Rayman 2 PC Widescreen Patch Update (16:9, 16:10, 21:9, 32:9, ..) | PC 32 bit depth fix | + widescreen for DC, PSX, PS2

Discuss tools to aid in the modification and running of Rayman games.

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JohnnyGui
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Re: New Rayman 2 PC Widescreen Patch (16:9, 16:10, 21:9, ...) | PC 32 bit depth fix | 16:9, ... for DC, PSX, PS2

Post by JohnnyGui »

deton24 wrote: Thu Jan 31, 2019 2:01 am For now, maybe you will be interested in Vert- widescreen method:
https://www.youtube.com/watch?v=jZfXmhY ... e=youtu.be
viewtopic.php?p=1344703#p1189150
I remember testing that method but I noticed that this mode actually shows less than the original game. It has the same horizontal FOV as the original game, but zooms in on the game, cutting the top and lower parts of the game to make it seem widescreen. You end up seeing less of the vertical FOV compared to the original game.
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Re: Rayman 2 Widescreen Patch (16:9, 16:10)

Post by Steo »

JohnnyGui wrote: Thu Jan 31, 2019 1:56 am I posted something a while ago in this thread regarding editing the .exe file with a HEX editor but I'm not sure if it's correct.
This is exactly what I was attempting, but nothing I tried was working. If there somehow is a value in the executable that can be edited to fix it, it's proving very difficult to find.
JohnnyGui wrote: Thu Jan 31, 2019 5:28 am I remember testing that method but I noticed that this mode actually shows less than the original game. It has the same horizontal FOV as the original game, but zooms in on the game, cutting the top and lower parts of the game to make it seem widescreen. You end up seeing less of the vertical FOV compared to the original game.
That's what deton24 means by vert- also, you're cropping the screen vertically instead to avoid the cutting at the sides. The downside is that you're losing a lot of the FOV vertically instead.
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Re: New Rayman 2 PC Widescreen Patch (16:9, 16:10, 21:9, ...) | PC 32 bit depth fix | 16:9, ... for DC, PSX, PS2

Post by RayCarrot »

You can use my program the Rayman Control Panel to automatically set the aspect ratio and change between horizontal/vertical widescreen if you want rather than editing manually.
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Steo
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Re: New Rayman 2 PC Widescreen Patch (16:9, 16:10, 21:9, ...) | PC 32 bit depth fix | 16:9, ... for DC, PSX, PS2

Post by Steo »

I actually never did try out Rayman Control Panel. I must try it out during the week and see what it can do.
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Re: New Rayman 2 PC Widescreen Patch (16:9, 16:10, 21:9, ...) | PC 32 bit depth fix | 16:9, ... for DC, PSX, PS2

Post by JohnnyGui »

Carrot-master wrote: Thu Jan 31, 2019 8:54 pm You can use my program the Rayman Control Panel to automatically set the aspect ratio and change between horizontal/vertical widescreen if you want rather than editing manually.
The problem is more that the textures pop-in when enabling widescreen. Hopefully there is a way to actually fix this by increasing the internal range FOV.
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Re: New Rayman 2 PC Widescreen Patch (16:9, 16:10, 21:9, ...) | PC 32 bit depth fix | 16:9, ... for DC, PSX, PS2

Post by IIITA »

deton24 wrote: Wed Jan 30, 2019 11:19 pm Ok. The problem in PC version is still there no matter what renderer you use.
It was only fixed because of my Reshade's Motion_Focus 1 (camera zooming feature) in Rayman 2 The Great Escape\ReShade\GemFX.cfg
I am always impressed with your skill.
Yes, I tried your new widescreen+reshade posted Wed Jan 30, 2019 3:47 pm, "Rayman 2 Reshade_SweetFX 32 bit depth 16_9.7z".
In my PC running W7 SP1 1920x1080 resolution, I got texts shown in upper part of game area are displayed somehow "blurred" and game screen is sometomes "zooming" as well as texts in the bottom are also "zooming up" and moving up when stage changed.
Is this your mod intension making game screen more effective or a point you have not fixed.
I also feel that this mod makes game screen move slow than other mods on my PC.
Need your opinoin.
deton24
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Re: New Rayman 2 PC Widescreen Patch (16:9, 16:10, 21:9, ...) | PC 32 bit depth fix | 16:9, ... for DC, PSX, PS2

Post by deton24 »

Have you read the whole R2 Reshade topic?
This slow down exist ideed, but if you have frames below ~53. 60 FPS is the best.
This huge load of shaders is very GPU depending.
It happens almost in every game with these shaders.

