diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 930817395..f7544be3c 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -6,10 +6,6 @@ on: branches: - master paths: - - 'Enhancements/**' - - 'Resolutions/**' - - 'Mods/**' - - 'Workarounds/**' - 'src/**' jobs: @@ -28,10 +24,6 @@ jobs: - name: Zip all packs run: | cd $GITHUB_WORKSPACE ; - cd Enhancements && zip -r -q -9 "../graphicPacks.zip" ./* && cd .. ; - cd Resolutions && zip -r -q -9 "../graphicPacks.zip" ./* && cd .. ; - cd Mods && zip -r -q -9 "../graphicPacks.zip" ./* && cd .. ; - cd Workarounds && zip -r -q -9 "../graphicPacks.zip" ./* && cd .. ; cd src && zip -r -q -9 "../graphicPacks.zip" ./* && cd .. - name: Create new release env: diff --git a/Enhancements/CaptainToad_Shadows/rules.txt b/Enhancements/CaptainToad_Shadows/rules.txt deleted file mode 100644 index 17dbda173..000000000 --- a/Enhancements/CaptainToad_Shadows/rules.txt +++ /dev/null @@ -1,33 +0,0 @@ -[Definition] -titleIds = 0005000010180600,0005000010180700,0005000010180500 -name = Shadow Resolution -path = "Captain Toad: Treasure Tracker/Graphics/Shadow Resolution" -description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. Made by Ryce-Fast. -version = 4 - -[Preset] -name = Medium (100%, Default) -$shadowRes = 1 - -[Preset] -name = Low (50%) -$shadowRes = 0.5 - -[Preset] -name = High (200%) -$shadowRes = 2 - -[Preset] -name = Ultra (300%) -$shadowRes = 3 - -[Preset] -name = Extreme (400%, Unstable) -$shadowRes = 4 - -[TextureRedefine] # Shadows -width = 1024 -height = 1024 -formats = 0x005 -overwriteWidth = $shadowRes * 1024 -overwriteHeight = $shadowRes * 1024 \ No newline at end of file diff --git a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/rules.txt b/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/rules.txt deleted file mode 100644 index 9ff815f2c..000000000 --- a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010137F00,0005000010138300,0005000010144800 -name = AA Removal -path = "Donkey Kong Country: Tropical Freeze/Enhancements/AA Removal" -description = Removes AA, no performance gain. Used for clean look or injecting external AA. -version = 4 diff --git a/Enhancements/DrLuigi_!AntiAliasing/rules.txt b/Enhancements/DrLuigi_!AntiAliasing/rules.txt deleted file mode 100644 index f2b7dd35a..000000000 --- a/Enhancements/DrLuigi_!AntiAliasing/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010150300,0005000010152A00,0005000010152B00 -name = Anti-Aliasing -path = "Dr. Luigi/Graphics/Anti-Aliasing (WIP)" -description = Re-enables the game's anti-aliasing and scales it up to the current resolution. Made by M&&M. -version = 4 diff --git a/Enhancements/MarioTennis_Shadows/rules.txt b/Enhancements/MarioTennis_Shadows/rules.txt deleted file mode 100644 index 8c7cdfcd1..000000000 --- a/Enhancements/MarioTennis_Shadows/rules.txt +++ /dev/null @@ -1,40 +0,0 @@ -[Definition] -titleIds = 00050000101A3500,00050000101A3600,0005000010199000 -name = Shadow Resolution -path = "Mario Tennis: Ultra Smash/Graphics/Shadow Resolution" -description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. -version = 4 - -[Preset] -name = Medium (100%, Default) -$shadowRes = 1 - -[Preset] -name = Low (50%) -$shadowRes = 0.5 - -[Preset] -name = High (200%) -$shadowRes = 2 - -[Preset] -name = Ultra (300%) -$shadowRes = 3 - -[Preset] -name = Extreme (400%, Unstable) -$shadowRes = 4 - -[TextureRedefine] # Shadows -width = 1024 -height = 1024 -formats = 0x005 -overwriteWidth = $shadowRes * 1024 -overwriteHeight = $shadowRes * 1024 - -[TextureRedefine] # Performance Shadows -width = 512 -height = 512 -formats = 0x005 -overwriteWidth = $shadowRes * 512 -overwriteHeight = $shadowRes * 512 diff --git a/Enhancements/NintendoLand_Shadows/rules.txt b/Enhancements/NintendoLand_Shadows/rules.txt deleted file mode 100644 index de5a63c62..000000000 --- a/Enhancements/NintendoLand_Shadows/rules.txt +++ /dev/null @@ -1,47 +0,0 @@ -[Definition] -titleIds = 0005000010101F00,0005000010102000,0005000010102100 -name = Shadow Resolution -path = "Nintendo Land/Graphics/Shadow Resolution" -description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. -version = 4 - -[Preset] -name = Medium (100%, Default) -$shadowRes = 1 - -[Preset] -name = Low (50%) -$shadowRes = 0.5 - -[Preset] -name = High (200%) -$shadowRes = 2 - -[Preset] -name = Ultra (300%) -$shadowRes = 3 - -[Preset] -name = Extreme (400%, Unstable) -$shadowRes = 4 - -[TextureRedefine] # Shadows -width = 2048 -height = 2048 -formats = 0x5 -overwriteWidth = $shadowRes * 2048 -overwriteHeight = $shadowRes * 2048 - -[TextureRedefine] # Performance Shadows -width = 896 -height = 864 -formats = 0x5 -overwriteWidth = $shadowRes * 896 -overwriteHeight = $shadowRes * 864 - -[TextureRedefine] # Performance Shadows -width = 856 -height = 856 -formats = 0x5 -overwriteWidth = $shadowRes * 856 -overwriteHeight = $shadowRes * 856 diff --git a/Enhancements/Pikmin3_Shadows/rules.txt b/Enhancements/Pikmin3_Shadows/rules.txt deleted file mode 100644 index fd6c0bec3..000000000 --- a/Enhancements/Pikmin3_Shadows/rules.txt +++ /dev/null @@ -1,33 +0,0 @@ -[Definition] -titleIds = 000500001012BC00,000500001012BD00,000500001012BE00,000500021012BD01,000500021012BE01 -name = Shadow Resolution -path = "Pikmin 3/Graphics/Shadow Resolution" -description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. -version = 4 - -[Preset] -name = Medium (100%, Default) -$shadowRes = 1 - -[Preset] -name = Low (50%) -$shadowRes = 0.5 - -[Preset] -name = High (200%) -$shadowRes = 2 - -[Preset] -name = Ultra (300%) -$shadowRes = 3 - -[Preset] -name = Extreme (400%, Unstable) -$shadowRes = 4 - -[TextureRedefine] # Shadows -width = 1024 -height = 2048 -formats = 0x005 -overwriteWidth = $shadowRes * 1024 -overwriteHeight = $shadowRes * 2048 diff --git a/Enhancements/PokkenTournament_Shadows/rules.txt b/Enhancements/PokkenTournament_Shadows/rules.txt deleted file mode 100644 index 6db59a4c5..000000000 --- a/Enhancements/PokkenTournament_Shadows/rules.txt +++ /dev/null @@ -1,33 +0,0 @@ -[Definition] -titleIds = 00050000101DF400,00050002101DF401,00050000101DF500 -name = Shadow Resolution -path = "Pokken Tournament/Graphics/Shadow Resolution" -description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. Made by M&&M. -version = 4 - -[Preset] -name = Medium (100%, Default) -$shadowRes = 1 - -[Preset] -name = Low (50%) -$shadowRes = 0.5 - -[Preset] -name = High (200%) -$shadowRes = 2 - -[Preset] -name = Ultra (300%) -$shadowRes = 3 - -[Preset] -name = Extreme (400%, Unstable) -$shadowRes = 4 - -[TextureRedefine] # Shadows -width = 512 -height = 512 -formats = 0x5 -overwriteWidth = $shadowRes * 512 -overwriteHeight = $shadowRes * 512 diff --git a/Enhancements/SuperMario3DWorld_Anisotropic/rules.txt b/Enhancements/SuperMario3DWorld_Anisotropic/rules.txt deleted file mode 100644 index efbda6163..000000000 --- a/Enhancements/SuperMario3DWorld_Anisotropic/rules.txt +++ /dev/null @@ -1,30 +0,0 @@ -[Definition] -titleIds = 0005000010145D00,0005000010145C00,0005000010106100 -name = Anisotropic Filtering -path = "Super Mario 3D World/Enhancements/Anisotropic Filtering" -description = Anisotropic Filtering for smoother mipmaps. -version = 4 - -[Preset] -name = 1x (Default) -$anisoLevel = 1 - -[Preset] -name = 2x -$anisoLevel = 2 - -[Preset] -name = 4x -$anisoLevel = 4 - -[Preset] -name = 8x -$anisoLevel = 8 - -[Preset] -name = 16x -$anisoLevel = 16 - -[TextureRedefine] -formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 -overwriteAnisotropy = $anisoLevel \ No newline at end of file diff --git a/Enhancements/SuperMario3DWorld_Shadows/rules.txt b/Enhancements/SuperMario3DWorld_Shadows/rules.txt deleted file mode 100644 index 7d5a4e006..000000000 --- a/Enhancements/SuperMario3DWorld_Shadows/rules.txt +++ /dev/null @@ -1,33 +0,0 @@ -[Definition] -titleIds = 0005000010145D00,0005000010145C00,0005000010106100 -name = Shadow Resolution -path = "Super Mario 3D World/Graphics/Shadow Resolution" -description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. -version = 4 - -[Preset] -name = Medium (100%, Default) -$shadowRes = 1 - -[Preset] -name = Low (50%) -$shadowRes = 0.5 - -[Preset] -name = High (200%) -$shadowRes = 2 - -[Preset] -name = Ultra (300%) -$shadowRes = 3 - -[Preset] -name = Extreme (400%, Unstable) -$shadowRes = 4 - -[TextureRedefine] # Shadows -width = 1024 -height = 1024 -formats = 0x005 -overwriteWidth = $shadowRes * 1024 -overwriteHeight = $shadowRes * 1024 diff --git a/Enhancements/TwilightPrincessHD_Anisotropic/rules.txt b/Enhancements/TwilightPrincessHD_Anisotropic/rules.txt deleted file mode 100644 index 80ed43284..000000000 --- a/Enhancements/TwilightPrincessHD_Anisotropic/rules.txt +++ /dev/null @@ -1,36 +0,0 @@ -[Definition] -titleIds = 000500001019C800,000500001019E600,000500001019E500 -name = Anisotropic Filtering -path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Anisotropic Filtering" -description = Allows you to set the anisotropic filtering level to improve clarity for surfaces that are looked at an angle. -version = 7 - -[Default] -$anisoLevel = 1 - -[Preset] -name = x1 (Default) - -[Preset] -name = x2 -$anisoLevel = 2 - -[Preset] -name = x4 -$anisoLevel = 4 - -[Preset] -name = x8 -$anisoLevel = 8 - -[Preset] -name = x16 (Recommended) -$anisoLevel = 16 - -[Preset] -name = x32 (Overkill) -$anisoLevel = 32 - -[TextureRedefine] -formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 -overwriteAnisotropy = $anisoLevel diff --git a/Enhancements/WindWakerHD_Anisotropic/rules.txt b/Enhancements/WindWakerHD_Anisotropic/rules.txt deleted file mode 100644 index e193d146d..000000000 --- a/Enhancements/WindWakerHD_Anisotropic/rules.txt +++ /dev/null @@ -1,36 +0,0 @@ -[Definition] -titleIds = 0005000010143400,0005000010143600,0005000010143500 -name = Anisotropic Filtering -path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Anisotropic Filtering" -description = Allows you to set the anisotropic filtering level to improve clarity for surfaces that are looked at an angle. -version = 7 - -[Default] -$anisoLevel = 1 - -[Preset] -name = x1 (Default) - -[Preset] -name = x2 -$anisoLevel = 2 - -[Preset] -name = x4 -$anisoLevel = 4 - -[Preset] -name = x8 -$anisoLevel = 8 - -[Preset] -name = x16 (Recommended) -$anisoLevel = 16 - -[Preset] -name = x32 (Overkill) -$anisoLevel = 32 - -[TextureRedefine] -formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 -overwriteAnisotropy = $anisoLevel diff --git a/Enhancements/WindWakerHD_Shadows/rules.txt b/Enhancements/WindWakerHD_Shadows/rules.txt deleted file mode 100644 index 66d511f43..000000000 --- a/Enhancements/WindWakerHD_Shadows/rules.txt +++ /dev/null @@ -1,33 +0,0 @@ -[Definition] -titleIds = 0005000010143400,0005000010143600,0005000010143500 -name = Shadow Resolution -path = "The Legend of Zelda: The Wind Waker HD/Graphics/Shadow Resolution" -description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. -version = 4 - -[Preset] -name = Medium (100%, Default) -$shadowRes = 1 - -[Preset] -name = Low (50%) -$shadowRes = 0.5 - -[Preset] -name = High (200%) -$shadowRes = 2 - -[Preset] -name = Ultra (300%) -$shadowRes = 3 - -[Preset] -name = Extreme (400%, Unstable) -$shadowRes = 4 - -[TextureRedefine] # Shadows x3 Lods -width = 1024 -height = 1024 -formats = 0x005 -overwriteWidth = $shadowRes * 1024 -overwriteHeight = $shadowRes * 1024 diff --git a/Enhancements/YoshisWoollyWorld_Shadows/rules.txt b/Enhancements/YoshisWoollyWorld_Shadows/rules.txt deleted file mode 100644 index 07a35dfd4..000000000 --- a/Enhancements/YoshisWoollyWorld_Shadows/rules.txt +++ /dev/null @@ -1,33 +0,0 @@ -[Definition] -titleIds = 0005000010131F00,0005000010184E00,0005000010184D00 -name = Shadow Resolution -path = "Yoshi's Woolly World/Graphics/Shadow Resolution" -description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this increases performance but makes shadows blockier. Medium is the original resolution. -version = 4 - -[Preset] -name = Medium (100%, Default) -$shadowRes = 1 - -[Preset] -name = Low (50%) -$shadowRes = 0.5 - -[Preset] -name = High (200%) -$shadowRes = 2 - -[Preset] -name = Ultra (300%) -$shadowRes = 3 - -[Preset] -name = Extreme (400%, Unstable) -$shadowRes = 4 - -[TextureRedefine] # Shadows -width = 1024 -height = 1024 -formats = 0x5 -overwriteWidth = $shadowRes * 1024 -overwriteHeight = $shadowRes * 1024 diff --git a/Filters/Bicubic (4 taps)/output.glsl b/Filters/Bicubic (4 taps)/output.glsl index d177658df..37fb3bcb0 100644 --- a/Filters/Bicubic (4 taps)/output.glsl +++ b/Filters/Bicubic (4 taps)/output.glsl @@ -1,5 +1,4 @@ - -#version 420 +#version 450 in vec2 passUV; layout(binding=0) uniform sampler2D textureSrc; diff --git a/Filters/Bicubic (4 taps)/rules.txt b/Filters/Bicubic (4 taps)/rules.txt index 2684f4ed4..9d35e97e7 100644 --- a/Filters/Bicubic (4 taps)/rules.txt +++ b/Filters/Bicubic (4 taps)/rules.txt @@ -2,10 +2,13 @@ name = Optimized Bicubic B-spline resampler titleIds = path = "Filters/Bicubic (4 taps)" -description = Cemu's Bicubic. Because it's B-spline so it was optimized down to 4 taps. Created by NAVras. -version = 4 +description = Cemu's Bicubic. Because it's B-spline so it was optimized down to 4 taps. +#Credits: +version = 7 rendererFilter = opengl [OutputShader] upscaleMagFilter = Linear downscaleMagFilter = Linear + +# Shader Created by NAVras. diff --git a/Filters/Bicubic/output.glsl b/Filters/Bicubic/output.glsl index 361e5d9b8..84ef85850 100644 --- a/Filters/Bicubic/output.glsl +++ b/Filters/Bicubic/output.glsl @@ -1,6 +1,6 @@ // https://github.com/obsproject/obs-studio/blob/master/libobs/data/bicubic_scale.effect // added customizable polynomials back -#version 420 +#version 450 in vec2 passUV; layout(binding=0) uniform sampler2D textureSrc; diff --git a/Filters/Bicubic/rules.txt b/Filters/Bicubic/rules.txt index a0f8845d0..8a3f9e15b 100644 --- a/Filters/Bicubic/rules.txt +++ b/Filters/Bicubic/rules.txt @@ -2,14 +2,19 @@ name = Optimized Bicubic spline resampler titleIds = path = "Filters/Bicubic" -description = The b and c can adjust the properties of the cubic; sometimes referred to as "blurring" and "ringing" respectively. Created by NAVras. -version = 4 +description = The b and c can adjust the properties of the cubic; sometimes referred to as "blurring" and "ringing" respectively. +#Credits: +version = 7 rendererFilter = opengl [OutputShader] upscaleMagFilter = Linear downscaleMagFilter = Linear +[Default] +$b = 0.0 +$c = 0.0 + [Preset] name = Catmull-Rom $b = 0.0 @@ -38,3 +43,5 @@ $c = 0.0 # Generally b,c >= 0. the shader can't produce negative weight at 0-1 because of bilinear optimization # But some combinations of negative b,c might have non-negative weight # Optionally [b + 2c = 1] for numerically accurate filter + +# Shader Created by NAVras. diff --git a/Filters/Debanding/output.glsl b/Filters/Debanding/output.glsl index 48835e770..ea0c29395 100644 --- a/Filters/Debanding/output.glsl +++ b/Filters/Debanding/output.glsl @@ -1,4 +1,4 @@ -#version 420 +#version 450 #ifdef VULKAN layout(location = 0) in vec2 passUV; @@ -14,9 +14,9 @@ ivec2 resolution = textureSize(textureSrc,0); // Retrieve Texture Dimensions precision highp float; vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y)); -/* +/* https://github.com/haasn/gentoo-conf/blob/xor/home/nand/.mpv/shaders/LICENSE - + Copyright (c) 2015 Niklas Haas Permission is hereby granted, free of charge, to any person obtaining a copy @@ -38,7 +38,7 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/* +/* Ordered dithering reshade https://github.com/crosire/reshade/blob/master/LICENSE.md @@ -121,8 +121,8 @@ vec4 getreader(sampler2D tex, vec2 pos, vec2 tex_size) } // Ordered dithering of output - const float dither_bit = 8.0; //WiiU backbuffer RGBA_8, if used in shader, check if depth is RBG_16_A2 - + const float dither_bit = 8.0; //WiiU backbuffer RGBA_8, if used in shader, check if depth is RBG_16_A2 + float grid_position = fract(dot(passUV, (resolution * vec2(1.0 / 16.0, 10.0 / 36.0)) + 0.25)); float dither_shift = 0.25 * (1.0 / (pow(2, dither_bit) - 1.0)); vec3 dither_shift_RGB = vec3(dither_shift, -dither_shift, dither_shift); //Shift the individual colors, subpixel dithering diff --git a/Filters/Debanding/rules.txt b/Filters/Debanding/rules.txt index 4b79138c0..bfef0be54 100644 --- a/Filters/Debanding/rules.txt +++ b/Filters/Debanding/rules.txt @@ -1,15 +1,22 @@ [Definition] -titleIds = +titleIds = name = Debanding path = "Filters/Debanding" -description = Smooth quantization errors by dither and local contrast blur -version = 4 +description = Smooth quantization errors by dither and local contrast blur. +#Credits: +version = 7 rendererFilter = opengl [OutputShader] upscaleMagFilter = Linear downscaleMagFilter = Linear +[Default] +$Threshold:int = 64 +$Range:int = 8 +$Iterations:int = 4 +$Grain:int = 60 + [Preset] name = Less deband T32 R16 I4 G50 $Threshold:int = 64 @@ -31,30 +38,30 @@ $Range:int = 16 $Iterations:int = 8 $Grain:int = 90 -# Original by N Haas GPL +# Original by N Haas GPL # Order dither converted from reshade Crosire et al. # -# Works better when applied to a shader (sky, video..) -# instead of as a post filter. Both for performance and fixing quantization errors. +# Works better when applied to a shader (sky, video..) +# instead of as a post filter. Both for performance and fixing quantization errors. # The threshold of difference below which a pixel is considered to be part of # a gradient. Higher = more debanding, but setting it too high diminishes image # details. # THRESHOLD 64 -# +# # The range (in source pixels) at which to sample for neighbours. Higher values # will find more gradients, but lower values will deband more aggressively. # RANGE 8 -# +# # The number of debanding iterations to perform. Each iteration samples from # random positions, so increasing the number of iterations is likely to # increase the debanding quality. Conversely, it slows the shader down. # (Each iteration will use a multiple of the configured RANGE, and a # successively lower THRESHOLD - so setting it much higher has little effect) # ITERATIONS 4 -# +# # (Optional) Add some extra noise to the image. This significantly helps cover # up remaining banding and blocking artifacts, at comparatively little visual # quality. Higher = more grain. Setting it to 1 disables the effect. -# GRAIN 48 \ No newline at end of file +# GRAIN 48 diff --git a/Filters/FXAA/output.glsl b/Filters/FXAA/output.glsl index eb3c8b8d1..11cf586a8 100644 --- a/Filters/FXAA/output.glsl +++ b/Filters/FXAA/output.glsl @@ -1,4 +1,4 @@ -#version 420 +#version 450 #ifdef VULKAN layout(location = 0) in vec2 passUV; @@ -51,7 +51,7 @@ layout(location = 0) out vec4 colorOut0; // Might want to lower the settings for both, // fxaaConsoleEdgeThresholdMin // fxaaQualityEdgeThresholdMin - // In order to insure AA does not get turned off on colors + // In order to insure AA does not get turned off on colors // which contain a minor amount of green. // // 1 = On. @@ -136,14 +136,14 @@ NOTE the other tuning knobs are now in the shader function inputs! // // Choose the quality preset. // This needs to be compiled into the shader as it effects code. - // Best option to include multiple presets is to + // Best option to include multiple presets is to // in each shader define the preset, then include this file. - // + // // OPTIONS // ----------------------------------------------------------------------- // 10 to 15 - default medium dither (10=fastest, 15=highest quality) // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) - // 39 - no dither, very expensive + // 39 - no dither, very expensive // // NOTES // ----------------------------------------------------------------------- @@ -152,7 +152,7 @@ NOTE the other tuning knobs are now in the shader function inputs! // 23 = closest to FXAA 3.9 visually and performance wise // _ = the lowest digit is directly related to performance // _ = the highest digit is directly related to style - // + // #define FXAA_QUALITY_PRESET 12 #endif @@ -473,7 +473,7 @@ FxaaFloat4 FxaaPixelShader( // 0.333 - too little (faster) // 0.250 - low quality // 0.166 - default - // 0.125 - high quality + // 0.125 - high quality // 0.063 - overkill (slower) FxaaFloat fxaaQualityEdgeThreshold, // @@ -857,7 +857,7 @@ FxaaFloat4 FxaaPixelShader( //---------------------------------------------------------------------------------- // File: es3-kepler\FXAA\assets\shaders/FXAA_Default.frag -// SDK Version: v3.00 +// SDK Version: v3.00 // Email: gameworks@nvidia.com // Site: http://developer.nvidia.com/ // diff --git a/Filters/FXAA/rules.txt b/Filters/FXAA/rules.txt index 30de6a3b3..c727b6668 100644 --- a/Filters/FXAA/rules.txt +++ b/Filters/FXAA/rules.txt @@ -1,70 +1,77 @@ [Definition] -titleIds = +titleIds = name = FXAA path = "Filters/FXAA" -description = Local contrast based AA -version = 4 +description = Local contrast based AA. +#Credits: +version = 7 rendererFilter = opengl [OutputShader] upscaleMagFilter = Linear downscaleMagFilter = Linear +[Default] +$Subpix:double = 0.5 +$EdgeThreshold:double = 0.45 +$EdgeThresholdMin:double = 0.05 +$FXAA_QUALITY_PRESET:int = 11 + [Preset] -name = Fast default ET 0.45 FX 11 -$Subpix:float = 0.5 -$EdgeThreshold:float = 0.45 -$EdgeThresholdMin:float = 0.05 +name = Fast default ET 0.45 FX 11 +$Subpix:double = 0.5 +$EdgeThreshold:double = 0.45 +$EdgeThresholdMin:double = 0.05 $FXAA_QUALITY_PRESET:int = 11 [Preset] -name = Fastest ET 0.75 FX 10 -$Subpix:float = 0.75 -$EdgeThreshold:float = 0.75 -$EdgeThresholdMin:float = 0.1 +name = Fastest ET 0.75 FX 10 +$Subpix:double = 0.75 +$EdgeThreshold:double = 0.75 +$EdgeThresholdMin:double = 0.1 $FXAA_QUALITY_PRESET:int = 10 [Preset] -name = More edges and smearing ET 0.25 FX 11 -$Subpix:float = 0.75 -$EdgeThreshold:float = 0.25 -$EdgeThresholdMin:float = 0.05 +name = More edges and smearing ET 0.25 FX 11 +$Subpix:double = 0.75 +$EdgeThreshold:double = 0.25 +$EdgeThresholdMin:double = 0.05 $FXAA_QUALITY_PRESET:int = 11 [Preset] -name = Slower bit better quality ET 0.4 FX 15 -$Subpix:float = 0.75 -$EdgeThreshold:float = 0.4 -$EdgeThresholdMin:float = 0.05 +name = Slower bit better quality ET 0.4 FX 15 +$Subpix:double = 0.75 +$EdgeThreshold:double = 0.4 +$EdgeThresholdMin:double = 0.05 $FXAA_QUALITY_PRESET:int = 15 [Preset] -name = Much slower bit better quality ET 0.4 FX 25 -$Subpix:float = 0.75 -$EdgeThreshold:float = 0.4 -$EdgeThresholdMin:float = 0.05 +name = Much slower bit better quality ET 0.4 FX 25 +$Subpix:double = 0.75 +$EdgeThreshold:double = 0.4 +$EdgeThresholdMin:double = 0.05 $FXAA_QUALITY_PRESET:int = 25 [Preset] -name = Test process everything ET 0.05 FX 39 -$Subpix:float = 0.5 -$EdgeThreshold:float = 0.05 -$EdgeThresholdMin:float = 0.003 +name = Test process everything ET 0.05 FX 39 +$Subpix:double = 0.5 +$EdgeThreshold:double = 0.05 +$EdgeThresholdMin:double = 0.003 $FXAA_QUALITY_PRESET:int = 39 #We don't have access to alpha or depth, just contrast detection with green channel as alpha substitute -#Since games have different styles there are no "correct" values. +#Since games have different styles there are no "correct" values. #3200x1800 looks a lot worse than 3840x2160. Maybe N x 16 res is preferable? -#FXAA_QUALITY_PRESET +#FXAA_QUALITY_PRESET # 10 to 15 - default medium dither (10=fastest, 15=highest quality) //mostly relevant for Cemu # 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) # 39 - no dither, very expensive //maybe for memory constrained scenarios? # [0.000 to 1.000] -#Subpix:0.01 slowest -> 0.9 fastest - ?? -> More -#EdgeThreshold contrast cut off: 0.01 slowest -> 0.9 fastest - More edges processing -> Less +#Subpix:0.01 slowest -> 0.9 fastest - ?? -> More +#EdgeThreshold contrast cut off: 0.01 slowest -> 0.9 fastest - More edges processing -> Less #EdgeThresholdMin black cut off: 0.01 slowest -> 0.9 fastest - Don't process below. Note green cutoff, as we don't have alpha #Cheers Skalfate, I'd prob never would have done this without your Xeno AA port. diff --git a/Filters/Jinc/output.glsl b/Filters/Jinc/output.glsl index 5d8415afb..219903ca3 100644 --- a/Filters/Jinc/output.glsl +++ b/Filters/Jinc/output.glsl @@ -3,7 +3,7 @@ // https://cemuhook.sshnuke.net/sampleResizers.zip /* Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader - + Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com Permission is hereby granted, free of charge, to any person obtaining a copy @@ -26,7 +26,7 @@ */ -#version 420 +#version 450 in vec2 passUV; layout(binding=0) uniform sampler2D textureSrc; @@ -37,7 +37,7 @@ layout(location = 0) out vec4 colorOut0; This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5, where r1 and r2 are the first two zeros of jinc function. For a jinc 2-lobe best approximation, use A=0.5 and B=0.825. -*/ +*/ // #define halfpi 1.5707963267948966192313216916398 // not used? #define pi 3.1415926535897932384626433832795 @@ -74,7 +74,7 @@ vec4 JINC2_sharp(vec2 texture_size, vec2 texCoord) vec2 pc = texCoord*texture_size; vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5)); - + weights[0] = vec4(resampler(pc, tc -dx -dy), resampler(pc, tc -dy), resampler(pc, tc +dx -dy), resampler(pc, tc+2.0*dx -dy)); weights[1] = vec4(resampler(pc, tc -dx ), resampler(pc, tc ), resampler(pc, tc +dx ), resampler(pc, tc+2.0*dx )); weights[2] = vec4(resampler(pc, tc -dx +dy), resampler(pc, tc +dy), resampler(pc, tc +dx +dy), resampler(pc, tc+2.0*dx +dy)); @@ -117,7 +117,7 @@ vec4 JINC2_sharp(vec2 texture_size, vec2 texCoord) color = clamp(color, min_sample, max_sample); color = mix(aux, color, $Anti_Ringing); - + // final sum and weight normalization return vec4(color, 1.0); } diff --git a/Filters/Jinc/rules.txt b/Filters/Jinc/rules.txt index 4241624ce..8f60306af 100644 --- a/Filters/Jinc/rules.txt +++ b/Filters/Jinc/rules.txt @@ -2,14 +2,20 @@ name = Jinc windowed-jinc with anti-ringing titleIds = path = "Filters/Jinc" -description = This is an approximation of Jinc. If B=1.0, it's a lanczos filter. Created by NAVras. -version = 4 +description = This is an approximation of Jinc. If B=1.0, it's a lanczos filter. +#Credits: +version = 6 rendererFilter = opengl [OutputShader] # need texels upscaleMagFilter = NearestNeighbor downscaleMagFilter = NearestNeighbor +[Default] +$Window_Sinc = 0.5 +$SINC = 1.0 +$Anti_Ringing = 0.8 + [Preset] name = Jinc $Window_Sinc = 0.5 @@ -46,3 +52,5 @@ $Anti_Ringing = 0.8 # $Anti_Ringing reduces overshoot. # Setting it to 1 prevents overshoot, which might cause pixels sticking together. + +# Shader Created by NAVras. diff --git a/Mods/AngryBirdsTrilogy_60FPS/patch_ABTrilogy_60FPS.asm b/Mods/AngryBirdsTrilogy_60FPS/patch_ABTrilogy_60FPS.asm deleted file mode 100644 index f94d7e523..000000000 --- a/Mods/AngryBirdsTrilogy_60FPS/patch_ABTrilogy_60FPS.asm +++ /dev/null @@ -1,4 +0,0 @@ -[ABTrilogy_60FPS] -moduleMatches = 0x79b000b0 - -0x100A4C28 = .int 76 #Change the FPS mode from 2 to get 60FPS \ No newline at end of file diff --git a/Mods/AngryBirdsTrilogy_60FPS/rules.txt b/Mods/AngryBirdsTrilogy_60FPS/rules.txt deleted file mode 100644 index 25c701860..000000000 --- a/Mods/AngryBirdsTrilogy_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010138A00,0005000010140000 -name = 60FPS -path = "Angry Birds Trilogy/Mods/60FPS" -description = Makes the game run at 60FPS. |Made by LolHacksRule. -version = 7 diff --git a/Mods/BatmanArkhamOrigins_60FPS/patches.txt b/Mods/BatmanArkhamOrigins_60FPS/patches.txt deleted file mode 100644 index 3843a4be7..000000000 --- a/Mods/BatmanArkhamOrigins_60FPS/patches.txt +++ /dev/null @@ -1,35 +0,0 @@ -[Bat60FpsVerv1] -moduleMatches = 0xB5EB56F6 - -# Location for .float 60.00 -_float = 0x10000a08 - -CodeCaveSize = 0x0c - -_60fps = 0x00000000 -0X00000000 = lis r3,_float@h -0X00000004 = lfs f1,_float@l(r3) -0X00000008 = blr - -0x024d3164 = bla _60fps -#0x024d3164 = lfs f1,04e0(r3) #0x42F584E0 -0x02C82558 = nop #Vsync -0x02C82504 = nop #SwapInterval - - -[Bat60FpsVerv16] -moduleMatches = 0x10A2A41A - -# Location for .float 60.00 -_float = 0x10000a08 - -CodeCaveSize = 0x0c - -_60fps = 0x00000000 -0X00000000 = lis r3,_float@h -0X00000004 = lfs f1,_float@l(r3) -0X00000008 = blr - -0x24D4E68 = bla _60fps -#0x024D4E68 = lfs f1,0x4E0(r3) -0x02C837FC = nop #Vsync \ No newline at end of file diff --git a/Mods/BatmanArkhamOrigins_60FPS/rules.txt b/Mods/BatmanArkhamOrigins_60FPS/rules.txt deleted file mode 100644 index 69a3cb983..000000000 --- a/Mods/BatmanArkhamOrigins_60FPS/rules.txt +++ /dev/null @@ -1,9 +0,0 @@ -[Definition] -titleIds = 0005000010136c00,0005000010137c00,0005000010154600,000500001016d300,000500001016df00 -path = "Batman: Arkham Origins/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 - -[Control] -#Give boost to performance -vsyncFrequency = 120 diff --git a/Mods/BuddyandMe_60FPS/patches.txt b/Mods/BuddyandMe_60FPS/patches.txt deleted file mode 100644 index dfb76b0e1..000000000 --- a/Mods/BuddyandMe_60FPS/patches.txt +++ /dev/null @@ -1,4 +0,0 @@ -[SoulA60fpsVer1] -moduleMatches = 0x494E3F98 - -0x021d5c44 = nop diff --git a/Mods/BuddyandMe_60FPS/rules.txt b/Mods/BuddyandMe_60FPS/rules.txt deleted file mode 100644 index b56ee186b..000000000 --- a/Mods/BuddyandMe_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 00050000101ECF00,00050000101F4A00 -name = 60FPS -path = "Buddy & Me/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/CitizensOfEarth_60fps/patches.txt b/Mods/CitizensOfEarth_60fps/patches.txt deleted file mode 100644 index 06b080b9e..000000000 --- a/Mods/CitizensOfEarth_60fps/patches.txt +++ /dev/null @@ -1,17 +0,0 @@ -[CoF60fpsVer16] -moduleMatches = 0xB87B357B - -# location where .float 0.0166666.. can be found in memory -_FrameRate = 0x100A151C - -# Code Cave -CodeCaveSize = 0x0c # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX) - -# Load 60 into f0 register -_60fps = 0x00000000 - -0x00000000 = lis r12,_FrameRate@h -0x00000004 = lfs f0,_FrameRate@l(r12) -0x00000008 = blr - -0x021de6c8 = bla _60fps diff --git a/Mods/CitizensOfEarth_60fps/rules.txt b/Mods/CitizensOfEarth_60fps/rules.txt deleted file mode 100644 index 7d5845cd7..000000000 --- a/Mods/CitizensOfEarth_60fps/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010177200,0005000010180B00 -name = 60FPS -path = "Citizens of Earth/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/Darksiders2_60FPS/patches.txt b/Mods/Darksiders2_60FPS/patches.txt deleted file mode 100644 index f10693f2c..000000000 --- a/Mods/Darksiders2_60FPS/patches.txt +++ /dev/null @@ -1,3 +0,0 @@ -[DSII60fps] -moduleMatches = 0xD3247206 -0x037b1088 = li r0,1 diff --git a/Mods/Darksiders2_60FPS/rules.txt b/Mods/Darksiders2_60FPS/rules.txt deleted file mode 100644 index e46db8234..000000000 --- a/Mods/Darksiders2_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001010AD00,0005000010110F00 -name = 60FPS -path = "Darksiders II/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/Darksiders_Uncapped/patches.txt b/Mods/Darksiders_Uncapped/patches.txt deleted file mode 100644 index 9cf7799bf..000000000 --- a/Mods/Darksiders_Uncapped/patches.txt +++ /dev/null @@ -1,6 +0,0 @@ -[DS60fps] -moduleMatches = 0x6F862934 - -#0x057429D4 = srwi r11, r12, 1 -#0x038bb530 = rlwinm r6,r0,30,1,31 -0x0388FBC8 = nop diff --git a/Mods/DeusExHumanRevolution_60FPS/patches.txt b/Mods/DeusExHumanRevolution_60FPS/patches.txt deleted file mode 100644 index 8df789eeb..000000000 --- a/Mods/DeusExHumanRevolution_60FPS/patches.txt +++ /dev/null @@ -1,4 +0,0 @@ -[DeusEx60Ver0] -moduleMatches = 0x4C83AF19 - -0x0234EA10 = li r3,1 #GX2SetSwapInterval diff --git a/Mods/DeusExHumanRevolution_60FPS/rules.txt b/Mods/DeusExHumanRevolution_60FPS/rules.txt deleted file mode 100644 index dba1b1dee..000000000 --- a/Mods/DeusExHumanRevolution_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001012BA00,000500001012B200 -name = 60FPS -path = "Deus Ex: Human Revolution/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/FatalFrame_60FPS/patches.txt b/Mods/FatalFrame_60FPS/patches.txt deleted file mode 100644 index af39714ab..000000000 --- a/Mods/FatalFrame_60FPS/patches.txt +++ /dev/null @@ -1,14 +0,0 @@ -[FatalF60fpsVer1] -moduleMatches = 0xE93B31F6, 0xC1F758BB, 0x3CC9A440 - -0x0233DAC0 = li r4, 0x3C - -[FatalF60fpsDisc] -moduleMatches = 0xB54DBEB0 - -0x0233DA18 = li r0, 0x3C - -[FatalF60fpsJP] -moduleMatches = 0xA86AA5B2, 0x52992DCD, 0x60DC1C85 - -0x0283C534 = li r7, 0x3C diff --git a/Mods/FistOfTheNorthStar_60FPS/patches.txt b/Mods/FistOfTheNorthStar_60FPS/patches.txt deleted file mode 100644 index 824d89cca..000000000 --- a/Mods/FistOfTheNorthStar_60FPS/patches.txt +++ /dev/null @@ -1,7 +0,0 @@ -[ken260Ver0] -moduleMatches = 0x68342797 - -#0x020edabc = NOP #always 30fps - -0x021352e0 = li r0,1 #comic 60fps -0x02134f3d = li r9,1 #cutscenes 60fps diff --git a/Mods/HyruleWarriors_60FPS/patch_staticFPS.asm b/Mods/HyruleWarriors_60FPS/patch_staticFPS.asm deleted file mode 100644 index 1659d4ef5..000000000 --- a/Mods/HyruleWarriors_60FPS/patch_staticFPS.asm +++ /dev/null @@ -1,49 +0,0 @@ -[HW60FPSFixv208] -moduleMatches = 0xE159AE91 - -# change SetBaseFramePerSec(2) calls to SetBaseFramePerSec(1), fixes UI being too fast and allows ingame to go beyond 30FPS -# (SetBaseFramePerSec divides the number 60 by the parameter to get the target framerate, so 2 = 30FPS, 1 = 60FPS) -0x0219D7B0 = li r3, 1 # Main::init -0x02438340 = li r3, 1 # CDemoEventManager::TermRead() -0x02438864 = li r3, 1 # CDemoEventManager::ChangeFPS() - -# Set swap interval to 1 (needed since cemu 1.15.7) -0x02831FB4 = li r4, 1 -0x02833B00 = nop #nopesync - -#0x100995A8 = .float 200.0 - -[ZeldaMusou_JPNv16] -moduleMatches = 0xf290aea8 -#.origin = codecave - -#_fps: -#.float 120.0 - -#_fps60: -#lis r12, _fps@h -#stfs f0, _fps@l(r12) -#blr - - -#0x0221AB14 = bla _fps60 -#0x0221AB1C = nop #setFramePerSec -#0x0221AB7C = nop -#0x0221AB80 = bla _fps60 - -0x02788D24 = li r4, 1 -##0x02788570 = li r3, 1 # -0x0278A8F4 = nop # Uncomment to kill vsync -# -# -0x02186A2C = li r3, 1 # Main::init -## -#0x021BA474 = li r3, 1 #Mr, CViewModuleDefeat::lave Unstable -0x021C4148 = li r3, 1 #Mr, CViewModuleMgr::Term -0x021C6D88 = li r3, 1 #Mr, CViewModuleMotionLave -#0x0221AB18 = li r3, 1 #mr, CViewModuleDefeat infunction -# -#0x023FA0D4 = li r3, 1 # lvzCDemoEventManager switch to gameplay not neede with cor main? -#0x023F9BEC = li r3, 1 # CDemoEventManager::TermRead() -#0x023FA07C = li r3, 1 # CDemoEventManager::ChangeFPS() - diff --git a/Mods/HyruleWarriors_60FPS/rules.txt b/Mods/HyruleWarriors_60FPS/rules.txt deleted file mode 100644 index 10cd6197e..000000000 --- a/Mods/HyruleWarriors_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001017D800,000500001017D900,000500001017CD00 -name = 60 FPS # -path = "Hyrule Warriors/Mods/60FPS" -description = Getting under 60fps will slow down the game's speed. -version = 4 diff --git a/Mods/HyruleWarriors_CharacterSwap/patch_CharacterSwap.asm b/Mods/HyruleWarriors_CharacterSwap/patch_CharacterSwap.asm deleted file mode 100644 index e27e90db2..000000000 --- a/Mods/HyruleWarriors_CharacterSwap/patch_CharacterSwap.asm +++ /dev/null @@ -1,4 +0,0 @@ -[CharacterSwap_V208] -moduleMatches = 0xE159AE91 - -0x020EBF0C = li r11, $character \ No newline at end of file diff --git a/Mods/HyruleWarriors_IncreaseDrawDistance/patch_drawDistance.asm b/Mods/HyruleWarriors_IncreaseDrawDistance/patch_drawDistance.asm deleted file mode 100644 index 7440bf8f5..000000000 --- a/Mods/HyruleWarriors_IncreaseDrawDistance/patch_drawDistance.asm +++ /dev/null @@ -1,47 +0,0 @@ -[DrawDistance_v208] -moduleMatches = 0xE159AE91 -.origin = codecave - -##object clip -0x100DD06C = .float 2.5 #3.0 -#0x025F0554 = nop #same as setting 0x100DD06C to 0. Fix this when instruction supported. -#0x025F02F4 = nop # -#stage clip -0x100DFEC4 = .float 6.0 -#0x100DFEC8 = .float 6.0 -##stage clip update -0x100DFECC = .float 6.0 -0x100DFED8 = .float 6.0 -0x100DFEDC = .float 6.0 -0x100DFEE0 = .float 6.0 - -0x100FF060 = .float 0.99 # force high mip / texture lod -0x100DD8C4 = .float 9900.0 # some smoke / particles - -# shadow draw distance (more like boundary) -0x10000B20 = .float 8500.0 -0x10000B24 = .float 40000.0 -0x100DFF78 = .float 40000.0 #Dyamic object shadows ie rocks, chests etc - -#Grass, debris. Mitigates object pop as groups switces between lods. -0x100DFF50 = .float 20000.0 -0x100DFF54 = .float 40000.0 -0x100DFF58 = .float 150000.0 -0x100DFF5C = .float 200000.0 -0x100DFF60 = .float 300000.0 -0x100DFF64 = .float 500000.0 -0x100DFF68 = .float 800000.0 -0x100DFF6C = .float 80000.0 - -#Replace army mid LOD with high LOD -#0x022BD744 = li r12, 0 -#fov -#0x10006FD0 = .float 0.015 #fov .float 0.017453292 # DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o -# scatter light (fog) -#0x1001CA64 = .float 2.5 # 2.0 default, 4.0 dark -#NPC text lod -#0x1009E134 = .float -8.0 #flt_1009E134: .float -1.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co -#0x1009E138 = .float 0.0 #flt_1009E138: .float 0.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo -##dist from link -#0x100962BC = .float 0.25 #flt_100962BC: .float 0.0 - diff --git a/Mods/LEGOBatman3_60FPS/patches.txt b/Mods/LEGOBatman3_60FPS/patches.txt deleted file mode 100644 index 6cfee61bc..000000000 --- a/Mods/LEGOBatman3_60FPS/patches.txt +++ /dev/null @@ -1,15 +0,0 @@ -[LB360fpsVer0] -moduleMatches = 0x0D5A630F -0x0251b2e8 = addi r11,r12,1 - -[LB360fpsVer16] -moduleMatches = 0x0CC28EC4 -0x0251ca68 = addi r11,r12,1 - -[LB360fpsVer32] -moduleMatches = 0x5A7D0B88 -0x02521588 = addi r11,r12,1 - -[LB360fpsVer48] -moduleMatches = 0xFFE67C8E -0x02521958 = addi r11,r12,1 diff --git a/Mods/LEGOBatman3_60FPS/rules.txt b/Mods/LEGOBatman3_60FPS/rules.txt deleted file mode 100644 index 683b60e03..000000000 --- a/Mods/LEGOBatman3_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001016AD00,000500001016A400 -name = 60FPS -path = "Lego Batman 3: Beyond Gotham/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/LEGODimensions_60FPS/patches.txt b/Mods/LEGODimensions_60FPS/patches.txt deleted file mode 100644 index 65c622830..000000000 --- a/Mods/LEGODimensions_60FPS/patches.txt +++ /dev/null @@ -1,7 +0,0 @@ -[LD60FPSV0] -moduleMatches = 0x5402BCFD -0x0271f454 = addi r11, r12, 1 - -[LD60FPSUSv320EUv352] -moduleMatches = 0x8A9D0373,0x8EEE187 -0x028ee098 = addi r11, r12, 1 diff --git a/Mods/LEGOJurassicWorld_60FPS/patches.txt b/Mods/LEGOJurassicWorld_60FPS/patches.txt deleted file mode 100644 index 3572a5c6a..000000000 --- a/Mods/LEGOJurassicWorld_60FPS/patches.txt +++ /dev/null @@ -1,7 +0,0 @@ -[LJP60fpsVer0] -moduleMatches = 0x81647FC0 -0x02623024 = addi r11,r12,1 - -[LJP60fpsVer16] -moduleMatches = 0x763FD17D -0x00263a5bc = addi r11,r12,1 diff --git a/Mods/LEGOJurassicWorld_60FPS/rules.txt b/Mods/LEGOJurassicWorld_60FPS/rules.txt deleted file mode 100644 index 6fc090d7c..000000000 --- a/Mods/LEGOJurassicWorld_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 00050000101CDF00,00050000101A6200,00050000101A5C00 -name = 60FPS -path = "Lego Jurassic World/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/LEGOMarvelSuperHeroes_60FPS/patches.txt b/Mods/LEGOMarvelSuperHeroes_60FPS/patches.txt deleted file mode 100644 index ec0afc6bf..000000000 --- a/Mods/LEGOMarvelSuperHeroes_60FPS/patches.txt +++ /dev/null @@ -1,11 +0,0 @@ -[LMSH60fpsVer0] -moduleMatches = 0x3562A3FF -0x02414324 = addi r11,r12,1 - -[LMSHfpsVer16] -moduleMatches = 0x932F4A73 -0x0241598c = addi r11,r12,1 - -[LMSHfpsVer32] -moduleMatches = 0xF252C9FD -0x02415e88 = addi r11,r12,1 diff --git a/Mods/LEGOMarvelSuperHeroes_60FPS/rules.txt b/Mods/LEGOMarvelSuperHeroes_60FPS/rules.txt deleted file mode 100644 index 08a6ccc94..000000000 --- a/Mods/LEGOMarvelSuperHeroes_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010132B00,0005000010132400 -name = 60FPS -path = "Lego Marvel Super Heroes/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/LEGOMarvelsAvengers_60FPS/patches.txt b/Mods/LEGOMarvelsAvengers_60FPS/patches.txt deleted file mode 100644 index 20b6a29b2..000000000 --- a/Mods/LEGOMarvelsAvengers_60FPS/patches.txt +++ /dev/null @@ -1,19 +0,0 @@ -[LMA60fpsVer0] -moduleMatches = 0x266BB956 -0x024d22d8 = addi r11,r12,1 - -[LMAfpsVer16] -moduleMatches = 0x11FA1ECB -0x024d3548 = addi r11,r12,1 - -[LMAfpsVer32] -moduleMatches = 0x69B4BA3C -0x024e6ce0 = addi r11,r12,1 - -[LMAfpsVer48] -moduleMatches = 0xFAB53F77 -0x024eb414 = addi r11,r12,1 - -[LMAfpsVer64] -moduleMatches = 0x004C6B8C -0x024eb5d8 = addi r11,r12,1 diff --git a/Mods/LEGOMarvelsAvengers_60FPS/rules.txt b/Mods/LEGOMarvelsAvengers_60FPS/rules.txt deleted file mode 100644 index f1a9a287c..000000000 --- a/Mods/LEGOMarvelsAvengers_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 00050000101BEF00,00050000101BE900 -name = 60FPS -path = "Lego Marvel's Avengers/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/LEGOMovie_60FPS/patches.txt b/Mods/LEGOMovie_60FPS/patches.txt deleted file mode 100644 index 8386d9658..000000000 --- a/Mods/LEGOMovie_60FPS/patches.txt +++ /dev/null @@ -1,7 +0,0 @@ -[TLM60fpsVer0] -moduleMatches = 0x6A97DE1B -0x0247dc8c = addi r11,r12,1 - -[TLM60fpsVer16] -moduleMatches = 0xF1C6C979 -0x02485bc8 = addi r11,r12,1 diff --git a/Mods/LEGOMovie_60FPS/rules.txt b/Mods/LEGOMovie_60FPS/rules.txt deleted file mode 100644 index 618082fe8..000000000 --- a/Mods/LEGOMovie_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001014DE00,000500001014E000 -name = 60FPS -path = "The LEGO Movie Videogame/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/LEGOSTARWARS_60FPS/patches.txt b/Mods/LEGOSTARWARS_60FPS/patches.txt deleted file mode 100644 index cff17cb6a..000000000 --- a/Mods/LEGOSTARWARS_60FPS/patches.txt +++ /dev/null @@ -1,11 +0,0 @@ -[LSW60fpsVer0] -moduleMatches = 0x311EE639 -0x0284e80c = addi r11,r12,1 - -[LSWfpsVer16] -moduleMatches = 0x185FB31C -0x02860014 = addi r11,r12,1 - -[LSWfpsVer32] -moduleMatches = 0xAF503338 -0x0287fb34 = addi r11,r12,1 diff --git a/Mods/LEGOSTARWARS_60FPS/rules.txt b/Mods/LEGOSTARWARS_60FPS/rules.txt deleted file mode 100644 index acef79f00..000000000 --- a/Mods/LEGOSTARWARS_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 00050000101DAB00,00050000101DAA00 -name = 60FPS -path = "LEGO Star Wars: The Force Awakens/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/LEGOTheHobbit_60FPS/patches.txt b/Mods/LEGOTheHobbit_60FPS/patches.txt deleted file mode 100644 index 06c3a5dae..000000000 --- a/Mods/LEGOTheHobbit_60FPS/patches.txt +++ /dev/null @@ -1,3 +0,0 @@ -[LSW60fpsVer0] -moduleMatches = 0xAD4603B3 -0x023f3d6c = addi r11,r12,1 diff --git a/Mods/LEGOTheHobbit_60FPS/rules.txt b/Mods/LEGOTheHobbit_60FPS/rules.txt deleted file mode 100644 index 81008c3c7..000000000 --- a/Mods/LEGOTheHobbit_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001016A700,0005000010168D00 -name = 60FPS -path = "LEGO The Hobbit/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/LostReavers_60fps/patches.txt b/Mods/LostReavers_60fps/patches.txt deleted file mode 100644 index ac86df307..000000000 --- a/Mods/LostReavers_60fps/patches.txt +++ /dev/null @@ -1,14 +0,0 @@ -[LR60FpsVer0,v16] -moduleMatches = 0x67DBF490,0x165809E9 - -# Code selects .float 60 from 0X1000333C - -_60fps = 0x00000000 - -CodeCaveSize = 0x0c - -0X00000000 = lis r3,0x1000 -0X00000004 = lfs f1,0x333c(r3) # NOP - Remove read to FPS .float = uncapped FPS -0X00000008 = blr - -0X02571FC4 = bla _60fps diff --git a/Mods/LostReavers_60fps/rules.txt b/Mods/LostReavers_60fps/rules.txt deleted file mode 100644 index 3c6d54f9b..000000000 --- a/Mods/LostReavers_60fps/rules.txt +++ /dev/null @@ -1,9 +0,0 @@ -[Definition] -titleIds = 00050000101A4800,00050000101B9900,000500001018D900 -name = 60FPS -path = "Lost Reavers/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 - -[Control] -vsyncFrequency = 120 diff --git a/Mods/Oddworld_60FPS/patches.txt b/Mods/Oddworld_60FPS/patches.txt deleted file mode 100644 index 0a3571a59..000000000 --- a/Mods/Oddworld_60FPS/patches.txt +++ /dev/null @@ -1,18 +0,0 @@ -[OddW60fpsVer1] -moduleMatches = 0x56B9FEDE - -# Code Cave - -CodeCaveSize = 0x14 # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX) - -# Set 60fps - -_60fps = 0x00000000 - -0x00000000 = lwz r31,0xc(r1) # Replace the hook -0x00000004 = lis r8,0x1002 # Load upper half of address to register -0x00000008 = lis r9,0x42F0 # Load upper half of .float 120.0 into register -0x0000000C = stw r9,0x6F68(r8) # Store floatstored in register to 0x40E31574 -0x00000010 = blr # return - -0x026E868C = bla _60fps # Hook diff --git a/Mods/Oddworld_60FPS/rules.txt b/Mods/Oddworld_60FPS/rules.txt deleted file mode 100644 index a54554fac..000000000 --- a/Mods/Oddworld_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 00050000101DB000,00050000101DBB00 -name = 60FPS -path = "Oddworld: New 'n' Tasty/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/Planes_60FPS/patches.txt b/Mods/Planes_60FPS/patches.txt deleted file mode 100644 index b63f1f541..000000000 --- a/Mods/Planes_60FPS/patches.txt +++ /dev/null @@ -1,23 +0,0 @@ -[Planes60FPSVer0] -moduleMatches = 0x6968CE40 - -0X021BE7DC = li r3,1 # GX2SetSwapInterval sets 60FPS in game - -# Code Cave - -codeCaveSize = 0x20 # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX) - -# Set 60fps timer for cutscenes - -_CutScene60fps = 0x00000000 - -0x00000000 = lis r11,0x100A # Load upper half of byte location -0x00000004 = lbz r3,0x180F(r11) # load lower half (offset) 0X100A180F (byte switches between 0/1) -0x00000008 = cmpwi r3, 0 # Compare these two numbers -0x0000000C = bne .