
I have used the tutorial Hex editing for NVidia surround and I have had zero problems in the game. I have GTX 980 Ti in Sli.

First I took my resolution and created the Hex code......I use 5760 x 1200 so 5760/1200 = 4.8
So, the correct code to enter into HxD is: 9A 99 99 40 (this IS the correct order for the digits and letters)

open HxD, drag mgsvtpp folder from steam/steamapps/common/MGS_TPP and correct the code line, save.

My game runs perfectly in Surround, HUD is perfect, no marker issues, no other corrections needed.
My game version on the start screen shows 1.04

Sorry if this is redundant, but I had a hard time finding mgsvtpp(exe) file so I thought I'd include the path here.

Author:  Shunkan [ 19 Oct 2015, 12:16 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Hi :) Need update after the new update.

Thanks.

Author:  jackfuste [ 19 Oct 2015, 13:02 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Update for v. 1.0.4.1

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_041.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_041.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_041.7z


Cheat Engine table:

mgsvtpp_1041.7z

First value should be changed
from
F3 0F 59 0D DC 0D FD FE
to
F3 0F 59 0D E0 0D FD FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_041.7z

Author:  QuadGore [ 19 Oct 2015, 13:35 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

jackfuste wrote:
Update for v. 1.0.4.1

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z


Markers fix:

For 2560x1080; 3440x1440
21_9_marker_fix_1_041.7z

For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
48_9_marker_fix_1_041.7z

For triple 16:10 screen 5760x1200; 5040x1050 etc.
48_10_marker_fix_1_041.7z


Cheat Engine table:

mgsvtpp_1041.7z

First value should be changed
from
F3 0F 59 0D DC 0D FD FE
to
F3 0F 59 0D E0 0D FD FE
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

Third value should be changed
from
F3 44 0F 5E 81 0C 01 00 00
to
F3 44 0F 59 81 0C 01 00 00
this fixes sonar effect.

Fourth value should be changed
from
F3 0F 5E AA 0C 01 00 00
to
F3 0F 59 AA 0C 01 00 00
this fixes wind effect in the desert.

FOV Tool:

MGSTPP_FOV_1_041.7z


Thank you man !!! That was fast :)

One question: why we cant fix the scope ?

Author:  Francesco [ 19 Oct 2015, 15:50 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Thank you jackfuste !!!

Author:  Mayh3M [ 19 Oct 2015, 16:45 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Thanks dude!

Author:  magoo25 [ 19 Oct 2015, 19:35 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Grrrrr.....

The darned patches/updates FUBAR the settings.

Since last evening, I guess there was some kind of update.

I simply revisited the .exe file and placed it into HxD and re-edited my settings.....all good.

Author:  n1ghtm4r3 [ 20 Oct 2015, 18:01 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

magoo25 wrote:
Grrrrr.....

The darned patches/updates FUBAR the settings.

Since last evening, I guess there was some kind of update.

I simply revisited the .exe file and placed it into HxD and re-edited my settings.....all good.


Hey man is it easy for you to send me the new hex values for the cheat engine? (marker fix, sonar fix, desert) Appreciate it!

Author:  Mayh3M [ 20 Oct 2015, 20:14 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Did the EXE/codes change AGAIN today? My game is crashing now even though jackfuste's codes for 1.041 were working perfectly yesterday.

EDIT: Can confirm when I use cheat engine the codes are no longer the same as what Jackfuste posted yesterday, here is what I'm getting now instead:

1. 28 C3 0F 28 CA 0F C6 C3
2. 64
3. 0F 59 D0 0F 55 F3 0F 58 D4
4. D2 E8 BC BA 8B FF 90 48

and the FOV multiplier now has a default value of 0.

Author:  Kayden [ 20 Oct 2015, 20:43 ]
Post subject:  Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Mayh3M wrote:
Did the EXE/codes change AGAIN today? My game is crashing now even though jackfuste's codes for 1.041 were working perfectly yesterday.

EDIT: Can confirm when I use cheat engine the codes are no longer the same as what Jackfuste posted yesterday, here is what I'm getting now instead:

1. 28 C3 0F 28 CA 0F C6 C3
2. 64
3. 0F 59 D0 0F 55 F3 0F 58 D4
4. D2 E8 BC BA 8B FF 90 48

and the FOV multiplier now has a default value of 0.


Just confirming that there was a new update. Also when I looked at the mgsvtpp.exe properties, under the details tab, it shows the same file version (1.0.4.1) but yesterdays exe file size was 77.3MB while this new exe is 77.4. Not sure how Konami is doing it's revision system but it is confusing as hell.

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