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Need for Speed Underground 2 (SLUS-21065) various patches #422
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Try out this pnach and add what you will. gametitle=Need for Speed: Underground 2 * NTSC-U * SLUS-21065 * F5C7B45F [Aspect Ratio and Icons fixes] [Widescreen 16:10] [Widescreen 15:10] [Widescreen 20:9] [Widescreen 21:9] [Debug Cameras] [60 FPS] |
Expanded patch list.
I've been testing these new codes @pgert provided (thank you!) for the entire day, and came up with a batch of additional codes by a fellow member of the PCSX2 forums, kozarovv. "Aspect Ratio and Icons fixes" is absolutely outstanding, it resolves the problem with weirdness that happens with aspect ratios, and I believe this fix has really got the importance of being elevated to essential native PCSX2 widescreen patch, if that's even possible. Unfortunately, due to the lack of such monitors and ability to set up resolutions in question, I was unable to test anything but 4:3 and 16:9. Other widescreen patches seem to move sprites and reflections where they supposed to be at, though. Can anyone chime in and test 21:9 etc, and the need to apply "Aspect Ratio and Icons fixes"? Disable Screen Filter Disable Fog Disable Motion Blur Effect Less/More Rain Better Car Brightness Lower Flares I did omit DepthOfField and DepthIntoAlpha codes from the forum post. There is absolutely no perceivable DoF effects in the game that I know (are there?), and latter code simply disables many transparency depth buffer effects (fog as an example), and I'm totally unsure it wouldn't break anything. Debug Cameras should be used as a cheat. This code enables you to use the second PS2 controller to access hidden and broken(!) free camera modes, half-baked "ICE" replay UI interface, and worst of all: you can teleport your car. So this is cheating, hence I did not include this. Taken the liberty to edit description and patch names for upmost consistency. Please feel free to correct the changes. |
To test 21:9, you can set the dimensions of the gaming window to a 21:9 value, For 16:10, it's 1280 * 800. |
@pgert, 21:9 is straight out broken. It messes up sprites and completely demolishes aspect ratio in menus: Now, I'd like to emphasize on several observations, and why I do believe none of these non-orthodoxial aspect ratios (anything other than 4:3 and 16:9) should be included in the patch list. The "markers" code is meant by this excerpt, as provided by PsxFan107 in their "Aspect Ratio and Icons fixes" snippet.
As I came to the realization that these pointers direct to one/double axis scaling of the sprites, someone has to find correct values for 16:10/15:10/20:9 ratios.
So, to be brief, the 16:10/15:10/20:9 codes need a rework. 3D is fine both in-world and menus, UI is scaled improperly, the "markers" (while used with icons fixes) still appear oval (not circular). Of course, neither of these issues are game-breaking, but it appears to me as incomplete widescreen patches. The last word isn't mine in the matter, however, I encourage to share your opinions. |
16:9 hacks converted into 20:9 or higher can be ugly with no HUD fix (and/or with no render fix), |
I've done another pass of testing and updated the pnach. 15:10, 1200*800 16:10, 1280*800 20:9, 1778*800 21:9 remains out of question: it breaks both in-game and menu ratios. The whole set is pretty much done and I'm satisfied with the test results. Tell me if any corrections have to be done, and I push PR back from draft. |
I usually don't point out that enabling several types of aspect ratio hacks may cause problems. |
@pgert, thank you for the suggestion. Revised the pnach and this is the definitive edit, pushing back to review. So far went through Stage 1 campaign and it's been a breeze with the fixes. |
If they can cause problems, it is best not to include them in this repository, in my humble opinion and I would say that 98% of players only use the 16:9 aspect ratio. [Widescreen 16:9] |
@PeterDelta, I assume by automatically detected you referring to the "Apply Widescreen Patches" option in the emulator? I'm not particularly familiar with the underlayings in the functionality. Either way, I've put a lot of effort to test these patches before including each and every to the pnach. So I can confirm there are no issues, with confidence. If 16:9 necessitates this particular syntax, I can easily split 16:9 and 4:3 codes into respective brackets.
The question is where do I put the 4:3 one (it's still one of two native aspect ratios in game and people may be interested in using it). Something akin to:
Must "gsaspectratio=4:3" be included in the code above? Other than that, the codes work flawlessly. |
Yes, that's what I mean. In this case, it would not be necessary to include a specific 4:3 patch because changing the video options to 4:3 in the game fixes it with the patch activated, right? As you rightly describe. |
@PeterDelta, yes, right now activating the combined 16:9/4:3 fixes both. You can choose either one in the in-game settings menu, and both are facilitated with the fix. |
Perfect! Just change the name so that pcsx2 automatically recognizes it and that's it :) |
Pnach updated according to PeterDelta's suggestions. |
That's quite an omission this hasn't been added yet, so I'm filling the gap.
NFSU2 (NTSC-U, SLUS-21065). Just tested thoroughly on v2.1.174. Requires EE 180% OC, otherwise frames dip down in the city center area.
There is only one non-gamebreaking curiosity: whenever the player's car is being parked into a shop/the garage, the in-game driving-in animation is sped up; this has no other side effects, in fact, quite amusingly feels like a QoL.
I don't know whether this insignificant glitch would be considered for a pull decline or not.
So far, this has not been breaking any game physics at 60 FPS, although on the PC port it gets wonky at 120.