+0x0C # Jump to 3 instructions below if the comparison above is true -0x00000010 = srwi r11, r12, 3 # 60FPS -0x00000014 = blr -0x00000018 = srwi r11, r12, 2 # 30FPS -0x0000001C = blr - -0x020C25A4 = bla _CutScene60fps # Jump to the code cave code diff --git a/Mods/RacingTransformed_60FPS/patches.txt b/Mods/RacingTransformed_60FPS/patches.txt deleted file mode 100644 index 3cc9f8442..000000000 --- a/Mods/RacingTransformed_60FPS/patches.txt +++ /dev/null @@ -1,15 +0,0 @@ -[ST60fpsVer0] -moduleMatches = 0x3D49646B -0x022021d8 = addi r12,r12,0 - -[ST60fpsVer16] -moduleMatches = 0x801728E4 -0x02244d8c = addi r12,r12,0 - -[ST60fpsVer32] -moduleMatches = 0x9D377EF2 -0x02203970 = addi r12,r12,0 - -[ST60fpsVer48] -moduleMatches = 0xA8AD92B4 -0x0209ced4 = addi r5,r5,0 diff --git a/Mods/RacingTransformed_60FPS/rules.txt b/Mods/RacingTransformed_60FPS/rules.txt deleted file mode 100644 index aa3e5bbf9..000000000 --- a/Mods/RacingTransformed_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001010B300,0005000010111F00 -name = 60FPS -path = "Sonic & All-Stars Racing Transformed/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/ResidentEvilRevelations_60fps/patches.txt b/Mods/ResidentEvilRevelations_60fps/patches.txt deleted file mode 100644 index 581296b99..000000000 --- a/Mods/ResidentEvilRevelations_60fps/patches.txt +++ /dev/null @@ -1,38 +0,0 @@ -[RER60fpsVer1] -moduleMatches = 0x8B15F48B - -# Code Cave - -CodeCaveSize = 0x14 # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX) - -# Set 60fps - -_60fps = 0x00000000 - -0x00000000 = fmr f1,f27 # Replace the hook -0x00000004 = lis r8,0x40E3 # Load upper half of address to register -0x00000008 = lis r9,0x4270 # Load upper half of .float 60.0 into register -0x0000000C = stw r9,0x1574(r8) # Store floatstored in register to 0x40E31574 -0x00000010 = blr # return - -0x02D1B4AC = bla _60fps - -[RER60fpsVer16] -moduleMatches = 0x9FD08437 - -# Code Cave - -CodeCaveSize = 0x18 # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX) - -# Set 60fps - -_60fps = 0x00000000 - -0x00000000 = fmr f1,f27 # Replace the hook -0x00000004 = lis r8,0x40E2 # Load upper half of address to register -0x00000008 = ori r8,r8,0x8574 # Load lower half of address to register -0x0000000c = lis r9,0x4270 # Load upper half of .float 60.0 into register -0x00000010 = stw r9,0x0(r8) # Store floatstored in register to 0x40E28574 -0x00000014 = blr # return - -0x02D1C9D8 = bla _60fps diff --git a/Mods/ResidentEvilRevelations_60fps/rules.txt b/Mods/ResidentEvilRevelations_60fps/rules.txt deleted file mode 100644 index 235faabde..000000000 --- a/Mods/ResidentEvilRevelations_60fps/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001012CF00,000500001012B400,0005000010113100 -name = 60FPS -path = "Resident Evil Revelations/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/Shiftlings_60FPS/patches.txt b/Mods/Shiftlings_60FPS/patches.txt deleted file mode 100644 index 47bd510a2..000000000 --- a/Mods/Shiftlings_60FPS/patches.txt +++ /dev/null @@ -1,18 +0,0 @@ -[Shift60fpsVer1] -moduleMatches = 0x7BDCC1EE - -# Code Cave - -CodeCaveSize = 0x14 # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX) - -# Set 60fps - -_60fps = 0x00000000 - -0x00000000 = lwz r31,0xc(r1) # Replace the hook -0x00000004 = lis r8,0x1002 # Load upper half of address to register -0x00000008 = lis r9,0x42F0 # Load upper half of .float 120.0 into register -0x0000000C = stw r9,0x6F70(r8) # Store floatstored in register to 0x40E31574 -0x00000010 = blr # return - -0x026df968 = bla _60fps # Hook diff --git a/Mods/Shiftlings_60FPS/rules.txt b/Mods/Shiftlings_60FPS/rules.txt deleted file mode 100644 index 00fbafaab..000000000 --- a/Mods/Shiftlings_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 00050000101A7F00,00050000101ACC00 -name = 60FPS -path = "Shiftlings/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/Slenderman_60FPS/patches.txt b/Mods/Slenderman_60FPS/patches.txt deleted file mode 100644 index 436d2ef5d..000000000 --- a/Mods/Slenderman_60FPS/patches.txt +++ /dev/null @@ -1,18 +0,0 @@ -[Slender60fpsVer1] -moduleMatches = 0x3F3FA50A - -# Code Cave - -CodeCaveSize = 0x14 # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX) - -# Set 60fps - -_60fps = 0x00000000 - -0x00000000 = lwz r31,0xc(r1) # Replace the hook -0x00000004 = lis r8,0x1002 # Load upper half of address to register -0x00000008 = lis r9,0x42F0 # Load upper half of .float 120.0 into register -0x0000000C = stw r9,0x6F70(r8) # Store floatstored in register to 0x10026F70 -0x00000010 = blr # return - -0X026E1E88 = bla _60fps # Hook diff --git a/Mods/Slenderman_60FPS/rules.txt b/Mods/Slenderman_60FPS/rules.txt deleted file mode 100644 index b5cc2b98a..000000000 --- a/Mods/Slenderman_60FPS/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010184900,00050000101D8900 -name = 60FPS -path = "Slender: The Arrival/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 diff --git a/Mods/SuperMarioMaker_InfiniteLevelHeight/patches.txt b/Mods/SuperMarioMaker_InfiniteLevelHeight/patches.txt deleted file mode 100644 index f2edd02ca..000000000 --- a/Mods/SuperMarioMaker_InfiniteLevelHeight/patches.txt +++ /dev/null @@ -1,8 +0,0 @@ -[LevelHeightV1.47] -moduleMatches = 0xF110487F -0x100D9238 = .float 4320.0 # .long 0x45870000 -0x100D9460 = .float 4320.0 # .long 0x45870000 -0x100D9AB4 = .float 4320.0 # .long 0x45870000 -0x100DA16C = .float 4320.0 # .long 0x45870000 -0x100DFA14 = .float $height -0x022152CC = .long 0x48000048 \ No newline at end of file diff --git a/Mods/TekkenTagTournament2_FOV/patches.txt b/Mods/TekkenTagTournament2_FOV/patches.txt deleted file mode 100644 index 4c149742a..000000000 --- a/Mods/TekkenTagTournament2_FOV/patches.txt +++ /dev/null @@ -1,3 +0,0 @@ -[tekken32] -moduleMatches = 0x465EA719 -0x106d2e24 = .float $fov #FOV/Zoom diff --git a/Mods/TwilightPrincessHD_RemoveHaze/patches.txt b/Mods/TwilightPrincessHD_RemoveHaze/patches.txt deleted file mode 100644 index 3075ebe37..000000000 --- a/Mods/TwilightPrincessHD_RemoveHaze/patches.txt +++ /dev/null @@ -1,12 +0,0 @@ -[TPHDv81] -moduleMatches = 0x1A03E108 -#Move some look tweaks to patches instead of shaders - -#rodata constants -###exp and haze settings -0x100C3EB8 = .float $nearExp ## Near world (over)exposure -0x100C36C4 = .float $bloomExp ## Bloom npc/object (over) " -0x100C3780 = .float $distExp ## Distant world (over)exposure -#0x100C3774 = .float $distanceFog -0x1012C898 = .float $distanceFog -#0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float diff --git a/Mods/YoshisWoollyWorld_60fpsMap/patches.txt b/Mods/YoshisWoollyWorld_60fpsMap/patches.txt deleted file mode 100644 index 4d73e167e..000000000 --- a/Mods/YoshisWoollyWorld_60fpsMap/patches.txt +++ /dev/null @@ -1,5 +0,0 @@ -[pj023USv32] -moduleMatches = 0x6AEF65E7 - -#prevent going to 30 fps mode -0x02B38D7C = b .+0x20 \ No newline at end of file diff --git a/Mods/ZombiU_FOVSetting/patches.txt b/Mods/ZombiU_FOVSetting/patches.txt deleted file mode 100644 index 720959d75..000000000 --- a/Mods/ZombiU_FOVSetting/patches.txt +++ /dev/null @@ -1,3 +0,0 @@ -[ZombiUEUv0] -moduleMatches = 0xA4959FE1 -0x1008FA68 = .float $fov # 1.0 is default, 0.75 wider FOV \ No newline at end of file diff --git a/Resolutions/DevilsThird_Resolution/rules.txt b/Resolutions/DevilsThird_Resolution/rules.txt deleted file mode 100644 index d01953fff..000000000 --- a/Resolutions/DevilsThird_Resolution/rules.txt +++ /dev/null @@ -1,144 +0,0 @@ -[Definition] -titleIds = 0005000010177600,0005000010177700,0005000010197d00 -name = Resolution -path = "Devil's Third/Graphics/Resolution" -description = Changes the resolution of the game. Made by Crementif. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 - -[TextureRedefine] -width = 1280 -height = 720 -formats = 0x011,0x820,0x01a,0x41a -tileModesExcluded = 0x1 -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] -width = 864 -height = 480 -formats = 0x820 -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -# Blur - -[TextureRedefine] -width = 320 -height = 180 -formats = 0x810,0x820 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] -width = 320 -height = 192 -formats = 0x810 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 192 - -# Bloom - -[TextureRedefine] -width = 640 -height = 368 -formats = 0x820 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] -width = 640 -height = 360 -formats = 0x820 -tileModesExcluded = 0x1 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 360 - -# Bloom looked broken from my testing (not using the tiled rendering fix or whatever it's called), but it might be a shader that didn't get upscaled correctly. - -[TextureRedefine] -width = 352 -height = 192 -formats = 0x820 -overwriteWidth = ($width/$gameWidth) * 352 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] -width = 322 -height = 182 -formats = 0x820 -overwriteWidth = ($width/$gameWidth) * 322 -overwriteHeight = ($height/$gameHeight) * 182 diff --git a/Resolutions/DonkeyKongTropicalFreeze_Resolution/rules.txt b/Resolutions/DonkeyKongTropicalFreeze_Resolution/rules.txt deleted file mode 100644 index 4f63d1ee2..000000000 --- a/Resolutions/DonkeyKongTropicalFreeze_Resolution/rules.txt +++ /dev/null @@ -1,220 +0,0 @@ -[Definition] -titleIds = 0005000010137F00,0005000010138300,0005000010144800 -name = Resolution -path = "Donkey Kong Country: Tropical Freeze/Graphics/Resolution" -description = Changes the resolution of the game. Made by getdls and Skalfate. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 - -# Common Ultrawide Resolutions - -[Preset] -name = 2560x1080 (Ultrawide) -$width = 2560 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3440x1440 (Ultrawide) -$width = 3440 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -# Common Super Ultrawide Resolutions - -[Preset] -name = 3840x1080 (Super Ultrawide) -$width = 3440 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 5120x1440 (Super Ultrawide) -$width = 5120 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -# Format Textures: -# - 0x001=Color-Red8 -# - 0x011=Depth24_Stencil8 -# - 0x01a=Color-RGBA8 -# - 0x80e=Depth32 - -# Main Game Renderer -[TextureRedefine] -width = 1280 -height = 720 -formats = 0x001,0x011,0x01a,0x80e -tileModesExcluded = 0x001 # For Video Playback -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -# Loading Screen Dk Running -[TextureRedefine] -width = 1280 -height = 256 -formats = 0x01a,0x80e -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 256 - -# GamePad -[TextureRedefine] -width = 864 -height = 480 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -# GamePad -[TextureRedefine] -width = 854 -height = 480 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 - -# Half-Res -[TextureRedefine] -width = 640 -height = 368 -formats = 0x01a,0x80e -formatsExcluded = 0x007 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 - -# Half-Res -[TextureRedefine] -width = 640 -height = 360 -formats = 0x01a,0x80e -tileModesExcluded = 0x001 # 0x007 half res hold color data and is used for video playback -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 360 - -# 1/4 Res -[TextureRedefine] -width = 320 -height = 192 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 192 - -# 1/4 Res -[TextureRedefine] -width = 320 -height = 180 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 180 - -# In-game UI Top left screen -[TextureRedefine] -width = 320 -height = 128 -formats = 0x01a,0x011 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 128 - -# 1/4 Res -[TextureRedefine] -width = 160 -height = 96 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 96 - -# 1/4 Res -[TextureRedefine] -width = 160 -height = 90 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 90 - - -# Additonal GUI Textures - -# Donkey Kong's Face -[TextureRedefine] -width = 96 -height = 108 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 96 -overwriteHeight = ($height/$gameHeight) * 108 diff --git a/Resolutions/FatalFrameProjectZero_Resolution/patches.txt b/Resolutions/FatalFrameProjectZero_Resolution/patches.txt deleted file mode 100644 index 95e206cf5..000000000 --- a/Resolutions/FatalFrameProjectZero_Resolution/patches.txt +++ /dev/null @@ -1,36 +0,0 @@ -[USAFatalFrameV0] -moduleMatches = 0xE93B31F6,0x3CC9A440 - -codeCaveSize = 0x4 - -_pointSpriteSize = 0x00000000 -0x00000000 = .int $width - -0x026D0674 = lis r12, _pointSpriteSize@ha -0x026D067C = lwz r5, _pointSpriteSize@l(r12) -0x026D0680 = lwz r6, _pointSpriteSize@l(r12) - - -[EuropeProjectZeroV0] -moduleMatches = 0xB54DBEB0, 0x5A9D6D31, 0x360FA109, 0x9D96F19B, 0x81551809, 0x77589D01, 0x2897C68C, 0x320A57BB # Vanilla, Uncensored Patches - -codeCaveSize = 0x4 - -_pointSpriteSize = 0x00000000 -0x00000000 = .int $width - -0x026CF508 = lis r12, _pointSpriteSize@ha -0x026CF510 = lwz r5, _pointSpriteSize@l(r12) -0x026CF514 = lwz r6, _pointSpriteSize@l(r12) - -[JapanZeroV0] -moduleMatches = 0xA86AA5B2, 0x52992DCD, 0x60DC1C85 # Vanilla, Unknown Patch - -codeCaveSize = 0x4 - -_pointSpriteSize = 0x00000000 -0x00000000 = .int $width - -0x02BDFCAC = lis r12, _pointSpriteSize@ha -0x02BDFCB4 = lwz r5, _pointSpriteSize@l(r12) -0x02BDFCB8 = lwz r6, _pointSpriteSize@l(r12) diff --git a/Resolutions/HyruleWarriors_Resolution/patches.txt b/Resolutions/HyruleWarriors_Resolution/patches.txt deleted file mode 100644 index c3ac1912f..000000000 --- a/Resolutions/HyruleWarriors_Resolution/patches.txt +++ /dev/null @@ -1,9 +0,0 @@ -[HyruleWarriors_219v208] #same checksum as JPNv272 -moduleMatches = 0xE159AE91 - -#rodata constant changes - -0x1009609C = .float ($aspectRatio) -0x10096124 = .float ($aspectRatio) -0x10096948 = .float ($aspectRatio) -0x10096974 = .float ($aspectRatio) \ No newline at end of file diff --git a/Resolutions/LEGODimensions_resolution/patches.txt b/Resolutions/LEGODimensions_resolution/patches.txt deleted file mode 100644 index a447dab14..000000000 --- a/Resolutions/LEGODimensions_resolution/patches.txt +++ /dev/null @@ -1,6 +0,0 @@ -[LDaspectsUSv320EUv352] -moduleMatches = 0x8A9D0373, 0x8EEE187 -0x101408C0 = .float $width/$height #menu aspect -0x1041F294 = .float (1/($width/$height)) #primary aspect scale -0x10477DF4 = .float (1/($width/$height)) #event scale -0x10147788 = .float 10240 \ No newline at end of file diff --git a/Resolutions/MonsterHunter3Ultimate_Resolution/rules.txt b/Resolutions/MonsterHunter3Ultimate_Resolution/rules.txt deleted file mode 100644 index c06bebb69..000000000 --- a/Resolutions/MonsterHunter3Ultimate_Resolution/rules.txt +++ /dev/null @@ -1,161 +0,0 @@ -[Definition] -titleIds = 0005000010118300,0005000010117200,0005000010104D00 -name = "Resoluton" -path = "Monster Hunter 3 Ultimate/Graphics/Resolution" -description = Changes the resolution of the game. Made by Skalfate. -version = 4 - -[Preset] -name = 1920x1080 (Default) -$width = 1920 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 1280x720 -$width = 1280 -$height = 720 -$gameWidth = 1920 -$gameHeight = 1080 - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 - -# ----------------------------------------------------------------------------------------------------------------------------------------------- - -# All 1080p Textures - 0x001,0x011,0x01a -# 0x001=(Video Playback) -# 0x011=(Depth Stencil 24 bit) -# 0x01a=(Game Renderer) - -[TextureRedefine] -width = 1920 -height = 1088 -formats = 0x01a,0x011 -tileModesExcluded = 0x001 # For Video Playback -overwriteWidth = ($width / $gameWidth) * 1920 -overwriteHeight = ($height / $gameHeight) * 1088 - -[TextureRedefine] -width = 1920 -height = 1080 -formats = 0x01a,0x011 -tileModesExcluded = 0x001 # For Video Playback -overwriteWidth = ($width / $gameWidth) * 1920 -overwriteHeight = ($height / $gameHeight) * 1080 - -# Required - GamePad -[TextureRedefine] -width = 864 -height = 480 -formats = 0x01a,0x011,0x41a -overwriteWidth = ($width / $gameWidth) * 864 -overwriteHeight = ($height / $gameHeight) * 480 - -# Required - GamePad -[TextureRedefine] -width = 854 -height = 480 -formats = 0x01a,0x011,0x41a -overwriteWidth = ($width / $gameWidth) * 854 -overwriteHeight = ($height / $gameHeight) * 480 - -# ----------------------------------------------------------------------------------------------------------------------------------------------- - -# Top to bottom View depth -[TextureRedefine] -width = 1024 -height = 1024 -formats = 0x80e,0x011 -overwriteWidth = ($width / $gameWidth) * 1024 -overwriteHeight = ($height / $gameHeight) * 1024 - -# Required - Half Res -[TextureRedefine] -width = 960 -height = 544 -formats = 0x01a -overwriteWidth = ($width / $gameWidth) * 960 -overwriteHeight = ($height / $gameHeight) * 544 - -# Required - Half Res -[TextureRedefine] -width = 960 -height = 540 -formats = 0x01a -overwriteWidth = ($width / $gameWidth) * 960 -overwriteHeight = ($height / $gameHeight) * 540 - -# 1/4 Scale -[TextureRedefine] -width = 480 -height = 272 -formats = 0x01a -overwriteWidth = ($width / $gameWidth) * 480 -overwriteHeight = ($height / $gameHeight) * 272 - -# 1/4 Scale -[TextureRedefine] -width = 480 -height = 270 -formats = 0x01a -overwriteWidth = ($width / $gameWidth) * 480 -overwriteHeight = ($height / $gameHeight) * 270 diff --git a/Resolutions/NanoAssaultNeo_Resolution/rules.txt b/Resolutions/NanoAssaultNeo_Resolution/rules.txt deleted file mode 100644 index edef95bc9..000000000 --- a/Resolutions/NanoAssaultNeo_Resolution/rules.txt +++ /dev/null @@ -1,115 +0,0 @@ -[Definition] -titleIds = 0005000010110100,0005000010110600,0005000E10110100,0005000E10110600 -name = Resoluton -path = "Nano Assault Neo/Graphics/Resolution" -description = Changes the resolution of the game. You cannot change resolutions on the fly. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 - -# Game Resolution -[TextureRedefine] -width = 1280 -height = 720 -overwriteWidth = ($width / $gameWidth) * 1280 -overwriteHeight = ($height / $gameHeight) * 720 - -# GamePad Resolution -[TextureRedefine] -width = 864 -height = 480 -overwriteWidth = ($width / $gameWidth) * 864 -overwriteHeight = ($height / $gameHeight) * 480 - -# GamePad Resolution -[TextureRedefine] -width = 854 -height = 480 -overwriteWidth = ($width / $gameWidth) * 854 -overwriteHeight = ($height / $gameHeight) * 480 - -# 1/2 Resolution -[TextureRedefine] -width = 640 -height = 368 -overwriteWidth = ($width / $gameWidth) * 640 -overwriteHeight = ($height / $gameHeight) * 368 - -# 1/2 Resolution -[TextureRedefine] -width = 640 -height = 360 -overwriteWidth = ($width / $gameWidth) * 640 -overwriteHeight = ($height / $gameHeight) * 360 diff --git a/Resolutions/NinjaGaiden3_Resolution/patches.txt b/Resolutions/NinjaGaiden3_Resolution/patches.txt deleted file mode 100644 index 06fc28e47..000000000 --- a/Resolutions/NinjaGaiden3_Resolution/patches.txt +++ /dev/null @@ -1,9 +0,0 @@ -[NG3_EU_v0] -moduleMatches = 0x57D3605F - -#rodata constants -0x1007F304 = .float $width/$height -0x1007F354 = .float $width/$height -0x1017F164 = .float $width/$height -0x102248F0 = .float $width/$height -0x102CAEEC = .float $width/$height \ No newline at end of file diff --git a/Resolutions/Pikmin3_Resolution/rules.txt b/Resolutions/Pikmin3_Resolution/rules.txt deleted file mode 100644 index 4bcbeaeb6..000000000 --- a/Resolutions/Pikmin3_Resolution/rules.txt +++ /dev/null @@ -1,237 +0,0 @@ -[Definition] -titleIds = 000500001012BC00,000500001012BD00,000500001012BE00,000500021012BD01,000500021012BE01 -name = Resolution -path = "Pikmin 3/Graphics/Resolution" -description = Changes the resolution of the game. Made by M&&M and Crementif. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 - -// Performance - -[Preset] -name = 320x180 -$width = 320 -$height = 180 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 - -// Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 - -[TextureRedefine] # Native Resolution -width = 1280 -height = 720 -formats = 0x1,0x19,0x806,0x80e,0x816 -tileModesExcluded = 0x1 -overwriteWidth = ($width / $gameWidth) * 1280 -overwriteHeight = ($height / $gameHeight) * 720 - -[TextureRedefine] # Blur Map -width = 640 -height = 368 -formats = 0x1,0x5,0x19,0x1a,0x80e,0x816,0x820 -overwriteWidth = ($width / $gameWidth) * 640 -overwriteHeight = ($height / $gameHeight) * 368 - -[TextureRedefine] # Blur Map -width = 640 -height = 360 -formats = 0x1,0x5,0x19,0x1a,0x80e,0x816,0x820 -tileModesExcluded = 0x001 -overwriteWidth = ($width / $gameWidth) * 640 -overwriteHeight = ($height / $gameHeight) * 360 - -[TextureRedefine] # Blur Map -width = 512 -height = 256 -formats = 0x1,0x816 -overwriteWidth = ($width / $gameWidth) * 512 -overwriteHeight = ($height / $gameHeight) * 256 - -[TextureRedefine] # Blur Map -width = 256 -height = 128 -formats = 0x1,0x816 -overwriteWidth = ($width / $gameWidth) * 256 -overwriteHeight = ($height / $gameHeight) * 128 - -[TextureRedefine] # Bloom Map -width = 320 -height = 192 -formats = 0x1a,0x816 -overwriteWidth = ($width / $gameWidth) * 320 -overwriteHeight = ($height / $gameHeight) * 192 - -[TextureRedefine] # Bloom Map -width = 320 -height = 180 -formats = 0x1a,0x816,0x820 -overwriteWidth = ($width / $gameWidth) * 320 -overwriteHeight = ($height / $gameHeight) * 180 - -[TextureRedefine] # Bloom Mip -width = 160 -height = 96 -formats = 0x816 -overwriteWidth = ($width / $gameWidth) * 160 -overwriteHeight = ($height / $gameHeight) * 96 - -[TextureRedefine] # Bloom Mip -width = 160 -height = 90 -formats = 0x816 -overwriteWidth = ($width / $gameWidth) * 160 -overwriteHeight = ($height / $gameHeight) * 90 - -[TextureRedefine] # Bloom Mip -width = 96 -height = 48 -formats = 0x816 -overwriteWidth = ($width / $gameWidth) * 96 -overwriteHeight = ($height / $gameHeight) * 48 - -[TextureRedefine] # Bloom Mip -width = 80 -height = 45 -formats = 0x816 -overwriteWidth = ($width / $gameWidth) * 80 -overwriteHeight = ($height / $gameHeight) * 45 - -[TextureRedefine] # Bloom Mip -width = 64 -height = 32 -formats = 0x816 -overwriteWidth = ($width / $gameWidth) * 64 -overwriteHeight = ($height / $gameHeight) * 32 - -[TextureRedefine] # Bloom Mip -width = 40 -height = 22 -formats = 0x816 -overwriteWidth = ($width / $gameWidth) * 40 -overwriteHeight = ($height / $gameHeight) * 22 - -[TextureRedefine] # Water Related? -width = 64 -height = 64 -formats = 0x1a -overwriteWidth = ($width / $gameWidth) * 64 -overwriteHeight = ($height / $gameHeight) * 64 - -[TextureRedefine] # Water Related? -width = 32 -height = 32 -formats = 0x1a -overwriteWidth = ($width / $gameWidth) * 32 -overwriteHeight = ($height / $gameHeight) * 32 - -[TextureRedefine] # Water Related? -width = 32 -height = 16 -formats = 0x1a -overwriteWidth = ($width / $gameWidth) * 32 -overwriteHeight = ($height / $gameHeight) * 16 - -[TextureRedefine] # Water Related? -width = 16 -height = 16 -formats = 0x1a -overwriteWidth = ($width / $gameWidth) * 16 -overwriteHeight = ($height / $gameHeight) * 16 - -[TextureRedefine] # Gamepad -width = 864 -height = 480 -formats = 0x80e,0x19,0x816 -overwriteWidth = ($width / $gameWidth) * 864 -overwriteHeight = ($height / $gameHeight) * 480 - -[TextureRedefine] # Gamepad -width = 854 -height = 480 -formats = 0x1,0x19,0x806,0x80e,0x816 -overwriteWidth = ($width / $gameWidth) * 854 -overwriteHeight = ($height / $gameHeight) * 480 - -[TextureRedefine] # Gamepad Water? -width = 448 -height = 240 -formats = 0x1,0x19,0x806,0x80e,0x816 -tileModesExcluded = 0x1 -overwriteWidth = ($width / $gameWidth) * 448 -overwriteHeight = ($height / $gameHeight) * 240 - -[TextureRedefine] # Gamepad Water? -width = 427 -height = 240 -formats = 0x1,0x19,0x806,0x80e,0x816 -overwriteWidth = ($width / $gameWidth) * 427 -overwriteHeight = ($height / $gameHeight) * 240 diff --git a/Resolutions/PokkenTournament_Resolution/rules.txt b/Resolutions/PokkenTournament_Resolution/rules.txt deleted file mode 100644 index 26a7e2b0d..000000000 --- a/Resolutions/PokkenTournament_Resolution/rules.txt +++ /dev/null @@ -1,301 +0,0 @@ -[Definition] -titleIds = 00050000101DF400,00050002101DF401,00050000101DF500 -name = Resolution -path = "Pokken Tournament/Graphics/Resolution" -description = Changes the resolution of the game. Native Render means that instead of the game rendering at 960x720, it is at a native 1280x720. Known issues: Bloom needs shader edits. Made by M&&M. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 1280x720 (Native Render) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -# Performance - -[Preset] -name = 320x180 -$width = 320 -$height = 180 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 320x180 (Native Render) -$width = 320 -$height = 180 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 640x360 (Native Render) -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 960x540 (Native Render) -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 1600x900 (Native Render) -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 1920x1080 (Native Render) -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 2560x1440 (Native Render) -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 3200x1800 (Native Render) -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 3840x2160 (Native Render) -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 1280 - -[Preset] -name = 5120x2880 (Native Render) -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 -$renderWidth = 960 - -[TextureRedefine] # Game Resolution -width = 1280 -height = 720 -formatsExcluded = 0x33 -tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth)*1280 -overwriteHeight = ($height/$gameHeight)*720 - -[TextureRedefine] # In-Game Resolution -width = 960 -height = 720 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*960 -overwriteHeight = ($height/$gameHeight)*720 - -[TextureRedefine] # Blur Map -width = 640 -height = 368 -overwriteWidth = ($width/$gameWidth)*640 -overwriteHeight = ($height/$gameHeight)*368 - -[TextureRedefine] # Blur Map -width = 640 -height = 360 -tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth)*640 -overwriteHeight = ($height/$gameHeight)*360 - -[TextureRedefine] # Blur Map -width = 480 -height = 288 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*480 -overwriteHeight = ($height/$gameHeight)*288 - -[TextureRedefine] # Blur Mip -width = 256 -height = 256 -formats = 0x816 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*256 -overwriteHeight = ($height/$gameHeight)*256 - -[TextureRedefine] # Blur Mip -width = 256 -height = 144 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*256 -overwriteHeight = ($height/$gameHeight)*144 - -[TextureRedefine] # Blur Mip -width = 128 -height = 128 -formats = 0x816 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*128 -overwriteHeight = ($height/$gameHeight)*128 - -[TextureRedefine] # Bloom Mip -width = 128 -height = 80 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*128 -overwriteHeight = ($height/$gameHeight)*80 - -[TextureRedefine] # Blur Mip -width = 128 -height = 72 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*128 -overwriteHeight = ($height/$gameHeight)*72 - -[TextureRedefine] # Bloom Mip -width = 120 -height = 72 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*120 -overwriteHeight = ($height/$gameHeight)*72 - -[TextureRedefine] # Blur Mip -width = 64 -height = 64 -formats = 0x816 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*64 -overwriteHeight = ($height/$gameHeight)*64 - -[TextureRedefine] # Blur Mip -width = 64 -height = 36 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*64 -overwriteHeight = ($height/$gameHeight)*36 - -[TextureRedefine] # Blur Mip -width = 32 -height = 32 -formats = 0x816 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*32 -overwriteHeight = ($height/$gameHeight)*32 - -[TextureRedefine] # Blur Mip -width = 32 -height = 18 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*32 -overwriteHeight = ($height/$gameHeight)*18 - -[TextureRedefine] # Blur Mip -width = 16 -height = 16 -formats = 0x816 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*16 -overwriteHeight = ($height/$gameHeight)*16 - -[TextureRedefine] # Blur Mip -width = 16 -height = 9 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*16 -overwriteHeight = ($height/$gameHeight)*9 - -[TextureRedefine] # Blur Mip -width = 8 -height = 8 -formats = 0x816 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*8 -overwriteHeight = ($height/$gameHeight)*8 - -[TextureRedefine] # Blur Mip -width = 8 -height = 4 -formats = 0x816 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*8 -overwriteHeight = ($height/$gameHeight)*4 - -[TextureRedefine] # Blur Mip -width = 4 -height = 2 -formats = 0x816 -overwriteWidth = ($width*($gameWidth/$renderWidth)/$gameWidth)*4 -overwriteHeight = ($height/$gameHeight)*2 diff --git a/Resolutions/ShovelKnight_Resolution/rules.txt b/Resolutions/ShovelKnight_Resolution/rules.txt deleted file mode 100644 index 8962b682d..000000000 --- a/Resolutions/ShovelKnight_Resolution/rules.txt +++ /dev/null @@ -1,133 +0,0 @@ -[Definition] -titleIds = 000500001016E100,0005000010178F00,00050000101D9300 -name = Resolution -path = "Shovel Knight/Graphics/Resolution" -description = Changes the game's resolution. Made by Atom. -version = 4 - -[Preset] -name = 1920x1080 (Default) -$width = 1920 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 - -# Performance - -[Preset] -name = 320x180 -$width = 320 -$height = 180 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1920 -$gameHeight = 1080 - -# Common HD Resolutions - -[Preset] -name = 1280x720 -$width = 1280 -$height = 720 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 - -# TV Resolution - -[TextureRedefine] -width = 1920 -height = 1088 -formats = 0x0000001a,0x00000011 -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1088 - -[TextureRedefine] -width = 1920 -height = 1080 -formats = 0x0000001a,0x00000011 -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1080 - -[TextureRedefine] -width = 1600 -height = 960 -formats = 0x0000001a,0x00000011 -overwriteWidth = ($width/$gameWidth) * 1600 -overwriteHeight = ($height/$gameHeight) * 960 - -[TextureRedefine] -width = 1280 -height = 720 -formats = 0x0000001a,0x00000011 -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -# Gamepad Resolution - -[TextureRedefine] -width = 864 -height = 480 -formats = 0x0000001a -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 854 -height = 480 -formats = 0x0000001a -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Resolutions/StarFoxGuard_Resolution/rules.txt b/Resolutions/StarFoxGuard_Resolution/rules.txt deleted file mode 100644 index ae3e7954a..000000000 --- a/Resolutions/StarFoxGuard_Resolution/rules.txt +++ /dev/null @@ -1,129 +0,0 @@ -[Definition] -titleIds = 00050000101BEC00,00050000101BED00 -name = Resolution -path = "Star Fox Guard/Graphics/Resolution" -description = Changes the resolution of the game. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 - -[TextureRedefine] # TV Resolution -width = 1280 -height = 720 -formats = 0x816,0x011,0x80e,0x01a -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # Gamepad Resolution -width = 854 -height = 480 -formats = 0x816,0x011 -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 864 -height = 480 -formats = 0x816,0x011 -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] # Half res -width = 640 -height = 360 -formats = 0x816,0x01a,0x011 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] -width = 640 -height = 368 -formats = 0x816,0x011,0x01a -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] # Quarter res -width = 320 -height = 180 -formats = 0x816,0x01a,0x011 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] -width = 320 -height = 192 -formats = 0x816,0x01a,0x011 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 192 diff --git a/Resolutions/StarFoxZero_Resolution/rules.txt b/Resolutions/StarFoxZero_Resolution/rules.txt deleted file mode 100644 index d99459b63..000000000 --- a/Resolutions/StarFoxZero_Resolution/rules.txt +++ /dev/null @@ -1,168 +0,0 @@ -[Definition] -titleIds = 00050000101B0400,00050000101B0500 -name = Resolution -path = "Star Fox Zero/Graphics/Resolution" -description = Changes the resolution of the game. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 - -# TV - -[TextureRedefine] -width = 1280 -height = 720 -formats = 0x11,0x1a,0x80e,0x816 -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] -width = 1152 -height = 720 -formats = 0x11,0x80e,0x816 -overwriteWidth = ($width/$gameWidth) * 1152 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] -width = 640 -height = 368 -formats = 0x11,0x1a -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] -width = 640 -height = 360 -formats = 0x1a -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] -width = 320 -height = 192 -formats = 0x1a -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] -width = 320 -height = 180 -formats = 0x1a -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 180 - -# Gamepad - -[TextureRedefine] -width = 864 -height = 480 -formats = 0x11,0x1a,0x816 -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 854 -height = 480 -formats = 0x1a,0x816 -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 768 -height = 480 -formats = 0x11,0x80e,0x816 -overwriteWidth = ($width/$gameWidth) * 768 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 765 -height = 480 -formats = 0x11,0x816 -overwriteWidth = ($width/$gameWidth) * 765 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 704 -height = 480 -formats = 0x11,0x80e,0x816 -overwriteWidth = ($width/$gameWidth) * 704 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 680 -height = 480 -formats = 0x11,0x80e,0x816 -overwriteWidth = ($width/$gameWidth) * 680 -overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Resolutions/TwilightPrincessHD_Performance_Resolution/rules.txt b/Resolutions/TwilightPrincessHD_Performance_Resolution/rules.txt deleted file mode 100644 index 819be2ab8..000000000 --- a/Resolutions/TwilightPrincessHD_Performance_Resolution/rules.txt +++ /dev/null @@ -1,48 +0,0 @@ -[Definition] -titleIds = 000500001019C800,000500001019E600,000500001019E500 -name = Resolution -path = "The Legend of Zelda: Twilight Princess HD/Graphics/Performance Resolution" -description = Changes the resolution of certain effects in the game to increase performance. Made by getdls. -version = 4 - -[Preset] -name = 1280x720 -$width = 1280 -$height = 720 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1920 -$gameHeight = 1080 - -[TextureRedefine] -width = 1920 -height = 1088 -#formats = 0x011,0x01a -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1088 - -[TextureRedefine] -width = 1920 -height = 1080 -#formats = -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1080 diff --git a/Resolutions/Wonderful101_Resolution/rules.txt b/Resolutions/Wonderful101_Resolution/rules.txt deleted file mode 100644 index 129ed24cd..000000000 --- a/Resolutions/Wonderful101_Resolution/rules.txt +++ /dev/null @@ -1,169 +0,0 @@ -[Definition] -titleIds = 0005000010116300,000500001012DC00,0005000010135300 -name = Resolution -path = "The Wonderful 101/Graphics/Resolution" -description = Changes the resolution of the game. Made by M&&M. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 - -# Performance - -[Preset] -name = 320x180 -$width = 320 -$height = 180 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 - - -[TextureRedefine] # Game Resolution -width = 1280 -height = 720 -tileModesExcluded = 0x001 -overwriteWidth = ($width / $gameWidth) * 1280 -overwriteHeight = ($height / $gameHeight) * 720 - -[TextureRedefine] # Depth of Field Pass? Bloom Pass? -width = 640 -height = 368 -overwriteWidth = ($width / $gameWidth) * 640 -overwriteHeight = ($height / $gameHeight) * 368 - -[TextureRedefine] # Depth of Field Pass? Bloom Pass? -width = 640 -height = 360 -tileModesExcluded = 0x001 -overwriteWidth = ($width / $gameWidth) * 640 -overwriteHeight = ($height / $gameHeight) * 360 - -[TextureRedefine] # Bloom Pass -width = 320 -height = 192 -overwriteWidth = ($width / $gameWidth) * 320 -overwriteHeight = ($height / $gameHeight) * 192 - -[TextureRedefine] # Bloom Pass -width = 320 -height = 180 -overwriteWidth = ($width / $gameWidth) * 320 -overwriteHeight = ($height / $gameHeight) * 180 - -[TextureRedefine] # Bloom Pass Mip -width = 160 -height = 96 -overwriteWidth = ($width / $gameWidth) * 160 -overwriteHeight = ($height / $gameHeight) * 96 - -[TextureRedefine] # Bloom Pass Mip -width = 160 -height = 90 -overwriteWidth = ($width / $gameWidth) * 160 -overwriteHeight = ($height / $gameHeight) * 90 - -[TextureRedefine] # Bloom Pass Mip -width = 96 -height = 48 -overwriteWidth = ($width / $gameWidth) * 96 -overwriteHeight = ($height / $gameHeight) * 48 - -[TextureRedefine] # Bloom Pass Mip -width = 80 -height = 45 -overwriteWidth = ($width / $gameWidth) * 80 -overwriteHeight = ($height / $gameHeight) * 45 - -[TextureRedefine] # Bloom Pass Mip -width = 64 -height = 32 -formats = 0x1a -overwriteWidth = ($width / $gameWidth) * 64 -overwriteHeight = ($height / $gameHeight) * 32 - -[TextureRedefine] # Bloom Pass Mip -width = 40 -height = 22 -overwriteWidth = ($width / $gameWidth) * 40 -overwriteHeight = ($height / $gameHeight) * 22 - -[TextureRedefine] # Gamepad Resolution -width = 864 -height = 480 -overwriteWidth = ($width / $gameWidth) * 864 -overwriteHeight = ($height / $gameHeight) * 480 - -[TextureRedefine] # Gamepad Resolution -width = 854 -height = 480 -overwriteWidth = ($width / $gameWidth) * 854 -overwriteHeight = ($height / $gameHeight) * 480 diff --git a/Resolutions/YoshisWoollyWorld_Resolution/patches.txt b/Resolutions/YoshisWoollyWorld_Resolution/patches.txt deleted file mode 100644 index eaea8b382..000000000 --- a/Resolutions/YoshisWoollyWorld_Resolution/patches.txt +++ /dev/null @@ -1,11 +0,0 @@ -[pj023USv32] -moduleMatches = 0x6AEF65E7 -# rodata constants -0x10001A44 = .float $width/$height -0x10101398 = .float $width/$height -0x10247D7C = .float $width/$height -0x1024E7E4 = .float $width/$height -0x102740B0 = .float $width/$height -0x102740D8 = .float $width/$height -0x102A4A70 = .float $width/$height -0x1025EB2C = .float ($gameWidth/$gameHeight)/($width/$height) diff --git a/Resolutions/YoshisWoollyWorld_Resolution/rules.txt b/Resolutions/YoshisWoollyWorld_Resolution/rules.txt deleted file mode 100644 index 501c0eaa9..000000000 --- a/Resolutions/YoshisWoollyWorld_Resolution/rules.txt +++ /dev/null @@ -1,252 +0,0 @@ -[Definition] -titleIds = 0005000010131F00,0005000010184E00,0005000010184D00 -name = Resolution -path = "Yoshi's Woolly World/Graphics/Resolution" -description = Changes the resolution of the game. Made by M&&M and getdls. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = 1.0 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = 1.0 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = (720.0/540.0) - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = (720.0/900.0) - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = (1440.0/1080.0) # Don't scale shadows to 150% - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.5 -$scaleShader = 1.0 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.75 -$scaleShader = (1440.0/1800.0) - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.85 -$scaleShader = 1.0 - -# Common Ultrawide Resolutions - -[Preset] -name = 2560x1080 (Ultrawide) -$width = 2560 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = (1440.0/1080.0) # Don't scale shadows to 150% - -[Preset] -name = 3440x1440 (Ultrawide) -$width = 3440 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.5 -$scaleShader = 1.0 - -[Preset] -name = 5120x1440 (Superwide) -$width = 5120 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.5 -$scaleShader = 1.0 - -[Preset] -name = 7680x2160 (Superwide) -$width = 7680 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.85 -$scaleShader = 1.0 - -[TextureRedefine] -width = 1280 -height = 720 -#formats = 0x033,0x007,0x01a -formatsExcluded = 0x033 -tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # Shadows -width = 1024 -height = 1024 -#formatsExcluded = 0x431,0x005,0x433,0x431,0x235,0x035,0x034,0x033,0x031,0x005,0x01a -formats = 0x005 -overwriteWidth = ($width/$gameWidth) * (1024*$scaleShader) -overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader) - - -[TextureRedefine] #Curtains / Shadows -width = 864 -height = 480 -#formats = 0x034 -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] #Curtains / Shadows -width = 854 -height = 480 -#formats = 0x034 -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 - - -[TextureRedefine] # 360 rounding -width = 640 -height = 368 -#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a -tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] -width = 640 -height = 360 -#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a -tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 360 - - -[TextureRedefine] #180 rounding -width = 320 -height = 192 -#formats = 0x816,0x019,0x01a,0x001 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] -width = 320 -height = 180 -#formats = 0x816,0x019,0x01a,0x001 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 180 - - -#[TextureRedefine] #skybox? -#width = 256 -#height = 256 -#depth = 1 -#formats = 0x008 -#overwriteWidth = ($width/$gameWidth) * 256 -#overwriteHeight = ($height/$gameHeight) * 256 -# -#[TextureRedefine] # haze? -#width = 160 -#height = 208 -##formats = 0x806,0x007,0x01a -#overwriteWidth = ($width/$gameWidth) * 160 -#overwriteHeight = ($height/$gameHeight) * 208 -# -#[TextureRedefine] # haze? -#width = 150 -#height = 200 -##formats = 0x806,0x007,0x01a -#overwriteWidth = ($width/$gameWidth) * 150 -#overwriteHeight = ($height/$gameHeight) * 200 - - -[TextureRedefine] #90 rounding -width = 160 -height = 96 -#formats = 0x806,0x007,0x01a -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 96 - -[TextureRedefine] -width = 160 -height = 90 -#formats = 0x806,0x007,0x01a -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 90 - - -[TextureRedefine] #45 rounding -width = 96 -height = 48 -#formats = 0x806,0x01a -overwriteWidth = ($width/$gameWidth) * 96 -overwriteHeight = ($height/$gameHeight) * 48 - -[TextureRedefine] -width = 80 -height = 45 -#formats = 0x806,0x01a -overwriteWidth = ($width/$gameWidth) * 80 -overwriteHeight = ($height/$gameHeight) * 45 - - -[TextureRedefine] # 22 rounding -width = 64 -height = 32 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 64 -overwriteHeight = ($height/$gameHeight) * 32 - -[TextureRedefine] -width = 40 -height = 22 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 40 -overwriteHeight = ($height/$gameHeight) * 22 diff --git a/Resolutions/ZombiU_Resolution/rules.txt b/Resolutions/ZombiU_Resolution/rules.txt deleted file mode 100644 index 070386bab..000000000 --- a/Resolutions/ZombiU_Resolution/rules.txt +++ /dev/null @@ -1,235 +0,0 @@ -[Definition] -titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300 -name = Resolution -path = "ZombiU/Graphics/Resolution" -description = Changes the resolution of the game. Made by getdls. