Widescreenfixespack: [SH2] Fullscreen Images

Created on 25 Sep 2017  路  20Comments  路  Source: ThirteenAG/WidescreenFixesPack

_This is a work in progress. Use anything posted here at your own risk._

ThirteenAG: I was able to get letterboxed images in fullscreen using static values. I'm going to have some people test this in case I missed any images, and to make sure there aren't any nasty side-effects. If all is well then I'll post the information you need, assuming you're interested.

What is this

Scaling letterboxed images to fullscreen has not been possible until the discovery of what appears to be a unique hexadecimal assigned to each image. I need to test this to ensure everything works as intended, so no time is wasted implementing something that has a lot of problems. As of now this feature is _not_ promised to be in any future version of the widescreen fix.

How to test

Requirements:

  • Silent Hill 2 Director's Cut
  • Cheat Engine
  • Widescreen Fix

Downloads:

Download and extract the Fullscreen Images archive, and view the included readme for how to install and use. If you find a letterboxed image that isn't being scaled, then tell me where you found it. Be as detailed as possible. Ideally, you can also upload a save.

Other information

A list of all notes in the game: http://www.igotaletter.com/itemsnotes/notes/

Known Letterboxed Images

| Hexadecimal | Description | Location | Scenerio |
| ------------- | ------------- | ------------- | :-------------: |
| 00000004 | Unopened Clock | Woodside Apartment | Main |
| 00000008 | Clock Puzzle Explanation (Memos) | Woodside Apartment | Main |
| 0000000A | Clock Puzzle Explanation | Woodside Apartment | Main |
| 0000000C | Wall Scratches | Woodside Apartment | Main |
| 0000000E | Opened Clock | Woodside Apartment | Main |
| 00000016 | Clogged Trash Chute | Woodside Apartment | Main |
| 00000018 | Trash without Coin (Old Man) | Woodside Apartment | Main |
| 0000001C | Book on Table (Ending Hint) | Woodside Apartment | Main |
| 00000022 | Brochure on Table | Woodside Apartment | Main |
| 00000010 | Coin Puzzle | Blue Creek Apartment | Main |
| 00000014 | Desk | Blue Creek Apartment | Main |
| 0000001E | Torn Family Photo | Blue Creek Apartment | Main |
| 00000020 | Locked Safe | Blue Creek Apartment | Main |
| 00000074 | Bloody Numbers on Wall | Brookhaven Hospital | Main |
| 00000076 | Locked Box | Brookhaven Hospital | Main |
| 0000007A | Carbon Paper with Box Code | Brookhaven Hospital | Main |
| 0000007C | Diary on Roof | Brookhaven Hospital | Main |
| 0000007E | Doctor's Journal (Purple Bull Key) | Brookhaven Hospital | Main |
| 00000082 | Drain | Brookhaven Hospital | Main |
| 0000008A | Elevator | Brookhaven Hospital | Main |
| 0000008E | Locked Box Opened | Brookhaven Hospital | Main |
| 00000094 | Letter & Wrench Map | Brookhaven Hospital | Main |
| 00000096 | Door Numpad | Brookhaven Hospital | Main |
| 0000009A | Patient Record | Brookhaven Hospital | Main |
| 000000A6 | Whiteboard with Door Code Riddle | Brookhaven Hospital | Main |
| 00000086 | Painted Door | Brookhaven Hospital (Otherworld) | Main |
| 00000088 | Elevator | Brookhaven Hospital (Otherworld) | Main |
| 0000009C | Supply Box | Brookhaven Hospital (Otherworld) | Main |
| 00000046 | Pyramid Head | Historical Society | Main |
| 0000003E | Door Numpad | Strange Area | Main |
| 00000024 | Painting 2 (Woman in Flight) | Toluca Prison | Main |
| 00000026 | Painting 1 (Burning Man) | Toluca Prison | Main |
| 00000028 | Painting 3 (People at Recital) | Toluca Prison | Main |
| 00000036 | Toluca Lake Legend | Toluca Prison | Main |
| 00000042 | Basement Hatch | Toluca Prison | Main |
| 00000048 | Tablet Depressions | Toluca Prison | Main |
| 0000002A | Innocent Man Riddle (Extra) | Labyrinth | Main |
| 0000002C | Innocent Man Riddle (Easy) | Labyrinth | Main |
| 0000002E | Innocent Man Riddle Notice | Labyrinth | Main |
| 00000030 | Innocent Man Riddle (Normal) | Labyrinth | Main |
| 00000032 | Innocent Man Riddle (Hard) | Labyrinth | Main |
| 0000003A | Handcuffed Gate | Labyrinth | Main |
| 0000003C | Newspaper | Labyrinth | Main |
| 000000A8 | Locked "Fishkey" Briefcase | Lakeview Hotel | Main |
| 000000B4 | Unlocked "Fishkey" Briefcase | Lakeview Hotel | Main |
| 000000B6 | Employee Elevator | Lakeview Hotel | Main |
| 000000B8 | Labeless Can Closed | Lakeview Hotel | Main |
| 000000BA | Labeless Can Opened | Lakeview Hotel | Main |
| 000000C2 | Marked Photo | Lakeview Hotel | Main |
| 000000C4 | Videotape Note | Lakeview Hotel | Main |
| 000000C8 | Locked Combination Briefcase | Lakeview Hotel | Main |
| 000000CA | Safe without Videotape | Lakeview Hotel | Main |
| 000000B0 | Elevator | Lakeview Hotel (Otherworld) | Main |
| 000000BE | Locked Lobby Door (Egg) | Lakeview Hotel (Otherworld) | Main |
| 00000130 | Opened Car with Map | Silent Hill | Main |
| 00000134 | Map with Apartment Key Location | Silent Hill | Main |
| 00000138 | Save in Well | Silent Hill | Main |
| 0000013C | Swamp Monument | Silent Hill | Main |
| 0000013A | Letter (with Wrench) | Silent Hill (Night) | Main |
| 0000013E | Swamp Monument | Silent Hill (Night) | Main |
| 00000140 | Box in Graveyard Closed | Silent Hill (Night) | Main |
| 00000142 | Box in Graveyard Opened | Silent Hill (Night) | Main |
| | | | |
| | | | |
| 0000014E | Birthday Card | Baldwin House | Sub |
| 00000150 | Fireplace | Baldwin House | Sub |
| 00000152 | Lost Memories Book | Baldwin House | Sub |
| 00000154 | Garden Tombstone | Baldwin House | Sub |
| 00000156 | Plant Book | Baldwin House | Sub |