I already explained how to get rid of camera zooming.
In the topic I also explained what to do to get more sharpness (and probably in some cases) fixed HUD, along with getting much more FPS (37>to normal 63 frame lock)
Just press scroll lock lot of times fast (preferably in portal), till the frames goes up (measure with Fraps - Afterburber cause crashes from some time). But not every time the same results are guaranteed. Quality sometimes differs.
I could also disable this blur on HUD in config, since I also don't really like it, but probably I left it because of an influence on something different in the game, which wasn't quite a good decision.
For now you have some bypass.

@down
Option responsible for blurring HUD was Tiltshift in R2\Reshade\CustomFX.cfg
Just make the line like this:
#define USE_TILTSHIFT 0
Last edited by deton24 on Sun Feb 10, 2019 1:40 am, edited 1 time in total.
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Re: New Rayman 2 PC Widescreen Patch (16:9, 16:10, 21:9, ...) | PC 32 bit depth fix | 16:9, ... for DC, PSX, PS2

Post by IIITA »

Ya, thank you your suggestion, I see now all I said is your design intended.
I got you and "Scr Lk" made good fixed screen.
I will earnestly wait for your new "disable this blur on HUD in config", which also currently makes upper part of game screen itself blurred.
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Re: New Rayman 2 PC Widescreen Patch (16:9, 16:10, 21:9, ...) | PC 32 bit depth fix | 16:9, ... for DC, PSX, PS2

Post by Steo »

That's great, I will have to try this out. :D
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Re: Rayman 2 PC Widescreen Patch Update (16:9, 16:10, 21:9, 32:9, ..) | PC 32 bit depth fix | + widescreen for DC, PSX,

Post by deton24 »

Seems like patched GliVd1vf.dll by Dege (Rayman 2\DLL) fixes FPS issues for both DX6 and Glide, and fixes disappearing objects for at least 16:9 due to low FOV in binaries from 1st post.

Please let me know if you encounter disappearing objects with other of these binaries than 16:9.

___________________________________________________________________________________________________________________

I'm also attaching new binaries from Automaniak005, with bigger FOV. Along with new dedicated Cheat Engine values for fixing object disappearing which exist with them even while using GliVd1vf.dll patch.

Copy&Paste:
0000804000000040000000409A99993F

25:16 FOV - 1.346354166666666
16:10 FOV- 1.378666666666667
15:9 FOV - 1.401
16:9 FOV - 1.468
21:9 FOV - 1.795
32:9 FOV - 2.128

Tutorial: https://www.youtube.com/watch?v=X8MXYlJySaQ

25:16 files - https://www68.zippyshare.com/v/An9QDDZM/file.html
16:10 files - https://www56.zippyshare.com/v/id2vdeZy/file.html
15:9 files - https://www56.zippyshare.com/v/Rcfg4w91/file.html
16:9 files - https://www102.zippyshare.com/v/QDeEhl2l/file/html
21:9 files - https://www56.zippyshare.com/v/S3nqLhh1/file.html
32:9 files - https://www56.zippyshare.com/v/K9o2ECQ2/file.html

Currently, I'm leaving the old ones in the first post since dgVoodoo has a lot of problems with Alt+Tabing, so using Cheat Engine every game start is extremely uncomfortable.

_______________________________________________________________________

More technical info about binaries above and comparisons between different FOV in Rayman 2 by Automaniak005 himself:

This is how the game looks in 4: 3 (ignore the squeezed HUD, when creating this modification I forgot to back up Textures.cnt, and I did not want to pack again or search the Internet)
https://drive.google.com/file/d/1MJ4H8z ... HMp-/view

This is what the game looks like after increasing the horizontal field of view, which RibShark sent me in 2015 https://drive.google.com/file/d/115U2g- ... sp=sharing

The method is used in the files from my 2017 video tutorial, but in addition, they use a customized value for resizing most of the game type.

This is what the game looks like on a file from 2019, when you don't increase the field of view in Cheat Engine (the same as in the first post)
https://drive.google.com/file/d/1lWAg00 ... p= sharing

Any object outside of the default 4: 3 area does not disappear (with library patch) because the area is not displayed at all (FOV is lower). Instead, you see less above and below. And in fact, this is not a 16:9 picture, but a bit narrower, stretched to 16:9, because increasing the CE field of view has little effect on proportions, thus increasing the 16:9 field of view would give a slightly flattened horizontal picture.