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$scaleShader = 1.0 -$textureFormat = 0x01a - -# Performance - -[Preset] -name = 320x180 -$width = 320 -$height = 180 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$scaleShader = 1.0 -$textureFormat = 0x01a - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$scaleShader = 1.0 -$textureFormat = 0x01a - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$scaleShader = 1.0 -$textureFormat = 0x01a - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$scaleShader = (1440.0/1080.0) -$textureFormat = 0x01a - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$scaleShader = (1440.0/1080.0) -$textureFormat = 0x01a - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.75 -$scaleShader = (1440.0/1080.0) -$textureFormat = 0x01a - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 2.0 -$scaleShader = (1440.0/1800.0) -$textureFormat = 0x01a - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.5 -$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0 -$textureFormat = 0x01a - -[Preset] -name = 3840x2160 Experimental (Format, Res, Shaders) -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.5 -$scaleShader = (2160.0/1080.0) #round 1.5 shadow to 3.0 -$textureFormat = 0x019 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.375 -$scaleShader = (1440.0/1080.0) -$textureFormat = 0x01a - -#[TextureRedefine] # -#width = 4095 -#height = 4095 -#formatsExcluded = -#overwriteWidth = ($width/$gameWidth) * 4095 -#overwriteHeight = ($height/$gameHeight) * 4095 - -[TextureRedefine] -width = 1280 -height = 720 -formats = $textureFormat # -overwriteFormat = 0x01f - -[TextureRedefine] -width = 1280 -height = 720 -#formats = 0x80e,0x034,0x031,0x019,0x001,0x01a -formatsExcluded = 0x034,0x031 # lens dirt -tileModesExcluded = 0x001 # For Video Playback -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # -width = 1024 -height = 1024 -formatsExcluded = 0x033,0x031 -formats = 0x005 # Ye ol shadow map -overwriteWidth = ($width/$gameWidth) * (1024*$scaleShader*$internalRes) -overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes) - -# Gamepad - background -[TextureRedefine] -width = 864 -height = 480 -#formats = 0x019,0x01a -overwriteWidth = ($width/$gameWidth)* 864 -overwriteHeight = ($height/$gameHeight)* 480 - -[TextureRedefine] -width = 854 -height = 480 -#formats = 0x019,0x01a -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 - -#[TextureRedefine] -#width = 640 -#height = 368 -#formats = 0x019 -#overwriteFormat = 0x01f -# -#[TextureRedefine] -#width = 640 -#height = 360 -#formats = 0x019 -#overwriteFormat = 0x01f - -[TextureRedefine] -width = 640 -height = 368 -#formatsExcluded = 0x431 -overwriteWidth = ($width/$gameWidth)* (640*$internalRes) -overwriteHeight = ($height/$gameHeight)* (368*$internalRes) - -[TextureRedefine] -width = 640 -height = 360 -#formats = 0x01a,0x001 -tileModesExcluded = 0x001 # For Video Playback -overwriteWidth = ($width/$gameWidth) * (640*$internalRes) -overwriteHeight = ($height/$gameHeight) * (360*$internalRes) - -[TextureRedefine] # -width = 512 -height = 512 -#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x005 -formats = 0x005 # ye ol dynamic shadow map -overwriteWidth = ($width/$gameWidth) * (512*$scaleShader*$internalRes) -overwriteHeight = ($height/$gameHeight) * (512*$scaleShader*$internalRes) - - -[TextureRedefine] -width = 320 -height = 192 -formats = 0x01a,0x019 -overwriteFormat = 0x01f - -[TextureRedefine] -width = 320 -height = 180 -formats = 0x01a,0x019 -overwriteFormat = 0x01f - -[TextureRedefine] -width = 320 -height = 192 -#formats = 0x019,0x01a -overwriteWidth = ($width/$gameWidth)* (320*$internalRes) -overwriteHeight = ($height/$gameHeight)* (192*$internalRes) - -[TextureRedefine] -width = 320 -height = 180 -#formats = 0x019,0x01a -overwriteWidth = ($width/$gameWidth) * (320*$internalRes) -overwriteHeight = ($height/$gameHeight) * (180*$internalRes) - -[TextureRedefine] # -width = 256 -height = 256 -formats = 0x005 # ye ol dynamic shadows -#formatsExcluded = 0x431,0x035,0x034,0x033,0x031, -overwriteWidth = ($width/$gameWidth) * (256*$scaleShader*$internalRes) -overwriteHeight = ($height/$gameHeight) * (256*$scaleShader*$internalRes) diff --git a/TekkenTagTournament2_FOV/patches.txt b/TekkenTagTournament2_FOV/patches.txt deleted file mode 100644 index 4c149742a..000000000 --- a/TekkenTagTournament2_FOV/patches.txt +++ /dev/null @@ -1,3 +0,0 @@ -[tekken32] -moduleMatches = 0x465EA719 -0x106d2e24 = .float $fov #FOV/Zoom diff --git a/TekkenTagTournament2_FOV/rules.txt b/TekkenTagTournament2_FOV/rules.txt deleted file mode 100644 index 0eb6795b4..000000000 --- a/TekkenTagTournament2_FOV/rules.txt +++ /dev/null @@ -1,26 +0,0 @@ -[Definition] -titleIds = 000500001010F800,0005000010110000 -name = Field of View -path = "Tekken Tag Tournament 2/Graphics/FOV" -description = Changes the FOV of the game for aspect ratio patches. Made by Flextape05 -version = 4 - -[Preset] -name = Default FOV -$fov = 0.017453292 - -[Preset] -name = Match 16:9 horizontal FOV to 21:9 -$fov = 0.022907446 - -[Preset] -name = High FOV for 21:9 -$fov = 0.026 - -[Preset] -name = FOV for 32:9 -$fov = 0.028 - -[Preset] -name = FOV for 48:9 -$fov = 0.0285 diff --git a/Workarounds/FatalFrameProjectZero_CrashFix/patch_CrashFix.asm b/Workarounds/FatalFrameProjectZero_CrashFix/patch_CrashFix.asm deleted file mode 100644 index 5d09fa3a8..000000000 --- a/Workarounds/FatalFrameProjectZero_CrashFix/patch_CrashFix.asm +++ /dev/null @@ -1,16 +0,0 @@ -[FatalFrame_US_V0] # US eshop version -moduleMatches = 0xE93B31F6 - -0x024A8F20 = nop - - -[ProjectZero_EU_V0] # Various versions -moduleMatches = 0xB54DBEB0, 0x5A9D6D31, 0x360FA109, 0x9D96F19B, 0x81551809, 0x77589D01, 0x2897C68C - -0x024A8908 = nop - - -[Zero_JAP_V0] # Various versions -moduleMatches = 0xA86AA5B2, 0x52992DCD, 0x60DC1C85 # Vanilla, Unknown Patch - -0x029aa2f8 = nop \ No newline at end of file diff --git a/Workarounds/HyruleWarriors_DLCFix/patches.txt b/Workarounds/HyruleWarriors_DLCFix/patches.txt deleted file mode 100644 index bc9e51e4a..000000000 --- a/Workarounds/HyruleWarriors_DLCFix/patches.txt +++ /dev/null @@ -1,38 +0,0 @@ -[HWDLCFixv208] -# thanks to MelonSpeedruns for testing! -moduleMatches = 0xE159AE91 - -# CDLCManager::bIsValidDLCCostume -0x216F97C = li r3, 1 -0x216F980 = blr - -# CDLCManager::bIsValidDLCBushou -0x216F9D8 = li r3, 1 -0x216F9DC = blr - -# CDLCManager::bIsValidDLCWeaponType -0x216FA18 = li r3, 1 -0x216FA1C = blr - -# CDLCManager::bIsValidDLCWeapon -0x216FA58 = li r3, 1 -0x216FA5C = blr - -# CDLCManager::bIsValidDLCAdventureMap -0x216FA98 = li r3, 1 -0x216FA9C = blr - -# CDLCManager::bIsValidDLCScenario -0x216FAD8 = li r3, 1 -0x216FADC = blr - -# CDLCManager::bIsValidDLCBossChallengeMode -0x216FB28 = li r3, 1 -0x216FB2C = blr - -# CDLCManager::bIsValidDLCGanonPlayMode -0x216FB40 = li r3, 1 -0x216FB44 = blr - -# CDLCManager::CheckThreadMainWiiU -0x216F23C = blr diff --git a/Workarounds/MinecraftWiiUEdition_CrashFix/patches.txt b/Workarounds/MinecraftWiiUEdition_CrashFix/patches.txt deleted file mode 100644 index 298be4b2c..000000000 --- a/Workarounds/MinecraftWiiUEdition_CrashFix/patches.txt +++ /dev/null @@ -1,7 +0,0 @@ -[MinecraftWiiUv688US] -moduleMatches = 0x867317DE - -#remove check for mii data -0x034FCE0C = b .+0x18 - -0x02BAA7A0 = b .+0x24 \ No newline at end of file diff --git a/Workarounds/NeedforSpeedMostWantedU_BloomFix/rules.txt b/Workarounds/NeedforSpeedMostWantedU_BloomFix/rules.txt deleted file mode 100644 index b23f88f01..000000000 --- a/Workarounds/NeedforSpeedMostWantedU_BloomFix/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010128800,0005000010128400,000500001012b700,0005000e10128400,0005000e10128800,0005000e1012b700 -name = Bloom Fix -path = "Need for Speed Most Wanted U/Workaround/Bloom Fix" -description = Fixes bloom lighting during night on foliage.||Made by Niko. -version = 6 \ No newline at end of file diff --git a/Workarounds/SuperMarioMaker_BorderFix/rules.txt b/Workarounds/SuperMarioMaker_BorderFix/rules.txt deleted file mode 100644 index 2a3dd73f2..000000000 --- a/Workarounds/SuperMarioMaker_BorderFix/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001018DB00,000500001018DC00,000500001018DD00 -name = Border Fix -path = "Super Mario Maker/Workarounds/Border Fix" -description = Removes the border from the top of the screen. Made by Crementif. -version = 4 diff --git a/Workarounds/WindWakerHD_FPSSlowdownFix/patches.txt b/Workarounds/WindWakerHD_FPSSlowdownFix/patches.txt deleted file mode 100644 index e836cef46..000000000 --- a/Workarounds/WindWakerHD_FPSSlowdownFix/patches.txt +++ /dev/null @@ -1,11 +0,0 @@ -[WWHDEU] ;OliveOperationMgrThread found by BenjaminLSR -moduleMatches = 0xB7E748DE -0x025AC21C = nop; SUSPEND OliveOperationMgrThread - -[WWHDUS] ;Ported to US by M&M -moduleMatches = 0x475BD29F -0x025AC25C = nop; SUSPEND OliveOperationMgrThread - -[WWHDJP] ;Ported to JP by Crementif -moduleMatches = 0x74BD3F6A -0x025AC24C = nop; SUSPEND OliveOperationMgrThread \ No newline at end of file diff --git a/Workarounds/WindWakerHD_PictoBox/readme.txt b/Workarounds/WindWakerHD_PictoBox/readme.txt deleted file mode 100644 index 21f971a60..000000000 --- a/Workarounds/WindWakerHD_PictoBox/readme.txt +++ /dev/null @@ -1 +0,0 @@ -For loadline versions, try looking up addresses from patches.txt in PPC debugger. Correct opcodes should be near these addresses. Changing it should be easy. \ No newline at end of file diff --git a/docs/_FAQ/Why does game X not have graphic packs for 1.14.0 and newer.md b/docs/_FAQ/Why does game X not have graphic packs for 1.14.0 and newer.md deleted file mode 100644 index e9c1477d5..000000000 --- a/docs/_FAQ/Why does game X not have graphic packs for 1.14.0 and newer.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -anchor_link: version-3-compatibility -order: 2 ---- -Some graphic packs might not be available for Cemu 1.14.0 and newer while previous versions did have graphic packs. -This is due to the full reimplementation of the texture system in Cemu 1.14.0. -This also changed a lot of the aspects with textures and made all previous graphic packs that changed textures outdated. - -Hence, why some games have their graphic packs missing in the new versions for now.. -You can search which games are supported above or see [this project page](https://github.com/cemu-project/cemu_graphic_packs/projects/5?fullscreen=true) for more detailed information. diff --git a/graphicPacksBackup.zip b/graphicPacksBackup.zip new file mode 100644 index 000000000..b656bdca2 Binary files /dev/null and b/graphicPacksBackup.zip differ diff --git a/src/AdventureTimeEtDBIDK/Graphics/rules.txt b/src/AdventureTimeEtDBIDK/Graphics/rules.txt new file mode 100644 index 000000000..e0f333a89 --- /dev/null +++ b/src/AdventureTimeEtDBIDK/Graphics/rules.txt @@ -0,0 +1,205 @@ +[Definition] +titleIds = 0005000010144000,000500001014E100 +name = Graphics Settings +path = "Adventure Time Explore the Dungeon Because I DON'T KNOW/Graphics" +description = Changes the game's resolution. +#Credits: Darkemaste, M&&M +version = 7 + +[Default] +$width = 1920 +$height = 1080 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1920 +$gameHeight = 1080 +$gamepadWidth = 854 +$gamepadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 160x90 +$width = 160 +$height = 90 + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 854x480 +$width = 854 +$height = 480 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 +$width = 1280 +$height = 720 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 320x180 +$padWidth = 320 +$padHeight = 180 + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1280x720 +$padWidth = 1280 +$padHeight = 720 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + + +# TV + +[TextureRedefine] +width = 1920 +height = 1088 +overwriteWidth = ($width / $gameWidth) * 1920 +overwriteHeight = ($height / $gameHeight) * 1088 + +[TextureRedefine] +width = 1920 +height = 1080 +overwriteWidth = ($width / $gameWidth) * 1920 +overwriteHeight = ($height / $gameHeight) * 1080 + + +# Gamepad + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($padWidth / $gamepadWidth) * 864 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($padWidth / $gamepadWidth) * 854 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 diff --git a/src/AdventureTimeFJI/Graphics/rules.txt b/src/AdventureTimeFJI/Graphics/rules.txt new file mode 100644 index 000000000..d071b7ed3 --- /dev/null +++ b/src/AdventureTimeFJI/Graphics/rules.txt @@ -0,0 +1,205 @@ +[Definition] +titleIds = 00050000101AC700,00050000101AFE00 +name = Graphics Settings +path = "Adventure Time Finn And Jake Investigations/Graphics" +description = Changes the game's resolution. +#Credits: Darkemaste +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamepadWidth = 854 +$gamepadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 854x480 +$width = 854 +$height = 480 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 320x180 +$padWidth = 320 +$padHeight = 180 + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1280x720 +$padWidth = 1280 +$padHeight = 720 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + + +# TV + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width / $gameWidth) * 1280 +overwriteHeight = ($height / $gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + + +# Gamepad + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($padWidth / $gamepadWidth) * 864 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($padWidth / $gamepadWidth) * 854 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 diff --git a/Resolutions/MinecraftWiiUEdition_Resolution/rules.txt b/src/AngryBirdsTrilogy/Graphics/rules.txt similarity index 61% rename from Resolutions/MinecraftWiiUEdition_Resolution/rules.txt rename to src/AngryBirdsTrilogy/Graphics/rules.txt index fad5fedfe..75f6bee7d 100644 --- a/Resolutions/MinecraftWiiUEdition_Resolution/rules.txt +++ b/src/AngryBirdsTrilogy/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 00050000101D9D00,00050000101D7500,00050000101DBE00 -name = Resolution -path = "Minecraft: Wii U Edition/Graphics/Resolution" -description = Changes the game's resolution. Made by Atom. -version = 4 - -[Preset] -name = 1280x720 (Default) +titleIds = 0005000010138A00,0005000010140000 +name = Graphics Settings +path = "Angry Birds Trilogy/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,91 +15,87 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 -# TV Resolution [TextureRedefine] width = 1280 height = 720 -formats = 0x0000001a,0x00000011,0x00000820 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 -# Gamepad Resolution - [TextureRedefine] width = 864 height = 480 -formats = 0x0000001a,0x00000011 overwriteWidth = ($width/$gameWidth) * 864 overwriteHeight = ($height/$gameHeight) * 480 [TextureRedefine] width = 854 height = 480 -formats = 0x0000001a overwriteWidth = ($width/$gameWidth) * 854 overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/AngryBirdsTrilogy/Mods/60FPS/patch_ABTrilogy_60FPS.asm b/src/AngryBirdsTrilogy/Mods/60FPS/patch_ABTrilogy_60FPS.asm new file mode 100644 index 000000000..8c66e2155 --- /dev/null +++ b/src/AngryBirdsTrilogy/Mods/60FPS/patch_ABTrilogy_60FPS.asm @@ -0,0 +1,3 @@ +[ABTrilogy_60FPS] +moduleMatches = 0x79B000B0 ; (EU/NA) +0x100A4C28 = .int 76 ;Change the FPS mode from 2 to get 60FPS diff --git a/src/AngryBirdsTrilogy/Mods/60FPS/rules.txt b/src/AngryBirdsTrilogy/Mods/60FPS/rules.txt new file mode 100644 index 000000000..8754e7cc3 --- /dev/null +++ b/src/AngryBirdsTrilogy/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010138A00,0005000010140000 +name = 60FPS +path = "Angry Birds Trilogy/Mods/60FPS" +description = Makes the game run at 60FPS. Getting under 60FPS will slow down the game's speed.|Made by LolHacksRule. +#Credits: LolHacksRule +version = 7 diff --git a/src/AnimalCrossingAmiiboFestival/Graphics/rules.txt b/src/AnimalCrossingAmiiboFestival/Graphics/rules.txt new file mode 100644 index 000000000..b5155cb00 --- /dev/null +++ b/src/AnimalCrossingAmiiboFestival/Graphics/rules.txt @@ -0,0 +1,243 @@ +[Definition] +titleIds = 00050000101C6400,00050000101C6500,0005000010190100 +name = Graphics Settings +path = "Animal Crossing: amiibo Festival/Graphics" +description = Allows you to change the game resolution and shadow resolution.|Made by Slashiee. +#Credits: Slashiee +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamepadWidth = 854 +$gamepadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 854x480 +$width = 854 +$height = 480 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 320x180 +$padWidth = 320 +$padHeight = 180 + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1280x720 +$padWidth = 1280 +$padHeight = 720 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + + +# TV + +[TextureRedefine] +width = 1280 +height = 720 +tileModesExcluded = 0x001 +overwriteWidth = ($width / $gameWidth) * 1280 +overwriteHeight = ($height / $gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +tileModesExcluded = 0x001 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 320 +height = 192 +overwriteWidth = ($width / $gameWidth) * 320 +overwriteHeight = ($height / $gameHeight) * 192 + +[TextureRedefine] +width = 320 +height = 180 +overwriteWidth = ($width / $gameWidth) * 320 +overwriteHeight = ($height / $gameHeight) * 180 + +[TextureRedefine] +width = 160 +height = 96 +overwriteWidth = ($width / $gameWidth) * 160 +overwriteHeight = ($height / $gameHeight) * 96 + +[TextureRedefine] +width = 160 +height = 90 +overwriteWidth = ($width / $gameWidth) * 160 +overwriteHeight = ($height / $gameHeight) * 90 + +[TextureRedefine] +width = 96 +height = 48 +overwriteWidth = ($width / $gameWidth) * 96 +overwriteHeight = ($height / $gameHeight) * 48 + +[TextureRedefine] +width = 80 +height = 45 +overwriteWidth = ($width / $gameWidth) * 80 +overwriteHeight = ($height / $gameHeight) * 45 + + +# Gamepad + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($padWidth / $gamepadWidth) * 864 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($padWidth / $gamepadWidth) * 854 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 diff --git a/src/AquaTV/Graphics/rules.txt b/src/AquaTV/Graphics/rules.txt new file mode 100644 index 000000000..f9b73df1d --- /dev/null +++ b/src/AquaTV/Graphics/rules.txt @@ -0,0 +1,192 @@ +[Definition] +titleIds = 0005000010205F00,00050000102D800 +name = Graphics Settings +path = "AquaTV/Graphics" +description = Changes the game's resolution. +#Credits: Darkemaste +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamepadWidth = 854 +$gamepadHeight = 480 + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 854x480 +$width = 854 +$height = 480 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 320x180 +$padWidth = 320 +$padHeight = 180 + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1280x720 +$padWidth = 1280 +$padHeight = 720 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + +# Texture Redefines + +# TV +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width / $gameWidth) * 1280 +overwriteHeight = ($height / $gameHeight) * 720 + +# NOTE: Look into this texture and see if it needs rounding as well +#[TextureRedefine] +#width = 1280 +#height = 480 +#overwriteWidth = ($width / $gameWidth) * 1280 +#overwriteHeight = ($height / $gameHeight) * 480 + +# Gamepad +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($padWidth / $gamepadWidth) * 864 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($padWidth / $gamepadWidth) * 854 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 diff --git a/src/BatmanArkhamCity/Graphics/rules.txt b/src/BatmanArkhamCity/Graphics/rules.txt new file mode 100644 index 000000000..e716dca0e --- /dev/null +++ b/src/BatmanArkhamCity/Graphics/rules.txt @@ -0,0 +1,102 @@ +[Definition] +titleIds = 0005000010112900,0005000010111300,000500001010AB00 +name = Graphics Settings +path = "Batman Arkham City Armored Edition/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +formatsExcluded = 0x41A # exclude the intro background texture +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/BatmanArkhamOrigins/Graphics/rules.txt b/src/BatmanArkhamOrigins/Graphics/rules.txt new file mode 100644 index 000000000..1eb4f2aee --- /dev/null +++ b/src/BatmanArkhamOrigins/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 0005000010136c00,0005000010137c00,0005000010154600,000500001016d300,000500001016df00 +name = Graphics Settings +path = "Batman: Arkham Origins/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + +[TextureRedefine] +width = 1280 +height = 720 +formatsExcluded = 0x41A +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/Bayonetta/Enhancements/Bloom/rules.txt b/src/Bayonetta/Enhancements/Bloom/rules.txt new file mode 100644 index 000000000..be9bbd41a --- /dev/null +++ b/src/Bayonetta/Enhancements/Bloom/rules.txt @@ -0,0 +1,15 @@ +[Definition] +titleIds = 000500001014db00,0005000010157e00,0005000010157f00 +name = Bloom Removal +path = "Bayonetta/Enhancements/Remove Bloom" +description = remove the game's bloom +#Credits: ActualMandM +version = 7 + +[TextureRedefine] +width = 320 +height = 176 +formats = 0x01a +inMEM1 = true #0xf4e11800 +overwriteWidth = 0 +overwriteHeight = 0 diff --git a/Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt b/src/Bayonetta/Enhancements/Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt similarity index 99% rename from Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt rename to src/Bayonetta/Enhancements/Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt index 2760b8a6e..2b8fdba92 100644 --- a/Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt +++ b/src/Bayonetta/Enhancements/Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/Bayonetta_Contrasty/rules.txt b/src/Bayonetta/Enhancements/Contrasty/rules.txt similarity index 96% rename from Enhancements/Bayonetta_Contrasty/rules.txt rename to src/Bayonetta/Enhancements/Contrasty/rules.txt index fd405135a..4c25cb651 100644 --- a/Enhancements/Bayonetta_Contrasty/rules.txt +++ b/src/Bayonetta/Enhancements/Contrasty/rules.txt @@ -2,11 +2,11 @@ titleIds = 000500001014DB00,0005000010157E00,0005000010157F00 name = Contrasty path = "Bayonetta/Enhancements/Contrasty" -description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Made by getdls. -version = 4 +description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls. +#Credits: getdls +version = 7 -[Preset] -name = Default +[Default] $redShadows = 1.0 $greenShadows = 1.0 $blueSadows = 1.0 @@ -27,6 +27,9 @@ $crushContrast = 0.0 $bleach = 1.0 $sharp_mix = 0.0 +[Preset] +name = Default + [Preset] name = debug $redShadows = 1.0 diff --git a/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt b/src/Bayonetta/Graphics/117889891fd19c30_000000000000001e_ps.txt similarity index 99% rename from Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt rename to src/Bayonetta/Graphics/117889891fd19c30_000000000000001e_ps.txt index b76704097..00c7285d5 100644 --- a/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt +++ b/src/Bayonetta/Graphics/117889891fd19c30_000000000000001e_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt b/src/Bayonetta/Graphics/212e4514290f2693_0000000000000079_ps.txt similarity index 99% rename from Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt rename to src/Bayonetta/Graphics/212e4514290f2693_0000000000000079_ps.txt index 0dc1c89bb..ed5fdb214 100644 --- a/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt +++ b/src/Bayonetta/Graphics/212e4514290f2693_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt b/src/Bayonetta/Graphics/51f398ee2e3e18a6_0000000000000079_ps.txt similarity index 99% rename from Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt rename to src/Bayonetta/Graphics/51f398ee2e3e18a6_0000000000000079_ps.txt index 283d219f4..8d0f9d56e 100644 --- a/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt +++ b/src/Bayonetta/Graphics/51f398ee2e3e18a6_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt b/src/Bayonetta/Graphics/6e828da50daedc79_00000000000003c9_ps.txt similarity index 99% rename from Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt rename to src/Bayonetta/Graphics/6e828da50daedc79_00000000000003c9_ps.txt index fbc20d196..33b657196 100644 --- a/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt +++ b/src/Bayonetta/Graphics/6e828da50daedc79_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt b/src/Bayonetta/Graphics/9d1d7119cc2a1bc5_00000000000003c9_ps.txt similarity index 99% rename from Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt rename to src/Bayonetta/Graphics/9d1d7119cc2a1bc5_00000000000003c9_ps.txt index 02a2949e8..291af7cae 100644 --- a/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt +++ b/src/Bayonetta/Graphics/9d1d7119cc2a1bc5_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt b/src/Bayonetta/Graphics/f015876e4c8e82f9_000000000000001e_ps.txt similarity index 99% rename from Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt rename to src/Bayonetta/Graphics/f015876e4c8e82f9_000000000000001e_ps.txt index bbbf92049..ed1103971 100644 --- a/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt +++ b/src/Bayonetta/Graphics/f015876e4c8e82f9_000000000000001e_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/Bayonetta_Resolution/rules.txt b/src/Bayonetta/Graphics/rules.txt similarity index 87% rename from Resolutions/Bayonetta_Resolution/rules.txt rename to src/Bayonetta/Graphics/rules.txt index 1d1ea7ec6..3bde1a4a6 100644 --- a/Resolutions/Bayonetta_Resolution/rules.txt +++ b/src/Bayonetta/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 000500001014DB00,0005000010157E00,0005000010157F00 -name = Resolution -path = "Bayonetta/Graphics/Resolution" +name = Graphics Settings +path = "Bayonetta/Graphics" description = Changes the resolution of the game. -version = 4 +#Credits: ActualMandM, getdls +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,69 +15,66 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] width = 1280 @@ -167,7 +164,7 @@ height = 16 overwriteWidth = ($width/$gameWidth) * 32 overwriteHeight = ($height/$gameHeight) * 16 -[TextureRedefine] # +[TextureRedefine] width = 8 height = 8 formats = 0x001a diff --git a/src/Bayonetta2/Enhancements/Bloom/93bde02ae446a30f_000000000000001c_ps.txt b/src/Bayonetta2/Enhancements/Bloom/93bde02ae446a30f_000000000000001c_ps.txt new file mode 100644 index 000000000..56d2925f4 --- /dev/null +++ b/src/Bayonetta2/Enhancements/Bloom/93bde02ae446a30f_000000000000001c_ps.txt @@ -0,0 +1,76 @@ +#version 460 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable + +// shader 93bde02ae446a30f = Bloom Control Shader +// start of shader inputs/outputs, predetermined by Cemu. Do not touch + +#define intens $intensity +#define br $bloomred +#define bb $bloomblue +#define bg $bloomgreen + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[1]; +uniform float uf_alphaTestRef; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform float uf_alphaTestRef; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem133; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem133; +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x)); +R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y)); +R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z)); +R0f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedPS[0].w)); +// export +if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard; +passPixelColor0 = vec4(R0f.x * br, R0f.y * bg, R0f.z * bb, R0f.w * intens); +} diff --git a/src/Bayonetta2/Enhancements/Bloom/rules.txt b/src/Bayonetta2/Enhancements/Bloom/rules.txt new file mode 100644 index 000000000..7ff2f7206 --- /dev/null +++ b/src/Bayonetta2/Enhancements/Bloom/rules.txt @@ -0,0 +1,84 @@ +[Definition] +titleIds = 0005000010172600,0005000010172700,000500001011B900,0005000210172701,0005000210172601 +name = Bloom +path = "Bayonetta 2/Enhancements/Bloom" +description = Allows you to change the bloom of various graphics in the game.|Not compatable with the Contrasty mod.|Made by Skalfate. +#Credits: Skalfate +version = 7 + +[Default] +$intensity = 1 + +# Customize these 3 values for rgb color cuztomization +$bloomred = 1.0 +$bloomblue = 1.0 +$bloomgreen = 1.0 + + +[Preset] +name = Bloom ON (Default) + +[Preset] +name = Bloom 70% +$intensity = 0.7 +# Customize these 3 values for rgb color cuztomization +$bloomred = 1.0 +$bloomblue = 1.0 +$bloomgreen = 1.0 + +[Preset] +name = Bloom 50% +$intensity = 0.5 +# Customize these 3 values for rgb color cuztomization +$bloomred = 1.0 +$bloomblue = 1.0 +$bloomgreen = 1.0 + +[Preset] +name = Bloom 30% +$intensity = 0.3 +# Customize these 3 values for rgb color cuztomization +$bloomred = 1.0 +$bloomblue = 1.0 +$bloomgreen = 1.0 + +[Preset] +name = Bloom OFF +$intensity = 0.0 +# Customize these 3 values for rgb color cuztomization +$bloomred = 1.0 +$bloomblue = 1.0 +$bloomgreen = 1.0 + +[Preset] +name = Bloom Red +$intensity = 1 +# Customize these 3 values for rgb color cuztomization +$bloomred = 1.0 +$bloomblue = 0.0 +$bloomgreen = 0.0 + +[Preset] +name = Bloom Blue +$intensity = 1 +# Customize these 3 values for rgb color cuztomization +$bloomred = 0.0 +$bloomblue = 1.0 +$bloomgreen = 0.0 + +[Preset] +name = Bloom Green +$intensity = 1 +# Customize these 3 values for rgb color cuztomization +$bloomred = 0.0 +$bloomblue = 0.0 +$bloomgreen = 1.0 + + +# Intensity - Controls how strong the bloom is +# Values are multiplied x default value - Range : [0.0 - 10.0] + +# bloomred,bloomgreen,bloomblue : Control the RGB Channels of the effect +# Values are multiplied x default value - Range : [0.0 - 1.0] + +# Credit: SkalFate diff --git a/src/Bayonetta2/Enhancements/Contrasty/93bde02ae446a30f_000000000000001c_ps.txt b/src/Bayonetta2/Enhancements/Contrasty/93bde02ae446a30f_000000000000001c_ps.txt index fa7e75dcb..9c9fb9ab9 100644 --- a/src/Bayonetta2/Enhancements/Contrasty/93bde02ae446a30f_000000000000001c_ps.txt +++ b/src/Bayonetta2/Enhancements/Contrasty/93bde02ae446a30f_000000000000001c_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/Bayonetta2/Enhancements/Contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt b/src/Bayonetta2/Enhancements/Contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt index 2ac0cd7ff..6cd0b7966 100644 --- a/src/Bayonetta2/Enhancements/Contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt +++ b/src/Bayonetta2/Enhancements/Contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/Bayonetta2/Enhancements/Contrasty/rules.txt b/src/Bayonetta2/Enhancements/Contrasty/rules.txt index a3e9a464f..8ebae1bc5 100644 --- a/src/Bayonetta2/Enhancements/Contrasty/rules.txt +++ b/src/Bayonetta2/Enhancements/Contrasty/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010172600,0005000010172700,000500001011B900 +titleIds = 0005000010172600,0005000010172700,000500001011B900,0005000210172701,0005000210172601 name = Contrasty path = "Bayonetta 2/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as.|You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls. -version = 6 +#Credits: getdls +version = 7 [Default] $redShadows = 1.0 diff --git a/src/Bayonetta2/Graphics/284b1bf9010d4e57_0000000000000079_ps.txt b/src/Bayonetta2/Graphics/284b1bf9010d4e57_0000000000000079_ps.txt index a8af10a57..9303ab2b2 100644 --- a/src/Bayonetta2/Graphics/284b1bf9010d4e57_0000000000000079_ps.txt +++ b/src/Bayonetta2/Graphics/284b1bf9010d4e57_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 284b1bf9010d4e57 diff --git a/src/Bayonetta2/Graphics/392cf5ae4c5cf942_0000000000000000_vs.txt b/src/Bayonetta2/Graphics/392cf5ae4c5cf942_0000000000000000_vs.txt index b328db3a3..ee3bf2410 100644 --- a/src/Bayonetta2/Graphics/392cf5ae4c5cf942_0000000000000000_vs.txt +++ b/src/Bayonetta2/Graphics/392cf5ae4c5cf942_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 392cf5ae4c5cf942 //point "sprites" verified diff --git a/src/Bayonetta2/Graphics/43a2239f07af804e_0000000000000079_ps.txt b/src/Bayonetta2/Graphics/43a2239f07af804e_0000000000000079_ps.txt index 0dcebd2f1..1f3f2468d 100644 --- a/src/Bayonetta2/Graphics/43a2239f07af804e_0000000000000079_ps.txt +++ b/src/Bayonetta2/Graphics/43a2239f07af804e_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 43a2239f07af804e diff --git a/src/Bayonetta2/Graphics/75387173950c1793_0000000000000079_ps.txt b/src/Bayonetta2/Graphics/75387173950c1793_0000000000000079_ps.txt index 142ace7de..f9395b4d2 100644 --- a/src/Bayonetta2/Graphics/75387173950c1793_0000000000000079_ps.txt +++ b/src/Bayonetta2/Graphics/75387173950c1793_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 75387173950c1793 diff --git a/src/Bayonetta2/Graphics/78a2659662685d55_0000000000000079_ps.txt b/src/Bayonetta2/Graphics/78a2659662685d55_0000000000000079_ps.txt index c293d09e1..a358ebd8e 100644 --- a/src/Bayonetta2/Graphics/78a2659662685d55_0000000000000079_ps.txt +++ b/src/Bayonetta2/Graphics/78a2659662685d55_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 78a2659662685d55 diff --git a/src/Bayonetta2/Graphics/7ca214032b834227_0000000000000000_vs.txt b/src/Bayonetta2/Graphics/7ca214032b834227_0000000000000000_vs.txt index 37879aa03..a27eaec66 100644 --- a/src/Bayonetta2/Graphics/7ca214032b834227_0000000000000000_vs.txt +++ b/src/Bayonetta2/Graphics/7ca214032b834227_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 7ca214032b834227 //point "sprites" 2 unverified diff --git a/src/Bayonetta2/Graphics/8a0efcdc3f556942_0000000000000079_ps.txt b/src/Bayonetta2/Graphics/8a0efcdc3f556942_0000000000000079_ps.txt index 33d7fc7ef..954de64c5 100644 --- a/src/Bayonetta2/Graphics/8a0efcdc3f556942_0000000000000079_ps.txt +++ b/src/Bayonetta2/Graphics/8a0efcdc3f556942_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 8a0efcdc3f556942 diff --git a/src/Bayonetta2/Graphics/9ea5cab5137f8604_0000000000000000_vs.txt b/src/Bayonetta2/Graphics/9ea5cab5137f8604_0000000000000000_vs.txt index 4a55a0350..d5aa4ff77 100644 --- a/src/Bayonetta2/Graphics/9ea5cab5137f8604_0000000000000000_vs.txt +++ b/src/Bayonetta2/Graphics/9ea5cab5137f8604_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 9ea5cab5137f8604 //point "sprite" 3 verified diff --git a/src/Bayonetta2/Graphics/a574ba7d973b3412_0000000000000000_vs.txt b/src/Bayonetta2/Graphics/a574ba7d973b3412_0000000000000000_vs.txt index 083c48955..064b57832 100644 --- a/src/Bayonetta2/Graphics/a574ba7d973b3412_0000000000000000_vs.txt +++ b/src/Bayonetta2/Graphics/a574ba7d973b3412_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader a574ba7d973b3412 //point "sprite" 4 unverified diff --git a/src/Bayonetta2/Graphics/patch_aspectRatio.asm b/src/Bayonetta2/Graphics/patch_aspectRatio.asm index b851e38c5..546c1523a 100644 --- a/src/Bayonetta2/Graphics/patch_aspectRatio.asm +++ b/src/Bayonetta2/Graphics/patch_aspectRatio.asm @@ -1,27 +1,34 @@ -[Bayo2_AspectRatio_V0] -moduleMatches = 0xAF5D1A85 - +[Bayonetta2_AspectRatio] +moduleMatches = 0xAF5D1A85, 0xCCB72156 ; (EU/NA/JP), demo(EU/NA) .origin = codecave -_widthScaleRatio: + +widthScaleRatio: .float $width -_heightScaleRatio: +heightScaleRatio: .float $height _calculateARForRendering: -lis r7, _widthScaleRatio@ha -lfs f13, _widthScaleRatio@l(r7) -lis r7, _heightScaleRatio@ha -lfs f31, _heightScaleRatio@l(r7) +lis r7, widthScaleRatio@ha +lfs f13, widthScaleRatio@l(r7) +lis r7, heightScaleRatio@ha +lfs f31, heightScaleRatio@l(r7) fdivs f2, f13, f31 blr _calculateARForCulling: -lis r7, _widthScaleRatio@ha -lfs f13, _widthScaleRatio@l(r7) -lis r7, _heightScaleRatio@ha -lfs f1, _heightScaleRatio@l(r7) +lis r7, widthScaleRatio@ha +lfs f13, widthScaleRatio@l(r7) +lis r7, heightScaleRatio@ha +lfs f1, heightScaleRatio@l(r7) fdivs f10, f13, f1 blr +[Bayonetta2_AspectRatio_] +moduleMatches = 0xAF5D1A85 ; (EU/NA/JP) 0x032F2E6C = bla _calculateARForRendering 0x032F2044 = bla _calculateARForCulling + +[Bayonetta2_AspectRatio_vDemo] +moduleMatches = 0xCCB72156 ; demo(EU/NA) +0x031621C0 = bla _calculateARForRendering +0x03161398 = bla _calculateARForCulling diff --git a/src/Bayonetta2/Graphics/rules.txt b/src/Bayonetta2/Graphics/rules.txt index 8fa1e079c..e5cf79be8 100644 --- a/src/Bayonetta2/Graphics/rules.txt +++ b/src/Bayonetta2/Graphics/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010172600,0005000010172700,000500001011B900 +titleIds = 0005000010172600,0005000010172700,000500001011B900,0005000210172701,0005000210172601 name = Graphic Options path = "Bayonetta 2/Graphics" description = Allows you to change the game's resolution, shadow quality and anisotropic filtering quality.|Made by M&&M and getdls. -version = 6 +#Credits: M&&M, getdls +version = 7 [Default] $width = 1280 @@ -17,147 +18,152 @@ $anisotropy = 1 [Preset] name = 320x180 -category = Resolution +category = Resolution: $width = 320 $height = 180 [Preset] name = 640x360 -category = Resolution +category = Resolution: $width = 640 $height = 360 [Preset] name = 854x480 -category = Resolution +category = Resolution: $width = 854 $height = 480 [Preset] name = 960x540 -category = Resolution +category = Resolution: $width = 960 $height = 540 [Preset] name = 1280x720 -category = Resolution +category = Resolution: default = 1 [Preset] name = 1600x900 -category = Resolution +category = Resolution: $width = 1600 $height = 900 [Preset] name = 1920x1080 -category = Resolution +category = Resolution: $width = 1920 $height = 1080 [Preset] name = 2560x1440 -category = Resolution +category = Resolution: $width = 2560 $height = 1440 [Preset] name = 3200x1800 -category = Resolution +category = Resolution: $width = 3200 $height = 1800 [Preset] name = 3840x2160 -category = Resolution +category = Resolution: $width = 3840 $height = 2160 [Preset] name = 5120x2880 -category = Resolution +category = Resolution: $width = 5120 $height = 2880 [Preset] name = 7680x4320 -category = Resolution +category = Resolution: $width = 7680 $height = 4320 [Preset] name = 2560x1080 (21:9) -category = Resolution +category = Resolution: $width = 2560 $height = 1080 [Preset] name = 3440x1440 (21:9) -category = Resolution +category = Resolution: $width = 3440 $height = 1440 [Preset] name = 5120x2160 (21:9) -category = Resolution +category = Resolution: $width = 5120 $height = 2160 # Shadow Quality [Preset] -name = Low -category = Shadow Quality +name = Low (50%) +category = Shadow Quality: $shadowQuality = 0.5 [Preset] -name = Medium -category = Shadow Quality +name = Default (100%) +category = Shadow Quality: default = 1 [Preset] -name = High -category = Shadow Quality +name = High (200%) +category = Shadow Quality: $shadowQuality = 2 [Preset] -name = Ultra -category = Shadow Quality +name = Ultra (300%) +category = Shadow Quality: $shadowQuality = 3 [Preset] -name = Extreme -category = Shadow Quality +name = Extreme (400%) +category = Shadow Quality: $shadowQuality = 4 # Anisotropic Filtering Quality [Preset] name = 1x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: default = 1 [Preset] name = 2x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 2 [Preset] name = 4x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 4 [Preset] name = 8x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 8 [Preset] name = 16x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 16 +[Preset] +name = 32x +category = Anisotropic Filtering Quality: +$anisotropy = 32 + # Anisotropic Filtering [TextureRedefine] @@ -165,7 +171,7 @@ tileModesExcluded = 0x001 # ignore cpu processed textures formatsExcluded = 0x001,0x01a,0x01f,0x122,0x806,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps overwriteAnisotropy = $anisotropy -# Color Depth +# Color Depth [TextureRedefine] width = 1280 @@ -191,13 +197,13 @@ height = 192 formats = 0x01a overwriteFormat = 0x01f -[TextureRedefine] +[TextureRedefine] width = 320 height = 180 formats = 0x01a overwriteFormat = 0x01f -[TextureRedefine] +[TextureRedefine] width = 320 height = 176 formats = 0x01a @@ -312,4 +318,4 @@ overwriteHeight = $shadowQuality * 2048 # height = 4 # formats = 0x80e # overwriteWidth = ($width / $gameWidth) * 4 -# overwriteHeight = ($height / $gameHeight) * 4 \ No newline at end of file +# overwriteHeight = ($height / $gameHeight) * 4 diff --git a/src/Bayonetta2/Mods/60FPSCutscenes/patch_60FPSCutscene.asm b/src/Bayonetta2/Mods/60FPSCutscenes/patch_60FPSCutscene.asm index aa385718e..4bcd75a62 100644 --- a/src/Bayonetta2/Mods/60FPSCutscenes/patch_60FPSCutscene.asm +++ b/src/Bayonetta2/Mods/60FPSCutscenes/patch_60FPSCutscene.asm @@ -1,19 +1,25 @@ -[Bayo2USv0] -moduleMatches = 0xAF5D1A85 +[Bayonetta2_60fps] +moduleMatches = 0xAF5D1A85, 0xCCB72156 ; (EU/NA/JP), demo(EU/NA) .origin = codecave - -_enable60: + +enable60: .int 1 _cave60: -lis r9, _enable60@ha -lwz r9, _enable60@l(r9) +lis r9, enable60@ha +lwz r9, enable60@l(r9) cmpwi r9, 1 -bne skipTo30 +bne _skipTo30 addi r0,r10,1 blr -skipTo30: +_skipTo30: xori r0,r10,2 blr +[Bayonetta2_60fps_] +moduleMatches = 0xAF5D1A85 ; (EU/NA/JP) 0x03351098 = bla _cave60 + +[Bayonetta2_60fps_vDemo] +moduleMatches = 0xCCB72156 ; demo(EU/NA) +0x031C03EC = bla _cave60 diff --git a/src/Bayonetta2/Mods/60FPSCutscenes/rules.txt b/src/Bayonetta2/Mods/60FPSCutscenes/rules.txt index ab3a91246..546bac800 100644 --- a/src/Bayonetta2/Mods/60FPSCutscenes/rules.txt +++ b/src/Bayonetta2/Mods/60FPSCutscenes/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010172600,0005000010172700,000500001011B900 +titleIds = 0005000010172600,0005000010172700,000500001011B900,0005000210172701,0005000210172601 name = 60 FPS Cutscenes path = "Bayonetta 2/Mods/60 FPS Cutscenes" description = This patches cutscenes to run at 60FPS. Getting under 60FPS will slow down playback of the cutscene.|Made by getdls. -version = 6 +#Credits: getdls +version = 7 diff --git a/src/Bayonetta2/Mods/DisableVsync/patch_vsync.asm b/src/Bayonetta2/Mods/DisableVsync/patch_vsync.asm index 5cfce141a..8243a7595 100644 --- a/src/Bayonetta2/Mods/DisableVsync/patch_vsync.asm +++ b/src/Bayonetta2/Mods/DisableVsync/patch_vsync.asm @@ -1,5 +1,7 @@ -[Bayo2USv0] -moduleMatches = 0xAF5D1A85 -.origin = codecave +[Bayonetta2_VSync] +moduleMatches = 0xAF5D1A85 ; (EU/NA/JP) +0x034461C4 = nop ;Kill Vsync -0x034461C4 = nop #Kill Vsync +[Bayonetta2_VSync_vDemo] +moduleMatches = 0xCCB72156 ; demo(EU/NA) +0x032B55BC = nop ;Kill Vsync diff --git a/src/Bayonetta2/Mods/DisableVsync/rules.txt b/src/Bayonetta2/Mods/DisableVsync/rules.txt index 9c5259872..e8bf77e7d 100644 --- a/src/Bayonetta2/Mods/DisableVsync/rules.txt +++ b/src/Bayonetta2/Mods/DisableVsync/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010172600,0005000010172700,000500001011B900 -name = Disable Vsync +titleIds = 0005000010172600,0005000010172700,000500001011B900,0005000210172701,0005000210172601 +name = Disable Vsync path = "Bayonetta 2/Mods/Disable Vsync" description = Disables the game's Vsync. This affects cutscene timing.|Made by getdls. -version = 6 +#Credits: getdls +version = 7 diff --git a/src/Bayonetta2/Mods/HighLOD/patch_gameplayTweaks.asm b/src/Bayonetta2/Mods/HighLOD/patch_gameplayTweaks.asm index 10745ec8a..da85bd4ef 100644 --- a/src/Bayonetta2/Mods/HighLOD/patch_gameplayTweaks.asm +++ b/src/Bayonetta2/Mods/HighLOD/patch_gameplayTweaks.asm @@ -1,7 +1,9 @@ -[Bayo2USv0_GP] -moduleMatches = 0xAF5D1A85 -.origin = codecave +[Bayonetta2_LevelOfDetail] +moduleMatches = 0xAF5D1A85 ; (EU/NA/JP) +0x100AA3A8 = .float $lod +;0x1014F804 = .float 3.0 -#Value is scalable in v5 - 100 default, 200 twice the high LOD culling distance (need to do!) -0x100AA3A8 = .float 200.0 -#0x1014F804 = .float 3.0 +Bayonetta2_LevelOfDetail_vDemo] +moduleMatches = 0xCCB72156 ; demo(EU/NA) +0x100A9768 = .float $lod +;0x1012d9A4 = .float 3.0 diff --git a/src/Bayonetta2/Mods/HighLOD/rules.txt b/src/Bayonetta2/Mods/HighLOD/rules.txt index 5374320df..f544594f0 100644 --- a/src/Bayonetta2/Mods/HighLOD/rules.txt +++ b/src/Bayonetta2/Mods/HighLOD/rules.txt @@ -1,6 +1,17 @@ [Definition] -titleIds = 0005000010172600,0005000010172700,000500001011B900 +titleIds = 0005000010172600,0005000010172700,000500001011B900,0005000210172701,0005000210172601 name = Force Max LOD path = "Bayonetta 2/Mods/Force Maximum LOD" description = Forces high level of detail for models during gameplay.|Made by getdls. -version = 6 +#Credits: getdls +version = 7 + +[Default] +$lod = 100.0 + +[Preset] +name = LOD x1 (default) + +[Preset] +name = LOD x2 (twice the high LOD culling distance) +$lod = 200.0 diff --git a/src/Bayonetta2/Workarounds/DynamicShadows/patch_DynamicShadows.asm b/src/Bayonetta2/Workarounds/DynamicShadows/patch_DynamicShadows.asm index 64ee8c443..1581f2215 100644 --- a/src/Bayonetta2/Workarounds/DynamicShadows/patch_DynamicShadows.asm +++ b/src/Bayonetta2/Workarounds/DynamicShadows/patch_DynamicShadows.asm @@ -1,4 +1,7 @@ -[Bayonetta2_DynamicShadows_v0] -moduleMatches = 0xAF5D1A85 +[Bayonetta2_DynamicShadows] +moduleMatches = 0xAF5D1A85 ; (EU/NA/JP) +0x02CCBD18 = fmr f12, f31 ; Always return a large value for the approximated maximum depth of the depth buffer. This value is used to calculate the projection size of the shadow map. -0x02ccbd18 = fmr f12, f31 ; Always return a large value for the approximated maximum depth of the depth buffer. This value is used to calculate the projection size of the shadow map. +[Bayonetta2_DynamicShadows_vDemo] +moduleMatches = 0xCCB72156 ; demo(EU/NA) +0x02CB1680 = fmr f12, f31 diff --git a/src/Bayonetta2/Workarounds/DynamicShadows/rules.txt b/src/Bayonetta2/Workarounds/DynamicShadows/rules.txt index 422451254..bf5b8b2f0 100644 --- a/src/Bayonetta2/Workarounds/DynamicShadows/rules.txt +++ b/src/Bayonetta2/Workarounds/DynamicShadows/rules.txt @@ -1,7 +1,8 @@ [Definition] -titleIds = 0005000010172600,0005000010172700,000500001011B900 +titleIds = 0005000010172600,0005000010172700,000500001011B900,0005000210172701,0005000210172601 name = Dynamic Shadows Workaround path = "Bayonetta 2/Workarounds/Dynamic Shadows (Vulkan)" description = Workaround for the dynamic shadows to prevent them from rendering partially or not at all.