Only works with EAX pointer at 0049FCF2

| Hexadecimal | Description | Location | Scenerio |
| ------------- | ------------- | ------------- | :-------------: |
| 00000002 | Coins for Coin Puzzle | Woodside Apartment | Main |
| 00000006 | Clock Hands | Woodside Apartment | Main |
| 00000012 | Trash with Coin (Old Man) | Woodside Apartment | Main |
| 0000001A | Dial of Locked Safe | Blue Creek Apartment | Main |
| 00000072 | Purple Bull Key of Doctor's Journal | Brookhaven Hospital | Main |
| 00000078 | Bloody Numbers on Wall Overlay | Brookhaven Hospital | Main |
| 00000080 | Key in Drain | Brookhaven Hospital | Main |
| 00000084 | Rings on Painted Door | Brookhaven Hospital (Otherworld) | Main |
| 0000008C | Elevator Buttons | Brookhaven Hospital | Main |
| 00000090 | Hair in Locked Box | Brookhaven Hospital | Main |
| 00000092 | Hospital Key on Map | Brookhaven Hospital | Main |
| 00000098 | Door Numpad Buttons | Brookhaven Hospital | Main |
| 000000A4 | Locks of Locked Box | Brookhaven Hospital | Main |
| 00000038 | Door Numpad Buttons | Strange Area | Main |
| 00000034 | Gate without Handcuffs | Strange Area | Main |
| 00000040 | Tablets | Toluca Prison | Main |
| 00000044 | Horseshoe of Basement Hatch | Toluca Prison | Main |
| 000000AA | Letters of Marked Photo | Lakeview Hotel | Main |
| 000000AC | Letters of Combination Briefcase | Lakeview Hotel | Main |
| 000000B2 | Opened Suitcase with Room 204 Key | Lakeview Hotel | Main |
| 000000BC | Labeless Can with Lightbulb Removed | Lakeview Hotel | Main |
| 000000CC | Safe with Can Opener & Videotape | Lakeview Hotel | Main |
| 00000170 | UFO Ending Slide 1 | Lakeview Hotel | Main |
| 00000174 | UFO Ending Slide 2 | Lakeview Hotel | Main |
| 00000172 | UFO Ending Slide 3 | Lakeview Hotel | Main |
| 00000176 | UFO Ending Slide 4 | Lakeview Hotel | Main |
| 00000184 | UFO Ending Slide 5 | Lakeview Hotel | Main |
| 00000186 | UFO Ending Slide 6 | Lakeview Hotel | Main |
| 00000178 | UFO Ending Slide 7 | Lakeview Hotel | Main |
| 00000188 | UFO Ending Slide 8 | Lakeview Hotel | Main |
| 0000018A | UFO Ending Slide 9 | Lakeview Hotel | Main |
| 0000018C | UFO Ending Slide 10 | Lakeview Hotel | Main |
| 0000018E | UFO Ending Slide 11 | Lakeview Hotel | Main |
| 00000194 | UFO Ending Slide 12 | Lakeview Hotel | Main |
| 0000017A | UFO Ending Slide 12 | Lakeview Hotel | Main |
| 00000190 | UFO Ending Slide 13 | Lakeview Hotel | Main |
| 00000192 | UFO Ending Slide 14 | Lakeview Hotel | Main |
| 0000017C | UFO Ending Slide 15 | Lakeview Hotel | Main |
| 0000017E | UFO Ending Slide 16 | Lakeview Hotel | Main |
| 00000180 | UFO Ending Slide 17 | Lakeview Hotel | Main |
| 00000182 | UFO Ending Slide 18 | Lakeview Hotel | Main |
| 00000196 | UFO Ending Slide 19 | Lakeview Hotel | Main |
| 00000198 | UFO Ending Slide 20 | Lakeview Hotel | Main |
| 0000019E | UFO Ending Slide 21 | Lakeview Hotel | Main |
| 000001A0 | UFO Ending Slide 22 | Lakeview Hotel | Main |
| 000001A2 | UFO Ending Slide 23 | Lakeview Hotel | Main |
| 000001A4 | UFO Ending Slide 24 | Lakeview Hotel | Main |
| 000001A6 | UFO Ending Slide 25 | Lakeview Hotel | Main |
| 0000012E | Opened Car with Map | Silent Hill | Main |
| 00000130 | Opened Car without Map | Silent Hill | Main |
| 00000144 | Key from Box in Graveyard | Silent Hill (Night) | Main |