This is how the game looks on the file from 2019 after increasing the field of view in CE
https://drive.google.com/file/d/13b_yn2 ... sp=sharing

At first glance, the image looks the same as when it was first modified (excluding the interface). However, this is due to the fact that in this shot no textures disappear despite the increase in the horizontal field of view. You can see that the visible area is slightly different between these two screenshots, because the method of changing the horizontal field of view uses a simple mathematical formula, while the values ​​in the newer way, which relies on reducing the vertical field of view and improving the overall FOV in CE, had to be determined trial and error. Anyway, increasing the FOV in CE as opposed to changing the horizontal field of view in the file, adjusts the number of displayed elements to the visible area.
deton24
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Re: Rayman 2 PC Widescreen Patch Update (16:9, 16:10, 21:9, 32:9, ..) | PC 32 bit depth fix | + widescreen for DC, PSX,

Post by deton24 »

I'm sorry for confusion, but it turned out that these binaries from the first post:
Are not the same. Zippyshare links provide the same binaries with bigger FOV like I just posted above, but yadi.sk were those with lower FOV.

Furthermore. I have a report that when you use nGlide and x 32 fix and yadi.sk binary (16:9 CRC-32: 92857389), the FOV is bigger, but when you set x 16, it's lower again:
https://cdn.discordapp.com/attachments/ ... de-fov.png
https://cdn.discordapp.com/attachments/ ... _43_05.png
The user claims that using the same binary on dgVoodoo dx6 x 16, the FOV is still bigger (like in the 2nd picture):
https://cdn.discordapp.com/attachments/ ... _15_55.png
dgVoodoo dx6 x 32 doesn't work and couldn't be checked.

Additionally, if someone has issues with small window and low FPS with dgVoodoo and no resolution to choose in dgVoodoo Control Panel, use version 2.55.3. It was on GeForce 9500GT and W10 1903.

It also seems like like DLL patch from here:
https://www.vogons.org/download/file.php?id=83792
along with lower FOV binary (at least 16:10) fixes the issue of disappearing objects on the edges.
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Re: Rayman 2 PC Widescreen Patch Update (16:9, 16:10, 21:9, 32:9, ..) | PC 32 bit depth fix | + widescreen for DC, PSX,

Post by ENunn »

Tried getting this running but it's not working for me in DirectX mode. I'm getting a "Graphics Dll not found, run install" error. Anyone know how to fix it? I did the install step by step.

ini

Code: Select all

[Rayman2]Choose = 1GLI_DllFile=GliDX6
GLI_Dll=DirectX6
GLI_Driver=display
GLI_Device=Direct3D HAL
GLI_Mode=1 - 3840 x 2160 x 16
GLI_DllFile=DI
Language=English
GXSetup:
Image

Game/DLL folder:
Image
Image

I changed the ini to this:

Code: Select all

[Rayman2]Choose = 1GLI_DllFile=GliDX6
GLI_Dll=DirectX6
GLI_Driver=display
GLI_Device=Direct3D HAL
GLI_Mode=1 - 3840 x 2160 x 16
GLI_DllFile=GliDX6
Language=English
but the game instantly closes itself on launch. I thought Glide would work but even that's not working for me. Tried on both retail and GOG releases. Ran in XP compatibility mode, ran as admin. I'm stumped. Does anyone know what to do here?

ENunn
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Re: Rayman 2 PC Widescreen Patch Update (16:9, 16:10, 21:9, 32:9, ..) | PC 32 bit depth fix | + widescreen for DC, PSX,

Post by ENunn »

deton24 wrote: Fri Jul 17, 2020 9:36 am When you delete ddraw.dll it's the same?
Nope, I get this error now:
Image
deton24 wrote: Fri Jul 17, 2020 9:36 am Reinstall the whole GOG release, and try to run it just with widescreen patch.
It will be windowed and with low performance, but you will be reassured that the game is working.
Then, try to test the game whether it still works after every change in the game files.
Works fine completely unmodded + with the widescreen patch. I dropped in DGVoodoo and the required DLL's into the folder, settings still the same so I'm still running Glide, it closes itself at the Ubisoft screen. Dropped in the patch afterwards, still the same settings, now I'm back to square one. It doesn't even try to launch.
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Re: Rayman 2 PC Widescreen Patch Update (16:9, 16:10, 21:9, 32:9, ..) | PC 32 bit depth fix | + widescreen for DC, PSX,

Post by ENunn »

Still having problems as of 8/31. Did everything I can think and nothing's working. Either it's graphics dll not found, closes at the ubisoft screen, or nothing happens when I launch R2. Anyone got any ideas?
Last edited by ENunn on Mon Aug 31, 2020 9:27 pm, edited 1 time in total.
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