nuggslet / mgsm2fix Goto Github PK
View Code? Open in Web Editor NEWA fix that adds custom resolutions, analog input, pixel perfect scaling and more to the original Metal Gear Solid within the Master Collection.
License: MIT License
A fix that adds custom resolutions, analog input, pixel perfect scaling and more to the original Metal Gear Solid within the Master Collection.
License: MIT License
Hello, I'm encountering several issues when using a custom internal resolution. First, whenever I go underwater the game view just gets zoomed in on the top left, there's already an issue open about this but I figured I'd mention it anyways. The other issues I haven't seen mentioned elsewhere though.
First, during some cutscenes there's a weird semi-transparent overlay of some sort? I think it's just level geometry or something but it's kind of hard to tell and also hard to describe so sorry if this doesn't make any sense, I can provide screenshots if needed. This is my first time playing through the MGS games so I thought it was just a stylistic choice that's in the game at first but I disabled the internal res in the *.ini file and it went away so I guess not. Either way it's very distracting. Also during the cutscene where you first meet Revolver Ocelot, there's a concrete wall or pillar or something blocking him from view of the camera that also isn't there if I disable the internal res option, not sure what that's about or if it's related. Also, it seems like some text just doesn't appear, like the info for save files when saving or loading, they're just blank.
I'm playing on a Steam Deck OLED and running the latest version of both the game and MGSM2Fix.
It's been like a month since this mod was updated so I hope development on it isn't discontinued, fixing these few bugs would make it practically perfect.
Will there be support for mods in Xdelta format too?
entering water with resolution hack does not show character
Internal Resolution set to Enabled causes codec numbers to not appear
MGSM2Fix Version 2.2
Metal Gear Solid Master Collection Version Ver.1.5.0
CPU - AMD Ryzen 5800X3D
GPU - AMD Radeon 6750X
RAM - 32GB Corsair
in [Internal Resolution] set config to this
Enabled = false
Height = 0
Widescreen = true
The cursor doesn't hide and is seen in the launcher and game. An unmodded mgs1 mc game would hide the cursor. Does this have anything to do with having to use steam input?
ok! soo......does this really work? They asked the question before but no one seems to answer anything! Could it be that there is some special way to activate the custom resolution in Metal Gear Solid?, or does this simply not work...does anyone know anything?
Just installed this and tested it on Win10/Win11/Linux/SteamDeck environments and the custom resolution option isn't working on any of them.
When alt-tabbing, the game closes.
When I download MGSM2Fix_v_0_6_MGS1.zip from release 0.6 the file immidiately gets quarantined by Windows Defender, this does not happen with previous releases tho.
Is it possible to add a option to fix the Playstation 1 texture warping?
Would be nice ๐๐ป
Reproduction:
Hard setting custom resolution to 1440p doesn't resolve this issue. Setting the game to borderless windowed DOES however give you the properly sized window.
Does M2 emulator have an option to do that hidden somewhere?, duckstation has that option, even If just is accelerated It might be useful to some people.
Hey
I know this ain't a issue with the mod, so I hope it is alright I ask here anyway :)
Not sure what is possible or even in the scope of this mod, but would analog movement be something that could be enabled for MGS via this mod?
Anywho, great work so far with what you have done! It's nice to have a simple and easy mothed to change the settings you have made, instead of the others where you need to patch with .bat files and whatnot.
Analog Support broken by 1.5.0 patch
2.1
Hi,
i don't know if it's the same bug reported about Snake not visible when under water but in my case with the internal resolution on all cutscenes are like super zoomed and you can only see one point of the scene while they're playng and the same happens when you go into the water. When game starts, for example, if you enter in the water the image is zoomed on the wall near the stairs and the model of the character is still present but you can only see it when Snake walks in front of the camera.
(nothing changes if the screen size is 4:3, 16:9 or anything else)
I'm not sure if I've done anything wrong, this issue randomly popped up after a few days without any issues, it every single time I try to load MGS I get the error "Unable to load MGSM2Fix.asi. Error: 225"
(Missing area info)
(Missing numbers/PTT/Vox indicator)
(The dropdown memory area is working correctly)
My ingame settings:
In the debug menu, fix the disc change function or force it in another way so that all scenes can be jumped to and cutscenes viewed.
Yes. Currently, you can only jump to S13A. At this point, you have to jump backwards to the previous area, then re-enter. This forces a change to disc 2. However, this is more of an issue pertaining to the debug menu itself than this mod. A lot of the stages passed S13A cant be jumped to without issues with missing assets for cutscenes and codec messages.
A way to switch discs if applicable. Obviously this is more of a problem with the debug menu itself than this mod. But I am hoping there is a way this functionality can be restored or a function similar added.
Perhaps another mod that could do this? I also considered using debug save files and trying to modify the save so it points to disc 2. But I have no idea how or if that is even possible lol
Hello. This is not a bug report or a feature request issue. I opened this issue to get some insights on the hooking process used for MGS1 MC.
Out of curiosity I wanted to inject and detour some stuff. After attaching a debugger, I wasted quite a lot of time trying to figure out why no breakpoints were working and trying to find anything useful. Only then I realized that the game was being run in a Squirrel VM.
I have experience with normal binaries, but not with Squirrel VM. I tried looking up examples online, but I couldn't find anything.
My question is: how and what are you doing? How did you figure out the setSmoothing
and setScanline
arguments? As in, where did you find them? From the unpacked alldata.bin
? But if that's the case, how did you open the files ( .nut.m
, .psb.m
)?
I'm sorry for opening this kind of unrelated issue, but you're the only one ( that I've found publicly ) that has done this. Thank you for your time and answer in advance.
Hi, thanks for the update. I've tested all the various screen options in the game itself that were added in patch 1.4.0 with the new 0.8 version of MGSM2Fix. With the fix installed, all options work correctly except for two specific options under the "Game Screen" setting: "Standard" and "Pixel Perfect." No matter which one is selected, it is always presented in the "Standard" ratio
The other "16:9" and "Fullscreen" settings, as well as every other visual setting that concerns filters, wallpapers and windowed mode works correctly.
These two settings don't work regardless of if the mod's windowed modes are engaged or not. I've confirmed that these options work correctly without the mod installed.
Edit: Tested with version 1.0, the issue is still present.
Edit: Tested with version 1.1, the issue is still present unless custom resolution is completely disabled. The mod page says it enables pixel perfect scaling anyway, which I think is the best method, so restoring the "standard" display option isn't super necessary, just thought it would be nice.
Edit: Tested with version 1.2, issue persists.
The codec frequency is invisible when this is installed, leading to not being able to save.
Whenever I use the US version of the game there's these black bars on the top and bottom of the screen and no matter how much I fiddle with the settings for both MGSM2Fix and the base master collection settings I can't get them to go away without playing the PAL versions.
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