Known Issues

  • When interacting with puzzles, the mouse may initially be off-screen because of the cropped vertical.

@jdkubiak @Brunn0121

Most helpful comment

assuming you're interested.

I saw milestones, will get to it as soon as I can.

All 20 comments

assuming you're interested.

I saw milestones, will get to it as soon as I can.

Thank you, Aero! I will play test this very soon. Please allow me some time to work on audio tasks for the game beforehand.

Thank you, Aero! I will play test this very soon. Please allow me some time to work on audio tasks for the game beforehand.

I'm in no rush. I rather do this right the first time, than to find out I missed a dozen images, and it broke something important.

Using Silent Hill Texture Explorer might help too, since you can find most (if not all) letterboxed images for each level in their respective folders. I already found one I've never seen before: a torn photo in the apartments. There's also different versions of the same image depending on difficulty, so those might use different hexadecimals as well.

I already found one I've never seen before: a torn photo in the apartments.

I remember when this was first discovered probably over a decade ago; it was a big deal! It's an uncensored photo of Angela's family on the floor after you meet her in the "mirror" room in the apartments (the final version has a paper fold hiding some faces, if I recall correctly).

Updated the list and arranged them by location.

I'll test as soon as i get home from work, i'll probably end up using all my weekend free time on it since once i start playing sh2/3 i only stop when i beat it.

Alrighty Aero my friend. Here are my notes:

  • This was tested on Windows 7 Home Premium with an Nvidia GPU.
  • The game was played using D3D8to9 and WineD3D.
  • Fix2D was also set to "1" for the test.
  • To make things quicker and easier for this test I played the main campaign on Beginner Difficulty and Easy Riddle. I mention this as I think certain full screen images change depending on riddle difficulty (more on that further down).
  • I played BFaW's campaign on Easy Riddle but I don't think it matters for this campaign as the riddles are always the same.
  • All fullscreen images you can interact with worked correctly. Their "hit boxes" scaled proportionally with the images themselves.
  • I referenced your table pretty much the whole time. So if there is a full screen image NOT mentioned in your list there's a very real possibility I may have missed it on my playthrough as a result.