|Made by Exzap. rendererFilter = vulkan -version = 6 +#Credits: Exzap +version = 7 diff --git a/src/Bayonetta2/Workarounds/Portal/e1e83a29eef8fee8_0000000000000000_vs.txt b/src/Bayonetta2/Workarounds/Portal/e1e83a29eef8fee8_0000000000000000_vs.txt index 29521ae27..64408967b 100644 --- a/src/Bayonetta2/Workarounds/Portal/e1e83a29eef8fee8_0000000000000000_vs.txt +++ b/src/Bayonetta2/Workarounds/Portal/e1e83a29eef8fee8_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/Bayonetta2/Workarounds/Portal/rules.txt b/src/Bayonetta2/Workarounds/Portal/rules.txt index 422b48f60..7c2e08ea1 100644 --- a/src/Bayonetta2/Workarounds/Portal/rules.txt +++ b/src/Bayonetta2/Workarounds/Portal/rules.txt @@ -1,8 +1,9 @@ [Definition] -titleIds = 0005000010172600,0005000010172700,000500001011B900 +titleIds = 0005000010172600,0005000010172700,000500001011B900,0005000210172701,0005000210172601 name = Portal Workaround path = "Bayonetta 2/Workarounds/Portal" description = Hides a weird blue layer by the blue portals that's not visible on the original console.|Made by Crementif. -version = 6 +#Credits: Crementif +version = 7 # For a visual comparison, see this album: https://imgur.com/a/4e3HMS2 diff --git a/Resolutions/OnePiece_Resolution/rules.txt b/src/Ben10Omniverse/Graphics/rules.txt similarity index 52% rename from Resolutions/OnePiece_Resolution/rules.txt rename to src/Ben10Omniverse/Graphics/rules.txt index 96391c2e2..4000543a6 100644 --- a/Resolutions/OnePiece_Resolution/rules.txt +++ b/src/Ben10Omniverse/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 0005000010148000,0005000010175C00,0005000010175D00 -name = Resolution -path = "ONE PIECE Unlimited World Red/Graphics/Resolution" -description = Changes the resolution of the game. -version = 4 - -[Preset] -name = 1280x720 (Default) +titleIds = 000500001010AC00,0005000010111000 +name = Graphics Settings +path = "Ben 10 Omniverse/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,108 +15,91 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 -[TextureRedefine] # Game Resolution + +[TextureRedefine] width = 1280 height = 720 -tileModesExcluded = 0x001 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 -[TextureRedefine] -width = 640 -height = 368 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 - [TextureRedefine] width = 640 height = 360 -tileModesExcluded = 0x001 overwriteWidth = ($width/$gameWidth) * 640 overwriteHeight = ($height/$gameHeight) * 360 -[TextureRedefine] # Depth of Field Pass -width = 320 -height = 192 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] # Depth of Field Pass +[TextureRedefine] width = 320 height = 180 overwriteWidth = ($width/$gameWidth) * 320 overwriteHeight = ($height/$gameHeight) * 180 -[TextureRedefine] -width = 160 -height = 96 -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 96 - [TextureRedefine] width = 160 height = 90 @@ -124,24 +107,12 @@ overwriteWidth = ($width/$gameWidth) * 160 overwriteHeight = ($height/$gameHeight) * 90 [TextureRedefine] -width = 90 -height = 48 -overwriteWidth = ($width/$gameWidth) * 90 -overwriteHeight = ($height/$gameHeight) * 48 - -[TextureRedefine] -width = 80 -height = 45 -overwriteWidth = ($width/$gameWidth) * 80 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # Gamepad Resolution width = 864 height = 480 overwriteWidth = ($width/$gameWidth) * 864 overwriteHeight = ($height/$gameHeight) * 480 -[TextureRedefine] # Gamepad Resolution +[TextureRedefine] width = 854 height = 480 overwriteWidth = ($width/$gameWidth) * 854 diff --git a/src/BreathOfTheWild/!Override/AmdIntelShadows/09085793b5a9f364_00001ffe492e9249_ps.txt b/src/BreathOfTheWild/!Override/AmdIntelShadows/09085793b5a9f364_00001ffe492e9249_ps.txt index 9703bd52d..f368b2e9b 100644 --- a/src/BreathOfTheWild/!Override/AmdIntelShadows/09085793b5a9f364_00001ffe492e9249_ps.txt +++ b/src/BreathOfTheWild/!Override/AmdIntelShadows/09085793b5a9f364_00001ffe492e9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -69,7 +69,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -82,7 +82,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -95,7 +95,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/!Override/AmdIntelShadows/45e72a252caba763_000003c000009269_ps.txt b/src/BreathOfTheWild/!Override/AmdIntelShadows/45e72a252caba763_000003c000009269_ps.txt index 34d87e8cc..4df671e3f 100644 --- a/src/BreathOfTheWild/!Override/AmdIntelShadows/45e72a252caba763_000003c000009269_ps.txt +++ b/src/BreathOfTheWild/!Override/AmdIntelShadows/45e72a252caba763_000003c000009269_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/AmdIntelShadows/59cba7eb9a9c1df6_00000007f924d249_ps.txt b/src/BreathOfTheWild/!Override/AmdIntelShadows/59cba7eb9a9c1df6_00000007f924d249_ps.txt index 209a9cad9..db7cf8d30 100644 --- a/src/BreathOfTheWild/!Override/AmdIntelShadows/59cba7eb9a9c1df6_00000007f924d249_ps.txt +++ b/src/BreathOfTheWild/!Override/AmdIntelShadows/59cba7eb9a9c1df6_00000007f924d249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/AmdIntelShadows/808ba0411f6f526e_0000007ff9249a49_ps.txt b/src/BreathOfTheWild/!Override/AmdIntelShadows/808ba0411f6f526e_0000007ff9249a49_ps.txt index 9d137fd0e..bf77938b1 100644 --- a/src/BreathOfTheWild/!Override/AmdIntelShadows/808ba0411f6f526e_0000007ff9249a49_ps.txt +++ b/src/BreathOfTheWild/!Override/AmdIntelShadows/808ba0411f6f526e_0000007ff9249a49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/AmdIntelShadows/88133ee405eaae28_000003c000009269_ps.txt b/src/BreathOfTheWild/!Override/AmdIntelShadows/88133ee405eaae28_000003c000009269_ps.txt index 3c70ffe80..71b0c42ee 100644 --- a/src/BreathOfTheWild/!Override/AmdIntelShadows/88133ee405eaae28_000003c000009269_ps.txt +++ b/src/BreathOfTheWild/!Override/AmdIntelShadows/88133ee405eaae28_000003c000009269_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/AmdIntelShadows/9c0b7031078fba88_0000007800001269_ps.txt b/src/BreathOfTheWild/!Override/AmdIntelShadows/9c0b7031078fba88_0000007800001269_ps.txt index 647e9e27f..eebe202bf 100644 --- a/src/BreathOfTheWild/!Override/AmdIntelShadows/9c0b7031078fba88_0000007800001269_ps.txt +++ b/src/BreathOfTheWild/!Override/AmdIntelShadows/9c0b7031078fba88_0000007800001269_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/AmdIntelShadows/rules.txt b/src/BreathOfTheWild/!Override/AmdIntelShadows/rules.txt index b6b032f0a..196220977 100644 --- a/src/BreathOfTheWild/!Override/AmdIntelShadows/rules.txt +++ b/src/BreathOfTheWild/!Override/AmdIntelShadows/rules.txt @@ -2,6 +2,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Shadows Workaround (for older Cemu versions) path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds for OpenGL/AMD and Intel: Shadows (for older Cemu versions)" -description = Only enable this pack IF you have issues.|Reduces the severity of the bugged shadows on Intel and AMD GPUs with some combinations of Cemu versions and some driver versions.||Made by ethrillo and Cypher. +description = Only enable this pack IF you have issues.|Reduces the severity of the bugged shadows on Intel and AMD GPUs with some combinations of Cemu versions and some driver versions.|Made by ethrillo and Cypher. +#Credits: ethrillo, Cypher version = 6 -rendererFilter = opengl \ No newline at end of file + +rendererFilter = opengl diff --git a/src/BreathOfTheWild/!Override/IntelShadows/09085793b5a9f364_00001ffe492e9249_ps.txt b/src/BreathOfTheWild/!Override/IntelShadows/09085793b5a9f364_00001ffe492e9249_ps.txt index 9703bd52d..f368b2e9b 100644 --- a/src/BreathOfTheWild/!Override/IntelShadows/09085793b5a9f364_00001ffe492e9249_ps.txt +++ b/src/BreathOfTheWild/!Override/IntelShadows/09085793b5a9f364_00001ffe492e9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -69,7 +69,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -82,7 +82,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -95,7 +95,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/!Override/IntelShadows/45e72a252caba763_000003c000009269_ps.txt b/src/BreathOfTheWild/!Override/IntelShadows/45e72a252caba763_000003c000009269_ps.txt index 34d87e8cc..4df671e3f 100644 --- a/src/BreathOfTheWild/!Override/IntelShadows/45e72a252caba763_000003c000009269_ps.txt +++ b/src/BreathOfTheWild/!Override/IntelShadows/45e72a252caba763_000003c000009269_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/IntelShadows/59cba7eb9a9c1df6_00000007f924d249_ps.txt b/src/BreathOfTheWild/!Override/IntelShadows/59cba7eb9a9c1df6_00000007f924d249_ps.txt index 209a9cad9..db7cf8d30 100644 --- a/src/BreathOfTheWild/!Override/IntelShadows/59cba7eb9a9c1df6_00000007f924d249_ps.txt +++ b/src/BreathOfTheWild/!Override/IntelShadows/59cba7eb9a9c1df6_00000007f924d249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/IntelShadows/808ba0411f6f526e_0000007ff9249a49_ps.txt b/src/BreathOfTheWild/!Override/IntelShadows/808ba0411f6f526e_0000007ff9249a49_ps.txt index 9d137fd0e..bf77938b1 100644 --- a/src/BreathOfTheWild/!Override/IntelShadows/808ba0411f6f526e_0000007ff9249a49_ps.txt +++ b/src/BreathOfTheWild/!Override/IntelShadows/808ba0411f6f526e_0000007ff9249a49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/IntelShadows/88133ee405eaae28_000003c000009269_ps.txt b/src/BreathOfTheWild/!Override/IntelShadows/88133ee405eaae28_000003c000009269_ps.txt index 3c70ffe80..71b0c42ee 100644 --- a/src/BreathOfTheWild/!Override/IntelShadows/88133ee405eaae28_000003c000009269_ps.txt +++ b/src/BreathOfTheWild/!Override/IntelShadows/88133ee405eaae28_000003c000009269_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/IntelShadows/9c0b7031078fba88_0000007800001269_ps.txt b/src/BreathOfTheWild/!Override/IntelShadows/9c0b7031078fba88_0000007800001269_ps.txt index 647e9e27f..eebe202bf 100644 --- a/src/BreathOfTheWild/!Override/IntelShadows/9c0b7031078fba88_0000007800001269_ps.txt +++ b/src/BreathOfTheWild/!Override/IntelShadows/9c0b7031078fba88_0000007800001269_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/!Override/IntelShadows/rules.txt b/src/BreathOfTheWild/!Override/IntelShadows/rules.txt index 6ee305d16..b2ef01d87 100644 --- a/src/BreathOfTheWild/!Override/IntelShadows/rules.txt +++ b/src/BreathOfTheWild/!Override/IntelShadows/rules.txt @@ -2,7 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Shadows for Intel GPUs (Vulkan) path = "The Legend of Zelda: Breath of the Wild/Workarounds/Shadows for Intel GPUs (Vulkan)" -description = Reduces the severity of the bugged shadows on Intel integrated GPUs when using Vulkan.||Made by ethrillo and Cypher. +description = Reduces the severity of the bugged shadows on Intel integrated GPUs when using Vulkan.|Made by ethrillo and Cypher. +#Credits: ethrillo, Cypher +version = 7 + vendorFilter = intel rendererFilter = vulkan -version = 6 diff --git a/src/BreathOfTheWild/Cheats/9999StampsLimit/patch_9999StampsLimit.asm b/src/BreathOfTheWild/Cheats/9999StampsLimit/patch_9999StampsLimit.asm index 0af0e7466..0a4c526b9 100644 --- a/src/BreathOfTheWild/Cheats/9999StampsLimit/patch_9999StampsLimit.asm +++ b/src/BreathOfTheWild/Cheats/9999StampsLimit/patch_9999StampsLimit.asm @@ -1,3 +1,3 @@ [9999StampsLimit] moduleMatches = 0x6267BFD0 -0x2E9F2C0 = li r0, 0x0270f \ No newline at end of file +0x2E9F2C0 = li r0, 0x0270f diff --git a/src/BreathOfTheWild/Cheats/9999StampsLimit/rules.txt b/src/BreathOfTheWild/Cheats/9999StampsLimit/rules.txt index df4302b6b..86a79634f 100644 --- a/src/BreathOfTheWild/Cheats/9999StampsLimit/rules.txt +++ b/src/BreathOfTheWild/Cheats/9999StampsLimit/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = 9999 Map Stamps Limit path = "The Legend of Zelda: Breath of the Wild/Cheats/9999 Map Stamps Limit" -description = "Allows you to place 9999 stamps on the map instead of the default 100.||Original cheat by Kirbymimi. Adjusted by Waikuteru." +description = Allows you to place 9999 stamps on the map instead of the default 100.|Original cheat by Kirbymimi. Adjusted by Waikuteru. +#Credits: Kirbymimi, Waikuteru version = 7 diff --git a/src/BreathOfTheWild/Cheats/ArrowDrawSpeed/patch_ArrowDrawSpeed.asm b/src/BreathOfTheWild/Cheats/ArrowDrawSpeed/patch_ArrowDrawSpeed.asm index 66c7a5afb..d556a9b49 100644 --- a/src/BreathOfTheWild/Cheats/ArrowDrawSpeed/patch_ArrowDrawSpeed.asm +++ b/src/BreathOfTheWild/Cheats/ArrowDrawSpeed/patch_ArrowDrawSpeed.asm @@ -1,17 +1,12 @@ [BotW_ArrowDrawSpeed_V208] moduleMatches = 0x6267BFD0 - 0x100C0150 = drawSpeedValue: 0x100C0150 = .float $multiplier - 0x024A0164 = lfs f0, drawSpeedValue@l(r10) 0x024A019C = lfs f0, drawSpeedValue@l(r10) - [BotW_ArrowDrawSpeed_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - -0x100c5040 = float3: - +0x100C5040 = float3: 0x0249FDC0 = lfs f0, float3@l(r10) 0x0249FDF8 = lfs f0, float3@l(r10) diff --git a/src/BreathOfTheWild/Cheats/ArrowDrawSpeed/rules.txt b/src/BreathOfTheWild/Cheats/ArrowDrawSpeed/rules.txt index 974ab6da9..971895990 100644 --- a/src/BreathOfTheWild/Cheats/ArrowDrawSpeed/rules.txt +++ b/src/BreathOfTheWild/Cheats/ArrowDrawSpeed/rules.txt @@ -2,8 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Arrow Draw Speed path = "The Legend of Zelda: Breath of the Wild/Cheats/Arrow Draw Speed" -description = Changes the speed that arrows are drawn at.||Made by C313571N and Xalphenos. -version = 6 +description = Changes the speed that arrows are drawn at.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 [Default] $multiplier = 1 @@ -56,4 +57,4 @@ $multiplier = 20.0 [Preset] category = Draw Speed name = 40x -$multiplier = 40.0 \ No newline at end of file +$multiplier = 40.0 diff --git a/src/BreathOfTheWild/Cheats/Durability/patch_Durability.asm b/src/BreathOfTheWild/Cheats/Durability/patch_Durability.asm index f4f4695b7..78ff56c0b 100644 --- a/src/BreathOfTheWild/Cheats/Durability/patch_Durability.asm +++ b/src/BreathOfTheWild/Cheats/Durability/patch_Durability.asm @@ -1,8 +1,6 @@ [BotW_Durability_V208] moduleMatches = 0x6267BFD0 - .origin = codecave - _modifierValue: .float $multiplier diff --git a/src/BreathOfTheWild/Cheats/Durability/rules.txt b/src/BreathOfTheWild/Cheats/Durability/rules.txt index f58d8d131..02b310088 100644 --- a/src/BreathOfTheWild/Cheats/Durability/rules.txt +++ b/src/BreathOfTheWild/Cheats/Durability/rules.txt @@ -2,8 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Durability path = "The Legend of Zelda: Breath of the Wild/Cheats/Durability" -description = Modifies the weapons, bows and shields durability (except burn damage and throwing weapons).||Made by Nopt. -version = 6 +description = Modifies the weapons, bows and shields durability (except burn damage and throwing weapons).|Made by Nopt. +#Credits: Nopt +version = 7 [Default] $multiplier = 1 diff --git a/src/BreathOfTheWild/Cheats/InfiniteAmiibo/patch_InfiniteAmiibo.asm b/src/BreathOfTheWild/Cheats/InfiniteAmiibo/patch_InfiniteAmiibo.asm index fe6a74aff..6626ada79 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteAmiibo/patch_InfiniteAmiibo.asm +++ b/src/BreathOfTheWild/Cheats/InfiniteAmiibo/patch_InfiniteAmiibo.asm @@ -1,10 +1,7 @@ [BotW_InfiniteAmiibo_V208] moduleMatches = 0x6267BFD0 - 0x029E949C = mr r29, r11 - [BotW_InfiniteAmiibo_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - 0x029E90F0 = mr r29, r11 diff --git a/src/BreathOfTheWild/Cheats/InfiniteAmiibo/rules.txt b/src/BreathOfTheWild/Cheats/InfiniteAmiibo/rules.txt index 7a1d7a6b2..42b3e14cf 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteAmiibo/rules.txt +++ b/src/BreathOfTheWild/Cheats/InfiniteAmiibo/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Amiibo path = "The Legend of Zelda: Breath of the Wild/Cheats/Infinite Amiibo" -description = Removes the limit that only allows you to scan each amiibo per day.||Made by C313571N and Xalphenos. -version = 6 +description = Removes the limit that only allows you to scan each amiibo per day.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 diff --git a/src/BreathOfTheWild/Cheats/InfiniteArrows/patch_InfiniteArrows.asm b/src/BreathOfTheWild/Cheats/InfiniteArrows/patch_InfiniteArrows.asm index 65a51cd39..636f5dcbf 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteArrows/patch_InfiniteArrows.asm +++ b/src/BreathOfTheWild/Cheats/InfiniteArrows/patch_InfiniteArrows.asm @@ -1,10 +1,7 @@ [BotW_InfiniteArrows_V208] moduleMatches = 0x6267BFD0 - 0x02EB6758 = nop - [BotW_InfiniteArrows_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - 0x02EB61BC = nop diff --git a/src/BreathOfTheWild/Cheats/InfiniteArrows/rules.txt b/src/BreathOfTheWild/Cheats/InfiniteArrows/rules.txt index a93aefc3f..cb5b0900f 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteArrows/rules.txt +++ b/src/BreathOfTheWild/Cheats/InfiniteArrows/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Arrows path = "The Legend of Zelda: Breath of the Wild/Cheats/Infinite Arrows" -description = Gives you infinite amounts of arrows.||Made by C313571N and Xalphenos. -version = 6 +description = Gives you infinite amounts of arrows.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 diff --git a/src/BreathOfTheWild/Cheats/InfiniteDaruk/patch_InfiniteDaruk.asm b/src/BreathOfTheWild/Cheats/InfiniteDaruk/patch_InfiniteDaruk.asm index b7dedc6d4..8406d4b63 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteDaruk/patch_InfiniteDaruk.asm +++ b/src/BreathOfTheWild/Cheats/InfiniteDaruk/patch_InfiniteDaruk.asm @@ -1,10 +1,7 @@ [BotW_InfiniteDaruk_V208] moduleMatches = 0x6267BFD0 - 0x02D74498 = nop - [BotW_InfiniteDaruk_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - 0x02D73EFC = nop diff --git a/src/BreathOfTheWild/Cheats/InfiniteDaruk/rules.txt b/src/BreathOfTheWild/Cheats/InfiniteDaruk/rules.txt index 64aff7d92..0b11c8e95 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteDaruk/rules.txt +++ b/src/BreathOfTheWild/Cheats/InfiniteDaruk/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Daruk's Protection path = "The Legend of Zelda: Breath of the Wild/Cheats/Infinite Daruk's Protection" -description = Lets you use Daruk's protection without a time limit.||Made by C313571N and Xalphenos. -version = 6 +description = Lets you use Daruk's protection without a time limit.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 diff --git a/src/BreathOfTheWild/Cheats/InfiniteHearts/patch_InfiniteHearts.asm b/src/BreathOfTheWild/Cheats/InfiniteHearts/patch_InfiniteHearts.asm index 4668dc501..a9cc84108 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteHearts/patch_InfiniteHearts.asm +++ b/src/BreathOfTheWild/Cheats/InfiniteHearts/patch_InfiniteHearts.asm @@ -1,10 +1,7 @@ [BotW_InfiniteHearts_V208] moduleMatches = 0x6267BFD0 - 0x02D452A4 = nop - [BotW_InfiniteHearts_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - 0x02D44D44 = nop diff --git a/src/BreathOfTheWild/Cheats/InfiniteHearts/rules.txt b/src/BreathOfTheWild/Cheats/InfiniteHearts/rules.txt index 470a3b656..999c6dc75 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteHearts/rules.txt +++ b/src/BreathOfTheWild/Cheats/InfiniteHearts/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Hearts path = "The Legend of Zelda: Breath of the Wild/Cheats/Infinite Hearts" -description = Prevents you from taking any damage. Doesn't increase the amount of hearts you have so it doesn't affect your save file.||Made by C313571N and Xalphenos. -version = 6 +description = Prevents you from taking any damage. Doesn't increase the amount of hearts you have so it doesn't affect your save file.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 diff --git a/src/BreathOfTheWild/Cheats/InfiniteMipha/patch_InfiniteMipha.asm b/src/BreathOfTheWild/Cheats/InfiniteMipha/patch_InfiniteMipha.asm index de4e3976f..d796d5cd7 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteMipha/patch_InfiniteMipha.asm +++ b/src/BreathOfTheWild/Cheats/InfiniteMipha/patch_InfiniteMipha.asm @@ -1,10 +1,7 @@ [BotW_InfiniteMipha_V208] moduleMatches = 0x6267BFD0 - 0x02D91DBC = fmuls f0, f13, f12 - [BotW_InfiniteMipha_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - 0x02D91820 = fmuls f0, f13, f12 diff --git a/src/BreathOfTheWild/Cheats/InfiniteMipha/rules.txt b/src/BreathOfTheWild/Cheats/InfiniteMipha/rules.txt index 0b96e1759..44b725bdf 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteMipha/rules.txt +++ b/src/BreathOfTheWild/Cheats/InfiniteMipha/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Mipha's Grace path = "The Legend of Zelda: Breath of the Wild/Cheats/Infinite Mipha's Grace" -description = Lets you use Mipha's Grace without a time limit.||Made by C313571N and Xalphenos. -version = 6 +description = Lets you use Mipha's Grace without a time limit.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 diff --git a/src/BreathOfTheWild/Cheats/InfiniteMotorcycleEnergy/patch_InfiniteMotorcycleEnergy.asm b/src/BreathOfTheWild/Cheats/InfiniteMotorcycleEnergy/patch_InfiniteMotorcycleEnergy.asm index 3a9e4f1f0..b0e34ca7e 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteMotorcycleEnergy/patch_InfiniteMotorcycleEnergy.asm +++ b/src/BreathOfTheWild/Cheats/InfiniteMotorcycleEnergy/patch_InfiniteMotorcycleEnergy.asm @@ -1,10 +1,7 @@ [BotW_InfiniteMotorcycleEnergy_V208] moduleMatches = 0x6267BFD0 - 0x020957DC = fmr f12, f0 - [BotW_InfiniteMotorcycleEnergy_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - 0x0209583C = fmr f12, f0 diff --git a/src/BreathOfTheWild/Cheats/InfiniteMotorcycleEnergy/rules.txt b/src/BreathOfTheWild/Cheats/InfiniteMotorcycleEnergy/rules.txt index 8aef979db..ca44a47d5 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteMotorcycleEnergy/rules.txt +++ b/src/BreathOfTheWild/Cheats/InfiniteMotorcycleEnergy/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Motorcycle Energy path = "The Legend of Zelda: Breath of the Wild/Cheats/Infinite Motorcycle Energy" -description = Gives you infinite energy for your motorcycle.||Made by C313571N and Xalphenos. -version = 6 +description = Gives you infinite energy for your motorcycle.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 diff --git a/src/BreathOfTheWild/Cheats/InfiniteRevali/patch_InfiniteRevali.asm b/src/BreathOfTheWild/Cheats/InfiniteRevali/patch_InfiniteRevali.asm index 58accf073..ea4c8b50a 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteRevali/patch_InfiniteRevali.asm +++ b/src/BreathOfTheWild/Cheats/InfiniteRevali/patch_InfiniteRevali.asm @@ -1,10 +1,7 @@ [BotW_InfiniteRevali_V208] moduleMatches = 0x6267BFD0 - 0x02CE0328 = nop - [BotW_InfiniteRevali_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - 0x02CDFE0C = nop diff --git a/src/BreathOfTheWild/Cheats/InfiniteRevali/rules.txt b/src/BreathOfTheWild/Cheats/InfiniteRevali/rules.txt index 8653d4f1d..984248a2d 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteRevali/rules.txt +++ b/src/BreathOfTheWild/Cheats/InfiniteRevali/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Revali's Gale path = "The Legend of Zelda: Breath of the Wild/Cheats/Infinite Revali's Gale" -description = Lets you use Revali's Gale without a time limit.||Made by C313571N and Xalphenos. -version = 6 +description = Lets you use Revali's Gale without a time limit.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 diff --git a/src/BreathOfTheWild/Cheats/InfiniteStamina/patch_InfiniteStamina.asm b/src/BreathOfTheWild/Cheats/InfiniteStamina/patch_InfiniteStamina.asm index 76b87a65c..593cf7187 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteStamina/patch_InfiniteStamina.asm +++ b/src/BreathOfTheWild/Cheats/InfiniteStamina/patch_InfiniteStamina.asm @@ -1,10 +1,7 @@ [BotW_InfiniteStamina_V208] moduleMatches = 0x6267BFD0 - 0x02D90CC0 = fmr f29, f1 - [BotW_InfiniteStamina_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - 0x02D90724 = fmr f29, f1 diff --git a/src/BreathOfTheWild/Cheats/InfiniteStamina/rules.txt b/src/BreathOfTheWild/Cheats/InfiniteStamina/rules.txt index d8c3f68dc..9cde55362 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteStamina/rules.txt +++ b/src/BreathOfTheWild/Cheats/InfiniteStamina/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Stamina path = "The Legend of Zelda: Breath of the Wild/Cheats/Infinite Stamina" -description = Gives you infinite stamina. Doesn't affect your save file.||Made by C313571N and Xalphenos. -version = 6 +description = Gives you infinite stamina. Doesn't affect your save file.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 diff --git a/src/BreathOfTheWild/Cheats/InfiniteUrbosa/patch_InfiniteUrbosa.asm b/src/BreathOfTheWild/Cheats/InfiniteUrbosa/patch_InfiniteUrbosa.asm index 6d159b5b3..058ab1a3f 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteUrbosa/patch_InfiniteUrbosa.asm +++ b/src/BreathOfTheWild/Cheats/InfiniteUrbosa/patch_InfiniteUrbosa.asm @@ -1,10 +1,7 @@ [BotW_InfiniteUrbosa_V208] moduleMatches = 0x6267BFD0 - 0x02D741C8 = nop - [BotW_InfiniteUrbosa_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - 0x02D73C2C = nop diff --git a/src/BreathOfTheWild/Cheats/InfiniteUrbosa/rules.txt b/src/BreathOfTheWild/Cheats/InfiniteUrbosa/rules.txt index 8f99e8866..1536d84e7 100644 --- a/src/BreathOfTheWild/Cheats/InfiniteUrbosa/rules.txt +++ b/src/BreathOfTheWild/Cheats/InfiniteUrbosa/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Urbosa's Fury path = "The Legend of Zelda: Breath of the Wild/Cheats/Infinite Urbosa's Fury" -description = Lets you use Urbosa's Fury without a time limit.||Made by C313571N and Xalphenos. -version = 6 +description = Lets you use Urbosa's Fury without a time limit.|Made by C313571N and Xalphenos. +#Credits: C313571N, Xalphenos +version = 7 diff --git a/src/BreathOfTheWild/Cheats/MasterModeOptions/rules.txt b/src/BreathOfTheWild/Cheats/MasterModeOptions/rules.txt index 9884f1118..0da88f6f3 100644 --- a/src/BreathOfTheWild/Cheats/MasterModeOptions/rules.txt +++ b/src/BreathOfTheWild/Cheats/MasterModeOptions/rules.txt @@ -3,6 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Master Mode Options" path = "The Legend of Zelda: Breath of the Wild/Cheats/Master Mode Options" description = Allows you to pick and choose which of Nintendo's changes are applied to Master Mode (Does nothing in Normal Mode). A reboot is required to apply changes made while the game is running. ||By Torphedo and Fleevoid, with lots of help from Exzap and leoetlino. 1.5x damage multiplier hack by NiceneNerd. +#Credits: Torphedo, Fleevoid, Exzap, leoetlino, NiceneNerd version = 7 [Default] diff --git a/src/BreathOfTheWild/Cheats/MotorcycleAllRegions/patch_MotorcycleAllRegions.asm b/src/BreathOfTheWild/Cheats/MotorcycleAllRegions/patch_MotorcycleAllRegions.asm index f08394be3..1acea64c4 100644 --- a/src/BreathOfTheWild/Cheats/MotorcycleAllRegions/patch_MotorcycleAllRegions.asm +++ b/src/BreathOfTheWild/Cheats/MotorcycleAllRegions/patch_MotorcycleAllRegions.asm @@ -1,4 +1,3 @@ [BotW_MotorcycleAllRegions_V208] moduleMatches = 0x6267BFD0 - 0x02A32A30 = li r3, 1 ; Spawn motorcycle anywhere, credits to Zeikken (converting to patches) and leoetlino (finding the value). diff --git a/src/BreathOfTheWild/Cheats/MotorcycleAllRegions/rules.txt b/src/BreathOfTheWild/Cheats/MotorcycleAllRegions/rules.txt index 828e3252f..0cecd940c 100644 --- a/src/BreathOfTheWild/Cheats/MotorcycleAllRegions/rules.txt +++ b/src/BreathOfTheWild/Cheats/MotorcycleAllRegions/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Spawn Motorcycle In All Regions path = "The Legend of Zelda: Breath of the Wild/Cheats/Spawn Motorcycle In All Regions" -description = Allows you to spawn the motorcycle in all the regions (normally you can't in the Gerudo Desert and Eldin).||Made by Zeikken (porting) and leoetlino (original code). -version = 6 +description = Allows you to spawn the motorcycle in all the regions (normally you can't in the Gerudo Desert and Eldin).|Made by Zeikken (porting) and leoetlino (original code). +#Credits: Zeikken, leoetlino +version = 7 diff --git a/src/BreathOfTheWild/Cheats/PreventRandomSpawns/patch_PreventActorSpawns.asm b/src/BreathOfTheWild/Cheats/PreventRandomSpawns/patch_PreventActorSpawns.asm index f06ca0f9e..59ffd4d0a 100644 --- a/src/BreathOfTheWild/Cheats/PreventRandomSpawns/patch_PreventActorSpawns.asm +++ b/src/BreathOfTheWild/Cheats/PreventRandomSpawns/patch_PreventActorSpawns.asm @@ -1,6 +1,5 @@ [BotW_PreventActorSpawns_V208] moduleMatches = 0x6267BFD0 - .origin = codecave newLineFormat: @@ -538,4 +537,4 @@ keepSpawnExit: cmpwi r3, 0 ; original instruction blr -0x029FFB3C = bla preventAutoPlacementSpawn \ No newline at end of file +0x029FFB3C = bla preventAutoPlacementSpawn diff --git a/src/BreathOfTheWild/Cheats/PreventRandomSpawns/rules.txt b/src/BreathOfTheWild/Cheats/PreventRandomSpawns/rules.txt index 40884491f..1fdbd06a7 100644 --- a/src/BreathOfTheWild/Cheats/PreventRandomSpawns/rules.txt +++ b/src/BreathOfTheWild/Cheats/PreventRandomSpawns/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Prevent Random Spawns path = "The Legend of Zelda: Breath of the Wild/Cheats/Prevent Random Spawns" description = Allows you to individually toggle which enemies can randomly spawn. You can also use it to disable all animals. -version = 6 +#Credits: +version = 7 [Default] $preventYigaClan:int = 0 @@ -105,4 +106,4 @@ $preventAnimals:int = 0 [Preset] category = Prevent All Animals, Insects and Fish Spawns name = Enabled -$preventAnimals:int = 1 \ No newline at end of file +$preventAnimals:int = 1 diff --git a/src/BreathOfTheWild/Enhancements/340382e6fbbb3951_0000000000001f49_ps.txt b/src/BreathOfTheWild/Enhancements/340382e6fbbb3951_0000000000001f49_ps.txt index cffe53580..3b9fc52c6 100644 --- a/src/BreathOfTheWild/Enhancements/340382e6fbbb3951_0000000000001f49_ps.txt +++ b/src/BreathOfTheWild/Enhancements/340382e6fbbb3951_0000000000001f49_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 340382e6fbbb3951 @@ -10,7 +10,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt b/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt index 48141db4f..f3e7d3a10 100644 --- a/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt +++ b/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable // shader 37040a485a29d54e @@ -14,7 +14,7 @@ // Shader dumped from Cemu 1.11.2 from BotW 1.4.0 // Added Cemu 1.13.x Preset support -// v 2.3 Final +// v 2.3 Final //########################################################## @@ -40,8 +40,8 @@ // YeMaoWuXin's Preset (Bright colors) 17 // YeMaoWuXin's Preset (Vivid and clear) 18 // Cobalt's Preset (Saturated & Bright) 19 - -//########################################################## + +//########################################################## // THE WAY I'M TOGGLING THIS IS ***BAD*** @@ -64,7 +64,7 @@ const float bloomFactor = 1.00; // Default is 1.00 //Fake High Dynamic Range. const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30. -const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793 +const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793 const float radius2 = 0.80; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 0 // 0: disable, 1: enable. @@ -82,12 +82,12 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia // -1: disable, loss of bright detail/color but keep [0,1] intact // 0: (Wii U) BotW original // Reshade ToneMap Option 1 - // linearToneMapping Option 2 - // simpleReinhardToneMapping Option 3 - // lumaBasedReinhardToneMapping Option 4 - // whitePreservingLumaBasedReinhardToneMapping Option 5 - // RomBinDaHouseToneMapping Option 6 - // filmicToneMapping Option 7 + // linearToneMapping Option 2 + // simpleReinhardToneMapping Option 3 + // lumaBasedReinhardToneMapping Option 4 + // whitePreservingLumaBasedReinhardToneMapping Option 5 + // RomBinDaHouseToneMapping Option 6 + // filmicToneMapping Option 7 // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 // Reshade ToneMap Controls / "Contrasty" Parameters @@ -98,7 +98,7 @@ const float Gamma = 1.00; // "Adjust midtones. 1.00 const float defog = 0.00; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. vec3 FogColor = vec3(1.0, 1.0, 1.0); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail +const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail #define post_process 0 @@ -123,7 +123,7 @@ vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] A const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; -#define Tech 0 // 0: disable, 1: enable. +#define Tech 0 // 0: disable, 1: enable. //Technicolor const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); @@ -136,7 +136,7 @@ const float Technicolor2_Green_Strength = 0.02; // "Higher means darker a const float Technicolor2_Blue_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2 const float Technicolor2_Brightness = 1.00; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 const float Technicolor2_Strength = 1.00; // [Default is 1.0] -const float Technicolor2_Saturation = 1.00; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." +const float Technicolor2_Saturation = 1.00; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." #define cmatrix 0 //Color Matrix @@ -153,11 +153,11 @@ const float Contrast = 0.65; // Default 0.65 min -1.0 //Filmic Pass const float Filmic_Contrast = 1.0; // Default 1.0 min 0.5 max 2.0 const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 -const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 -const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 +const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0 @@ -184,13 +184,13 @@ float DPX_Strength = 0.20; #elif (Preset == 1) //Bruz - #define adjust_bloom 1 - const float bloomFactor = 0.30; + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; #define HDRpassing 0 float HDRPower = 1.3; float radius1 = 0.795; float radius2 = 0.85; - #define lumapassing 0 + #define lumapassing 0 const float sharp_strength = 0.45; const float sharp_clamp = 0.085; const float offset_bias = 1.0; @@ -207,14 +207,14 @@ float DPX_Strength = 0.20; #define blacknwhitepass 1 const int BlackPoint = 0; const int WhitePoint = 255; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); #define vibpass 0 const float Vibrance = 0.150; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 1 + #define Tech 1 const float Power = 8.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.3; @@ -230,9 +230,9 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 0 + #define CurvesPss 0 const float Contrast = 0.65; - #define Filmicpass 1 + #define Filmicpass 1 const float Filmic_Strength = 0.60; const float Filmic_Contrast = 1.03; const float Fade = 0.0; @@ -249,16 +249,16 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 2.5; float DPX_Strength = 0.20; - + #elif (Preset == 2) //t3nka Neutral+ - #define adjust_bloom 1 - const float bloomFactor = 0.30; + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; #define HDRpassing 1 float HDRPower = 1.50; float radius1 = 0.793; float radius2 = 0.87; - #define lumapassing 0 + #define lumapassing 0 const float sharp_strength = 0.35; const float sharp_clamp = 0.85; const float offset_bias = 1.0; @@ -275,14 +275,14 @@ float DPX_Strength = 0.20; #define blacknwhitepass 0 const int BlackPoint = 16; const int WhitePoint = 235; - #define lggpass 0 + #define lggpass 0 vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); #define vibpass 0 const float Vibrance = 0.150; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 0 + #define Tech 0 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; @@ -298,9 +298,9 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 0 + #define CurvesPss 0 const float Contrast = 0.65; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Strength = 0.85; const float Filmic_Contrast = 1.00; const float Fade = 0.4; @@ -317,20 +317,20 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 2.5; float DPX_Strength = 0.20; - + #elif (Preset == 3) //Jamie - #define adjust_bloom 1 - const float bloomFactor = 0.020; + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; #define HDRpassing 1 const float HDRPower = 1.00; const float radius1 = 1.00; const float radius2 = 0.80; - #define lumapassing 1 + #define lumapassing 1 const float sharp_strength = 0.35; const float sharp_clamp = 0.85; const float offset_bias = 1.0; - #define Tone_map 8 + #define Tone_map 8 const float Exposure = 1.17; const float Bleach = 0.4; const float Gamma = 1.00; @@ -340,21 +340,21 @@ float DPX_Strength = 0.20; const float crushContrast = 0.000; #define post_process 1 const float satFactor = 0.25; - #define blacknwhitepass 0 + #define blacknwhitepass 0 const int BlackPoint = 16; const int WhitePoint = 235; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(0.980, 0.980, 0.980); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); - #define vibpass 0 + #define vibpass 0 const float Vibrance = 0.150; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 0 + #define Tech 0 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; - #define Techine 0 + #define Techine 0 const float Technicolor2_Red_Strength = 0.02; const float Technicolor2_Green_Strength = 0.02; const float Technicolor2_Blue_Strength = 0.02; @@ -366,9 +366,9 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 0 + #define CurvesPss 0 const float Contrast = 0.65; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.15; @@ -385,20 +385,20 @@ float DPX_Strength = 0.20; float DPX_Saturation = 0.0; float Colorfulness = 1.0; float DPX_Strength = 0.20; - + #elif (Preset == 4) //Contrasty - #define adjust_bloom 1 - const float bloomFactor = 0.020; - #define HDRpassing 0 + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; + #define HDRpassing 0 const float HDRPower = 1.00; const float radius1 = 1.00; const float radius2 = 0.80; - #define lumapassing 0 + #define lumapassing 0 const float sharp_strength = 0.35; const float sharp_clamp = 0.85; const float offset_bias = 1.0; - #define Tone_map 1 + #define Tone_map 1 const float Exposure = 1.17; const float Bleach = 0.3; const float Gamma = 0.810; @@ -408,17 +408,17 @@ float DPX_Strength = 0.20; const float crushContrast = 0.000; #define post_process 1 const float satFactor = 0.25; - #define blacknwhitepass 0 + #define blacknwhitepass 0 const int BlackPoint = 16; const int WhitePoint = 235; - #define lggpass 0 + #define lggpass 0 vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); - #define vibpass 0 + #define vibpass 0 const float Vibrance = 0.150; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 0 + #define Tech 0 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; @@ -434,9 +434,9 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 1 + #define CurvesPss 1 const float Contrast = 0.65; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.15; @@ -453,20 +453,20 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 2.5; float DPX_Strength = 0.20; - + #elif (Preset == 5) //The Complaining Gamer - #define adjust_bloom 1 - const float bloomFactor = 0.33; - #define HDRpassing 1 + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; + #define HDRpassing 1 const float HDRPower = 1.020; const float radius1 = 0.793; const float radius2 = 0.87; - #define lumapassing 1 + #define lumapassing 1 const float sharp_strength = 0.25; const float sharp_clamp = 0.85; const float offset_bias = 1.0; - #define Tone_map 8 + #define Tone_map 8 const float Exposure = 1.17; const float Bleach = 0.4; const float Gamma = 1.00; @@ -476,17 +476,17 @@ float DPX_Strength = 0.20; const float crushContrast = 0.000; #define post_process 0 const float satFactor = 0.25; - #define blacknwhitepass 0 + #define blacknwhitepass 0 const int BlackPoint = 16; const int WhitePoint = 235; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); vec3 RGB_Gamma = vec3(0.600, 0.600, 0.600); vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 0.150; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 0 + #define Tech 0 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; @@ -502,9 +502,9 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 1 + #define CurvesPss 1 const float Contrast = 0.65; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.15; @@ -521,20 +521,20 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 2.5; float DPX_Strength = 0.20; - + #elif (Preset == 6) //Filmic - #define adjust_bloom 1 - const float bloomFactor = 0.020; + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; #define HDRpassing 1 const float HDRPower = 1.20; const float radius1 = 1.00; const float radius2 = 0.80; - #define lumapassing 1 + #define lumapassing 1 const float sharp_strength = 0.35; const float sharp_clamp = 0.85; const float offset_bias = 1.0; - #define Tone_map 8 + #define Tone_map 8 const float Exposure = 1.17; const float Bleach = 0.4; const float Gamma = 1.00; @@ -544,21 +544,21 @@ float DPX_Strength = 0.20; const float crushContrast = 0.000; #define post_process 1 const float satFactor = 0.25; - #define blacknwhitepass 0 + #define blacknwhitepass 0 const int BlackPoint = 16; const int WhitePoint = 235; - #define lggpass 0 + #define lggpass 0 vec3 RGB_Lift = vec3(0.990, 0.990, 0.990); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 0.150; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 0 + #define Tech 0 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; - #define Techine 0 + #define Techine 0 const float Technicolor2_Red_Strength = 0.02; const float Technicolor2_Green_Strength = 0.02; const float Technicolor2_Blue_Strength = 0.02; @@ -570,9 +570,9 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 1 + #define CurvesPss 1 const float Contrast = 0.65; - #define Filmicpass 1 + #define Filmicpass 1 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.15; @@ -589,16 +589,16 @@ float DPX_Strength = 0.20; float DPX_Saturation = 2.0; float Colorfulness = 1.5; float DPX_Strength = 0.20; - + #elif (Preset == 7) //CellHunter - - #define adjust_bloom 1 - const float bloomFactor = 0.215; + + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; #define HDRpassing 1 const float HDRPower = 1.200; const float radius1 = 1.050; const float radius2 = 1.000; - #define lumapassing 0 + #define lumapassing 0 const float sharp_strength = 0.45; const float sharp_clamp = 0.65; const float offset_bias = 1.00; @@ -612,7 +612,7 @@ float DPX_Strength = 0.20; const float crushContrast = 0.000; #define post_process 0 const float satFactor = 0.05; - #define blacknwhitepass 0 + #define blacknwhitepass 0 const int BlackPoint = 16; const int WhitePoint = 215; #define lggpass 1 @@ -622,11 +622,11 @@ float DPX_Strength = 0.20; #define vibpass 1 const float Vibrance = 0.335; vec3 VibranceRGBBalance = vec3(0.7, 0.9, 0.7); - #define Tech 0 + #define Tech 0 const float Power = 1.