Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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PostPosted: 12 Dec 2018, 02:42 
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Hello everyone, I have come here to request a widescreen fix for the aforementioned game. It's a Renderware game if it means anything, but it seems like it may be a rare title as well, it's hard to find copies of this game for PC anywhere. I have found one other topic about this game that never got answered, so perhaps I will fare better. I am willing to financially compensate someone who is capable of helping, perhaps the guy who made the widescreen hack for the first TMNT game.

Any help would be appreciated, please and thank you!


Last edited by Senior Senpai on 15 Dec 2018, 04:31, edited 2 times in total.

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PostPosted: 12 Dec 2018, 07:42 
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Last edited by susahamat on 13 Dec 2018, 05:38, edited 2 times in total.

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PostPosted: 12 Dec 2018, 19:40 
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But that's not proper widescreen, that's stretched. I would know since I made the article for this game on pcgamingwiki.


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PostPosted: 12 Dec 2018, 20:08 
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I am close, found Aspect Ratio and FOV, the only thing i couldn't find is how to break the 60fps limit - will create a DR with the hex variables. :rockout:
Attachment:
TMNT2 2018-12-12 20-05-01-06.jpg
TMNT2 2018-12-12 20-05-01-06.jpg [ 233.37 KiB | Viewed 5054 times ]

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PostPosted: 13 Dec 2018, 02:42 
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Damn, you're like a wizard when it comes to this stuff, great work! Well now I ought to honor the bounty. As for the 60FPS limit, the first game also had the same, so I imagine that the game has just a hex lock, seeing that RenderWare supports uncapped framerate. Unless Konami programmed all of the game's logic for 60FPS... Anyways solved!


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PostPosted: 13 Dec 2018, 05:38 
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Senior Senpai wrote:
But that's not proper widescreen, that's stretched. I would know since I made the article for this game on pcgamingwiki.


sorryi didn't know you wrote on pcgamingwiki :D

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PostPosted: 13 Dec 2018, 20:31 
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Here is a 16:9 fixed EXE. Like i said i fixed the aspect ratio and FOV. You can use dgvoodoo for the resolution fix or another wrapper by Kegetys in the Attachment but it is also not perfect.
The HUD is not stretched but all squeezed for 1024 x 768 (4:3).
Attachment:
TMNT.2.Battle.Nexus - Widescreen 16_9.7z [2.35 MiB]
Downloaded 687 times

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PostPosted: 14 Dec 2018, 01:26 
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Now all that's left is to update the PCgamingwiki article on how to achieve widescreen. I'd do it if I had the know how, but what it seems like is forcing the game to use a different aspect ratio via hex editing, adjusting the FoV, and writing your desired resolution in the ini file, but I don't have an idea of what hex values correspond to what and how they work. I could guess but I'd be wrong, so maybe there could be a WSGF page for this game and detail the method there.


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PostPosted: 14 Dec 2018, 11:24 
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Senior Senpai wrote:
I don't have an idea of what hex values correspond to what and how they work. I could guess but I'd be wrong, so maybe there could be a WSGF page for this game and detail the method there.


http://www.wsgf.org/book/export/html/17351

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PostPosted: 15 Dec 2018, 04:36 
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Hmm, it looks like the solution czarman came up with isn't perfect; UI elements and anything that's in 4:3 aspect will be bound to the top left corner of the game, and can make screen transitions bothersome as it only covers a corner. The results screen is a perfect demonstration of what happens. Is it possible to make the hack just stretch the ui instead, like in the WIP pic? That would be far less distracting IMO, unless I done something wrong on my end.


Attachments:
nmfF8s.png
nmfF8s.png [ 806.68 KiB | Viewed 4987 times ]
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