Fullscreen images that are NOT scaled

| Hexadecimal | Description | Location | Scenerio |
| --- | --- | --- | --- |
| 00000030 | Innocent Man Riddle | Labyrinth | Main |

^ This fullscreen image may change depending on difficulty. I can't remember for certain, though. If that's the case, you may have fixed it for one difficulty but not the others?

| Hexadecimal | Description | Location | Scenerio |
| --- | --- | --- | --- |
| 0000001E | Torn Family Photo | Blue Creek Apartment | Main |

^ There are two versions of this fullscreen image: 1) A version that censors Angela's face by hiding it with a paper fold and 2) an uncensored version. The uncensored version was never used in the final build of the game. With that said, the censored version (the one that IS used) is not to scale during my play test. The hexadecimal you have may be for the censored or uncensored version; I'm not sure.

Scaled fullscreen image issues

| Hexadecimal | Description | Location | Scenerio |
| --- | --- | --- | --- |
| 000000B0 | Elevator | Lakeview Hotel (Otherworld) | Main |

^ The bottom elevator buttons (Open (< >) and Close (> <)) are partially cut off when scaled to 16:9. Is it possible to push this particular image up a bit more?

| Hexadecimal | Description | Location | Scenerio |
| --- | --- | --- | --- |
| 00000134 | Map with Apartment Key Location | Silent Hill | Main |

^ This image scaled but there are black pillar boxes. Perhaps it was scaled but not fully to 16:9 ratio?

Other concerns

| Hexadecimal | Description | Location | Scenerio |
| --- | --- | --- | --- |
| 00000008 | Clock Puzzle Explanation | Woodside Apartment | Main |
| 0000000A | Clock Puzzle Explanation | Woodside Apartment | Main |

^ As far as I recall there's only one explanation? The notepad by the phone in the same apartment as the clock puzzle? Am I missing another one somewhere else? If not, the image DID scale correctly but I'm not sure which hexadecimal it was.

EDIT: This one may be another example of the image changing depending on difficulty, actually.

Table list recommendations

A non-important suggestion: To help others who may want to play test I'd recommend changing the following Descriptions and/or Location labeling just to make it a little easier for them:

  • Change Unclogged Trash Chute to Outside Garbage Chute (Old Man Coin).
  • Change Doctor's Record to Doctor's Note (Purple Bull Key).
  • Change Painting 1, Painting 2, and Painting 3 to Painting (Burning Man), Painting (Woman in Flight), and Painting (436 People at Recital). NOTE: I'm not sure which painting number goes with which. It's just on the off-chance someone has issues with these particular full screen images they can specifically tell you which ones are giving them troubles.
  • Change Locked Bag to Locked "Fishkey" Briefcase.
  • Change Unlocked Bag to Unlocked "Fishkey" Briefcase.
  • Change Locked Suitcase to Locked Combination Briefcase.
  • Change Locked Lobby Door to Locked Lobby Door (Egg).
  • Change Letter to Letter (with Wrench).
  • Change Letter (with Wrench)'s Location to Silent Hill (Night).

This fullscreen image may change depending on difficulty. I can't remember for certain, though. If that's the case, you may have fixed it for one difficulty but not the others?

You used easy riddle difficulty, correct? If so then that's probably the case. I did my initial documentation with normal riddle difficulty, but I'm currently doing a hard difficulty playthrough, so I'll update that as soon as possible.

The bottom elevator buttons (Open (< >) and Close (> <)) are partially cut off when scaled to 16:9. Is it possible to push this particular image up a bit more?

I don't know. This is part of the reason there was pillarboxing in the first version you tested, because cropping the image beyond the letterboxing may cause issues like this. Changing positioning on an image-by-image basis would complicate things even more, because it's not exactly easy to do that.

X/Y affects the width and height, and width and height affect the X/Y. It all has to be scaled proportionate to each other.

This image scaled but there are black pillar boxes. Perhaps it was scaled but not fully to 16:9 ratio?

It's scaled correctly. That particular image has baked in pillarboxing for some reason. Check the p_outmap textures in the out folder. It would require even more cropping, which isn't a good idea for the reasons mentioned above.

As far as I recall there's only one explanation? The notepad by the phone in the same apartment as the clock puzzle? Am I missing another one somewhere else? If not, the image DID scale correctly but I'm not sure which hexadecimal it was.

EDIT: This one may be another example of the image changing depending on difficulty, actually.

The game uses two versions of that image for some reason. One for when you find it in the apartment, and one for when you view it in memos. The memos image is less saturated; I have no idea why they chose to do this. I'll specify that when I update the list again, sorry.