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.05; - #define Techine 1 + #define Techine 1 const float Technicolor2_Red_Strength = 0.10; const float Technicolor2_Green_Strength = 0.15; const float Technicolor2_Blue_Strength = 0.15; @@ -657,20 +657,20 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 2.5; float DPX_Strength = 0.20; - + #elif (Preset == 8) //Serfrost (Bright Display) - #define adjust_bloom 1 - const float bloomFactor = 0.40; - #define HDRpassing 1 + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; + #define HDRpassing 1 const float HDRPower = 1.20; const float radius1 = 0.793; const float radius2 = 0.87; - #define lumapassing 0 + #define lumapassing 0 const float sharp_strength = 0.45; const float sharp_clamp = 0.85; const float offset_bias = 1.0; - #define Tone_map 8 + #define Tone_map 8 const float Exposure = 1.17; const float Bleach = 0.0; const float Gamma = 0.98; @@ -680,14 +680,14 @@ float DPX_Strength = 0.20; const float crushContrast = 0.00; #define post_process 0 const float satFactor = 0.07; - #define blacknwhitepass 1 + #define blacknwhitepass 1 const int BlackPoint = 2; const int WhitePoint = 300; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(1.027, 1.027, 1.027); vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 0.15; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); #define Tech 0 @@ -708,7 +708,7 @@ float DPX_Strength = 0.20; float CM_Strength = 1.0; #define CurvesPss 0 const float Contrast = 0.0; - #define Filmicpass 1 + #define Filmicpass 1 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.17; @@ -725,20 +725,20 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 1.0; float DPX_Strength = 0.20; - + #elif (Preset == 9) //Serfrost (Dim Display) - #define adjust_bloom 1 - const float bloomFactor = 0.7; - #define HDRpassing 1 + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; + #define HDRpassing 1 const float HDRPower = 1.20; const float radius1 = 0.793; const float radius2 = 0.87; - #define lumapassing 0 + #define lumapassing 0 const float sharp_strength = 0.45; const float sharp_clamp = 0.85; const float offset_bias = 1.0; - #define Tone_map 8 + #define Tone_map 8 const float Exposure = 1.17; const float Bleach = 0.0; const float Gamma = 1.05; @@ -748,14 +748,14 @@ float DPX_Strength = 0.20; const float crushContrast = 0.00; #define post_process 0 const float satFactor = 0.07; - #define blacknwhitepass 1 + #define blacknwhitepass 1 const int BlackPoint = 1; const int WhitePoint = 235; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(1.027, 1.027, 1.027); vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 0.45; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); #define Tech 0 @@ -776,7 +776,7 @@ float DPX_Strength = 0.20; float CM_Strength = 1.0; #define CurvesPss 0 const float Contrast = 0.0; - #define Filmicpass 1 + #define Filmicpass 1 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.17; @@ -796,17 +796,17 @@ float DPX_Strength = 0.20; #elif (Preset == 10) //Serfrost (Other) - #define adjust_bloom 1 - const float bloomFactor = 0.3; - #define HDRpassing 1 + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; + #define HDRpassing 1 const float HDRPower = 1.15; const float radius1 = 0.793; const float radius2 = 0.87; - #define lumapassing 1 + #define lumapassing 1 const float sharp_strength = 0.45; const float sharp_clamp = 0.085; const float offset_bias = 1.0; - #define Tone_map 8 + #define Tone_map 8 const float Exposure = 1.10; const float Bleach = 0.1; const float Gamma = 1.0; @@ -816,14 +816,14 @@ float DPX_Strength = 0.20; const float crushContrast = 0.00; #define post_process 0 const float satFactor = 0.07; - #define blacknwhitepass 1 + #define blacknwhitepass 1 const int BlackPoint = 5; const int WhitePoint = 210; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(1.027, 1.027, 1.027); vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 0.45; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); #define Tech 1 @@ -844,7 +844,7 @@ float DPX_Strength = 0.20; float CM_Strength = 1.0; #define CurvesPss 0 const float Contrast = 0.5; - #define Filmicpass 1 + #define Filmicpass 1 const float Filmic_Contrast = 1.03; const float Filmic_Bleach = 0.0; const float Saturation = -0.35; @@ -864,17 +864,17 @@ float DPX_Strength = 0.20; #elif (Preset == 11) //ViskClarity - #define adjust_bloom 1 - const float bloomFactor = 4.050; - #define HDRpassing 1 + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; + #define HDRpassing 1 const float HDRPower = 1.3; const float radius1 = 0.793; const float radius2 = 0.87; - #define lumapassing 1 + #define lumapassing 1 const float sharp_strength = 0.50; const float sharp_clamp = 0.085; const float offset_bias = 0.0; - #define Tone_map 8 + #define Tone_map 8 const float Exposure = 0.6; const float Bleach = 0.2; const float Gamma = 1.00; @@ -884,17 +884,17 @@ float DPX_Strength = 0.20; const float crushContrast = 0.000; #define post_process 0 const float satFactor = 0; - #define blacknwhitepass 1 + #define blacknwhitepass 1 const int BlackPoint = 2; const int WhitePoint = 285; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(0.994, 0.994, 0.994); vec3 RGB_Gamma = vec3(1.0, 0.990, 1.0); vec3 RGB_Gain = vec3(1.0, 0.990, 1.00); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 0.500; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 1 + #define Tech 1 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; @@ -932,17 +932,17 @@ float DPX_Strength = 0.20; #elif (Preset == 12) //Survival of the Wild (Warmer) - #define adjust_bloom 1 - const float bloomFactor = 0.75; - #define HDRpassing 1 + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; + #define HDRpassing 1 const float HDRPower = 1.20; const float radius1 = 0.793; const float radius2 = 0.87; - #define lumapassing 1 + #define lumapassing 1 const float sharp_strength = 0.15; const float sharp_clamp = 0.35; const float offset_bias = 0.1; - #define Tone_map 0 + #define Tone_map 0 const float Exposure = 1.17; const float Bleach = 0.0; const float Gamma = 0.97; @@ -952,14 +952,14 @@ float DPX_Strength = 0.20; const float crushContrast = 0.00; #define post_process 0 const float satFactor = 0.07; - #define blacknwhitepass 0 + #define blacknwhitepass 0 const int BlackPoint = 0; const int WhitePoint = 245; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(1.0, 1.0, 1.0); vec3 RGB_Gamma = vec3(0.95, 0.95, 0.95); vec3 RGB_Gain = vec3(1.0, 1.0, 1.0); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 3.0; vec3 VibranceRGBBalance = vec3(0.102656, 0.050158, 0.102186); #define Tech 0 @@ -980,7 +980,7 @@ float DPX_Strength = 0.20; float CM_Strength = 1.0; #define CurvesPss 0 const float Contrast = 0.25; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.17; @@ -997,11 +997,11 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 1.0; float DPX_Strength = 0.10; - + #elif (Preset == 13) //Survival of the Wild (Colder) - #define adjust_bloom 1 - const float bloomFactor = 0.75; + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; #define HDRpassing 0 const float HDRPower = 1.20; const float radius1 = 0.793; @@ -1023,11 +1023,11 @@ float DPX_Strength = 0.20; #define blacknwhitepass 0 const int BlackPoint = 0; const int WhitePoint = 245; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(1.0, 1.0, 1.0); vec3 RGB_Gamma = vec3(0.93, 0.93, 0.93); vec3 RGB_Gain = vec3(1.0, 1.0, 1.0); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 2.0; vec3 VibranceRGBBalance = vec3(0.142656, 0.000158, 0.172186); #define Tech 0 @@ -1048,7 +1048,7 @@ float DPX_Strength = 0.20; float CM_Strength = 1.0; #define CurvesPss 1 const float Contrast = 0.1; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.17; @@ -1065,67 +1065,67 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 1.0; float DPX_Strength = 0.10; - -#elif (Preset == 14) //Godot's Mexican Preset - #define adjust_bloom 1 - const float bloomFactor = 0.684; +#elif (Preset == 14) //Godot's Mexican Preset + + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; #define HDRpassing 1 - const float HDRPower = 0.80; - const float radius1 = 0.80; - const float radius2 = 1.10; - #define lumapassing 1 - const float sharp_strength = 0.23; - const float sharp_clamp = 0.035; - const float offset_bias = 1.0; + const float HDRPower = 0.80; + const float radius1 = 0.80; + const float radius2 = 1.10; + #define lumapassing 1 + const float sharp_strength = 0.23; + const float sharp_clamp = 0.035; + const float offset_bias = 1.0; #define Tone_map 4 - const float Exposure = 0.69; - const float Bleach = 0.6; - const float Gamma = 1.00; - const float defog = 0; - vec3 FogColor = vec3(0, 0, 0); - const float sat = 0.000; - const float crushContrast = 0.000; + const float Exposure = 0.69; + const float Bleach = 0.6; + const float Gamma = 1.00; + const float defog = 0; + vec3 FogColor = vec3(0, 0, 0); + const float sat = 0.000; + const float crushContrast = 0.000; #define post_process 1 - const float satFactor = 0.16; - #define blacknwhitepass 1 - const int BlackPoint = 5; - const int WhitePoint = 167; - #define lggpass 0 - vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); - vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); - vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); - #define vibpass 0 - const float Vibrance = 0.150; - vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 0 - const float Power = 4.0; + const float satFactor = 0.16; + #define blacknwhitepass 1 + const int BlackPoint = 5; + const int WhitePoint = 167; + #define lggpass 0 + vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); + vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); + vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); + #define vibpass 0 + const float Vibrance = 0.150; + vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); + #define Tech 0 + const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); - float Strength = 0.20; - #define Techine 0 - const float Technicolor2_Red_Strength = 0.02; - const float Technicolor2_Green_Strength = 0.02; - const float Technicolor2_Blue_Strength = 0.02; - const float Technicolor2_Brightness = 1.00; - const float Technicolor2_Strength = 1.00; - const float Technicolor2_Saturation = 1.00; + float Strength = 0.20; + #define Techine 0 + const float Technicolor2_Red_Strength = 0.02; + const float Technicolor2_Green_Strength = 0.02; + const float Technicolor2_Blue_Strength = 0.02; + const float Technicolor2_Brightness = 1.00; + const float Technicolor2_Strength = 1.00; + const float Technicolor2_Saturation = 1.00; #define cmatrix 0 vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000); vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; #define CurvesPss 1 // 0: disable, 1: enable. - const float Contrast = 0.92; - #define Filmicpass 1 - const float Filmic_Contrast = 0.8; - const float Filmic_Bleach = 0.0; - const float Saturation = -0.50; - const float Filmic_Strength = 0.3; - const float Fade = 0.0; - const float Linearization = 0.7; - const float BaseCurve = 1.5; - const float BaseGamma = 0.93; - const float EffectGamma = 0.69; + const float Contrast = 0.92; + #define Filmicpass 1 + const float Filmic_Contrast = 0.8; + const float Filmic_Bleach = 0.0; + const float Saturation = -0.50; + const float Filmic_Strength = 0.3; + const float Fade = 0.0; + const float Linearization = 0.7; + const float BaseCurve = 1.5; + const float BaseGamma = 0.93; + const float EffectGamma = 0.69; #define dpxpass 1 vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); vec3 RGB_C = vec3(0.36, 0.36, 0.34); @@ -1137,12 +1137,12 @@ float DPX_Strength = 0.20; #elif (Preset == 15) //Hexaae's Clear Preset #define adjust_bloom 1 - const float bloomFactor = 0.593; + const float bloomFactor = $BloomStatus; #define HDRpassing 1 const float HDRPower = 1.56; - const float radius1 = 0.86; - const float radius2 = 0.84; - #define lumapassing 0 + const float radius1 = 0.86; + const float radius2 = 0.84; + #define lumapassing 0 const float sharp_strength = 0.45; const float sharp_clamp = 0.085; const float offset_bias = 1.0; @@ -1159,14 +1159,14 @@ float DPX_Strength = 0.20; #define blacknwhitepass 1 const int BlackPoint = 0; const int WhitePoint = 277; - #define lggpass 0 + #define lggpass 0 vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); #define vibpass 0 const float Vibrance = 0.150; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 0 + #define Tech 0 const float Power = 8.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.3; @@ -1182,9 +1182,9 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 0 + #define CurvesPss 0 const float Contrast = 0.65; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Strength = 0.60; const float Filmic_Contrast = 1.03; const float Fade = 0.0; @@ -1201,11 +1201,11 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 2.5; float DPX_Strength = 0.20; - + #elif (Preset == 16) // MaranBr Preset (Little More Intense) #define adjust_bloom 1 - const float bloomFactor = 0.4; + const float bloomFactor = $BloomStatus; #define HDRpassing 1 const float HDRPower = 1.15; const float radius1 = 0.793; @@ -1214,7 +1214,7 @@ float DPX_Strength = 0.20; const float sharp_strength = 0.65; const float sharp_clamp = 0.035; const float offset_bias = 1.0; - #define Tone_map 8 + #define Tone_map 8 const float Exposure = 1.12; const float Bleach = 0.0; const float Gamma = 1.0; @@ -1258,7 +1258,7 @@ float DPX_Strength = 0.20; const float Saturation = -0.35; const float Filmic_Strength = 0.60; const float Fade = 0.1; - const float Linearization = 1.0; + const float Linearization = 1.0; const float BaseCurve = 1.5; const float BaseGamma = 1.0; const float EffectGamma = 0.68; @@ -1269,20 +1269,20 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 2.5; float DPX_Strength = 0.2; - + #elif (Preset == 17) // YeMaoWuXin's Preset (Bright colors) - #define adjust_bloom 1 - const float bloomFactor = 0.75; - #define HDRpassing 1 + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; + #define HDRpassing 1 const float HDRPower = 1.30; const float radius1 = 0.80; const float radius2 = 0.80; - #define lumapassing 1 + #define lumapassing 1 const float sharp_strength = 0.85; const float sharp_clamp = 0.35; const float offset_bias = 0.0; - #define Tone_map 0 + #define Tone_map 0 const float Exposure = 1.0; const float Bleach = 0.0; const float Gamma = 1.0; @@ -1292,14 +1292,14 @@ float DPX_Strength = 0.20; const float crushContrast = 0.00; #define post_process 0 const float satFactor = 0.07; - #define blacknwhitepass 0 + #define blacknwhitepass 0 const int BlackPoint = 0; const int WhitePoint = 245; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(1.0, 1.0, 1.0); vec3 RGB_Gamma = vec3(0.95, 0.95, 0.95); vec3 RGB_Gain = vec3(1.075, 1.075, 1.125); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 3.0; vec3 VibranceRGBBalance = vec3(0.102656, 0.050158, 0.102186); #define Tech 0 @@ -1320,7 +1320,7 @@ float DPX_Strength = 0.20; float CM_Strength = 1.0; #define CurvesPss 0 const float Contrast = 0.25; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.17; @@ -1337,20 +1337,20 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 1.0; float DPX_Strength = 0.10; - + #elif (Preset == 18) // YeMaoWuXin's Preset (Vivid and clear) - #define adjust_bloom 1 - const float bloomFactor = 0.75; - #define HDRpassing 1 + #define adjust_bloom 1 + const float bloomFactor = $BloomStatus; + #define HDRpassing 1 const float HDRPower = 1.30; const float radius1 = 0.80; const float radius2 = 0.80; - #define lumapassing 1 + #define lumapassing 1 const float sharp_strength = 0.85; const float sharp_clamp = 0.35; const float offset_bias = 0.0; - #define Tone_map 0 + #define Tone_map 0 const float Exposure = 1.0; const float Bleach = 0.0; const float Gamma = 1.0; @@ -1360,14 +1360,14 @@ float DPX_Strength = 0.20; const float crushContrast = 0.00; #define post_process 0 const float satFactor = 0.07; - #define blacknwhitepass 0 + #define blacknwhitepass 0 const int BlackPoint = 0; const int WhitePoint = 245; - #define lggpass 1 + #define lggpass 1 vec3 RGB_Lift = vec3(1.0, 1.0, 1.0); vec3 RGB_Gamma = vec3(0.97, 0.96, 0.98); vec3 RGB_Gain = vec3(1.050, 1.000, 1.050); - #define vibpass 1 + #define vibpass 1 const float Vibrance = 2.5; vec3 VibranceRGBBalance = vec3(0.082656, 0.055158, 0.102186); #define Tech 0 @@ -1388,7 +1388,7 @@ float DPX_Strength = 0.20; float CM_Strength = 1.0; #define CurvesPss 0 const float Contrast = 0.25; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; const float Saturation = -0.17; @@ -1405,23 +1405,23 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 1.0; float DPX_Strength = 0.10; - + #elif (Preset == 19) // Cobalt's preset (Saturated & Bright) #define adjust_bloom 1 - const float bloomFactor = 1.00; + const float bloomFactor = $BloomStatus; #define HDRpassing 0 const float HDRPower = 1.00; - const float radius1 = 1.00; + const float radius1 = 1.00; const float radius2 = 0.80; #define lumapassing 0 const float sharp_strength = 0.35; - const float sharp_clamp = 0.85; + const float sharp_clamp = 0.85; const float offset_bias = 1.0; #define Tone_map 0 const float Exposure = 1.17; const float Bleach = 0.4; - const float Gamma = 1.00; + const float Gamma = 1.00; const float defog = 0.00; vec3 FogColor = vec3(1.0, 1.0, 1.0); const float sat = 0.000; @@ -1436,9 +1436,9 @@ float DPX_Strength = 0.20; vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); #define vibpass 1 - const float Vibrance = 0; + const float Vibrance = 0; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); - #define Tech 0 + #define Tech 0 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; @@ -1446,7 +1446,7 @@ float DPX_Strength = 0.20; const float Technicolor2_Red_Strength = 0.02; const float Technicolor2_Green_Strength = 0.02; const float Technicolor2_Blue_Strength = 0.02; - const float Technicolor2_Brightness = 1.00; + const float Technicolor2_Brightness = 1.00; const float Technicolor2_Strength = 1.00; const float Technicolor2_Saturation = 1.00; #define cmatrix 0 @@ -1454,17 +1454,17 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 1 + #define CurvesPss 1 const float Contrast = 0.74; - #define Filmicpass 0 + #define Filmicpass 0 const float Filmic_Contrast = 1.0; - const float Filmic_Bleach = 0.0; + const float Filmic_Bleach = 0.0; const float Saturation = -0.15; - const float Filmic_Strength = 0.85; - const float Fade = 0.4; - const float Linearization = 0.5; - const float BaseCurve = 1.5; - const float BaseGamma = 1.00; + const float Filmic_Strength = 0.85; + const float Fade = 0.4; + const float Linearization = 0.5; + const float BaseCurve = 1.5; + const float BaseGamma = 1.00; const float EffectGamma = 0.68; #define dpxpass 0 vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); @@ -1489,7 +1489,7 @@ float DPX_Strength = 0.20; #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else - #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) + #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif @@ -1507,7 +1507,7 @@ layout(set = 1, binding = 2) uniform ufBlock #endif // textures -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // Bloom +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // Bloom TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; // HDR LumaShapening // pixel shader inputs @@ -1645,7 +1645,7 @@ vec3 CurvesPass(vec3 inputColor) { vec3 colorInput = inputColor; float Contrast_blend = Contrast * 1.5; vec3 x = colorInput.rgb; - x = x - 0.5; + x = x - 0.5; x = ( x / (0.5 + abs(x)) ) + 0.5; vec3 color = x; colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); @@ -1744,7 +1744,7 @@ vec3 Contrasty(vec3 fColour) { return fColour; } -//Levels +//Levels vec3 LevelsPass(vec3 inputColor) { float black_point_float = BlackPoint / 255.0; @@ -1933,7 +1933,7 @@ vec3 VibrancePass(vec3 color) { #define px (1.0/1280.0*uf_fragCoordScale.x) #define py (1.0/720.0*uf_fragCoordScale.y) -#define CoefLuma vec3(0.2126, 0.7152, 0.0722) +#define CoefLuma vec3(0.2126, 0.7152, 0.0722) float lumasharping(sampler2D tex, vec2 pos) { vec4 colorInput = texture(tex, pos); @@ -2014,11 +2014,11 @@ void main() //HDR and LumaShapening #if (HDRpassing == 1) passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz; -#endif +#endif #if (HDRpassing == 0) passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz; #endif -#if (lumapassing == 1) +#if (lumapassing == 1) float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); passPixelColor0.xyz += vec3(smask); #endif @@ -2035,7 +2035,7 @@ void main() color = BotWToneMap(color); #elif (Tone_map == 1) color = ReshadeToneMap(color); -#elif (Tone_map == 2) +#elif (Tone_map == 2) color = linearToneMapping(color); #elif (Tone_map == 3) color = simpleReinhardToneMapping(color); @@ -2053,8 +2053,8 @@ void main() color = ACESFilm(color); #endif - // Levels Control if we tone map to 16-235 , 0 - 255 or usr defined range. -#if (blacknwhitepass == 1) + // Levels Control if we tone map to 16-235 , 0 - 255 or usr defined range. +#if (blacknwhitepass == 1) color = LevelsPass(color); #endif @@ -2080,10 +2080,10 @@ void main() #if (dpxpass == 1) color = DPXPass(color); #endif -#if (Filmicpass == 1) +#if (Filmicpass == 1) color = FilmPass(color); #endif -#if (lggpass == 1) +#if (lggpass == 1) color = LiftGammaGainPass(color); #endif #if (CurvesPss == 1) @@ -2110,7 +2110,7 @@ void main() #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Enhancements/8ff2cf86e789335f_00000003c9249749_ps.txt b/src/BreathOfTheWild/Enhancements/8ff2cf86e789335f_00000003c9249749_ps.txt index ebfe059f0..c8edbb603 100644 --- a/src/BreathOfTheWild/Enhancements/8ff2cf86e789335f_00000003c9249749_ps.txt +++ b/src/BreathOfTheWild/Enhancements/8ff2cf86e789335f_00000003c9249749_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 8ff2cf86e789335f @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif @@ -57,7 +57,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -70,7 +70,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -83,7 +83,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/Enhancements/cb0e6e8cbec4502a_0000000000000079_ps.txt b/src/BreathOfTheWild/Enhancements/cb0e6e8cbec4502a_0000000000000079_ps.txt index 836356eed..4916fe753 100644 --- a/src/BreathOfTheWild/Enhancements/cb0e6e8cbec4502a_0000000000000079_ps.txt +++ b/src/BreathOfTheWild/Enhancements/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -19,7 +19,7 @@ // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. -// shader cb0e6e8cbec4502a +// shader cb0e6e8cbec4502a // Used for: 1 pass Battle, Camera and Scope Depth of Field Blur TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; diff --git a/src/BreathOfTheWild/Enhancements/rules.txt b/src/BreathOfTheWild/Enhancements/rules.txt index 373e133ae..5fc06f460 100644 --- a/src/BreathOfTheWild/Enhancements/rules.txt +++ b/src/BreathOfTheWild/Enhancements/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Enhancements path = "The Legend of Zelda: Breath of the Wild/Enhancements" description = Allows you to change post-processing effects and texture detail to enhance the picture.||Made by Kiri, Jamie, M&&M, Pig, Skyth, and clarity preset creators. -version = 6 +#Credits: Kiri, Jamie, M&&M, Pig, Skyth +version = 7 [Default] $preset:int = 10 @@ -14,6 +15,7 @@ $sampleCount:int = 4 $advancedLOD = 0 $lodBias = 0 $anisotropy = 1 +$BloomStatus = 1 # Clarity Preset @@ -212,6 +214,33 @@ name = Extreme (16x) category = Anisotropic Filtering $anisotropy = 16 +# Bloom Intensity + +[Preset] +name = 0% +category = Bloom Intensity +$BloomStatus = 0 + +[Preset] +name = 50% +category = Bloom Intensity +$BloomStatus = 0.5 + +[Preset] +name = 100% (Default) +category = Bloom Intensity +default = 1 + +[Preset] +name = 150% +category = Bloom Intensity +$BloomStatus = 1.5 + +[Preset] +name = 200% +category = Bloom Intensity +$BloomStatus = 2.0 + [TextureRedefine] tileModesExcluded = 0x001 # ignore cpu processed textures (ex. videos) diff --git a/src/BreathOfTheWild/Graphics/01ba1a725afa0b96_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/01ba1a725afa0b96_0000000000000000_vs.txt index 2784469b4..e52379db9 100644 --- a/src/BreathOfTheWild/Graphics/01ba1a725afa0b96_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/01ba1a725afa0b96_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -18,7 +18,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/01bef64ec0cccd53_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/01bef64ec0cccd53_0000000000000000_vs.txt index b5c9765b1..df22670fc 100644 --- a/src/BreathOfTheWild/Graphics/01bef64ec0cccd53_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/01bef64ec0cccd53_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/0b9b8f5dfa16ad58_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/0b9b8f5dfa16ad58_0000000000000000_vs.txt index 7ff090c47..66292bb38 100644 --- a/src/BreathOfTheWild/Graphics/0b9b8f5dfa16ad58_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/0b9b8f5dfa16ad58_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/0bcd653c18367d59_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/0bcd653c18367d59_0000000000000000_vs.txt index e3480698a..57c9036ba 100644 --- a/src/BreathOfTheWild/Graphics/0bcd653c18367d59_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/0bcd653c18367d59_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/0d6127fbed646d2b_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/0d6127fbed646d2b_0000000000000000_vs.txt index a6a0074e9..dcf137829 100644 --- a/src/BreathOfTheWild/Graphics/0d6127fbed646d2b_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/0d6127fbed646d2b_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/0f2b9ee517917425_00000000000003c9_ps.txt b/src/BreathOfTheWild/Graphics/0f2b9ee517917425_00000000000003c9_ps.txt index ce08a5092..bd3cc038f 100644 --- a/src/BreathOfTheWild/Graphics/0f2b9ee517917425_00000000000003c9_ps.txt +++ b/src/BreathOfTheWild/Graphics/0f2b9ee517917425_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -117,10 +117,10 @@ PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); // 2 PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); -// 3 +// 3 PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); -// 4 +// 4 R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); // 5 predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); @@ -203,7 +203,7 @@ PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)) // 10 --- Point of Interest R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ---------------------------------------------------------------------- R127i.x = clampFI32(R127i.x); // Divide looks good same as above line---------------------------------------------------------------------------------------------------- -PV0i.x = R127i.x; +PV0i.x = R127i.x; R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); // Default implmentation division took place here R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); PV0i.z = R127i.z; @@ -1042,4 +1042,4 @@ void main() passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin); } -#endif \ No newline at end of file +#endif diff --git a/src/BreathOfTheWild/Graphics/141f484aff9b9f5a_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/141f484aff9b9f5a_0000000000000000_vs.txt index 51330e7d3..464a68c3b 100644 --- a/src/BreathOfTheWild/Graphics/141f484aff9b9f5a_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/141f484aff9b9f5a_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/15afdae4307b9a3d_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/15afdae4307b9a3d_0000000000000000_vs.txt index 2d3032d02..2f7de3edb 100644 --- a/src/BreathOfTheWild/Graphics/15afdae4307b9a3d_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/15afdae4307b9a3d_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/1a14de8e58d5b30a_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/1a14de8e58d5b30a_0000000000000000_vs.txt index 936e95f87..4c0175810 100644 --- a/src/BreathOfTheWild/Graphics/1a14de8e58d5b30a_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/1a14de8e58d5b30a_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/22c410044398c7af_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/22c410044398c7af_0000000000000000_vs.txt index 6588850ed..05a004b24 100644 --- a/src/BreathOfTheWild/Graphics/22c410044398c7af_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/22c410044398c7af_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/2a2f55a2b2d64474_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/2a2f55a2b2d64474_0000000000000000_vs.txt index 68b0cecbe..0759c6529 100644 --- a/src/BreathOfTheWild/Graphics/2a2f55a2b2d64474_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/2a2f55a2b2d64474_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/381d034349896360_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/381d034349896360_0000000000000000_vs.txt index 46243c137..f0e971d60 100644 --- a/src/BreathOfTheWild/Graphics/381d034349896360_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/381d034349896360_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/44b73ce02e05c2e6_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/44b73ce02e05c2e6_0000000000000000_vs.txt index 5f699df31..9dbcc0233 100644 --- a/src/BreathOfTheWild/Graphics/44b73ce02e05c2e6_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/44b73ce02e05c2e6_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/4721609a424e9a1f_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/4721609a424e9a1f_0000000000000000_vs.txt index 70679d815..14a40e47f 100644 --- a/src/BreathOfTheWild/Graphics/4721609a424e9a1f_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/4721609a424e9a1f_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/5c1761d13feccdff_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/5c1761d13feccdff_0000000000000000_vs.txt index 376244358..3d8a7364b 100644 --- a/src/BreathOfTheWild/Graphics/5c1761d13feccdff_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/5c1761d13feccdff_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/5c975b0e3dac0562_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/5c975b0e3dac0562_0000000000000000_vs.txt index 46e3afef3..00c60aa80 100644 --- a/src/BreathOfTheWild/Graphics/5c975b0e3dac0562_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/5c975b0e3dac0562_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/75a85b0cbcab764b_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/75a85b0cbcab764b_0000000000000000_vs.txt index 8689b6e9a..e26abff79 100644 --- a/src/BreathOfTheWild/Graphics/75a85b0cbcab764b_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/75a85b0cbcab764b_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/771e24915acbb074_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/771e24915acbb074_0000000000000000_vs.txt index 8156781c4..533009aae 100644 --- a/src/BreathOfTheWild/Graphics/771e24915acbb074_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/771e24915acbb074_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/7cd338ce4c6ea935_0000000000000079_ps.txt b/src/BreathOfTheWild/Graphics/7cd338ce4c6ea935_0000000000000079_ps.txt index 4b6381cd0..6c9230e5a 100644 --- a/src/BreathOfTheWild/Graphics/7cd338ce4c6ea935_0000000000000079_ps.txt +++ b/src/BreathOfTheWild/Graphics/7cd338ce4c6ea935_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 7cd338ce4c6ea935 @@ -15,7 +15,7 @@ float reverseAspectRatio = float(($width/$height)/($gameWidth/$gameHeight)); #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Graphics/81eb264a750163d9_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/81eb264a750163d9_0000000000000000_vs.txt index b3bf62d9a..5635b2e6b 100644 --- a/src/BreathOfTheWild/Graphics/81eb264a750163d9_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/81eb264a750163d9_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/88133ee405eaae28_000003c000009269_ps.txt b/src/BreathOfTheWild/Graphics/88133ee405eaae28_000003c000009269_ps.txt index b14cdd21e..7d740dd8a 100644 --- a/src/BreathOfTheWild/Graphics/88133ee405eaae28_000003c000009269_ps.txt +++ b/src/BreathOfTheWild/Graphics/88133ee405eaae28_000003c000009269_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/8cab2ed476b991ea_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/8cab2ed476b991ea_0000000000000000_vs.txt index 8df4cfb18..d35fecdb9 100644 --- a/src/BreathOfTheWild/Graphics/8cab2ed476b991ea_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/8cab2ed476b991ea_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/93f16bf1d083933b_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/93f16bf1d083933b_0000000000000000_vs.txt index 2210e49da..c2d172cc9 100644 --- a/src/BreathOfTheWild/Graphics/93f16bf1d083933b_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/93f16bf1d083933b_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt b/src/BreathOfTheWild/Graphics/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt index 112cfc0cd..8f2132f0e 100644 --- a/src/BreathOfTheWild/Graphics/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt +++ b/src/BreathOfTheWild/Graphics/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/src/BreathOfTheWild/Graphics/a5b3a5e5ab2938bc_0000000000001e49_ps.txt index 9396ac46c..8e6e9b468 100644 --- a/src/BreathOfTheWild/Graphics/a5b3a5e5ab2938bc_0000000000001e49_ps.txt +++ b/src/BreathOfTheWild/Graphics/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/b4a729584b6188ea_0000000000001e49_ps.txt b/src/BreathOfTheWild/Graphics/b4a729584b6188ea_0000000000001e49_ps.txt index ac3967ed8..cd67ee7b4 100644 --- a/src/BreathOfTheWild/Graphics/b4a729584b6188ea_0000000000001e49_ps.txt +++ b/src/BreathOfTheWild/Graphics/b4a729584b6188ea_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/bb50d2ee4fa87bc2_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/bb50d2ee4fa87bc2_0000000000000000_vs.txt index 46c31d031..cc3a3e856 100644 --- a/src/BreathOfTheWild/Graphics/bb50d2ee4fa87bc2_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/bb50d2ee4fa87bc2_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/c92c1c4c0a2fb839_0000000000001e49_ps.txt b/src/BreathOfTheWild/Graphics/c92c1c4c0a2fb839_0000000000001e49_ps.txt index 370dda64e..b84d01f7d 100644 --- a/src/BreathOfTheWild/Graphics/c92c1c4c0a2fb839_0000000000001e49_ps.txt +++ b/src/BreathOfTheWild/Graphics/c92c1c4c0a2fb839_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/c9f2fd37115b0ee1_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/c9f2fd37115b0ee1_0000000000000000_vs.txt index 2bf0f513c..5bd90e61d 100644 --- a/src/BreathOfTheWild/Graphics/c9f2fd37115b0ee1_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/c9f2fd37115b0ee1_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/cb0e6e8cbec4502a_0000000000000079_ps.txt b/src/BreathOfTheWild/Graphics/cb0e6e8cbec4502a_0000000000000079_ps.txt index 50b528f5f..54d629b19 100644 --- a/src/BreathOfTheWild/Graphics/cb0e6e8cbec4502a_0000000000000079_ps.txt +++ b/src/BreathOfTheWild/Graphics/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -19,7 +19,7 @@ // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. -// shader cb0e6e8cbec4502a +// shader cb0e6e8cbec4502a // Used for: 1 pass Battle, Camera and Scope Depth of Field Blur TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; @@ -50,4 +50,4 @@ void main() { } } passPixelColor0 = vec4( result / count, 0.0 ); -} \ No newline at end of file +} diff --git a/src/BreathOfTheWild/Graphics/d1cf6920c3d5b194_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/d1cf6920c3d5b194_0000000000000000_vs.txt index 54f968fa0..96fc59568 100644 --- a/src/BreathOfTheWild/Graphics/d1cf6920c3d5b194_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/d1cf6920c3d5b194_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/e06e20b2efe87a84_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/e06e20b2efe87a84_0000000000000000_vs.txt index 0fb219028..0b108577d 100644 --- a/src/BreathOfTheWild/Graphics/e06e20b2efe87a84_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/e06e20b2efe87a84_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/ea9a49a6185cf1e5_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/ea9a49a6185cf1e5_0000000000000000_vs.txt index 15df4da69..01d412d2f 100644 --- a/src/BreathOfTheWild/Graphics/ea9a49a6185cf1e5_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/ea9a49a6185cf1e5_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/src/BreathOfTheWild/Graphics/f14bb57cd5c9cb77_00000000000003c9_ps.txt index 8a37b7074..850e944e1 100644 --- a/src/BreathOfTheWild/Graphics/f14bb57cd5c9cb77_00000000000003c9_ps.txt +++ b/src/BreathOfTheWild/Graphics/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -100,7 +100,7 @@ if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 -PV0f.x = R1f.w + -(R1f.x); +PV0f.x = R1f.w + -(R1f.x); PV0f.y = R1f.z + -(R1f.y); PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x)); R127f.w = min(R1f.z, R1f.x); @@ -238,7 +238,7 @@ passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // Might want to lower the settings for both, // fxaaConsoleEdgeThresholdMin // fxaaQualityEdgeThresholdMin - // In order to insure AA does not get turned off on colors + // In order to insure AA does not get turned off on colors // which contain a minor amount of green. // // 1 = On. @@ -323,14 +323,14 @@ NOTE the other tuning knobs are now in the shader function inputs! // // Choose the quality preset. // This needs to be compiled into the shader as it effects code. - // Best option to include multiple presets is to + // Best option to include multiple presets is to // in each shader define the preset, then include this file. - // + // // OPTIONS // ----------------------------------------------------------------------- // 10 to 15 - default medium dither (10=fastest, 15=highest quality) // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) - // 39 - no dither, very expensive + // 39 - no dither, very expensive // // NOTES // ----------------------------------------------------------------------- @@ -339,7 +339,7 @@ NOTE the other tuning knobs are now in the shader function inputs! // 23 = closest to FXAA 3.9 visually and performance wise // _ = the lowest digit is directly related to performance // _ = the highest digit is directly related to style - // + // #define FXAA_QUALITY_PRESET 12 #endif @@ -660,7 +660,7 @@ FxaaFloat4 FxaaPixelShader( // 0.333 - too little (faster) // 0.250 - low quality // 0.166 - default - // 0.125 - high quality + // 0.125 - high quality // 0.063 - overkill (slower) FxaaFloat fxaaQualityEdgeThreshold, // @@ -1044,7 +1044,7 @@ FxaaFloat4 FxaaPixelShader( //---------------------------------------------------------------------------------- // File: es3-kepler\FXAA\assets\shaders/FXAA_Default.frag -// SDK Version: v3.00 +// SDK Version: v3.00 // Email: gameworks@nvidia.com // Site: http://developer.nvidia.com/ // @@ -1093,4 +1093,4 @@ void main() passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin); } -#endif \ No newline at end of file +#endif diff --git a/src/BreathOfTheWild/Graphics/f69e84515ae56e70_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/f69e84515ae56e70_0000000000000000_vs.txt index 6925a2ebc..d659e7435 100644 --- a/src/BreathOfTheWild/Graphics/f69e84515ae56e70_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/f69e84515ae56e70_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/fc3e63a2007625f8_0000000000000000_vs.txt b/src/BreathOfTheWild/Graphics/fc3e63a2007625f8_0000000000000000_vs.txt index c6193f168..165c553e5 100644 --- a/src/BreathOfTheWild/Graphics/fc3e63a2007625f8_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Graphics/fc3e63a2007625f8_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -129,4 +129,4 @@ R1f.w = PV1f.y; SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -} \ No newline at end of file +} diff --git a/src/BreathOfTheWild/Graphics/ffe0e8c84f6e8da9_000003c000009269_ps.txt b/src/BreathOfTheWild/Graphics/ffe0e8c84f6e8da9_000003c000009269_ps.txt index 74bddc2f1..6ee9f8cb0 100644 --- a/src/BreathOfTheWild/Graphics/ffe0e8c84f6e8da9_000003c000009269_ps.txt +++ b/src/BreathOfTheWild/Graphics/ffe0e8c84f6e8da9_000003c000009269_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Graphics/patch_AspectRatio.asm b/src/BreathOfTheWild/Graphics/patch_AspectRatio.asm index a0901e43b..f1900b17a 100644 --- a/src/BreathOfTheWild/Graphics/patch_AspectRatio.asm +++ b/src/BreathOfTheWild/Graphics/patch_AspectRatio.asm @@ -1,6 +1,5 @@ [BotW_AspectRatio_Shared] moduleMatches = 0xD91A406D,0x0F748D9C,0x9A61FF4C,0x8E3324A9,0xD71D859D,0x6FD41A61,0x9A2CA0C7,0x29DBB52A,0xFD091F9F,0xD472D8A5,0x6267BFD0 - .origin = codecave aspectRatio: @@ -12,169 +11,136 @@ grassCulling: ; The grass is calculated in a weird way, but this fix seems to wo [BotW_AspectRatio_V208] moduleMatches = 0x6267BFD0 - ; rodata constants 0x101BF8E8 = .float ($width/$height) 0x1030A57C = .float ($width/$height) 0x1036DD4C = .float ($width/$height) - ; 3D Rendering In Inventory (calculated every load) 0x02E2C564 = lis r9, aspectRatio@ha 0x02E2C578 = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x0386D01C = lis r28, aspectRatio@ha 0x0386D020 = lfs f12, aspectRatio@l(r28) - ; Grass Culling (calculated every frame) 0x035b0a30 = lis r5, grassCulling@ha 0x035b0a38 = lfs f11, grassCulling@l(r5) - ; 2nd Type Of Grass Culling (calculated every frame) ; Still kinda unsure how this should be calculated but it works 0x1047BFB8 = .float (($ultrawideHUDMode != 0)*(120*0.5) + (($ultrawideHUDMode == 0)*(120))) - [BotW_AspectRatio_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 - ; rodata constants 0x101BF878 = .float $width/$height 0x1030A3F4 = .float $width/$height 0x1036DBDC = .float $width/$height - ; 3D Rendering In Inventory (calculated every load) 0x02E2BFC8 = lis r9, aspectRatio@ha 0x02E2BFDC = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x0386C314 = lis r28, aspectRatio@ha 0x0386C318 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V160] moduleMatches = 0x9A2CA0C7 - ; rodata constants 0x101A8A70 = .float $width/$height 0x102ECF88 = .float $width/$height 0x1034F684 = .float $width/$height - ; 3D Rendering In Inventory (calculated every load) 0x02D53CF4 = lis r9, aspectRatio@ha 0x02D53D08 = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x0375AFF4 = lis r28, aspectRatio@ha 0x0375AFF8 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V144] moduleMatches = 0x9A2CA0C7 - ; rodata constants 0x101A8A70 = .float $width/$height 0x102ECFD0 = .float $width/$height 0x1034F6CC = .float $width/$height - ; 3D Rendering In Inventory (calculated every load) 0x02D53CF4 = lis r9, aspectRatio@ha 0x02D53D08 = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x0375B128 = lis r28, aspectRatio@ha 0x0375B12C = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V112] moduleMatches = 0x6FD41A61 - ; rodata constants 0x1019F9A8 = .float $width/$height 0x102DFB38 = .float $width/$height 0x103414D4 = .float $width/$height - ; 3D Rendering In Inventory (calculated every load) 0x02D2F404 = lis r9, aspectRatio@ha 0x02D2F418 = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x03726E18 = lis r28, aspectRatio@ha 0x03726E1C = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V97] moduleMatches = 0xD71D859D - ; rodata constants 0x1019F980 = .float $width/$height 0x102DF8A0 = .float $width/$height 0x1034122C = .float $width/$height - ; 3D Rendering In Inventory (calculated every load) 0x02D2E65C = lis r9, aspectRatio@ha 0x02D2E670 = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x03725CE8 = lis r28, aspectRatio@ha 0x03725CEC = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V80] moduleMatches = 0x8E3324A9 - ; rodata constants 0x1019A5A8 = .float $width/$height 0x102D4E30 = .float $width/$height 0x103391B4 = .float $width/$height - ; 3D Rendering In Inventory (calculated every load) 0x02D056C8 = lis r9, aspectRatio@ha 0x02D056DC = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x036D0324 = lis r28, aspectRatio@ha 0x036D0328 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V64] moduleMatches = 0x9A61FF4C - ; rodata constants 0x10198250 = .float $width/$height 0x102CD450 = .float $width/$height 0x1033182C = .float $width/$height - ; 3D Rendering In Inventory (calculated every load) 0x02CFD900 = lis r9, aspectRatio@ha 0x02CFD914 = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x036AEF04 = lis r28, aspectRatio@ha 0x036AEF08 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V48] moduleMatches = 0x0F748D9C - ; rodata constants 0x10197FC0 = .float $width/$height 0x102CCFC8 = .float $width/$height 0x103313A4 = .float $width/$height - ; 3D Rendering In Inventory (calculated every load) 0x02CFC2CC = lis r9, aspectRatio@ha 0x02CFC2E0 = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x036AD81C = lis r28, aspectRatio@ha 0x036AD820 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V33] moduleMatches = 0xD91A406D - ; rodata constants 0x10197FC0 = .float $width/$height 0x102CCFC0 = .float $width/$height 0x10331374 = .float $width/$height - ; 3D Rendering In Inventory (calculated every load) 0x02CFC260 = lis r9, aspectRatio@ha 0x02CFC274 = lfs f4, aspectRatio@l(r9) - ; 3D Rendering (calculated every frame) 0x036AD410 = lis r28, aspectRatio@ha -0x036AD414 = lfs f12, aspectRatio@l(r28) \ No newline at end of file +0x036AD414 = lfs f12, aspectRatio@l(r28) diff --git a/src/BreathOfTheWild/Graphics/patch_GUIAspectRatio.asm b/src/BreathOfTheWild/Graphics/patch_GUIAspectRatio.asm index 7da4e3340..8bf02cb3b 100644 --- a/src/BreathOfTheWild/Graphics/patch_GUIAspectRatio.asm +++ b/src/BreathOfTheWild/Graphics/patch_GUIAspectRatio.asm @@ -1,6 +1,5 @@ [BotW_GUIAspectRatio_V208] moduleMatches = 0x6267BFD0 - .origin = codecave const_AspectRatio: @@ -2313,7 +2312,7 @@ b exitScale scalePaneToLeftSideIf: li r10, $ultrawideHUDMode cmpwi r10, 1 -beq scalePaneToLeftSide +beq scalePaneToLeftSide bne scalePaneNormal movePaneToLeftSide: @@ -2445,7 +2444,7 @@ const_1: scalePaneAndKeepPosIf: li r10, $ultrawideHUDMode cmpwi r10, 1 -beq scalePaneAndKeepPos +beq scalePaneAndKeepPos bne scalePaneAndPos scalePaneAndKeepPos: @@ -2485,7 +2484,7 @@ b exitScale scalePaneAndKeepCustomPosIf: li r10, $ultrawideHUDMode cmpwi r10, 1 -beq scalePaneAndKeepCustomPos +beq scalePaneAndKeepCustomPos bne scalePaneAndCustomPos scalePaneAndKeepCustomPos: @@ -2546,7 +2545,7 @@ b exitScale # fadds f0, f9, f0 ; [XPositionOfPane] + ((1280/2 - [XPositionOfPane]) * (1-[AspectRatio]))) # fsubs f0, f0, f12 -; Explanation: The current position is 3x as big as it should be (let's take 3x at 48:9), so to correct that you scale it back by +; Explanation: The current position is 3x as big as it should be (let's take 3x at 48:9), so to correct that you scale it back by ; XPositionOfPane*(1-AspectRatio) scalePaneAndCustomPos: lis r10, const_AspectRatio@ha @@ -2882,7 +2881,7 @@ mr r11, r5 startLoop: lbz r9, 0(r11) lbz r12, 0(r10) - + cmpwi r9, 0 bne checkForMatch cmpwi r12, 0 @@ -2890,15 +2889,15 @@ bne checkForMatch li r10, 1 cmpwi r10, 1 blr - + checkForMatch: cmpw r9, r12 bne noMatch addi r11, r11, 1 addi r10, r10, 1 b startLoop - + noMatch: li r10, 0 cmpwi r10, 1 -blr \ No newline at end of file +blr diff --git a/src/BreathOfTheWild/Graphics/patch_GUIScreens.asm b/src/BreathOfTheWild/Graphics/patch_GUIScreens.asm index 2b4c66327..bfc3c03ce 100644 --- a/src/BreathOfTheWild/Graphics/patch_GUIScreens.asm +++ b/src/BreathOfTheWild/Graphics/patch_GUIScreens.asm @@ -1,6 +1,5 @@ [BotW_GUIScreenNames_V208] moduleMatches = 0x6267BFD0 - .origin = codecave ; Commonly shared panes diff --git a/src/BreathOfTheWild/Graphics/rules.txt b/src/BreathOfTheWild/Graphics/rules.txt index e21cfc576..cad23ca37 100644 --- a/src/BreathOfTheWild/Graphics/rules.txt +++ b/src/BreathOfTheWild/Graphics/rules.txt @@ -2,7 +2,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Graphics path = "The Legend of Zelda: Breath of the Wild/Graphics" -description = Allows you to change the game resolution, shadow resolution and anti-aliasing.