A non-important suggestion: To help others who may want to play test I'd recommend changing the following Descriptions and/or Location labeling just to make it a little easier for them:

I'll do that later today, thanks for the suggestion!

Let me know if/when you update this again and I'll also test the Apartment Hint Book, Hospital Whiteboard, and Torn Photo with you.

It's scaled correctly. That particular image has baked in pillarboxing for some reason. Check the p_outmap textures in the out folder. It would require even more cropping, which isn't a good idea for the reasons mentioned above.

I know there will be some who think what I've done is blasphemous but the enlargement is minor and it solves the pillar box issue without having to scale it further.

You can get it here:
SH2 PC p_outmap Textures Widescreen Fix.zip

image
image

image
image

I think we're almost done, since I can't find anymore missing images in the game or with SH Texture Explorer.

My current to-do list:

  • The hexadecimal for the Innocent Man Riddle (Extra) needs to be verified.

  • UFO ending might need to be scaled as well. It looks like it uses a few letterboxed images for its cutscene. I'll have to see how that works.

  • Last but not least, I need to confirm the hexadecimals for other versions of the game aren't different. This is the most important part, because if they are it could mean all of this was for nothing. If you're worried about this, I already took a quick glance and all of the images I checked have the same hexadecimal.

Let me know if/when you update this again and I'll also test the Apartment Hint Book, Hospital Whiteboard, and Torn Photo with you.

I will update sometime tomorrow, but I don't think any further testing will be necessary on your part. I'm just waiting on Brunn0121's confirmation that he didn't find any problems besides the ones you and I already found.

Okay, we might not be able to scale the UFO ending. For some reason the game uses a different address for each slide, instead of the one address all the other letterboxed images use. It's not impossible to fix, but it's something I'll have to ask ThirteenAG about when the time comes.

Everything else seems to be OK. All difficulty levels of the Innocent Man Riddle have been documented, and the hexadecimals I've checked so far are exactly the same in the 1.0 version of the game. I'm not sure what's taking Brunn0121 so long, but I doubt he'll find anything game breaking at this point.

Okay, we might not be able to scale the UFO ending.

While I know your's and ThirteenAG's work ethic will try and have all fullscreen images accounted for I say don't sweat it for the UFO ending. It's an obscure, "silly" ending that's purposefully made to look like an old-timey slideshow anyway so there's no major concern not having it addressed in the immediate future.

Thank you, from all of us here and not here on the boards, for what you're doing.

@ThirteenAG Here's the info. Let me know if you're confused about anything.

Compare

Pointer: 01DBFC50

Example code

cmp [01DBFC50],00000004
je XXXXXXXX // jumps to mov,01
cmp [01DBFC50],00000008
je XXXXXXXX // jumps to mov,01
cmp [01DBFC50],0000000A
je XXXXXXXX // jumps to mov,01
cmp [01DBFC50],0000000C
je XXXXXXXX // jumps to mov,01
cmp [01DBFC50],0000000E
je XXXXXXXX // jumps to mov,01
mov [XXXXXXXX],00000000 // is not letterboxed image
ret
mov [XXXXXXXX],00000001 // is letterboxed image
ret

Alternatively you can use the ecx register at 0049FCB1 as a pointer, instead of 01DBFC50. It would theoretically allow us to fix the UFO ending as well, but this has not been tested.

Here's the full list of hexadecimals formatted for your convenience:

00000004
00000008
0000000A
0000000C
0000000E
00000010
00000014
00000016
00000018
0000001E
0000001C
00000020
00000022
00000024
00000026
00000028
0000002A
0000002C
0000002E
00000030
00000032
00000036
0000003A
0000003C
0000003E
00000042
00000046
00000048
00000074
00000076
0000007A
0000007C
0000007E
00000082
00000086
00000088
0000008A
0000008E
00000094
00000096
0000009A
0000009C
000000A6
000000A8
000000B0
000000B4
000000B6
000000B8
000000BA
000000BE
000000C2
000000C4
000000C8
000000CA
00000130
00000134
00000138
0000013A
0000013C
0000013E
00000140
00000142
0000014E
00000150
00000152
00000154
00000156

Width

This is where aspect ratio correction is normally done. So if my resolution is 1920x1080, then the value for this would be 1440. Then you simply multiply that value by 1.333333373 if it's a letterboxed image.

0049F294 fild dword ptr [XXXXXXXX] // X Res decimal

Height

This is easier than width, since no further correction needs to be done. You simply multiply the value by 1.333333373 if it's a letterboxed image.

0049F2F8 fild dword ptr [XXXXXXXX] // Y Res decimal
0049F4CA fild dword ptr [XXXXXXXX] // Y Res decimal
0049F5CE fild dword ptr [XXXXXXXX] // Y Res decimal

X Pos

The value for this should be 0 unless it's a letterboxed image. For letterboxed images the value is X Res divided by -6.

Example: 1920 梅 -6 = -320

0049F2B7 mov edx, [XXXXXXXX] // X Pos decimal
0049F479 mov edx, [XXXXXXXX] // X Pos decimal
0049F596 mov edx, [XXXXXXXX]// X Pos decimal

You can take it one step further by adding the original pointer value (byte 01DBFBF7) to your new value, so the images will move when screen position is modified in the options menu, but this isn't necessary.

Y Pos

The value for this should be 0 unless it's a letterboxed image. For letterboxed images the value is Y Res divided by -6.

Example: 1080 梅 -6 = -180

0049F5DC mov edx, [XXXXXXXX] // Y Pos decimal
0049F30A mov eax, [XXXXXXXX] // Y Pos decimal; the register is eax not edx
0049F4D8 mov eax, [XXXXXXXX] // Y Pos decimal; the register is eax not edx

You can take it one step further by adding the original pointer value (byte 01DBFBF8) to your new value, so the images will move when screen position is modified in the options menu, but this isn't necessary.

Pillarboxing vs Cropping

The values I used for scaling the width/height and X/Y (1.33333 and -6) crop the images to fill the entire screen, since they're not actually in 16:9. For pillarboxing the values would be 1.25 and -8.

Personally I prefer pillarboxing to prevent any issues when interacting with objects, but it's your choice.

@AeroWidescreen I didn't have enough time to make patterns, so here's version with memory addresses for 1.1 exe: https://transfer.sh/LUjft/SilentHill2.WidescreenFix.asi

sh2pc11_2017-10-06_16-08-32

Also, I suppose it will be an ini option, let me know how it should be called.

@AeroWidescreen I didn't have enough time to make patterns, so here's version with memory addresses for 1.1 exe: https://transfer.sh/LUjft/SilentHill2.WidescreenFix.asi

It appears to be working perfectly, but I think you're using that register pointer I told you about so we can fix the UFO ending, right? I'll have to do another playthrough to gather a few missing hexadecimals, because that pointer will usually read two or more values for images that have multiple parts. Buttons on an elevator, the hands on a clock, etc. It sounds a lot worse than it actually is. Give me until tomorrow (24 hours from now) and I should have them for you.

Also, I suppose it will be an ini option, let me know how it should be called.

FullscreenImages = 1 // Crops letterboxing to fill the screen

I don't actually think a description is necessary for it though.

Yes, 01DBFC50 doesn't seem very static, so I decided to hook the function. Also in that hook ecx receives value from other locations as well, not only from 01DBFC50.

Also in that hook ecx receives value from other locations as well, not only from 01DBFC50.

Yeah, that's precisely why we need it because the UFO ending doesn't use 01DBFC50 at all. It uses a bunch of random dynamic addresses for each slide, it's really weird.
https://i.imgur.com/WUj35Py.png

As long as the game doesn't recycle any values from non-letterboxed images we should be OK.

@ThirteenAG You might have to use a different pointer. I'm not sure what it's for, but 0000004E is used for various images including the maps. Not good. This pointer is getting too many values.

Maybe the eax register here will work? 0049FCF2 mov eax,[edi]
It appears to load the UFO ending values, while not receiving any of the junk the current pointer does.

And add these:

00000002
00000006
00000012
0000001A
00000072
00000078
00000080
00000084
0000008C
00000090
00000092
00000098
000000A4
00000038
00000034
00000040
00000044
000000AA
000000AC
000000B2
000000BC
000000AE
000000CC
00000170
00000174
00000172
00000176
00000184
00000186
00000178
00000188
0000018A
0000018C
0000018E
00000194
0000017A
00000190
00000192
0000017C
0000017E
00000180
00000182
00000196
00000198
0000019E
000001A0
000001A2
000001A4
000001A6
0000012E
00000130
00000144

I'll get to it on monday.

Ah, nevermind: It's the three coin images for the Blue Creek furniture puzzle. Got it!

@AeroWidescreen can you specify what particular image this one is? My mind is drawing a blank:

Hexadecimal | Description | Location | Scenerio
-- | -- | -- | --
00000002 | Coins for Coin Puzzle | Woodside Apartment

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