||Made by Kiri, Skalfate, rajkosto and NAVras. +description = Allows you to change the game resolution, shadow resolution and anti-aliasing.|Made by Kiri, Skalfate, rajkosto, and NAVras. +#Credits: Kiri, Skalfate, rajkosto, NAVras version = 7 [Default] diff --git a/src/BreathOfTheWild/Mods/CameraSensitivity/patch_CameraSensitivity.asm b/src/BreathOfTheWild/Mods/CameraSensitivity/patch_CameraSensitivity.asm index 53a752657..8cd98a394 100644 --- a/src/BreathOfTheWild/Mods/CameraSensitivity/patch_CameraSensitivity.asm +++ b/src/BreathOfTheWild/Mods/CameraSensitivity/patch_CameraSensitivity.asm @@ -1,6 +1,5 @@ [BotW_CameraSensitivity_V208] moduleMatches = 0x6267BFD0 - .origin = codecave ; Variables diff --git a/src/BreathOfTheWild/Mods/CameraSensitivity/rules.txt b/src/BreathOfTheWild/Mods/CameraSensitivity/rules.txt index 40499683f..c02beca6d 100644 --- a/src/BreathOfTheWild/Mods/CameraSensitivity/rules.txt +++ b/src/BreathOfTheWild/Mods/CameraSensitivity/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Camera Sensitivity path = "The Legend of Zelda: Breath of the Wild/Mods/Camera Sensitivity" description = Changes the sensitivity of the camera.|On top of the normal sensitivity you can apply additional sensitivity while moving.||With higher sensitivities, vertical sensitivity may feel too high - use last option to fix.||Made by FakeMichau and theboy181. -version = 6 +#Credits: FakeMichau, theyboy181 +version = 7 [Default] $sensitivity = 1.00 diff --git a/src/BreathOfTheWild/Mods/CelShading/1c7db40ff5d693ab_001ffffe4924b249_ps.txt b/src/BreathOfTheWild/Mods/CelShading/1c7db40ff5d693ab_001ffffe4924b249_ps.txt index 41cab50b9..f90dfb50b 100644 --- a/src/BreathOfTheWild/Mods/CelShading/1c7db40ff5d693ab_001ffffe4924b249_ps.txt +++ b/src/BreathOfTheWild/Mods/CelShading/1c7db40ff5d693ab_001ffffe4924b249_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 1c7db40ff5d693ab @@ -12,7 +12,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif @@ -81,7 +81,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -94,7 +94,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -107,7 +107,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; @@ -314,7 +314,7 @@ PV0i.w = R123i.w; tempResultf = log2(intBitsToFloat(R3i.y)); -#else +#else tempResultf = max(0.0, intBitsToFloat(R3i.y)); tempResultf = log2(tempResultf); @@ -389,7 +389,7 @@ PV1i.w = tempi.x; tempResultf = log2(intBitsToFloat(PV0i.x)); -#else +#else tempResultf = max(0.0, intBitsToFloat(PV0i.x)); tempResultf = log2(tempResultf); @@ -911,7 +911,7 @@ PS0i = R0i.x; // skin colors // R0i saturated shadows -- cel shaded // R1i very neutral -- NO CEL SHADING WINNER -// R2i dark blue shadows -- cel shaded +// R2i dark blue shadows -- cel shaded // R3i dark warm skin tone -- cel shaded // R4i green overtone R5i dark shadows R6i darkens -- no cel // R7i blueish shadow -- cel shaded @@ -958,7 +958,7 @@ PS0i = R0i.x; // glows // R8i masive light blue glow... when multiplied by x only provides a green ovetone // R9i dark blue glow -// R7i pinkish on shadows on bright side greenish on dark side. Kinda like R17i with irs red green +// R7i pinkish on shadows on bright side greenish on dark side. Kinda like R17i with irs red green // skin tones // R10i intense red all skin @@ -990,7 +990,7 @@ PS0i = R0i.x; // skin colors // R0i saturated shadows -- cel shaded // R1i very neutral -- NO CEL SHADING WINNER -// R2i dark blue shadows -- cel shaded +// R2i dark blue shadows -- cel shaded // R3i dark warm skin tone -- cel shaded // R4i green overtone R5i blue overtones R6i yellow overtones -- no cel // R7i add yellow to shadow and blue to light -- cel shaded? Shadow map @@ -1015,7 +1015,7 @@ PS0i = R0i.x; // R125i dark purple -- no cel // R126i dark has green night tones -- no cel // R127i dark red -- no cel - + // *************************************************************** // *************************************************************** // *************************************************************** @@ -1139,33 +1139,33 @@ if(smode == 1) // run custom code { // -- 1. one way to do it //R0i.yzw = ivec3(R3i.y,R3i.z,R3i.w); - + // -- 2. another way to do it , green and blue channels // R1i=bright normal, R3i=normal, R15i=dark normal, R4i=red, R5i=blue look, R6i=green look, R7i=nocelshade R17i=nocelshade, R8i=glow, R9i= Solid blue, R11i=lightblue look, R13i=normal look with yellow outline shadows, R14i=lightgreen look //R0i.yzw = R3i.yzw; // best choice R3i,R7i,R15i - + // -- 3. another way to do it - but mixing color channels // R1i=bright normal, R3i=normal, R15i=normal with minor flickers, R11i=dark normal, R4i=blue, R6i=lightblue, R7i=no-celshade(looks good), R8i=blueglow, R10=BrightGreen, R12i=Green, R14i=blue, R17i=blue shadow highlights //R0i.yzw = R15i.xyz; // best choice R7i.xyz and R15i.xyz - + // -- 4. another way to do it, seems best because uses all three color channels, has clay effect indoors // R1i=bright normal, R3i=normal, R15i=normal, R11i=blue normal // R4i=Green, R5i=Blue, R6i=Green, R7i=no-celshade(Orangish), R8i=blueglow, R9i=Solidblue, R10=Red, // R13i=normal look with yellow outline shadows, R14i=Green, R16=weapon bloom, R17i=no-cel green shadow highlights // R122i=red, //R0i.xyz = R3i.xyz; // Best Choice R7i, R15i, R1i, R3i - + // -- 1. another way to do it //R0i.yzw = ivec3(floatBitsToInt(1.4 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0)); // controls the color and brightness of the backside shadows on all npcs // -- 2. another way to do it - //R0i.xyzw = ivec4(floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0)); - - + //R0i.xyzw = ivec4(floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0)); + + // -- 1. Best Mode R3i.xyz + R7i.y R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R7i.y) * shadowsbrightness); R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R7i.y) * shadowsbrightness); R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R7i.y) * shadowsbrightness); - + PS0i = R0i.x; } else if (smode == 2) diff --git a/src/BreathOfTheWild/Mods/CelShading/2f7ecb9f0022d8ca_0000000000000001_ps.txt b/src/BreathOfTheWild/Mods/CelShading/2f7ecb9f0022d8ca_0000000000000001_ps.txt index 2f092638e..e7673adce 100644 --- a/src/BreathOfTheWild/Mods/CelShading/2f7ecb9f0022d8ca_0000000000000001_ps.txt +++ b/src/BreathOfTheWild/Mods/CelShading/2f7ecb9f0022d8ca_0000000000000001_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/CelShading/314b77345f06369b_0000000000000000_vs.txt b/src/BreathOfTheWild/Mods/CelShading/314b77345f06369b_0000000000000000_vs.txt index a89129db5..73424e551 100644 --- a/src/BreathOfTheWild/Mods/CelShading/314b77345f06369b_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Mods/CelShading/314b77345f06369b_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/CelShading/314b77349f0636db_0000000000000000_vs.txt b/src/BreathOfTheWild/Mods/CelShading/314b77349f0636db_0000000000000000_vs.txt index f63c27049..fec16b8d0 100644 --- a/src/BreathOfTheWild/Mods/CelShading/314b77349f0636db_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Mods/CelShading/314b77349f0636db_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/CelShading/314b7734df06371b_0000000000000000_vs.txt b/src/BreathOfTheWild/Mods/CelShading/314b7734df06371b_0000000000000000_vs.txt index 2c0c563b4..21ae45fac 100644 --- a/src/BreathOfTheWild/Mods/CelShading/314b7734df06371b_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Mods/CelShading/314b7734df06371b_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/CelShading/8d24f32f18e6de47_0000000079249749_ps.txt b/src/BreathOfTheWild/Mods/CelShading/8d24f32f18e6de47_0000000079249749_ps.txt index df9681787..9f6f77518 100644 --- a/src/BreathOfTheWild/Mods/CelShading/8d24f32f18e6de47_0000000079249749_ps.txt +++ b/src/BreathOfTheWild/Mods/CelShading/8d24f32f18e6de47_0000000079249749_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -61,7 +61,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -74,7 +74,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -87,7 +87,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; @@ -336,7 +336,7 @@ R125i.x = floatBitsToInt(max(-(intBitsToFloat(R127i.y)), 0.0)); R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.w)) + intBitsToFloat(R0i.y))); // rlli.z and uf_remapedPS3 both alter shinyness R3i.z = floatBitsToInt(intBitsToFloat(R11i.z) + intBitsToFloat(uf_remappedPS[3].z)); -// edit here +// edit here // kinda tone maping on character ? (R8i.w)*.05 // low numbers = darker darks and brighter brights R127i.w = floatBitsToInt(intBitsToFloat(R8i.w) * intBitsToFloat(0x437f0000)); @@ -405,7 +405,7 @@ R2i.y = PV0i.z; R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), intBitsToFloat(uf_remappedPS[7].w))); // edit here for Plastic look //(R3i.w)*.01 -// R3i.w how plastic a surface can look. Seems to change how much the bump mapping affects the surface .01 pure plastic - 65 nearly only the light grey cloud-ish texutre over top characters. +// R3i.w how plastic a surface can look. Seems to change how much the bump mapping affects the surface .01 pure plastic - 65 nearly only the light grey cloud-ish texutre over top characters. // Combine pure plastic with low specular further down in the file to make a more matte look R127i.w = floatBitsToInt(intBitsToFloat(R3i.w) * clarity + intBitsToFloat(0x3c23d70a)); R127i.w = clampFI32(R127i.w); @@ -475,7 +475,7 @@ R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R12 R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0); // edit here Specular? // charactr specular highlight intBitsToFloat(R127i.z)*3 -// higher number = less highlight less than 1 = more highlight. +// higher number = less highlight less than 1 = more highlight. // good combo with plastic to remove shiny 45 R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PS1i)) + -(intBitsToFloat(PS1i)))); PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); @@ -606,14 +606,14 @@ PV1i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV0i.z)), intBitsToFloat(R6 // r7i.z shadow brightness PV0i.x shadow highlight brightness R126i.x = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(PV0i.x)); PS1i = R126i.x; -// 2 more edge lights in shadow +// 2 more edge lights in shadow R127i.x = floatBitsToInt(-(intBitsToFloat(R11i.x)) + intBitsToFloat(PV1i.w)); PV0i.x = R127i.x; R126i.y = floatBitsToInt(-(intBitsToFloat(R11i.y)) + intBitsToFloat(PV1i.z)); PV0i.y = R126i.y; // R9i.z tonemapping? brightnss of sun on bright surfaces vs nearby dark. Ratio of Rlli.xy above vs r9i.z below. Values tested (R11i.x and y)*.5) (R9i.z)*.1 PV0i.z = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(PV1i.x)); -// brightness of sun +// brightness of sun R8i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.y))); // uf_remappedps[9].x carries specular highlight of sun on shiny surfaces diff --git a/src/BreathOfTheWild/Mods/CelShading/f4e1147ab34a1677_0000000000000000_vs.txt b/src/BreathOfTheWild/Mods/CelShading/f4e1147ab34a1677_0000000000000000_vs.txt index c0078225e..c9b5e5ca2 100644 --- a/src/BreathOfTheWild/Mods/CelShading/f4e1147ab34a1677_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Mods/CelShading/f4e1147ab34a1677_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/CelShading/rules.txt b/src/BreathOfTheWild/Mods/CelShading/rules.txt index 1d23637b0..0b5fdd458 100644 --- a/src/BreathOfTheWild/Mods/CelShading/rules.txt +++ b/src/BreathOfTheWild/Mods/CelShading/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Custom Cel Shading path = "The Legend of Zelda: Breath of the Wild/Mods/Custom Cel Shading" description = Changes the type of shading on Link and the world.|Inventory Menu Workaround will make Link invisible in the inventory.||Made by SkalFate, Altros and Pig. -version = 6 +#Credits: SkalFate, Altros, Pig +version = 7 [Default] $mode:int = 4 diff --git a/src/BreathOfTheWild/Mods/ControllerLayout/patch_XboxImageReplacement.asm b/src/BreathOfTheWild/Mods/ControllerLayout/patch_XboxImageReplacement.asm index 06cf057b9..237aeb7f4 100644 --- a/src/BreathOfTheWild/Mods/ControllerLayout/patch_XboxImageReplacement.asm +++ b/src/BreathOfTheWild/Mods/ControllerLayout/patch_XboxImageReplacement.asm @@ -1,6 +1,5 @@ [BotW_XboxImageReplacement_V208] moduleMatches = 0x6267BFD0 - .origin = codecave str_Nt_KeyTexA_00_d: @@ -20,7 +19,6 @@ loadLineCharacter: .int 10 .align 4 - ; compares the string from r4 and r5 ; r4 is untouched, so use that to do multiple comparisons ; other registers used: r0, r11, r3, r31 @@ -185,15 +183,15 @@ bne checkForMatch li r4, 1 cmpwi r4, 1 blr - + checkForMatch: cmpw r0, r3 bne noMatch addi r31, r31, 1 addi r4, r4, 1 b startLoop - + noMatch: li r4, 0 cmpwi r4, 1 -blr \ No newline at end of file +blr diff --git a/src/BreathOfTheWild/Mods/ControllerLayout/patch_XboxTextReplacement.asm b/src/BreathOfTheWild/Mods/ControllerLayout/patch_XboxTextReplacement.asm index 28ca07f1e..725f70d7e 100644 --- a/src/BreathOfTheWild/Mods/ControllerLayout/patch_XboxTextReplacement.asm +++ b/src/BreathOfTheWild/Mods/ControllerLayout/patch_XboxTextReplacement.asm @@ -1,6 +1,5 @@ [BotW_XboxTextReplacement_V208] moduleMatches = 0x6267BFD0 - .origin = codecave textReplacementFormat: @@ -258,4 +257,4 @@ mtlr r9 subf r31, r30, r3 blr -0x03C4BA40 = bla patchText \ No newline at end of file +0x03C4BA40 = bla patchText diff --git a/src/BreathOfTheWild/Mods/ControllerLayout/rules.txt b/src/BreathOfTheWild/Mods/ControllerLayout/rules.txt index c846521b7..cd5ec26b9 100644 --- a/src/BreathOfTheWild/Mods/ControllerLayout/rules.txt +++ b/src/BreathOfTheWild/Mods/ControllerLayout/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Xbox Controller Button Layout path = "The Legend of Zelda: Breath of the Wild/Mods/Xbox Controller Button Layout" description = Swaps the ABXY buttons from the Nintendo layout to the standard PC/Xbox layout.|You can find mods for PS4/PS5 controllers on GameBanana. -version = 6 +#Credits: +version = 7 [Default] -$enableDebugLogging:int = 0 \ No newline at end of file +$enableDebugLogging:int = 0 diff --git a/src/BreathOfTheWild/Mods/DayLength/patch_DayTime.asm b/src/BreathOfTheWild/Mods/DayLength/patch_DayTime.asm index 608c0ce0d..046200c59 100644 --- a/src/BreathOfTheWild/Mods/DayLength/patch_DayTime.asm +++ b/src/BreathOfTheWild/Mods/DayLength/patch_DayTime.asm @@ -1,16 +1,13 @@ [BotW_DayTime_V208] moduleMatches = 0x6267BFD0 - .origin = codecave - const_timeMultiplier: .float $timeMultiplier const_cloudMultiplier: .float $cloudMultiplier + (($cloudMultiplier == 0) * $timeMultiplier) - ; Normal Time Mode - Time multiplyTimeStep: lfs f7, 0xA4(r30) ; original instruction to load timestep @@ -42,7 +39,6 @@ blr 0x03660154 = bla multiplyOnlyTimeStep - ; Change mode to one of the forced ones when forced time is enabled calcForceTime: li r12, $timeCycleMode @@ -74,7 +70,6 @@ blr 0x0365FE0C = bla calcForceTime2 - clockUnits: li r0, $clockAdjust cmpwi r0, 0 @@ -85,5 +80,4 @@ blr 0x307C130 = bla clockUnits - 0x10301850 = .float $bloodMoonTime diff --git a/src/BreathOfTheWild/Mods/DayLength/rules.txt b/src/BreathOfTheWild/Mods/DayLength/rules.txt index f6ff4d45f..4f4fec304 100644 --- a/src/BreathOfTheWild/Mods/DayLength/rules.txt +++ b/src/BreathOfTheWild/Mods/DayLength/rules.txt @@ -2,8 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Day Time path = "The Legend of Zelda: Breath of the Wild/Mods/Day Time" -description = Allows you to set a fixed time or change the length of the day-night cycle.|This could alter blood moon frequency or other time-related mechanics.||Made by chrispurnell. -version = 6 +description = Allows you to set a fixed time or change the length of the day-night cycle.|This could alter blood moon frequency or other time-related mechanics.|Made by chrispurnell. +#Credits: chrispurnell +version = 7 [Default] $timeCycleMode:int = 0 @@ -339,4 +340,4 @@ $dayTimeEnum = 0x1F name = 23:00 category = Fixed Time Of Day condition = ($timeCycleMode == 0) -$dayTimeEnum = 0x20 \ No newline at end of file +$dayTimeEnum = 0x20 diff --git a/src/BreathOfTheWild/Mods/DivineLaserBeam/6fa2baef8a4ece42_0000000000000709_ps.txt b/src/BreathOfTheWild/Mods/DivineLaserBeam/6fa2baef8a4ece42_0000000000000709_ps.txt index 5f8f10e95..ef09cd61b 100644 --- a/src/BreathOfTheWild/Mods/DivineLaserBeam/6fa2baef8a4ece42_0000000000000709_ps.txt +++ b/src/BreathOfTheWild/Mods/DivineLaserBeam/6fa2baef8a4ece42_0000000000000709_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/DivineLaserBeam/de960d36a997b34d_0000000000000709_ps.txt b/src/BreathOfTheWild/Mods/DivineLaserBeam/de960d36a997b34d_0000000000000709_ps.txt index abb970201..e8b13c03e 100644 --- a/src/BreathOfTheWild/Mods/DivineLaserBeam/de960d36a997b34d_0000000000000709_ps.txt +++ b/src/BreathOfTheWild/Mods/DivineLaserBeam/de960d36a997b34d_0000000000000709_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/DivineLaserBeam/rules.txt b/src/BreathOfTheWild/Mods/DivineLaserBeam/rules.txt index 95cccb971..b6e7764f6 100644 --- a/src/BreathOfTheWild/Mods/DivineLaserBeam/rules.txt +++ b/src/BreathOfTheWild/Mods/DivineLaserBeam/rules.txt @@ -2,8 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Divine Laser Beams path = "The Legend of Zelda: Breath of the Wild/Mods/Divine Laser Beams" -description = Customizes the appearance of the Divine Beasts's Laser Beams. They can also be completely hidden.||Made by Kiri. -version = 6 +description = Customizes the appearance of the Divine Beasts's Laser Beams. They can also be completely hidden.|Made by Kiri. +#Credits: Kiri +version = 7 [Default] $hue:int = 0 diff --git a/src/BreathOfTheWild/Mods/DrawDistance/patch_DrawDistance.asm b/src/BreathOfTheWild/Mods/DrawDistance/patch_DrawDistance.asm index 0a0090c87..b782d6da7 100644 --- a/src/BreathOfTheWild/Mods/DrawDistance/patch_DrawDistance.asm +++ b/src/BreathOfTheWild/Mods/DrawDistance/patch_DrawDistance.asm @@ -1,6 +1,5 @@ [BotW_DrawDistance_V208] moduleMatches = 0x6267BFD0 - .origin = codecave ; Actor draw distance @@ -53,4 +52,4 @@ const_treeDrawDistance: ; Grass blades draw distance -0x1030A774 = .float $grass \ No newline at end of file +0x1030A774 = .float $grass diff --git a/src/BreathOfTheWild/Mods/DrawDistance/rules.txt b/src/BreathOfTheWild/Mods/DrawDistance/rules.txt index 6d21427ea..0f94a4074 100644 --- a/src/BreathOfTheWild/Mods/DrawDistance/rules.txt +++ b/src/BreathOfTheWild/Mods/DrawDistance/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Draw Distance path = "The Legend of Zelda: Breath of the Wild/Mods/Draw Distance" description = Extend the draw distance of objects and entities in the game, which will see a small performance decrease when making it higher.|Lowering this will not offer more performance.|You can also make distant textures appear as higher resolution variants.||Made By Crementif. -version = 6 +#Credits: Crementif +version = 7 [Default] $actor = 1.0 @@ -219,4 +220,4 @@ $textureLODBias:int = -16 [TextureRedefine] formats = 0x31,0x32,0x34,0x35,0x431,0x432,0x433,0x434,0x234,0x235 -overwriteRelativeLodBias = $textureLODBias \ No newline at end of file +overwriteRelativeLodBias = $textureLODBias diff --git a/src/BreathOfTheWild/Mods/ExtendedMemory/patch_extendedHeaps.asm b/src/BreathOfTheWild/Mods/ExtendedMemory/patch_extendedHeaps.asm index 4aa44892a..ec337e65f 100644 --- a/src/BreathOfTheWild/Mods/ExtendedMemory/patch_extendedHeaps.asm +++ b/src/BreathOfTheWild/Mods/ExtendedMemory/patch_extendedHeaps.asm @@ -1,13 +1,12 @@ [BotW_ExtendedMemory_V208] moduleMatches = 0x6267BFD0 - .origin = codecave 0x02C5E660 = lis r9, 0x8B60 ; add 0x50000000 to main gameheap which by default has a fixed size of 0x3B600000. Can't make it larger due to overlay arena being in the way SaveAreaHeapSize = 8 * 1024 * 1024 ; 8MiB (default is 2312KiB) TriggerParamHeapSize = 8 * 1024 * 1024 ; 8MiB (default is around 2616KiB) -HavokMainHeapSize = 80 * 1024 * 1024 ; 80MiB (default is 30MiB) +HavokMainHeapSize = 80 * 1024 * 1024 ; 80MiB (default is 30MiB) PhysicsTempLowHeapSize = 512 * 1024 ; 512KiB (default is 128KiB) PhysicsSystemHeapSize = 512 * 1024 ; 512KiB (default is 128KiB) @@ -15,10 +14,10 @@ PhysicsSystemHeapSize = 512 * 1024 ; 512KiB (default is 128KiB) 0x032015E0 = lis r3, (SaveAreaHeapSize@ha + TriggerParamHeapSize@ha) ; GameDataHeap -> SaveArea heap -0x03201A44 = lis r3, SaveAreaHeapSize@ha +0x03201A44 = lis r3, SaveAreaHeapSize@ha 0x03201A5C = addi r3, r3, SaveAreaHeapSize@l -; GameDataHeap -> TriggerParam +; GameDataHeap -> TriggerParam ; Uses the remaining allocatable size of GameDataHeap ; Physics Memory System -> HavokMainHeap @@ -130,4 +129,4 @@ PhysicsSystemHeapSize = 512 * 1024 ; 512KiB (default is 128KiB) ; 0x037A19B0 = ? -> ActorFactory Related 1 - This could be used to increase the size that a heap can have. ; 0x037AE978 = ? -> ActorFactory Related 2 - This could be used to increase the size that a heap can have. ; 0x03B3EA40 = ? -> AglWorkHeap -; Heap creation is near 0x03201174 \ No newline at end of file +; Heap creation is near 0x03201174 diff --git a/src/BreathOfTheWild/Mods/ExtendedMemory/rules.txt b/src/BreathOfTheWild/Mods/ExtendedMemory/rules.txt index 1e5e6f5e0..514d27858 100644 --- a/src/BreathOfTheWild/Mods/ExtendedMemory/rules.txt +++ b/src/BreathOfTheWild/Mods/ExtendedMemory/rules.txt @@ -3,13 +3,13 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Extended Memory path = "The Legend of Zelda: Breath of the Wild/Mods/Extended Memory" description = Adds an extra 2GB of emulated RAM.|Only enable this if a mod you want to use requires this since it'll use more RAM. -version = 6 +#Credits: +version = 7 [RAM] mapping0 = 0x10000000-0xA0000000 # extend MEM2 region (default range is 0x10000000-0x50000000) mapping1 = 0xA0000000-0xE0000000 # extend overlay region (default range is 0xA0000000-0xBC000000) # BotW (and other games might) require additional modifications to the code to utilize this extra ram. - # If you've got any improvements for this pack (since it's currently work-in-progress), please let us know in the Cemu Graphic Packs github (https://github.com/cemu-project/cemu_graphic_packs) via an issue. -# Also, it'd be appreciated if the code for this graphic pack wasn't included inside of mods for the sake of mod compatibility. \ No newline at end of file +# Also, it'd be appreciated if the code for this graphic pack wasn't included inside of mods for the sake of mod compatibility. diff --git a/src/BreathOfTheWild/Mods/FPS++/README.md b/src/BreathOfTheWild/Mods/FPS++/README.md index 5fc1b06db..36144b2a6 100644 --- a/src/BreathOfTheWild/Mods/FPS++/README.md +++ b/src/BreathOfTheWild/Mods/FPS++/README.md @@ -3,4 +3,4 @@ Thanks to the contributors Crementif and epigramx and as always rajkosto for the Credits for the arrow fix go to epigramx and the initial porting of it to FPS++ by Crementif. It's always nice to see people contribute to make something better. I fully welcome others messing around with this and have added comments to all the original code in hope that it is easier to understand. But I suck at comments as much as I suck at code. If you have questions about patching feel free to ask me on Discord. I would like to avoid situations where a whole bunch of lines are copy pasted into FPS++, where 90% of them don't do anything, claiming it fixes things it doesn't. And fragmenting the user base with regards to which FPS++ they should use. -To clarify the statement above, we don't give permission for redistributing FPS++ **or parts of it** in any form unless it's done with explicit permission. \ No newline at end of file +To clarify the statement above, we don't give permission for redistributing FPS++ **or parts of it** in any form unless it's done with explicit permission. diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_ControllerScrollSpeed.asm b/src/BreathOfTheWild/Mods/FPS++/patch_ControllerScrollSpeed.asm index ecc98a98a..74ee033fa 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_ControllerScrollSpeed.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_ControllerScrollSpeed.asm @@ -286,4 +286,4 @@ _87c9cb495aa50099_L6: _87c9cb495aa50099_LC0: .int 1191182336 _87c9cb495aa50099_LC1: - .int 1325400064 \ No newline at end of file + .int 1325400064 diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_Cutscene.asm b/src/BreathOfTheWild/Mods/FPS++/patch_Cutscene.asm index 51e513556..c2b1d5a05 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_Cutscene.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_Cutscene.asm @@ -1,6 +1,5 @@ [BotW_Cutscene_V208] moduleMatches = 0x6267BFD0 - .origin = codecave cutsceneMode: @@ -17,7 +16,7 @@ _setCutsceneFPSLimit: stw r0, 4(r31) ; Original instruction ; Register r9 still holds the ID of this cutscene -; Register r29 is the parameter structure that this object is created with which also holds the event name +; Register r29 is the parameter structure that this object is created with which also holds the event name lwz r12, 8(r29) ; Check if the event name is not 0 @@ -215,4 +214,4 @@ b _setGamespeed 0x031D2D2C = bla _setCutsceneFPSLimit ; Hook evt::EventFlowBase's dtor (event object destruction) -0x031D3798 = bla _removeCutsceneFPSLimit \ No newline at end of file +0x031D3798 = bla _removeCutsceneFPSLimit diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_FenceMethod.asm b/src/BreathOfTheWild/Mods/FPS++/patch_FenceMethod.asm index 41a431003..271af6cf7 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_FenceMethod.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_FenceMethod.asm @@ -1,6 +1,5 @@ [BotW_FenceMethod_V208] moduleMatches = 0x6267BFD0 - .origin = codecave 0x031FAB00 = fullFenceAddr: @@ -37,13 +36,13 @@ b doFenceSkip doFence: lis r11, fullFenceAddr@ha -addi r11, r11, fullFenceAddr@l +addi r11, r11, fullFenceAddr@l mtctr r11 bctrl doFenceSkip: lis r11, skipFenceAddr@ha -addi r11, r11, skipFenceAddr@l +addi r11, r11, skipFenceAddr@l mtctr r11 bctrl -0x031FAAFC = b conditionalFence \ No newline at end of file +0x031FAAFC = b conditionalFence diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_GameSpeed.asm b/src/BreathOfTheWild/Mods/FPS++/patch_GameSpeed.asm index 539ca7504..c0e4427dc 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_GameSpeed.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_GameSpeed.asm @@ -1,6 +1,5 @@ [BotW_Gamespeed_V208] moduleMatches = 0x6267BFD0 - .origin = codecave @@ -242,7 +241,7 @@ lis r11, averageFPS0.5Inv@ha ; Store the inverted 0.5 float... stfs f7, averageFPS0.5Inv@l(r11); ...to replace constants that are lower when FPS is higher ; Check whether debug mode is on -li r11, $debugMode ; Load debugMode value in r11 +li r11, $debugMode ; Load debugMode value in r11 cmpwi r11, 1 ; Compare the value with 1 bnelr ; If it's not equal, return back to the link register. Otherwise, run the following lines too... diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_KorokChasing.asm b/src/BreathOfTheWild/Mods/FPS++/patch_KorokChasing.asm index 340f1ec41..3e7349d59 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_KorokChasing.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_KorokChasing.asm @@ -1,6 +1,5 @@ [BotW_KorokChasing_V208] moduleMatches = 0x6267BFD0 - .origin = codecave ; -------------------------- ; This set of patches fixes the speed with which hidden Koroks (shown as sparkles on the ground) move along their path diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_LoadingScreen.asm b/src/BreathOfTheWild/Mods/FPS++/patch_LoadingScreen.asm index cbcac5459..64580c28e 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_LoadingScreen.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_LoadingScreen.asm @@ -1,6 +1,3 @@ [BotW_LoadingScreen_V208] moduleMatches = 0x6267BFD0 - -.origin = codecave - -0x0307CCE0 = nop \ No newline at end of file +0x0307CCE0 = nop diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_MastercycleSpeed.asm b/src/BreathOfTheWild/Mods/FPS++/patch_MastercycleSpeed.asm index f23c65937..214a2c187 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_MastercycleSpeed.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_MastercycleSpeed.asm @@ -1,11 +1,9 @@ [BotW_MastercycleSpeed_V208] moduleMatches = 0x6267BFD0 - .origin = codecave 0x100136B4 = originalMotorcycleBoostSpeed: - _changeMotorcycleBoostSpeed: lfs f0, originalMotorcycleBoostSpeed@l(r9) lis r9, averageFPS1@ha @@ -14,4 +12,4 @@ fdivs f0, f0, f8 blr -0x0209FFC0 = bla _changeMotorcycleBoostSpeed \ No newline at end of file +0x0209FFC0 = bla _changeMotorcycleBoostSpeed diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_Ragdolls.asm b/src/BreathOfTheWild/Mods/FPS++/patch_Ragdolls.asm index f9c5f3b25..39bedff10 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_Ragdolls.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_Ragdolls.asm @@ -1,6 +1,5 @@ [BotW_Ragdolls_V208] moduleMatches = 0x6267BFD0 - .origin = codecave const_ragdollTimestepA: @@ -39,4 +38,4 @@ blr ;lwz r10, 0x2C(r28) ;blr ; -;0x0333E3D0 = bla _changeImpulsePower \ No newline at end of file +;0x0333E3D0 = bla _changeImpulsePower diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_VSync.asm b/src/BreathOfTheWild/Mods/FPS++/patch_VSync.asm index e7a73a061..114e7894f 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_VSync.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_VSync.asm @@ -1,6 +1,5 @@ [BotW_VSync_V208] moduleMatches = 0x6267BFD0 - .origin = codecave setSwapInterval: @@ -78,4 +77,4 @@ blr # Disable vsync entirely if not running at 30FPS # 0x031FACD0 = .uint (($keepVsync == 1) * 0x4914DAB9) + (($keepVsync == 0) * 0x60000000) -# 0x031FACF4 = .uint (($keepVsync == 1) * 0x4180FFDC) + (($keepVsync == 0) * 0x60000000) \ No newline at end of file +# 0x031FACF4 = .uint (($keepVsync == 1) * 0x4180FFDC) + (($keepVsync == 0) * 0x60000000) diff --git a/src/BreathOfTheWild/Mods/FPS++/patch_WaterPhysics.asm b/src/BreathOfTheWild/Mods/FPS++/patch_WaterPhysics.asm index 80780fbb7..990609768 100644 --- a/src/BreathOfTheWild/Mods/FPS++/patch_WaterPhysics.asm +++ b/src/BreathOfTheWild/Mods/FPS++/patch_WaterPhysics.asm @@ -1,11 +1,10 @@ [BotW_WaterPhysics_V208] moduleMatches = 0x6267BFD0 - .origin = codecave ; turn quadratic scaling of timesteps into mostly linear scaling by setting one of the two timestep variables closer to 1.0 ; this is the more correct behavior as the applied velocities also scale linearly with timestep, but not exactly due to external factors like friction (probably) -; +; ; fixes objects not decelerating fast enough when falling into water ; fixes object drifting speed when pushed by water currents diff --git a/src/BreathOfTheWild/Mods/FPS++/rules.txt b/src/BreathOfTheWild/Mods/FPS++/rules.txt index ad0dab1dc..64b9fb30a 100644 --- a/src/BreathOfTheWild/Mods/FPS++/rules.txt +++ b/src/BreathOfTheWild/Mods/FPS++/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = FPS++ path = "The Legend of Zelda: Breath of the Wild/Mods/FPS++" description = Allows you to change the FPS and the speed that most things run at.|Some bugs might still occur if you run at high FPS.||Made by Xalphenos, rajkosto, epigramx, Crementif, leoetlino, Pig and Exzap. -version = 6 +#Credits: Xalphenos, rajkosto, epigramx, Crementif, leoetlino, Pig, Exzap +version = 7 [Default] $fpsLockMode:int = 0 @@ -245,19 +246,19 @@ $keepVsync:int = 0 # condition = (($advancedMode == 1) + ($fpsLimitAdvanced != 30)) == 2 # default = 1 # $keepVsync:int = 0 -# +# # [Preset] # name = Disabled (Not Recommended) # category = Override Double-Buffered Vsync # condition = (($advancedMode == 1) + ($fpsLimitAdvanced != 30)) == 2 # $keepVsync:int = 1 -# +# # [Preset] # name = Enabled (Default) # category = Override Double-Buffered Vsync # condition = (($advancedMode == 1) + ($fpsLimitAdvanced == 30)) == 2 # $keepVsync:int = 0 -# +# # [Preset] # name = Disabled (Can Improve Frame Pacing At 30FPS) # category = Override Double-Buffered Vsync @@ -433,4 +434,4 @@ $debugMultiplier = -100 [Control] -vsyncFrequency = (($keepVsync == 1) * 60) + (($keepVsync == 0) * ((($advancedMode == 1) * $fpsLimitAdvanced) + (($advancedMode == 0) * $fpsLimitNormal))) \ No newline at end of file +vsyncFrequency = (($keepVsync == 1) * 60) + (($keepVsync == 0) * ((($advancedMode == 1) * $fpsLimitAdvanced) + (($advancedMode == 0) * $fpsLimitNormal))) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/133297c9a66bfc98_000003c3c3fc9249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/133297c9a66bfc98_000003c3c3fc9249_ps.txt index bcdee6d26..dd47427a3 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/133297c9a66bfc98_000003c3c3fc9249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/133297c9a66bfc98_000003c3c3fc9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/4e0bab929e11836f_00003cd249549249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/4e0bab929e11836f_00003cd249549249_ps.txt index 787eb3f73..b5694fa4f 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/4e0bab929e11836f_00003cd249549249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/4e0bab929e11836f_00003cd249549249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/56bdb3903699990d_0000079a492a9249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/56bdb3903699990d_0000079a492a9249_ps.txt index 1d0c3d9a9..b4776b2a7 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/56bdb3903699990d_0000079a492a9249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/56bdb3903699990d_0000079a492a9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/5c4fc00fefe604eb_00000078787f9249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/5c4fc00fefe604eb_00000078787f9249_ps.txt index 9eda779c7..642e1f106 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/5c4fc00fefe604eb_00000078787f9249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/5c4fc00fefe604eb_00000078787f9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/7cd50058a8f1d6dd_00001e1e1fea9249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/7cd50058a8f1d6dd_00001e1e1fea9249_ps.txt index bd62abdd3..ab5bfc5be 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/7cd50058a8f1d6dd_00001e1e1fea9249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/7cd50058a8f1d6dd_00001e1e1fea9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/83573681c1fcb0ac_0000f0f0ff549249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/83573681c1fcb0ac_0000f0f0ff549249_ps.txt index 804b1ebed..7b01b221e 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/83573681c1fcb0ac_0000f0f0ff549249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/83573681c1fcb0ac_0000f0f0ff549249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/85d00659937443d5_000003c3c3fc9249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/85d00659937443d5_000003c3c3fc9249_ps.txt index 403ff7f53..621178521 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/85d00659937443d5_000003c3c3fc9249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/85d00659937443d5_000003c3c3fc9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/91b6e09da2ff63cc_000003c3c3fc9249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/91b6e09da2ff63cc_000003c3c3fc9249_ps.txt index a2c10c7ed..163c87ea6 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/91b6e09da2ff63cc_000003c3c3fc9249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/91b6e09da2ff63cc_000003c3c3fc9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/b1b149918fac0b8d_00001e1e1fea9249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/b1b149918fac0b8d_00001e1e1fea9249_ps.txt index 13853465e..4b0e030e9 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/b1b149918fac0b8d_00001e1e1fea9249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/b1b149918fac0b8d_00001e1e1fea9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/cc51c2b5a4fce06c_00000078787f9249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/cc51c2b5a4fce06c_00000078787f9249_ps.txt index c4ed30909..a642089a6 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/cc51c2b5a4fce06c_00000078787f9249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/cc51c2b5a4fce06c_00000078787f9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/f611e1b3827b5e13_0000079a492a9249_ps.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/f611e1b3827b5e13_0000079a492a9249_ps.txt index 08bd45939..0c3075371 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/f611e1b3827b5e13_0000079a492a9249_ps.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/f611e1b3827b5e13_0000079a492a9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Mods/GlowingGuardianColor/rules.txt b/src/BreathOfTheWild/Mods/GlowingGuardianColor/rules.txt index 65dd0f850..0fb3aff37 100644 --- a/src/BreathOfTheWild/Mods/GlowingGuardianColor/rules.txt +++ b/src/BreathOfTheWild/Mods/GlowingGuardianColor/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Glowing Guardian Color path = "The Legend of Zelda: Breath of the Wild/Mods/Glowing Guardian Color" description = Changes the color of glowing lines on Ancient things.||Note: Half of the lines on ancient weapons are controlled by "Guardian, Stalker, Scout and Guardian Weapons", the other lines are controlled by "Guardian + Skywatcher". This can be used to make guardian weapons multiple colors.||Made by Kiri and Pig. -version = 6 +#Credits: Kiri, Pig +version = 7 [Default] $armorR = 0.000 diff --git a/src/BreathOfTheWild/Mods/HUDElements/0146fb9ee9ac3d18_00000000000003c9_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/0146fb9ee9ac3d18_00000000000003c9_ps.txt index 5e9d2535e..d4f4406a7 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/0146fb9ee9ac3d18_00000000000003c9_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/0146fb9ee9ac3d18_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 0146fb9ee9ac3d18 @@ -10,7 +10,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/095e8026b6719c09_00000000000003c9_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/095e8026b6719c09_00000000000003c9_ps.txt index e49f2e964..87faf2e53 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/095e8026b6719c09_00000000000003c9_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/095e8026b6719c09_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 095e8026b6719c09 @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/370f7b0e19ce8a61_0000000000001e49_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/370f7b0e19ce8a61_0000000000001e49_ps.txt index c7979e319..343087cd7 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/370f7b0e19ce8a61_0000000000001e49_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/370f7b0e19ce8a61_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 370f7b0e19ce8a61 @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/404eca0f0a6f54f0_0000000000001e49_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/404eca0f0a6f54f0_0000000000001e49_ps.txt index 7e110aae5..f13873965 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/404eca0f0a6f54f0_0000000000001e49_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/404eca0f0a6f54f0_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 404eca0f0a6f54f0 @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/47db0898f798fd1b_0000000000001e49_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/47db0898f798fd1b_0000000000001e49_ps.txt index 2b1ef1dca..195d24950 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/47db0898f798fd1b_0000000000001e49_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/47db0898f798fd1b_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 47db0898f798fd1b @@ -10,7 +10,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/569ebe93f1ae5799_0000000000000079_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/569ebe93f1ae5799_0000000000000079_ps.txt index df65e7181..5e61e676f 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/569ebe93f1ae5799_0000000000000079_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/569ebe93f1ae5799_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 569ebe93f1ae5799 @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/6f80e45a75b89148_0000000000001e49_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/6f80e45a75b89148_0000000000001e49_ps.txt index ac273aa0d..c0e1bb764 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/6f80e45a75b89148_0000000000001e49_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/6f80e45a75b89148_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 6f80e45a75b89148 @@ -10,7 +10,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/7751959c9083eebb_000000000000007d_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/7751959c9083eebb_000000000000007d_ps.txt index 2f9a10c37..c3205a816 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/7751959c9083eebb_000000000000007d_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/7751959c9083eebb_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 7751959c9083eebb @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/901b0093b146535b_00000000000003c9_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/901b0093b146535b_00000000000003c9_ps.txt index 1e8a3a90e..8035a9cbc 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/901b0093b146535b_00000000000003c9_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/901b0093b146535b_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 901b0093b146535b @@ -10,7 +10,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/a15e2a77cef4c5e3_000000000000007d_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/a15e2a77cef4c5e3_000000000000007d_ps.txt index 8b4e36b5c..053294499 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/a15e2a77cef4c5e3_000000000000007d_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/a15e2a77cef4c5e3_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader a15e2a77cef4c5e3 @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/cb83a22cf0961e1a_000000000000007d_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/cb83a22cf0961e1a_000000000000007d_ps.txt index 0092b13d1..993353d59 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/cb83a22cf0961e1a_000000000000007d_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/cb83a22cf0961e1a_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader cb83a22cf0961e1a @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/ea64b5c97dff2d82_0000000000001e49_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/ea64b5c97dff2d82_0000000000001e49_ps.txt index f2c793566..369f88245 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/ea64b5c97dff2d82_0000000000001e49_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/ea64b5c97dff2d82_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader ea64b5c97dff2d82 @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif @@ -135,4 +135,4 @@ if (textureSize(textureUnitPS0, 0).xy == ivec2(128, 128) && texelFetch(textureUn // export passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); -} \ No newline at end of file +} diff --git a/src/BreathOfTheWild/Mods/HUDElements/ededcf8bdc3384ef_0000000000000079_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/ededcf8bdc3384ef_0000000000000079_ps.txt index 4f9f92283..e7ca2e444 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/ededcf8bdc3384ef_0000000000000079_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/ededcf8bdc3384ef_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader ededcf8bdc3384ef @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/f9c7da3cb9a185ce_0000000000001e49_ps.txt b/src/BreathOfTheWild/Mods/HUDElements/f9c7da3cb9a185ce_0000000000001e49_ps.txt index 6154482b6..15b6f7a6a 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/f9c7da3cb9a185ce_0000000000001e49_ps.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/f9c7da3cb9a185ce_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader f9c7da3cb9a185ce @@ -13,7 +13,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/HUDElements/rules.txt b/src/BreathOfTheWild/Mods/HUDElements/rules.txt index ab63cf785..6ff8418c7 100644 --- a/src/BreathOfTheWild/Mods/HUDElements/rules.txt +++ b/src/BreathOfTheWild/Mods/HUDElements/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Remove HUD elements path = "The Legend of Zelda: Breath of the Wild/Mods/Remove HUD elements" description = Hides HUD elements like the master mode icon, hearts, stamina wheel and subtitles.|This mod only aims to remove things that the game's Pro HUD mode doesn't already remove. -version = 6 +#Credits: +version = 7 [Default] $hideSubtitles:int = 0 @@ -61,4 +62,4 @@ default = 1 [Preset] name = Disabled (messes with text) category = Subtitles (for screenshots) -$hideSubtitles:int = 1 \ No newline at end of file +$hideSubtitles:int = 1 diff --git a/src/BreathOfTheWild/Mods/MenuCursorSpeed/patch_MenuCursorSpeed.asm b/src/BreathOfTheWild/Mods/MenuCursorSpeed/patch_MenuCursorSpeed.asm index 4547d1f40..fbbeeadd7 100644 --- a/src/BreathOfTheWild/Mods/MenuCursorSpeed/patch_MenuCursorSpeed.asm +++ b/src/BreathOfTheWild/Mods/MenuCursorSpeed/patch_MenuCursorSpeed.asm @@ -1,5 +1,4 @@ [BotW_MenuCursorSpeed_V208] moduleMatches = 0x6267BFD0 - 0x10327D60 = .uint 0x1337 ; sets the value for when it's enabled -0x10327D64 = .float $cursorSpeed ; sets cursor speed in a static memory address that's also used by the GameSpeed patch to read the cursor speed \ No newline at end of file +0x10327D64 = .float $cursorSpeed ; sets cursor speed in a static memory address that's also used by the GameSpeed patch to read the cursor speed diff --git a/src/BreathOfTheWild/Mods/MenuCursorSpeed/rules.txt b/src/BreathOfTheWild/Mods/MenuCursorSpeed/rules.txt index 5611b104d..7c8ce996c 100644 --- a/src/BreathOfTheWild/Mods/MenuCursorSpeed/rules.txt +++ b/src/BreathOfTheWild/Mods/MenuCursorSpeed/rules.txt @@ -2,9 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Menu Navigation Speed path = "The Legend of Zelda: Breath of the Wild/Mods/Menu Navigation Speed" -description = Change the speed at which you can navigate the cursor through the menus.|Requires you to use FPS++.||Made by Exzap. -version = 6 - +description = Change the speed at which you can navigate the cursor through the menus.|Requires you to use FPS++.|Made by Exzap. +#Credits: Exzap +version = 7 [Default] $cursorSpeed = 1.0 @@ -77,4 +77,4 @@ $cursorSpeed = 2.5 [Preset] name = 3x category = Menu Navigation Speed -$cursorSpeed = 3 \ No newline at end of file +$cursorSpeed = 3 diff --git a/src/BreathOfTheWild/Mods/RemoveFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt b/src/BreathOfTheWild/Mods/RemoveFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt index 46d1272a1..adbd5ec8d 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -16,7 +16,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif @@ -61,7 +61,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -74,7 +74,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -87,7 +87,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/Mods/RemoveFog/29c30aaa023dc7e6_0000000000000709_ps.txt b/src/BreathOfTheWild/Mods/RemoveFog/29c30aaa023dc7e6_0000000000000709_ps.txt index 5bc28c66a..c04409527 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/29c30aaa023dc7e6_0000000000000709_ps.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/29c30aaa023dc7e6_0000000000000709_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -16,7 +16,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/RemoveFog/2e2543216c04766d_0000000079249749_ps.txt b/src/BreathOfTheWild/Mods/RemoveFog/2e2543216c04766d_0000000079249749_ps.txt index 3633b9686..b76d3fac1 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/2e2543216c04766d_0000000079249749_ps.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/2e2543216c04766d_0000000079249749_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -16,7 +16,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif @@ -54,7 +54,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -67,7 +67,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -80,7 +80,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/Mods/RemoveFog/397f3d8521c96e30_0000000000000709_ps.txt b/src/BreathOfTheWild/Mods/RemoveFog/397f3d8521c96e30_0000000000000709_ps.txt index 6222edbe1..8eb9d3c59 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/397f3d8521c96e30_0000000000000709_ps.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/397f3d8521c96e30_0000000000000709_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -16,7 +16,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/RemoveFog/527591781440691a_000000000001c24b_ps.txt b/src/BreathOfTheWild/Mods/RemoveFog/527591781440691a_000000000001c24b_ps.txt index 218fcc454..26e7fa142 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/527591781440691a_000000000001c24b_ps.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/527591781440691a_000000000001c24b_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -17,7 +17,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif @@ -61,7 +61,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -74,7 +74,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -87,7 +87,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/Mods/RemoveFog/5a8eb2055c65a0c2_0000000000003849_ps.txt b/src/BreathOfTheWild/Mods/RemoveFog/5a8eb2055c65a0c2_0000000000003849_ps.txt index a833a98e1..00732e8be 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/5a8eb2055c65a0c2_0000000000003849_ps.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/5a8eb2055c65a0c2_0000000000003849_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -16,7 +16,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/RemoveFog/699b238ae15d113b_00000000000000e1_ps.txt b/src/BreathOfTheWild/Mods/RemoveFog/699b238ae15d113b_00000000000000e1_ps.txt index b7560579e..09bc4637c 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/699b238ae15d113b_00000000000000e1_ps.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/699b238ae15d113b_00000000000000e1_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -17,7 +17,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Mods/RemoveFog/bec68ec6f40a864f_00fffff249259249_ps.txt b/src/BreathOfTheWild/Mods/RemoveFog/bec68ec6f40a864f_00fffff249259249_ps.txt index e8470bb23..24a70d7f7 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/bec68ec6f40a864f_00fffff249259249_ps.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/bec68ec6f40a864f_00fffff249259249_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -17,7 +17,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif @@ -62,7 +62,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -75,7 +75,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -88,7 +88,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/Mods/RemoveFog/fb2e18ae56397ca7_00fffff249259249_ps.txt b/src/BreathOfTheWild/Mods/RemoveFog/fb2e18ae56397ca7_00fffff249259249_ps.txt index 28bd0967a..3a51f3e27 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/fb2e18ae56397ca7_00fffff249259249_ps.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/fb2e18ae56397ca7_00fffff249259249_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -17,7 +17,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif @@ -62,7 +62,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -75,7 +75,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -88,7 +88,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/Mods/RemoveFog/rules.txt b/src/BreathOfTheWild/Mods/RemoveFog/rules.txt index b1a743f5c..9db0a4acf 100644 --- a/src/BreathOfTheWild/Mods/RemoveFog/rules.txt +++ b/src/BreathOfTheWild/Mods/RemoveFog/rules.txt @@ -2,8 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Remove (Distant) Fog, Haze and Clouds path = "The Legend of Zelda: Breath of the Wild/Mods/Remove Distant Fog" -description = Allows you to remove or customize each type of fog in the game.|NPC fog will conflict with the remove cel-shading graphic packs.||Made by Skalfate. -version = 6 +description = Allows you to remove or customize each type of fog in the game.|NPC fog will conflict with the remove cel-shading graphic packs.|Made by Skalfate. +#Credits: SkalFate +version = 7 [Default] # Settings will show a set of options and exclude other sets of options @@ -661,4 +662,4 @@ $castleaurablue = 1 # ------ Values are multiplied so if you want to lower use [0.01 - 0.99], or if you want to go higher go from [1.0 - X.X] # (npcfogred, npcfoggreen, npcblue ) = RGB - Red, Green, Blue - Changes the color of distant npcs fog. -# ------ Values are multiplied so if you want to lower use [0.01 - 0.99], or if you want to go higher go from [1.0 - X.X] \ No newline at end of file +# ------ Values are multiplied so if you want to lower use [0.01 - 0.99], or if you want to go higher go from [1.0 - X.X] diff --git a/src/BreathOfTheWild/Mods/Weather/patch_Weather.asm b/src/BreathOfTheWild/Mods/Weather/patch_Weather.asm index 2e3cd8ed8..aaf91c1d1 100644 --- a/src/BreathOfTheWild/Mods/Weather/patch_Weather.asm +++ b/src/BreathOfTheWild/Mods/Weather/patch_Weather.asm @@ -1,6 +1,5 @@ [BotW_Weather_V208] moduleMatches = 0x6267BFD0 - .origin = codecave weatherBytesMap: diff --git a/src/BreathOfTheWild/Mods/Weather/rules.txt b/src/BreathOfTheWild/Mods/Weather/rules.txt index 2f638d341..40e0080c9 100644 --- a/src/BreathOfTheWild/Mods/Weather/rules.txt +++ b/src/BreathOfTheWild/Mods/Weather/rules.txt @@ -2,8 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Weather path = "The Legend of Zelda: Breath of the Wild/Mods/Weather" -description = Allows you to change the weather forecast to an individual level.|Won't change weather in areas that have a certain type forced.||Made by dragbe. -version = 6 +description = Allows you to change the weather forecast to an individual level.|Won't change weather in areas that have a certain type forced.|Made by dragbe. +#Credits: dragbe +version = 7 # Weather names from https://github.com/zeldaret/botw @@ -673,4 +674,4 @@ name = Blue Sky With Rain category = Replace Blue Sky With Rain Weather default = 1 condition = $individualControl == 1 -$blueSkyRain:int = 8 \ No newline at end of file +$blueSkyRain:int = 8 diff --git a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/15bc7edf9de2ed30_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/15bc7edf9de2ed30_0000000000000000_vs.txt index 22770bc8b..6e731fc54 100644 --- a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/15bc7edf9de2ed30_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/15bc7edf9de2ed30_0000000000000000_vs.txt @@ -1,30 +1,30 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 15bc7edf9de2ed30 -layout(binding = 6, std140) +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -layout(binding = 7, std140) +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -layout(binding = 8, std140) +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -layout(binding = 11, std140) +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; diff --git a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/24838b84d15a1da1_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/24838b84d15a1da1_0000000000000000_vs.txt index f64ec6310..dbe238eba 100644 --- a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/24838b84d15a1da1_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/24838b84d15a1da1_0000000000000000_vs.txt @@ -1,37 +1,37 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 24838b84d15a1da1 -layout(binding = 6, std140) +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -layout(binding = 7, std140) +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -layout(binding = 8, std140) +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -layout(binding = 11, std140) +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -layout(binding = 13, std140) +layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; diff --git a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/83a697d61a3b9202_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/83a697d61a3b9202_0000000000000000_vs.txt index bcb568e33..72476b3fb 100644 --- a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/83a697d61a3b9202_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/83a697d61a3b9202_0000000000000000_vs.txt @@ -1,30 +1,30 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 83a697d61a3b9202 -layout(binding = 6, std140) +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -layout(binding = 7, std140) +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -layout(binding = 8, std140) +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -layout(binding = 11, std140) +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; diff --git a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/97bc44a5028381c6_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/97bc44a5028381c6_0000000000000000_vs.txt index 21afbf7e3..94b8735c1 100644 --- a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/97bc44a5028381c6_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/97bc44a5028381c6_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable diff --git a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/rules.txt b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/rules.txt index c72003680..86ad15101 100644 --- a/src/BreathOfTheWild/Workarounds/AMDShaderCrash/rules.txt +++ b/src/BreathOfTheWild/Workarounds/AMDShaderCrash/rules.txt @@ -3,6 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Shader Crash (OpenGL and AMD) path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds for OpenGL/AMD: Shader Crash" description = Workaround for a shader related crash on AMD when using OpenGL.|Required for Cemu 1.15.8 and above. +#Credits: +version = 7 + vendorFilter = amd rendererFilter = opengl -version = 6 diff --git a/src/BreathOfTheWild/Workarounds/CPUOcclusionQuery/patch_OcclusionQuery.asm b/src/BreathOfTheWild/Workarounds/CPUOcclusionQuery/patch_OcclusionQuery.asm index ce750ceb8..f73fdca1a 100644 --- a/src/BreathOfTheWild/Workarounds/CPUOcclusionQuery/patch_OcclusionQuery.asm +++ b/src/BreathOfTheWild/Workarounds/CPUOcclusionQuery/patch_OcclusionQuery.asm @@ -1,5 +1,4 @@ [BotW_OcclusionQuery_V208] moduleMatches = 0x6267BFD0 - ; Changes the occlusion query to be ran on the CPU instead of the GPU which fails when "Full Sync at GX2DrawDone()" is disabled -0x03B25BB0 = lis r3, 0 \ No newline at end of file +0x03B25BB0 = lis r3, 0 diff --git a/src/BreathOfTheWild/Workarounds/CPUOcclusionQuery/rules.txt b/src/BreathOfTheWild/Workarounds/CPUOcclusionQuery/rules.txt index b68ece861..2180e198b 100644 --- a/src/BreathOfTheWild/Workarounds/CPUOcclusionQuery/rules.txt +++ b/src/BreathOfTheWild/Workarounds/CPUOcclusionQuery/rules.txt @@ -2,6 +2,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = NPC Stuttering Fix (OpenGL) path = "The Legend of Zelda: Breath of the Wild/Workarounds/NPC Stuttering Fix (OpenGL)" -description = Prevents NPC stuttering at a distance when Full sync at GX2DrawDone() is disabled. Only applicable for OpenGL.||Made by Xalphenos. +description = Prevents NPC stuttering at a distance when Full sync at GX2DrawDone() is disabled. Only applicable for OpenGL.|Made by Xalphenos. +#Credit: Xalphenos +version = 7 + rendererFilter = opengl -version = 6 diff --git a/src/BreathOfTheWild/Workarounds/GrassWorkaround/7fb9a62472e80c0f_0000000000000079_ps.txt b/src/BreathOfTheWild/Workarounds/GrassWorkaround/7fb9a62472e80c0f_0000000000000079_ps.txt index 353ae5a5f..984232c76 100644 --- a/src/BreathOfTheWild/Workarounds/GrassWorkaround/7fb9a62472e80c0f_0000000000000079_ps.txt +++ b/src/BreathOfTheWild/Workarounds/GrassWorkaround/7fb9a62472e80c0f_0000000000000079_ps.txt @@ -1,11 +1,11 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 7fb9a62472e80c0f // Used for: Fixing grass flattening when VK_EXT_custom_border_color isn't supported by the driver // usesIntegerValues: false -// special state 0 0 0 0 0 0 0 0 0 +// special state 0 0 0 0 0 0 0 0 0 // Color buffers: // Color0: 64543x15 at 0x42a99800 fmt 001a tm 4 // Color1: 2055x0 at 0x3d112e00 fmt 0820 tm 1 @@ -23,7 +23,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/BreathOfTheWild/Workarounds/GrassWorkaround/rules.txt b/src/BreathOfTheWild/Workarounds/GrassWorkaround/rules.txt index 5b56ad5e9..e729b78ac 100644 --- a/src/BreathOfTheWild/Workarounds/GrassWorkaround/rules.txt +++ b/src/BreathOfTheWild/Workarounds/GrassWorkaround/rules.txt @@ -2,7 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Grass Swaying Workaround For AMD's Vulkan Drivers path = "The Legend of Zelda: Breath of the Wild/Workarounds/Grass Swaying (Vulkan)" -description = Fixes some grass swaying incorrectly in the distance when a Vulkan extension is missing.|If you experience this issue while having an Intel/Nvidia GPU you should update your drivers.||Made by Exzap. +description = Fixes some grass swaying incorrectly in the distance when a Vulkan extension is missing.|If you experience this issue while having an Intel/Nvidia GPU you should update your drivers.|Made by Exzap. +#Credits: Exzap +version = 7 + rendererFilter = vulkan vendorFilter = amd -version = 6 diff --git a/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/8e9e804a3cd384c3_00000000000ff259_ps.txt b/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/8e9e804a3cd384c3_00000000000ff259_ps.txt index cd42a6fdb..458689dea 100644 --- a/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/8e9e804a3cd384c3_00000000000ff259_ps.txt +++ b/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/8e9e804a3cd384c3_00000000000ff259_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -48,7 +48,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -61,7 +61,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -74,7 +74,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/ab0a485b9ae1bb1e_00000000000ff259_ps.txt b/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/ab0a485b9ae1bb1e_00000000000ff259_ps.txt index 83c23dddb..d3b1fbb64 100644 --- a/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/ab0a485b9ae1bb1e_00000000000ff259_ps.txt +++ b/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/ab0a485b9ae1bb1e_00000000000ff259_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -10,7 +10,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) @@ -48,7 +48,7 @@ float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; -stm.xy = vec2(ry,rz); +stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; @@ -61,7 +61,7 @@ faceId = 1; else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; -stm.xy = vec2(rx,rz); +stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; @@ -74,7 +74,7 @@ faceId = 3; else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; -stm.xy = vec2(rx,ry); +stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; diff --git a/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/rules.txt b/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/rules.txt index 04c08121e..9f22426fd 100644 --- a/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/rules.txt +++ b/src/BreathOfTheWild/Workarounds/KakarikoTorchShadows/rules.txt @@ -2,6 +2,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Kakariko Torch Shadows workaround (OpenGL) path = "The Legend of Zelda: Breath of the Wild/Workarounds/Kakariko Torch Shadows (OpenGL)" -description = Workaround for the square shadows seen around torches in Kakariko Village when using OpenGL.||Made by Kiri. +description = Workaround for the square shadows seen around torches in Kakariko Village when using OpenGL.|Made by Kiri. +#Credits: Kiri +version = 7 + rendererFilter = opengl -version = 6 diff --git a/src/BreathOfTheWild/Workarounds/LWZXNullCheck/patch_LWZXCrashFix.asm b/src/BreathOfTheWild/Workarounds/LWZXNullCheck/patch_LWZXCrashFix.asm index 2472006e5..b448df063 100644 --- a/src/BreathOfTheWild/Workarounds/LWZXNullCheck/patch_LWZXCrashFix.asm +++ b/src/BreathOfTheWild/Workarounds/LWZXNullCheck/patch_LWZXCrashFix.asm @@ -1,8 +1,6 @@ [BotW_LWZXCrashFix_Shared] moduleMatches = 0xD91A406D,0x0F748D9C,0x9A61FF4C,0x8E3324A9,0xD71D859D,0x6FD41A61,0x9A2CA0C7,0x29DBB52A,0xFD091F9F,0xD472D8A5,0x6267BFD0 - .origin = codecave - ; null checked version of 'lwzx r31, r9, r0' _lwzxCheck: add r30, r9, r0 @@ -11,7 +9,6 @@ cmpwi r30, 0 beq .+0x8 lwzx r31, r9, r0 blr - ; null checked version of 'lwz r8, 0(r31)' _lwzCheck: xor r8, r8, r8 @@ -22,144 +19,112 @@ beq .+0x8 lwz r8, 0(r31) blr - -[BotW_LWZXCrashFix_V33] -moduleMatches = 0xD91A406D - -; restore the 2 instructions possibly overwritten by cemu itself -0x03721B00 = stwu r1, -0x28(r1) -0x03721B04 = mflr r0 - -; replace simple loads with calls to the patched functions -0x03721CA8 = bla _lwzxCheck -0x03721CB4 = bla _lwzCheck - -0x03721D20 = bla _lwzxCheck -0x03721D2C = bla _lwzCheck - -[BotW_LWZXCrashFix_V48] -moduleMatches = 0x0F748D9C - +[BotW_LWZXCrashFix_V208] +moduleMatches = 0x6267BFD0 ; restore the 2 instructions possibly overwritten by cemu itself -0x03721F0C = stwu r1, -0x28(r1) -0x03721F10 = mflr r0 - +0x038E46CC = stwu r1, -0x28(r1) +0x038E46D0 = mflr r0 ; replace simple loads with calls to these funcs -0x037220B4 = bla _lwzxCheck -0x037220C0 = bla _lwzCheck - -0x0372212C = bla _lwzxCheck -0x03722138 = bla _lwzCheck - -[BotW_LWZXCrashFix_V64] -moduleMatches = 0x9A61FF4C +0x038E4874 = bla _lwzxCheck +0x038E4880 = bla _lwzCheck +0x038E48EC = bla _lwzxCheck +0x038E48F8 = bla _lwzCheck +[BotW_LWZXCrashFix_V176V192] +moduleMatches = 0xFD091F9F,0xD472D8A5 ; restore the 2 instructions possibly overwritten by cemu itself -0x037235F4 = stwu r1, -0x28(r1) -0x037235F8 = mflr r0 - +0x038E3A30 = stwu r1, -0x28(r1) +0x038E3A34 = mflr r0 ; replace simple loads with calls to these funcs -0x0372379C = bla _lwzxCheck -0x037237A8 = bla _lwzCheck - -0x03723814 = bla _lwzxCheck -0x03723820 = bla _lwzCheck - - -[BotW_LWZXCrashFix_V80] -moduleMatches = 0x8E3324A9 +0x038E3BD8 = bla _lwzxCheck +0x038E3BE4 = bla _lwzCheck +0x038E3C50 = bla _lwzxCheck +0x038E3C5C = bla _lwzCheck +[BotW_LWZXCrashFix_V160] +moduleMatches = 0x29DBB52A ; restore the 2 instructions possibly overwritten by cemu itself -0x03744368 = stwu r1, -0x28(r1) -0x0374436C = mflr r0 - +0x037CF514 = stwu r1, -0x28(r1) +0x037CF518 = mflr r0 ; replace simple loads with calls to these funcs -0x03744510 = bla _lwzxCheck -0x0374451C = bla _lwzCheck - -0x03744588 = bla _lwzxCheck -0x03744594 = bla _lwzCheck - -[BotW_LWZXCrashFix_V97] -moduleMatches = 0xD71D859D +0x037CF6BC = bla _lwzxCheck +0x037CF6C8 = bla _lwzCheck +0x037CF734 = bla _lwzxCheck +0x037CF740 = bla _lwzCheck +[BotW_LWZXCrashFix_V144] +moduleMatches = 0x9A2CA0C7 ; restore the 2 instructions possibly overwritten by cemu itself -0x03799E3C = stwu r1, -0x28(r1) -0x03799E40 = mflr r0 - +0x037CF648 = stwu r1, -0x28(r1) +0x037CF64C = mflr r0 ; replace simple loads with calls to these funcs -0x03799FE4 = bla _lwzxCheck -0x03799FF0 = bla _lwzCheck - -0x0379A05C = bla _lwzxCheck -0x0379A068 = bla _lwzCheck +0x037CF7F0 = bla _lwzxCheck +0x037CF7FC = bla _lwzCheck +0x037CF868 = bla _lwzxCheck +0x037CF874 = bla _lwzCheck [BotW_LWZXCrashFix_V112] moduleMatches = 0x6FD41A61 - ; restore the 2 instructions possibly overwritten by cemu itself 0x0379AF6C = stwu r1, -0x28(r1) 0x0379AF70 = mflr r0 - ; replace simple loads with calls to these funcs 0x0379B114 = bla _lwzxCheck 0x0379B120 = bla _lwzCheck - 0x0379B18C = bla _lwzxCheck 0x0379B198 = bla _lwzCheck -[BotW_LWZXCrashFix_V144] -moduleMatches = 0x9A2CA0C7 - +[BotW_LWZXCrashFix_V97] +moduleMatches = 0xD71D859D ; restore the 2 instructions possibly overwritten by cemu itself -0x037CF648 = stwu r1, -0x28(r1) -0x037CF64C = mflr r0 - +0x03799E3C = stwu r1, -0x28(r1) +0x03799E40 = mflr r0 ; replace simple loads with calls to these funcs -0x037CF7F0 = bla _lwzxCheck -0x037CF7FC = bla _lwzCheck - -0x037CF868 = bla _lwzxCheck -0x037CF874 = bla _lwzCheck - -[BotW_LWZXCrashFix_V160] -moduleMatches = 0x29DBB52A +0x03799FE4 = bla _lwzxCheck +0x03799FF0 = bla _lwzCheck +0x0379A05C = bla _lwzxCheck +0x0379A068 = bla _lwzCheck +[BotW_LWZXCrashFix_V80] +moduleMatches = 0x8E3324A9 ; restore the 2 instructions possibly overwritten by cemu itself -0x037CF514 = stwu r1, -0x28(r1) -0x037CF518 = mflr r0 - +0x03744368 = stwu r1, -0x28(r1) +0x0374436C = mflr r0 ; replace simple loads with calls to these funcs -0x037CF6BC = bla _lwzxCheck -0x037CF6C8 = bla _lwzCheck - -0x037CF734 = bla _lwzxCheck -0x037CF740 = bla _lwzCheck - -[BotW_LWZXCrashFix_V176V192] -moduleMatches = 0xFD091F9F,0xD472D8A5 +0x03744510 = bla _lwzxCheck +0x0374451C = bla _lwzCheck +0x03744588 = bla _lwzxCheck +0x03744594 = bla _lwzCheck +[BotW_LWZXCrashFix_V64] +moduleMatches = 0x9A61FF4C ; restore the 2 instructions possibly overwritten by cemu itself -0x038E3A30 = stwu r1, -0x28(r1) -0x038E3A34 = mflr r0 - +0x037235F4 = stwu r1, -0x28(r1) +0x037235F8 = mflr r0 ; replace simple loads with calls to these funcs -0x038E3BD8 = bla _lwzxCheck -0x038E3BE4 = bla _lwzCheck - -0x038E3C50 = bla _lwzxCheck -0x038E3C5C = bla _lwzCheck - -[BotW_LWZXCrashFix_V208] -moduleMatches = 0x6267BFD0 +0x0372379C = bla _lwzxCheck +0x037237A8 = bla _lwzCheck +0x03723814 = bla _lwzxCheck +0x03723820 = bla _lwzCheck +[BotW_LWZXCrashFix_V48] +moduleMatches = 0x0F748D9C ; restore the 2 instructions possibly overwritten by cemu itself -0x038E46CC = stwu r1, -0x28(r1) -0x038E46D0 = mflr r0 - +0x03721F0C = stwu r1, -0x28(r1) +0x03721F10 = mflr r0 ; replace simple loads with calls to these funcs -0x038E4874 = bla _lwzxCheck -0x038E4880 = bla _lwzCheck +0x037220B4 = bla _lwzxCheck +0x037220C0 = bla _lwzCheck +0x0372212C = bla _lwzxCheck +0x03722138 = bla _lwzCheck -0x038E48EC = bla _lwzxCheck -0x038E48F8 = bla _lwzCheck \ No newline at end of file +[BotW_LWZXCrashFix_V33] +moduleMatches = 0xD91A406D +; restore the 2 instructions possibly overwritten by cemu itself +0x03721B00 = stwu r1, -0x28(r1) +0x03721B04 = mflr r0 +; replace simple loads with calls to the patched functions +0x03721CA8 = bla _lwzxCheck +0x03721CB4 = bla _lwzCheck +0x03721D20 = bla _lwzxCheck +0x03721D2C = bla _lwzCheck diff --git a/src/BreathOfTheWild/Workarounds/LWZXNullCheck/rules.txt b/src/BreathOfTheWild/Workarounds/LWZXNullCheck/rules.txt index 739420bc1..7a1f416f7 100644 --- a/src/BreathOfTheWild/Workarounds/LWZXNullCheck/rules.txt +++ b/src/BreathOfTheWild/Workarounds/LWZXNullCheck/rules.txt @@ -2,6 +2,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = LWZX Crash (OpenGL) path = "The Legend of Zelda: Breath of the Wild/Workarounds/LWZX Crash (OpenGL)" -description = Prevents crashes when the Full sync at GX2DrawDone() is disabled. Only applicable for OpenGL.||Made by rajkosto. +description = Prevents crashes when the Full sync at GX2DrawDone() is disabled. Only applicable for OpenGL.|Made by rajkosto. +#Credits: Rajkosto +version = 7 + rendererFilter = opengl -version = 6 diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/17aae2b035ae850c_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/17aae2b035ae850c_0000000000000000_vs.txt index e940fa8a0..33e5dae7a 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/17aae2b035ae850c_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/17aae2b035ae850c_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 17aae2b035ae850c // distant cloud and fog vs diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/2938a1b3abfdfe49_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/2938a1b3abfdfe49_0000000000000000_vs.txt index 3e784c2bb..d82dcd325 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/2938a1b3abfdfe49_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/2938a1b3abfdfe49_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 2938a1b3abfdfe49 diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/314c2583a1612026_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/314c2583a1612026_0000000000000000_vs.txt index b22b87a4c..2135759b5 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/314c2583a1612026_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/314c2583a1612026_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 314c2583a1612026 // guardian explosion fire vs diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/344d8b1f7d6f2b8e_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/344d8b1f7d6f2b8e_0000000000000000_vs.txt index 3d89f76df..464ad027d 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/344d8b1f7d6f2b8e_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/344d8b1f7d6f2b8e_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 344d8b1f7d6f2b8e // guardian explosion yellow smoke vs diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/961cf134642327cc_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/961cf134642327cc_0000000000000000_vs.txt index bb09b2599..41a569330 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/961cf134642327cc_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/961cf134642327cc_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 961cf134642327cc // distant cloud and fog vs diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/a4f029f0b16e3776_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/a4f029f0b16e3776_0000000000000000_vs.txt index d0bdfd3b5..35f1ca5c2 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/a4f029f0b16e3776_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/a4f029f0b16e3776_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader a4f029f0b16e3776 diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/b9eeedc9f6628c36_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/b9eeedc9f6628c36_0000000000000000_vs.txt index b6c1117cc..a78d751a6 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/b9eeedc9f6628c36_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/b9eeedc9f6628c36_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader b9eeedc9f6628c36 // distant cloud and fog vs diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/ea77e7f80b23e7b7_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/ea77e7f80b23e7b7_0000000000000000_vs.txt index 69953b7ca..44469bf82 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/ea77e7f80b23e7b7_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/ea77e7f80b23e7b7_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader ea77e7f80b23e7b7 diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/fc4a738a3df2bcce_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/fc4a738a3df2bcce_0000000000000000_vs.txt index d934847e5..1ea84cad5 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/fc4a738a3df2bcce_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/fc4a738a3df2bcce_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader fc4a738a3df2bcce // guardian explosion plasma smoke vs diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/rules.txt b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/rules.txt index 856522c88..5e02e8f87 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/rules.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAExplosionSmoke/rules.txt @@ -3,6 +3,8 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Explosion Smoke workaround (NVIDIA GPU and OpenGL) path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds for OpenGL/NVIDIA: Explosion Smoke" description = Workaround for the smoke and explosion particles on NVIDIA when using OpenGL.||Made by rajkosto, Xalphenos, and Darkemaste. +#Credits: rajkosto, Xalphenos, Darkemaste +version = 7 + vendorFilter = nvidia rendererFilter = opengl -version = 6 diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAStretchedClouds/73ddf96c9094eb92_0000000000000000_vs.txt b/src/BreathOfTheWild/Workarounds/NVIDIAStretchedClouds/73ddf96c9094eb92_0000000000000000_vs.txt index 32aead366..ce6cf87c5 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAStretchedClouds/73ddf96c9094eb92_0000000000000000_vs.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAStretchedClouds/73ddf96c9094eb92_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -11,7 +11,7 @@ #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) diff --git a/src/BreathOfTheWild/Workarounds/NVIDIAStretchedClouds/rules.txt b/src/BreathOfTheWild/Workarounds/NVIDIAStretchedClouds/rules.txt index 038d1e785..8ccbda67a 100644 --- a/src/BreathOfTheWild/Workarounds/NVIDIAStretchedClouds/rules.txt +++ b/src/BreathOfTheWild/Workarounds/NVIDIAStretchedClouds/rules.txt @@ -2,7 +2,9 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Stretched Clouds workaround (NVIDIA GPU and OpenGL) path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds for OpenGL/NVIDIA: Stretched Clouds" -description = Workaround for some low-hanging clouds appearing to be stretched if you're using OpenGL and an NVIDIA GPU.||Made by Exzap. +description = Workaround for some low-hanging clouds appearing to be stretched if you're using OpenGL and an NVIDIA GPU.|Made by Exzap. +#Credits: Exzap +version = 7 + vendorFilter = nvidia rendererFilter = opengl -version = 6 diff --git a/src/BreathOfTheWild/Workarounds/ReshadeCompatibility/patch_ReshadeCompatibility.asm b/src/BreathOfTheWild/Workarounds/ReshadeCompatibility/patch_ReshadeCompatibility.asm index 2123ad736..9ff8c2fae 100644 --- a/src/BreathOfTheWild/Workarounds/ReshadeCompatibility/patch_ReshadeCompatibility.asm +++ b/src/BreathOfTheWild/Workarounds/ReshadeCompatibility/patch_ReshadeCompatibility.asm @@ -1,5 +1,4 @@ [BotW_ReshadeCompatibility_v208] moduleMatches = 0x6267BFD0 - ; Prevents the depth buffer being swapped at certain camera angles with one that's only near-field which breaks Reshade effects -0x038A48BC = li r0, 0 \ No newline at end of file +0x038A48BC = li r0, 0 diff --git a/src/BreathOfTheWild/Workarounds/ReshadeCompatibility/rules.txt b/src/BreathOfTheWild/Workarounds/ReshadeCompatibility/rules.txt index 7ee46d014..dbd3a9c34 100644 --- a/src/BreathOfTheWild/Workarounds/ReshadeCompatibility/rules.txt +++ b/src/BreathOfTheWild/Workarounds/ReshadeCompatibility/rules.txt @@ -3,5 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Reshade Compatibility path = "The Legend of Zelda: Breath of the Wild/Workarounds/Reshade Compatibility (Enable Only When Using Reshade)" description = Makes Reshade effects that rely on the depth buffer working to function, but causes issues with lighting and distant mountains flickering. Should only be enabled when using Reshade. +#Credits: +version = 7 + rendererFilter = vulkan -version = 6 \ No newline at end of file diff --git a/Resolutions/Runner2_Resolution/rules.txt b/src/BrunswickProBowling/Graphics/rules.txt similarity index 54% rename from Resolutions/Runner2_Resolution/rules.txt rename to src/BrunswickProBowling/Graphics/rules.txt index 7ce04265c..6d207268f 100644 --- a/Resolutions/Runner2_Resolution/rules.txt +++ b/src/BrunswickProBowling/Graphics/rules.txt @@ -1,101 +1,101 @@ [Definition] -titleIds = 000500001011AF00,0005000010136300,00050000101DD600 -name = Resolution -path = "BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien/Graphics/Resolution" -description = Changes the resolution of the game. Made by M&&M. -version = 4 +titleIds = 00050000101D4200 +name = Graphics Settings +path = "Brunswick Pro Bowling/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 -// Performance +# Performance [Preset] +category = Resolution: name = 320x180 $width = 320 $height = 180 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 -// Common HD Resolutions +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 -[TextureRedefine] # TV Resolution + +[TextureRedefine] width = 1280 height = 720 -formats = 0x41a,0x80e overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 -[TextureRedefine] # Gamepad Resolution +[TextureRedefine] width = 864 height = 480 -formats = 0x41a overwriteWidth = ($width/$gameWidth) * 864 overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/BuddyandMe/Graphics/rules.txt b/src/BuddyandMe/Graphics/rules.txt new file mode 100644 index 000000000..1c503b6ff --- /dev/null +++ b/src/BuddyandMe/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 00050000101ECF00,00050000101F4A00 +name = Graphics Settings +path = "Buddy & Me/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/BuddyandMe/Mods/60FPS/patch_60fps.asm b/src/BuddyandMe/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..5bd2c5a14 --- /dev/null +++ b/src/BuddyandMe/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,3 @@ +[BuddyandMe_60fps] +moduleMatches = 0x494E3F98 ; (EU/NA) +0x021D5C44 = nop diff --git a/src/BuddyandMe/Mods/60FPS/rules.txt b/src/BuddyandMe/Mods/60FPS/rules.txt new file mode 100644 index 000000000..8be131259 --- /dev/null +++ b/src/BuddyandMe/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 00050000101ECF00,00050000101F4A00 +name = 60FPS +path = "Buddy & Me/Mods/60FPS" +description = Makes the game run at 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/Resolutions/CODGhosts_Resolution/rules.txt b/src/CODGhost/Graphics/rules.txt similarity index 71% rename from Resolutions/CODGhosts_Resolution/rules.txt rename to src/CODGhost/Graphics/rules.txt index bd1653a1f..8d6dc3cd7 100644 --- a/Resolutions/CODGhosts_Resolution/rules.txt +++ b/src/CODGhost/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 0005000010146800,0005000010156100,0005000010157900 -name = Resolution -path = "Call of Duty: Ghosts/Graphics/Resolution" -description = Changes the game's resolution. Made by Atom. -version = 4 +name = Graphics Settings +path = "Call of Duty: Ghosts/Graphics" +description = Changes the game's resolution.|Made by Atom. +#Credits: Atom +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,76 +15,72 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 320x180 $width = 320 $height = 180 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] width = 1280 diff --git a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/src/CaptainToad/Graphics/37a4ec1a7dbc7391_00000000000003c9_ps.txt similarity index 99% rename from Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt rename to src/CaptainToad/Graphics/37a4ec1a7dbc7391_00000000000003c9_ps.txt index 66b969b55..f933f2647 100644 --- a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt +++ b/src/CaptainToad/Graphics/37a4ec1a7dbc7391_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt b/src/CaptainToad/Graphics/5c1761d13feccdff_0000000000000000_vs.txt similarity index 99% rename from Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt rename to src/CaptainToad/Graphics/5c1761d13feccdff_0000000000000000_vs.txt index 322dd4ab4..adc346530 100644 --- a/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt +++ b/src/CaptainToad/Graphics/5c1761d13feccdff_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt b/src/CaptainToad/Graphics/6f5412f28bd716e8_0000000000000000_vs.txt similarity index 99% rename from Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt rename to src/CaptainToad/Graphics/6f5412f28bd716e8_0000000000000000_vs.txt index 1479d0906..fcbdb486c 100644 --- a/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt +++ b/src/CaptainToad/Graphics/6f5412f28bd716e8_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -124,4 +124,4 @@ passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); // export passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -} \ No newline at end of file +} diff --git a/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt b/src/CaptainToad/Graphics/83f42767ee584d5a_000000000007fffd_ps.txt similarity index 99% rename from Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt rename to src/CaptainToad/Graphics/83f42767ee584d5a_000000000007fffd_ps.txt index 05e5c67d0..8dadedaa3 100644 --- a/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt +++ b/src/CaptainToad/Graphics/83f42767ee584d5a_000000000007fffd_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt b/src/CaptainToad/Graphics/a0bda935c83e6f2a_0000000000000000_vs.txt similarity index 99% rename from Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt rename to src/CaptainToad/Graphics/a0bda935c83e6f2a_0000000000000000_vs.txt index 7517312c6..73c09a285 100644 --- a/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt +++ b/src/CaptainToad/Graphics/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -122,4 +122,4 @@ passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -} \ No newline at end of file +} diff --git a/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt b/src/CaptainToad/Graphics/cc5b29e8cb801fb8_000000000007fff9_ps.txt similarity index 99% rename from Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt rename to src/CaptainToad/Graphics/cc5b29e8cb801fb8_000000000007fff9_ps.txt index 234e2510a..dddc7664b 100644 --- a/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt +++ b/src/CaptainToad/Graphics/cc5b29e8cb801fb8_000000000007fff9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt b/src/CaptainToad/Graphics/d6228044a83341ca_000000000007fffd_ps.txt similarity index 99% rename from Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt rename to src/CaptainToad/Graphics/d6228044a83341ca_000000000007fffd_ps.txt index 4b82201b6..bbebbd119 100644 --- a/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt +++ b/src/CaptainToad/Graphics/d6228044a83341ca_000000000007fffd_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -285,4 +285,4 @@ passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); passPixelColor1 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); passPixelColor2 = vec4(R7f.x, R7f.y, R7f.z, R7f.w); passPixelColor3 = vec4(R8f.x, R8f.y, R8f.z, R8f.w); -} \ No newline at end of file +} diff --git a/Resolutions/CaptainToad_Resolution/patches.txt b/src/CaptainToad/Graphics/patch_resolution.asm similarity index 53% rename from Resolutions/CaptainToad_Resolution/patches.txt rename to src/CaptainToad/Graphics/patch_resolution.asm index 9f2f7312e..be683dbe9 100644 --- a/Resolutions/CaptainToad_Resolution/patches.txt +++ b/src/CaptainToad/Graphics/patch_resolution.asm @@ -1,23 +1,23 @@ -[KinopioAspectUW] -moduleMatches = 0x43781F76, 0xC64B0A12, 0xD80AD9B4 -#rodata constants -0x100A0EE0 = .float $width/$height -0x100BE2EC = .float $width/$height -0x100D79B4 = .float $width/$height -_aspectAddr = 0x100A0EE0 - -#Aspect Calculation -0x02368158 = lis r31, _aspectAddr@ha -0x0236815c = lfs f13, _aspectAddr@l(r31) - -[KinopioAspectUWv16] -moduleMatches = 0x9E0461E7, 0x1B377483, 0x0576A725 -#rodata constants +[CaptainToad_Resolution_v16] +moduleMatches = 0x1B377483, 0x9E0461E7, 0x0576A725 ; v16(EU), v16(NA), v16(JP) +;rodata constants 0x0100A2D38 = .float $width/$height 0x0100C0164 = .float $width/$height 0x0100D982C = .float $width/$height _aspectAddr = 0x0100A2D38 -#Aspect Calculation +;Aspect Calculation 0x02373530 = lis r31, _aspectAddr@ha 0x02373534 = lfs f13, _aspectAddr@l(r31) + +[CaptainToad_Resolution_v0] +moduleMatches = 0xC64B0A12, 0x43781F76, 0xD80AD9B4 ; v1(EU), v1(NA), v1(JP) +;rodata constants +0x100A0EE0 = .float $width/$height +0x100BE2EC = .float $width/$height +0x100D79B4 = .float $width/$height +_aspectAddr = 0x100A0EE0 + +;Aspect Calculation +0x02368158 = lis r31, _aspectAddr@ha +0x0236815C = lfs f13, _aspectAddr@l(r31) diff --git a/Resolutions/CaptainToad_Resolution/rules.txt b/src/CaptainToad/Graphics/rules.txt similarity index 90% rename from Resolutions/CaptainToad_Resolution/rules.txt rename to src/CaptainToad/Graphics/rules.txt index 271b8f456..1dcb528ca 100644 --- a/Resolutions/CaptainToad_Resolution/rules.txt +++ b/src/CaptainToad/Graphics/rules.txt @@ -1,99 +1,137 @@ [Definition] titleIds = 0005000010180600,0005000010180700,0005000010180500 -name = Resolution -path = "Captain Toad: Treasure Tracker/Graphics/Resolution" -description = Changes the resolution of the game. Made by getdls. -version = 4 +name = Graphics Settings +path = "Captain Toad: Treasure Tracker/Graphics" +description = Changes the resolution of the game and the quality of shadows.|Made by getdls and Ryce-Fast. +#Credits: getdls, Ryce-Fast +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 +$shadowRes = 1 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 # Common Ultrawide Resolutions [Preset] +category = Resolution: name = 2560x1080 (Ultrawide) $width = 2560 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3440x1440 (Ultrawide) $width = 3440 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 + + + + +[Preset] +category = Shadows: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadows: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadows: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadows: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadows: +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + +#Shadows + +[TextureRedefine] +width = 1024 +height = 1024 +formats = 0x005 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 + + + +#Resolution [TextureRedefine] width = 1280 diff --git a/src/Chariot/Graphics/rules.txt b/src/Chariot/Graphics/rules.txt new file mode 100644 index 000000000..65125b64a --- /dev/null +++ b/src/Chariot/Graphics/rules.txt @@ -0,0 +1,120 @@ +[Definition] +titleIds = 0005000010179900, 000500001017AC00, 00050000101B4400 +name = Graphics Settings +path = "Chariot/Graphics" +description = Changes the game's resolution. +#Credits: SteveLeafo +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + +[TextureRedefine] # tv +width = 1280 +height = 720 +formatsExcluded = 0x008,0x41A # exclude obvious textures +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($width/$gameWidth) * 720 + +[TextureRedefine] # half-res alpha +width = 640 +height = 360 +formatsExcluded = 0x41A # exclude obvious textures +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($width/$gameWidth) * 360 + +[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +width = 128 +height = 128 +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($width/$gameWidth) * 128 + +[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +width = 256 +height = 256 +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($width/$gameWidth) * 256 + +[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +width = 64 +height = 64 +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($width/$gameWidth) * 64 + +[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +width = 12 +height = 12 +overwriteWidth = ($width/$gameWidth) * 12 +overwriteHeight = ($width/$gameWidth) * 12 + +[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +width = 512 +height = 1024 +overwriteWidth = ($width/$gameWidth) * 512 +overwriteHeight = ($width/$gameWidth) * 1024 diff --git a/src/ChildOfLight/Graphics/rules.txt b/src/ChildOfLight/Graphics/rules.txt index fc302ff53..6ec1b41ef 100644 --- a/src/ChildOfLight/Graphics/rules.txt +++ b/src/ChildOfLight/Graphics/rules.txt @@ -1,8 +1,9 @@ [Definition] titleIds = 000500001015B200,000500001016EA00,000500001016D800 -name = Game Resolution +name = Graphics Settings path = "Child of Light/Graphics" -description = Changes the resolution of the game.||Made by Crementif and ICUP321. +description = Changes the resolution of the game.|Made by Crementif and ICUP321. +#Credits: Crementif, ICUP321 version = 7 [Default] @@ -15,59 +16,62 @@ $gameHeight = 720 # Resolution [Preset] -category = Resolution -name = 1280x720 (Default) - -[Preset] -category = Resolution +category = Resolution: name = 640x360 $width = 640 $height = 360 [Preset] -category = Resolution +category = Resolution: name = 960x540 $width = 960 $height = 540 [Preset] -category = Resolution +category = Resolution: +name = 1280x720 (Default) +defaut = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 [Preset] -category = Resolution +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 [Preset] -category = Resolution +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 [Preset] -category = Resolution +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 [Preset] -category = Resolution +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 [Preset] -category = Resolution +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 [Preset] -category = Resolution +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 diff --git a/Resolutions/MemeRun_Resolution/rules.txt b/src/Chimpuzzle/Graphics/rules.txt similarity index 60% rename from Resolutions/MemeRun_Resolution/rules.txt rename to src/Chimpuzzle/Graphics/rules.txt index 9217b63fb..10c45e590 100644 --- a/Resolutions/MemeRun_Resolution/rules.txt +++ b/src/Chimpuzzle/Graphics/rules.txt @@ -1,90 +1,86 @@ [Definition] -titleIds = 0005000010194000 -name = Resolutions -path = "Meme Run/Graphics/Resolution" -description = Changes the resolution of the game. Made by Zalnor. -version = 4 +titleIds = 000500001014DD00 +name = Graphics Settings +path = "Chimpuzzle Pro/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 -// Performance +# Performance [Preset] +category = Resolution: name = 320x180 $width = 320 $height = 180 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 -// Common HD Resolutions +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] width = 1280 @@ -92,6 +88,12 @@ height = 720 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + [TextureRedefine] width = 854 height = 480 diff --git a/src/ChompParty/Graphics/rules.txt b/src/ChompParty/Graphics/rules.txt new file mode 100644 index 000000000..2fc7c61eb --- /dev/null +++ b/src/ChompParty/Graphics/rules.txt @@ -0,0 +1,113 @@ +[Definition] +titleIds = 00050000101A9E00,00050000101A9C00 +name = Graphics Settings +path = "Chompy Chomp Chomp Party/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 320 +height = 180 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/CitizensofEarth/Graphics/rules.txt b/src/CitizensofEarth/Graphics/rules.txt new file mode 100644 index 000000000..f5b2d05c1 --- /dev/null +++ b/src/CitizensofEarth/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 0005000010177200,0005000010180B00 +name = Graphics Settings +path = "Citizens of Earth/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/CitizensofEarth/Mods/60fps/patch_60fps.asm b/src/CitizensofEarth/Mods/60fps/patch_60fps.asm new file mode 100644 index 000000000..f31129cbb --- /dev/null +++ b/src/CitizensofEarth/Mods/60fps/patch_60fps.asm @@ -0,0 +1,14 @@ +[CitizensEarth_60fps] +moduleMatches = 0xB87B357B ; (EU/NA) +.origin = codecave + +; location where .float 0.0166666.. can be found in memory +_FrameRate = 0x100A151C + +; Load 60 into f0 register +_60fps: +lis r12,_FrameRate@h +lfs f0,_FrameRate@l(r12) +blr + +0x021DE6C8 = bla _60fps diff --git a/src/CitizensofEarth/Mods/60fps/rules.txt b/src/CitizensofEarth/Mods/60fps/rules.txt new file mode 100644 index 000000000..84069e2ce --- /dev/null +++ b/src/CitizensofEarth/Mods/60fps/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010177200,0005000010180B00 +name = 60FPS +path = "Citizens of Earth/Mods/60FPS" +description = Makes the game run at 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/ColorSplash/Enhancements/AAremoval/b4ad3f6c36f63964_0000000000000079_ps.txt b/src/ColorSplash/Enhancements/AAremoval/b4ad3f6c36f63964_0000000000000079_ps.txt new file mode 100644 index 000000000..3033f96ff --- /dev/null +++ b/src/ColorSplash/Enhancements/AAremoval/b4ad3f6c36f63964_0000000000000079_ps.txt @@ -0,0 +1,237 @@ +#version 460 +#extension GL_ARB_texture_gather : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif + +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[5]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[5]; +uniform vec2 uf_fragCoordScale; +#endif + + + + +//// shader b4ad3f6c36f63964 +//uniform ivec4 uf_remappedPS[1]; +//layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +//layout(location = 0) in vec4 passParameterSem0; +//layout(location = 0) out vec4 passPixelColor0; +//uniform vec2 uf_fragCoordScale; +//int clampFI32(int v) +//{ +//if( v == 0x7FFFFFFF ) +// return floatBitsToInt(1.0); +//else if( v == 0xFFFFFFFF ) +// return floatBitsToInt(0.0); +//return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +//} +//float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +//void main() +//{ +//ivec4 R0i = ivec4(0); +//ivec4 R1i = ivec4(0); +//ivec4 R2i = ivec4(0); +//ivec4 R3i = ivec4(0); +//ivec4 R4i = ivec4(0); +//ivec4 R5i = ivec4(0); +//ivec4 R123i = ivec4(0); +//ivec4 R124i = ivec4(0); +//ivec4 R125i = ivec4(0); +//ivec4 R126i = ivec4(0); +//ivec4 R127i = ivec4(0); +//int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +//ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +//int PS0i = 0, PS1i = 0; +//ivec4 tempi = ivec4(0); +//float tempResultf; +//int tempResulti; +//ivec4 ARi = ivec4(0); +//bool predResult = true; +//vec3 cubeMapSTM; +//int cubeMapFaceId; +//R0i = floatBitsToInt(passParameterSem0); +////R1i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyz); +////R2i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, intBitsToFloat(R0i.zw),0.0,ivec2(1,0)).xyz); +////R3i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, intBitsToFloat(R0i.zw),0.0,ivec2(0,1)).xyz); +////R4i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, intBitsToFloat(R0i.zw),0.0,ivec2(1,1)).xyz); +////R5i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyz); +//// 0 +//tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0))); +//PV0i.x = tempi.x; +//PV0i.y = tempi.x; +//PV0i.z = tempi.x; +//PV0i.w = tempi.x; +//R127i.z = tempi.x; +//PS0i = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x3dea7371)); +//// 1 +//tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(PS0i),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),1.0,0.0))); +//PV1i.x = tempi.x; +//PV1i.y = tempi.x; +//PV1i.z = tempi.x; +//PV1i.w = tempi.x; +//R127i.y = tempi.x; +//PS1i = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(0x3dea7371)); +//// 2 +//R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(PS1i),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),1.0,0.0))); +//PV0i.x = R125i.x; +//PV0i.y = R125i.x; +//PV0i.z = R125i.x; +//PV0i.w = R125i.x; +//R126i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x)); +//PS0i = R126i.x; +//// 3 +//tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0))); +//PV1i.x = tempi.x; +//PV1i.y = tempi.x; +//PV1i.z = tempi.x; +//PV1i.w = tempi.x; +//R127i.w = tempi.x; +//R127i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV0i.x)); +//PS1i = R127i.x; +//// 4 +//PV0i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.x)); +//PV0i.y = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(PV1i.x)); +//PV0i.z = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(R126i.x)); +//R126i.w = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y))); +//R124i.x = floatBitsToInt(min(intBitsToFloat(R125i.x), intBitsToFloat(PV1i.x))); +//PS0i = R124i.x; +//// 5 +//backupReg0i = R127i.z; +//backupReg1i = R127i.w; +//PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(R126i.x)); +//PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV0i.z)); +//R127i.z = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(R127i.y))); +//R127i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.x)); +//PV1i.w = R127i.w; +//R127i.x = floatBitsToInt(max(intBitsToFloat(R125i.x), intBitsToFloat(backupReg1i))); +//PS1i = R127i.x; +//// 6 +//backupReg0i = R126i.w; +//PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x3d000000)); +//PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +//PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.x)), intBitsToFloat(PV1i.x))); +//R126i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x))); +//R125i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R124i.x))); +//PS0i = R125i.w; +//// 7 +//PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +//R127i.y = floatBitsToInt(max(intBitsToFloat(R127i.z), intBitsToFloat(R127i.x))); +//PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0x3c000000))); +//PS1i = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3dea7371)); +//// 8 +//R123i.x = floatBitsToInt((intBitsToFloat(R5i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PS1i))); +//PV0i.x = R123i.x; +//PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.x)); +//// 9 +//R123i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(PV0i.x))); +//PV1i.z = R123i.z; +//PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w)); +//// 10 +//PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PS1i))); +//PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PS1i))); +//R2i.z = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(R125i.w))); +//R1i.w = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(R127i.y))); +//// 11 +//PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0xc1000000))); +//PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(0xc1000000))); +//// 12 +//PV0i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x41000000))); +//PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x41000000))); +//// 13 +//R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[0].x))); +//PV1i.z = R127i.z; +//R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].y))); +//PV1i.w = R127i.w; +//// 14 +//R5i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e2a9930) + intBitsToFloat(R0i.x))); +//R5i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e2a9930) + intBitsToFloat(R0i.y))); +//R5i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbe2ab368) + intBitsToFloat(R0i.x))); +//R5i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbe2ab368) + intBitsToFloat(R0i.y))); +//R4i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R0i.x))); +//PS0i = R4i.x; +//// 15 +//backupReg0i = R0i.x; +//R0i.x = floatBitsToInt((-(intBitsToFloat(R127i.z)) * 0.5 + intBitsToFloat(backupReg0i))); +//R4i.y = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + intBitsToFloat(R0i.y))); +//R0i.z = floatBitsToInt((-(intBitsToFloat(R127i.w)) * 0.5 + intBitsToFloat(R0i.y))); +//R3i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R5i.xy),0.0).xyz); +//R5i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R5i.zw),0.0).xyz); +//R4i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R4i.xy),0.0).xyz); +//R0i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xz),0.0).xyz); +//// 0 +//R127i.x = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R5i.z)); +//R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +//R126i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R5i.y)); +//R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); +//PV0i.z = R126i.z; +//R127i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R5i.x)); +//R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +//PV0i.w = R127i.w; +//// 1 +//backupReg0i = R0i.x; +//backupReg1i = R0i.y; +//PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(backupReg0i)); +//PV1i.y = PV0i.w; +//PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); +//R127i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R0i.z)); +//PV1i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(backupReg1i)); +//PS1i = PV0i.z; +//PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0); +//// 2 +//R124i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PV1i.y))); +//R127i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PS1i))); +//PV0i.w = R127i.x; +//PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +//// 3 +//backupReg0i = R127i.z; +//R127i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 0.25 + intBitsToFloat(PV0i.w))); +//PV1i.z = R127i.z; +//// 4 +//tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0))); +//PV0i.x = tempi.x; +//PV0i.y = tempi.x; +//PV0i.z = tempi.x; +//PV0i.w = tempi.x; +//// 5 +//PV1i.x = ((intBitsToFloat(PV0i.x) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0)); +//PV1i.y = ((intBitsToFloat(R2i.z) > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +//// 6 +//R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1))); +//PV0i.w = R123i.w; +//// 7 +//R123i.x = ((PV0i.w == 0)?(0):(R126i.z)); +//PV1i.x = R123i.x; +//R123i.y = ((PV0i.w == 0)?(0):(R127i.w)); +//PV1i.y = R123i.y; +//R123i.z = ((PV0i.w == 0)?(0):(0x3f800000)); +//PV1i.z = R123i.z; +//R123i.w = ((PV0i.w == 0)?(0):(R127i.x)); +//PV1i.w = R123i.w; +//// 8 +//R0i.x = ((PV1i.z == 0)?(R124i.x):(PV1i.y)); +//R0i.y = ((PV1i.z == 0)?(R127i.y):(PV1i.x)); +//R0i.z = ((PV1i.z == 0)?(R127i.z):(PV1i.w)); +//// 9 +//R0i.w = 0x3f800000; +//// export +//passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +//} diff --git a/src/ColorSplash/Enhancements/AAremoval/rules.txt b/src/ColorSplash/Enhancements/AAremoval/rules.txt new file mode 100644 index 000000000..d8ed65403 --- /dev/null +++ b/src/ColorSplash/Enhancements/AAremoval/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001F600900,000500001F600A00,000500001F600B00 +name = Remove Anti-Aliasing +path = "Paper Mario: Color Splash/Enhancements/Remove AA" +description = Dissable the game's native AA. +#Credits: ActualMandM +version = 7 diff --git a/Resolutions/ColorSplash_Resolution/rules.txt b/src/ColorSplash/Graphics/rules.txt similarity index 55% rename from Resolutions/ColorSplash_Resolution/rules.txt rename to src/ColorSplash/Graphics/rules.txt index 7de1ac069..6fe9b9f20 100644 --- a/Resolutions/ColorSplash_Resolution/rules.txt +++ b/src/ColorSplash/Graphics/rules.txt @@ -1,89 +1,154 @@ [Definition] titleIds = 000500001F600900,000500001F600A00,000500001F600B00 -name = "Resolution" -path = "Paper Mario: Color Splash/Graphics/Resolution" +name = Graphics Settings +path = "Paper Mario: Color Splash/Graphics" description = Changes the resolution of the game. -version = 4 +#Credits: Crementif +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 +$padWidth = 854 +$padHeight = 480 $gameWidth = 1280 $gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 -# Performance + +# TV Resolution [Preset] +category = TV Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 -# Common HD Resolutions +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 [Preset] +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines [TextureRedefine] # Game Resolution width = 1280 height = 720 formats = 0x011,0x816,0x41a,0x81e,0x810,0x21a,0x806,0x201,0x001,0x207,0x01a -tileModesExcluded = 1 +tileModesExcluded = 0x1 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 @@ -100,7 +165,7 @@ formats = 0x816 width = 640 height = 360 formats = 0x816 -tileModesExcluded = 1 +tileModesExcluded = 0x1 #overwriteWidth = ($width/$gameWidth) * 640 #overwriteHeight = ($height/$gameHeight) * 360 @@ -138,12 +203,12 @@ formats = 0x816 width = 864 height = 480 formats = 0x011,0x816,0x41a,0x81e,0x810,0x21a,0x01a -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 [TextureRedefine] width = 854 height = 480 formats = 0x011,0x816,0x41a,0x81e,0x810,0x21a,0x01a -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 diff --git a/Mods/ColorSplash_ImprovePerformance/patch_taskmgr.asm b/src/ColorSplash/Mods/ImprovePerformance/patch_taskmgr.asm similarity index 87% rename from Mods/ColorSplash_ImprovePerformance/patch_taskmgr.asm rename to src/ColorSplash/Mods/ImprovePerformance/patch_taskmgr.asm index 2090037bd..8111a91a0 100644 --- a/Mods/ColorSplash_ImprovePerformance/patch_taskmgr.asm +++ b/src/ColorSplash/Mods/ImprovePerformance/patch_taskmgr.asm @@ -1,15 +1,11 @@ -[SharedConstants] -moduleMatches = 0xca6b9a52, 0x7467d6cf +[ColorSplash_Performance] +moduleMatches = 0xCA6B9A52, 0x7467D6CF ; (EU), (NA/JP) +.origin = codecave TASK_MGR_OBJ_SIZE = 0x3878 ; sys::task::Manager unmodified base size. OS_SEMAPHORE_SIZE = 0x20 NEW_TASK_MGR_OBJ_SIZE = TASK_MGR_OBJ_SIZE + OS_SEMAPHORE_SIZE -[SharedCode] -moduleMatches = 0xca6b9a52, 0x7467d6cf - -.origin = codecave - ; Init hook ; We initialize the semaphore we append at the end of the class _TaskManagerInitHook: @@ -51,8 +47,8 @@ blr ; Todo - Signal semaphore on TaskManager shutdown request -[ColorSplashEUv0] -moduleMatches = 0xca6b9a52 +[ColorSplash_Performance_EU] +moduleMatches = 0xCA6B9A52 ; (EU) ; increase allocated size of sys::task::Manager to fit our appended OSSemaphore 0x025E249C = li r3, NEW_TASK_MGR_OBJ_SIZE @@ -65,8 +61,8 @@ moduleMatches = 0xca6b9a52 0x025E1F14 = bla _TaskManagerRunQueuedTask -[ColorSplashUSv0] -moduleMatches = 0x7467d6cf +[ColorSplash_Performance_NA] +moduleMatches = 0x7467D6CF ; (NA/JP) ; subtract 0xDC from EU offsets to get US offsets @@ -77,4 +73,4 @@ moduleMatches = 0x7467d6cf 0x025E24AC = bla _TaskManagerInitHook 0x025E29CC = bla _TaskManagerSubmitHook -0x025E1E38 = bla _TaskManagerRunQueuedTask \ No newline at end of file +0x025E1E38 = bla _TaskManagerRunQueuedTask diff --git a/Mods/ColorSplash_ImprovePerformance/rules.txt b/src/ColorSplash/Mods/ImprovePerformance/rules.txt similarity index 90% rename from Mods/ColorSplash_ImprovePerformance/rules.txt rename to src/ColorSplash/Mods/ImprovePerformance/rules.txt index 727dcf86e..c07755168 100644 --- a/Mods/ColorSplash_ImprovePerformance/rules.txt +++ b/src/ColorSplash/Mods/ImprovePerformance/rules.txt @@ -3,4 +3,6 @@ titleIds = 000500001F600900,000500001F600A00,000500001F600B00 name = Improve Performance path = "Paper Mario: Color Splash/Mods/Improve Performance" description = Substantially lowers CPU requirements of the game.|Can improve performance on some systems.||Needs to be enabled before (and can't be disabled after) running the game, otherwise it'll crash. -version = 7 \ No newline at end of file +#Credits: Exzap +version = 7 +default = 1 diff --git a/Workarounds/ColorSplash_GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt b/src/ColorSplash/Workarounds/GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt similarity index 99% rename from Workarounds/ColorSplash_GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt rename to src/ColorSplash/Workarounds/GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt index 70af670d6..f44ad4fb5 100644 --- a/Workarounds/ColorSplash_GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt +++ b/src/ColorSplash/Workarounds/GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Workarounds/ColorSplash_GreenCharactersTint/rules.txt b/src/ColorSplash/Workarounds/GreenCharactersTint/rules.txt similarity index 78% rename from Workarounds/ColorSplash_GreenCharactersTint/rules.txt rename to src/ColorSplash/Workarounds/GreenCharactersTint/rules.txt index 1b8d65083..cb452a64e 100644 --- a/Workarounds/ColorSplash_GreenCharactersTint/rules.txt +++ b/src/ColorSplash/Workarounds/GreenCharactersTint/rules.txt @@ -2,5 +2,7 @@ titleIds = 000500001F600900,000500001F600A00,000500001F600B00 name = "Green Tinted Characters Workaround" path = "Paper Mario: Color Splash/Workarounds/Green Tinted Characters" -description = Fixes the green tint on characters that occur randomly. Made by Crementif. -version = 4 +description = Fixes the green tint on characters that occur randomly.|Made by Crementif. +#Credits: Crementif +version = 7 +default = 1 diff --git a/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt b/src/ColorSplash/Workarounds/InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt similarity index 97% rename from Workarounds/ColorSplash_InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt rename to src/ColorSplash/Workarounds/InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt index 92af79c1e..05d972e73 100644 --- a/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt +++ b/src/ColorSplash/Workarounds/InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader f98d1c67b6e7d097 diff --git a/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/rules.txt b/src/ColorSplash/Workarounds/InvisibleCharactersCutoutMode/rules.txt similarity index 75% rename from Workarounds/ColorSplash_InvisibleCharactersCutoutMode/rules.txt rename to src/ColorSplash/Workarounds/InvisibleCharactersCutoutMode/rules.txt index 5a0aca0eb..47e96643e 100644 --- a/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/rules.txt +++ b/src/ColorSplash/Workarounds/InvisibleCharactersCutoutMode/rules.txt @@ -2,5 +2,7 @@ titleIds = 000500001F600900,000500001F600A00,000500001F600B00 name = "Invisible Characters in Cutout Mode Workaround" path = "Paper Mario: Color Splash/Workarounds/Invisible Characters in Cutout Mode" -description = Fixes the problem of Mario and the flag not rendering during Cutout sequences. Made by RedHalted. -version = 4 +description = Fixes the problem of Mario and the flag not rendering during Cutout sequences.|Made by RedHalted. +#Credits: RedHalted +version = 7 +default = 1 diff --git a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt b/src/DKCTropicalFreeze/Enhancements/AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt similarity index 99% rename from Enhancements/DonkeyKongTropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt rename to src/DKCTropicalFreeze/Enhancements/AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt index 9fa2b34b2..7872143e8 100644 --- a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt +++ b/src/DKCTropicalFreeze/Enhancements/AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -28,6 +28,11 @@ uniform vec4 uf_fragCoordScale; uniform ivec4 uf_remappedPS[2]; uniform vec2 uf_fragCoordScale; #endif + + + + + TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem0; diff --git a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt b/src/DKCTropicalFreeze/Enhancements/AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt similarity index 99% rename from Enhancements/DonkeyKongTropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt rename to src/DKCTropicalFreeze/Enhancements/AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt index 81126872d..d7d938108 100644 --- a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt +++ b/src/DKCTropicalFreeze/Enhancements/AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) @@ -28,6 +28,11 @@ uniform vec4 uf_fragCoordScale; uniform ivec4 uf_remappedPS[2]; uniform vec2 uf_fragCoordScale; #endif + + + + + TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem0; @@ -75,5 +80,4 @@ activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; - } diff --git a/src/DKCTropicalFreeze/Enhancements/AARemoval/rules.txt b/src/DKCTropicalFreeze/Enhancements/AARemoval/rules.txt new file mode 100644 index 000000000..cf8ceb0a5 --- /dev/null +++ b/src/DKCTropicalFreeze/Enhancements/AARemoval/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010137F00,0005000010138300,0005000010144800 +name = Remove Anti-Aliasing +path = "Donkey Kong Country: Tropical Freeze/Enhancements/Remove AA" +description = Dissable the game's native AA. +#Credits: Skalfate +version = 7 diff --git a/Resolutions/DonkeyKongTropicalFreeze_Resolution/patches.txt b/src/DKCTropicalFreeze/Graphics/patch_resolution.asm similarity index 52% rename from Resolutions/DonkeyKongTropicalFreeze_Resolution/patches.txt rename to src/DKCTropicalFreeze/Graphics/patch_resolution.asm index 392ea0ccf..fb7bf124c 100644 --- a/Resolutions/DonkeyKongTropicalFreeze_Resolution/patches.txt +++ b/src/DKCTropicalFreeze/Graphics/patch_resolution.asm @@ -1,9 +1,9 @@ -[DKTropicalFreeze2] -moduleMatches = 0x4FF15DD2 -0x10018498 = .float $width/$height -0x10094758 = .float $width/$height - -[DKTropicalFreeze16] -moduleMatches = 0xA37C99E1 +[DKCTF_Resolution_v16] +moduleMatches = 0xA37C99E1 ; (EU/NA/JP)v16 0x100184A8 = .float $width/$height 0x100946F8 = .float $width/$height + +[DKCTF_Resolution_v2] +moduleMatches = 0x4FF15DD2 ; (EU/NA/JP)v2 +0x10018498 = .float $width/$height +0x10094758 = .float $width/$height diff --git a/src/DKCTropicalFreeze/Graphics/rules.txt b/src/DKCTropicalFreeze/Graphics/rules.txt new file mode 100644 index 000000000..c993e7134 --- /dev/null +++ b/src/DKCTropicalFreeze/Graphics/rules.txt @@ -0,0 +1,343 @@ +[Definition] +titleIds = 0005000010137F00,0005000010138300,0005000010144800 +name = Graphics Settings +path = "Donkey Kong Country: Tropical Freeze/Graphics" +description = Changes the resolution of the game.|Made by getdls and Skalfate. +#Credits: getdls, Skalfate +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + +[Preset] +category = TV Resolution: +name = 1680x1050 (16:10) +$width = 1680 +$height = 1050 + +[Preset] +category = TV Resolution: +name = 1920x1200 (16:10) +$width = 1920 +$height = 1200 + +[Preset] +category = TV Resolution: +name = 2560x1080 (21:9) +$width = 2560 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 3440x1440 (21:9) +$width = 3440 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 5120x2160 (21:9) +$width = 5120 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 3840x1080 (32:9) +$width = 3840 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 5120×1440 (32:9) +$width = 5120 +$height = 1440 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + +[Preset] +category = Gamepad Resolution: +name = 1680x1050 (16:10) +$padWidth = 1680 +$padHeight = 1050 + +[Preset] +category = Gamepad Resolution: +name = 1920x1200 (16:10) +$padWidth = 1920 +$padHeight = 1200 + +[Preset] +category = Gamepad Resolution: +name = 2560x1080 (21:9) +$padWidth = 2560 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 3440x1440 (21:9) +$padWidth = 3440 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 5120x2160 (21:9) +$padWidth = 5120 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 3840x1080 (32:9) +$padWidth = 3840 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 5120×1440 (32:9) +$padWidth = 5120 +$padHeight = 1440 + + + +# Texture Redefines + +# Texture Formats Legend: +# - 0x001=Color-Red8 +# - 0x011=Depth24_Stencil8 +# - 0x01a=Color-RGBA8 +# - 0x80e=Depth32 + +# Main Game Renderer +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x001,0x011,0x01a,0x80e +tileModesExcluded = 0x001 # For Video Playback +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +# Loading Screen DK Running +[TextureRedefine] +width = 1280 +height = 256 +formats = 0x01a,0x80e +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 256 + +# GamePad +[TextureRedefine] +width = 864 +height = 480 +formats = 0x01a +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +# GamePad +[TextureRedefine] +width = 854 +height = 480 +formats = 0x01a +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +# Half-Res +[TextureRedefine] +width = 640 +height = 368 +formats = 0x01a,0x80e +formatsExcluded = 0x007 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +# Half-Res +[TextureRedefine] +width = 640 +height = 360 +formats = 0x01a,0x80e +tileModesExcluded = 0x001 # 0x007 half res hold color data and is used for video playback +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +# 1/4 Res +[TextureRedefine] +width = 320 +height = 192 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +# 1/4 Res +[TextureRedefine] +width = 320 +height = 180 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +# In-game UI Top-left screen +[TextureRedefine] +width = 320 +height = 128 +formats = 0x01a,0x011 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 128 + +# 1/4 Res +[TextureRedefine] +width = 160 +height = 96 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 96 + +# 1/4 Res +[TextureRedefine] +width = 160 +height = 90 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 90 + + +# Additonal GUI Textures + +# Donkey Kong's Face +[TextureRedefine] +width = 96 +height = 108 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 96 +overwriteHeight = ($height/$gameHeight) * 108 diff --git a/Resolutions/Darksiders_Resolution/rules.txt b/src/Darksiders/Graphics/rules.txt similarity index 64% rename from Resolutions/Darksiders_Resolution/rules.txt rename to src/Darksiders/Graphics/rules.txt index 91e4e77de..204a5b5a3 100644 --- a/Resolutions/Darksiders_Resolution/rules.txt +++ b/src/Darksiders/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 00050000101FA600,00050000101F9700 -name = Resolution -path = "Darksiders Warmastered Edition/Graphics/Resolution" -description = Changes the resolution of the game. Made by theboy181. -version = 4 +name = Graphics Settings +path = "Darksiders Warmastered Edition/Graphics" +description = Changes the resolution of the game.|Made by theboy181. +#Credits: theboy181 +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,69 +15,65 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 [TextureRedefine] width = 1280 diff --git a/src/Darksiders/Mods/FPSUncapped/patch_fps.asm b/src/Darksiders/Mods/FPSUncapped/patch_fps.asm new file mode 100644 index 000000000..ac8f64ee9 --- /dev/null +++ b/src/Darksiders/Mods/FPSUncapped/patch_fps.asm @@ -0,0 +1,5 @@ +[Darksiders_fpsUncap] +moduleMatches = 0x8FF41D2E, 0x6F862934 ; (EU), (NA) +;0x057429D4 = srwi r11, r12, 1 +;0x038bb530 = rlwinm r6,r0,30,1,31 +0x0388FBC8 = nop diff --git a/Mods/Darksiders_Uncapped/rules.txt b/src/Darksiders/Mods/FPSUncapped/rules.txt similarity index 91% rename from Mods/Darksiders_Uncapped/rules.txt rename to src/Darksiders/Mods/FPSUncapped/rules.txt index 6520bcf81..d3a93e2f9 100644 --- a/Mods/Darksiders_Uncapped/rules.txt +++ b/src/Darksiders/Mods/FPSUncapped/rules.txt @@ -2,29 +2,28 @@ titleIds = 00050000101FA600,00050000101F9700 name = Uncapped Framerate path = "Darksiders Warmastered Edition/Mods/Uncapped Framerate" -description = This patches out the framerate cap that the game has in place. Performance may increase from changing the recompiler to be dual or triple core. Made by theboy181. -version = 4 +description = This patches out the framerate cap that the game has in place. Performance may increase from changing the recompiler to be dual or triple core.|Made by theboy181. +#Credits: theboy181 +version = 7 -[Preset] -name = 60FPS (ideal for 240/120/60Hz displays) -$targetFPS:int = 60 - -[Preset] -name = 30FPS (ideal for 240/120/60Hz displays) +[Default] $targetFPS:int = 30 -[Preset] -name = 40FPS (ideal for 240/120/60Hz displays) -$targetFPS:int = 40 - [Preset] name = 20FPS (ideal for 240/120/60Hz displays) $targetFPS:int = 20 +[Preset] +name = 30FPS (ideal for 240/120/60Hz displays) + [Preset] name = 33FPS (ideal for 165Hz displays) $targetFPS:int = 33 +[Preset] +name = 40FPS (ideal for 240/120/60Hz displays) +$targetFPS:int = 40 + [Preset] name = 48FPS (ideal for 144Hz displays) $targetFPS:int = 48 @@ -33,6 +32,11 @@ $targetFPS:int = 48 name = 55FPS (ideal for 165Hz displays) $targetFPS:int = 55 +[Preset] +name = 60FPS (ideal for 240/120/60Hz displays) +$targetFPS:int = 60 +default = 1 + [Preset] name = 72FPS (ideal for 144Hz displays) $targetFPS:int = 72 diff --git a/src/Darksiders2/Graphics/rules.txt b/src/Darksiders2/Graphics/rules.txt new file mode 100644 index 000000000..e81b83f1c --- /dev/null +++ b/src/Darksiders2/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 000500001010AD00,0005000010110F00 +name = Graphics Settings +path = "Darksiders II/Graphics" +description = Changes the game's resolution. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/Darksiders2/Mods/60FPS/patch_60fps.asm b/src/Darksiders2/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..f7c04572c --- /dev/null +++ b/src/Darksiders2/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,3 @@ +[DarksidersII_60fps] +moduleMatches = 0xD3247206 ; (EU/NA) +0x037B1088 = li r0,1 diff --git a/src/Darksiders2/Mods/60FPS/rules.txt b/src/Darksiders2/Mods/60FPS/rules.txt new file mode 100644 index 000000000..df8633d50 --- /dev/null +++ b/src/Darksiders2/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001010AD00,0005000010110F00 +name = 60FPS +path = "Darksiders II/Mods/60FPS" +description = Makes the game run at 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/DeusExHumanRevolution/Graphics/rules.txt b/src/DeusExHumanRevolution/Graphics/rules.txt new file mode 100644 index 000000000..a9bb6faf6 --- /dev/null +++ b/src/DeusExHumanRevolution/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 000500001012BA00,000500001012B200 +name = Graphics Settings +path = "Deus Ex: Human Revolution/Graphics" +description = Changes the game's resolution. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/DeusExHumanRevolution/Mods/60FPS/patch_60fps.asm b/src/DeusExHumanRevolution/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..ce4eab216 --- /dev/null +++ b/src/DeusExHumanRevolution/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,3 @@ +[DeusEx_60fps] +moduleMatches = 0x4C83AF19 ; (EU/NA) +0x0234EA10 = li r3,1 ;GX2SetSwapInterval diff --git a/src/DeusExHumanRevolution/Mods/60FPS/rules.txt b/src/DeusExHumanRevolution/Mods/60FPS/rules.txt new file mode 100644 index 000000000..b56d9ac76 --- /dev/null +++ b/src/DeusExHumanRevolution/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001012BA00,000500001012B200 +name = 60FPS +path = "Deus Ex: Human Revolution/Mods/60FPS" +description = Makes the game run at 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/Resolutions/DevilsThird_Resolution/161904c2816b059d_0000000000000000_vs.txt b/src/DevilsThird/Graphics/161904c2816b059d_0000000000000000_vs.txt similarity index 99% rename from Resolutions/DevilsThird_Resolution/161904c2816b059d_0000000000000000_vs.txt rename to src/DevilsThird/Graphics/161904c2816b059d_0000000000000000_vs.txt index b45887846..32336d28d 100644 --- a/Resolutions/DevilsThird_Resolution/161904c2816b059d_0000000000000000_vs.txt +++ b/src/DevilsThird/Graphics/161904c2816b059d_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/DevilsThird_Resolution/888e5d95da8037e2_0000000000000079_ps.txt b/src/DevilsThird/Graphics/888e5d95da8037e2_0000000000000079_ps.txt similarity index 99% rename from Resolutions/DevilsThird_Resolution/888e5d95da8037e2_0000000000000079_ps.txt rename to src/DevilsThird/Graphics/888e5d95da8037e2_0000000000000079_ps.txt index 0408f0f9c..b32aacee7 100644 --- a/Resolutions/DevilsThird_Resolution/888e5d95da8037e2_0000000000000079_ps.txt +++ b/src/DevilsThird/Graphics/888e5d95da8037e2_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/DevilsThird/Graphics/rules.txt b/src/DevilsThird/Graphics/rules.txt new file mode 100644 index 000000000..afdb0f8b4 --- /dev/null +++ b/src/DevilsThird/Graphics/rules.txt @@ -0,0 +1,209 @@ +[Definition] +titleIds = 0005000010177600,0005000010177700,0005000010197D00 +name = Graphics Settings +path = "Devil's Third/Graphics" +description = Changes the resolution of the game.|Made by Crementif. +#Credits: Crementif +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +name = 854x480 (Default) +category = Gamepad Resolution: +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x011,0x820,0x01a,0x41a +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +formats = 0x820 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +# Blur + +[TextureRedefine] +width = 320 +height = 180 +formats = 0x810,0x820 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 320 +height = 192 +formats = 0x810 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +# Bloom + +[TextureRedefine] +width = 640 +height = 368 +formats = 0x820 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +formats = 0x820 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +# Bloom looked broken from my testing (not using the tiled rendering fix or whatever it's called), but it might be a shader that didn't get upscaled correctly. + +[TextureRedefine] +width = 352 +height = 192 +formats = 0x820 +overwriteWidth = ($width/$gameWidth) * 352 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] +width = 322 +height = 182 +formats = 0x820 +overwriteWidth = ($width/$gameWidth) * 322 +overwriteHeight = ($height/$gameHeight) * 182 diff --git a/Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt b/src/DrLuigi/Enhancements/AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt similarity index 99% rename from Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt rename to src/DrLuigi/Enhancements/AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt index 01cac785f..07f6da7b8 100644 --- a/Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt +++ b/src/DrLuigi/Enhancements/AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -29,6 +29,11 @@ uniform vec4 uf_fragCoordScale; uniform float uf_alphaTestRef; uniform vec2 uf_fragCoordScale; #endif + + + + + TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem129; layout(location = 1) in vec4 passParameterSem128; diff --git a/src/DrLuigi/Enhancements/AntiAliasing/rules.txt b/src/DrLuigi/Enhancements/AntiAliasing/rules.txt new file mode 100644 index 000000000..4d2a6ec38 --- /dev/null +++ b/src/DrLuigi/Enhancements/AntiAliasing/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010150300,0005000010152A00,0005000010152B00 +name = Anti-Aliasing +path = "Dr. Luigi/Enhancements/Anti-Aliasing" +description = Re-enables the game's anti-aliasing.|Made by M&&M. +#Credits: M&&M +version = 7 diff --git a/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt b/src/DrLuigi/Graphics/9e9abde99f9510dc_000000000000001c_ps.txt similarity index 99% rename from Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt rename to src/DrLuigi/Graphics/9e9abde99f9510dc_000000000000001c_ps.txt index 1b93d58eb..80a0d9b6c 100644 --- a/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt +++ b/src/DrLuigi/Graphics/9e9abde99f9510dc_000000000000001c_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/DrLuigi_Resolution/rules.txt b/src/DrLuigi/Graphics/rules.txt similarity index 71% rename from Resolutions/DrLuigi_Resolution/rules.txt rename to src/DrLuigi/Graphics/rules.txt index e09d8a8dc..4a685db27 100644 --- a/Resolutions/DrLuigi_Resolution/rules.txt +++ b/src/DrLuigi/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 0005000010150300,0005000010152A00,0005000010152B00 -name = Resolution -path = "Dr. Luigi/Graphics/Resolution" +name = Graphics Settings +path = "Dr. Luigi/Graphics" description = Changes the resolution of the game. Anti-aliasing is disabled by default. Made by M&&M. -version = 4 +#Credits: M&&M +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,69 +15,66 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] width = 1280 diff --git a/Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt b/src/DucktalesRemastered/Graphics/294904d1771460cf_0000000000000079_ps.txt similarity index 99% rename from Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt rename to src/DucktalesRemastered/Graphics/294904d1771460cf_0000000000000079_ps.txt index 6b779acf6..a1893d35f 100644 --- a/Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt +++ b/src/DucktalesRemastered/Graphics/294904d1771460cf_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt b/src/DucktalesRemastered/Graphics/8fdd009324e987ee_0000000000000079_ps.txt similarity index 99% rename from Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt rename to src/DucktalesRemastered/Graphics/8fdd009324e987ee_0000000000000079_ps.txt index 2c2288648..e812311aa 100644 --- a/Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt +++ b/src/DucktalesRemastered/Graphics/8fdd009324e987ee_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/DucktalesRemastered_Resolution/rules.txt b/src/DucktalesRemastered/Graphics/rules.txt similarity index 75% rename from Resolutions/DucktalesRemastered_Resolution/rules.txt rename to src/DucktalesRemastered/Graphics/rules.txt index b52688e43..07de2759f 100644 --- a/Resolutions/DucktalesRemastered_Resolution/rules.txt +++ b/src/DucktalesRemastered/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 0005000010129000,0005000010129200 -name = Resolution -path = "DuckTales: Remastered/Graphics/Resolution" -description = Changes the resolution of the game. Made by Crementif. -version = 4 +name = Graphics Settings +path = "DuckTales: Remastered/Graphics" +description = Changes the resolution of the game.|Made by Crementif. +#Credits: Cremetif +version = 7 -[Preset] -name = 1920x1080 (Default) +[Default] $width = 1920 $height = 1080 $gameWidth = 1920 @@ -15,76 +15,72 @@ $gameHeight = 1080 # Performance [Preset] +category = Resolution: name = 320x180 $width = 320 $height = 180 -$gameWidth = 1920 -$gameHeight = 1088 [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1920 -$gameHeight = 1088 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 1280x720 $width = 1280 $height = 720 -$gameWidth = 1920 -$gameHeight = 1088 [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1920 -$gameHeight = 1088 + +[Preset] +category = Resolution: +name = 1920x1080 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1920 -$gameHeight = 1088 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1920 -$gameHeight = 1088 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] # TV Resolution width = 1920 diff --git a/src/FamilyTennisSP/Graphics/rules.txt b/src/FamilyTennisSP/Graphics/rules.txt new file mode 100644 index 000000000..fb6e0c675 --- /dev/null +++ b/src/FamilyTennisSP/Graphics/rules.txt @@ -0,0 +1,100 @@ +[Definition] +titleIds = 000500001019AE00,00050000101A2C00,000500001015EA00 +name = Graphics Settings +path = "Family Tennis SP/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/FastRacingNeo/Graphics/patch_AspectRatio.asm b/src/FastRacingNeo/Graphics/patch_AspectRatio.asm index 963bd6b98..9828659dc 100644 --- a/src/FastRacingNeo/Graphics/patch_AspectRatio.asm +++ b/src/FastRacingNeo/Graphics/patch_AspectRatio.asm @@ -1,6 +1,7 @@ -[AspectRatio_v64] -moduleMatches = 0xfab25e0c - +[FastRacingNeo_AspectRatio_v65] +moduleMatches = 0xFAB25E0C ; v65(EU/NA/JP) 0x1000AE0C = .float ($width/$height)/($gameWidth/$gameHeight) -#0x1000008C = .float ($width/$height)/($gameWidth/$gameHeight) # Doesn't seem to be related to the HUD aspect ratio, but it's related. +[FastRacingNeo_AspectRatio_v2] +moduleMatches = 0xF51F0243, 0x595D81AD ; v2(EU/NA), v0(JP) +0x1000AA3C = .float ($width/$height)/($gameWidth/$gameHeight) diff --git a/src/FastRacingNeo/Graphics/rules.txt b/src/FastRacingNeo/Graphics/rules.txt index 64c645276..1ef21abf8 100644 --- a/src/FastRacingNeo/Graphics/rules.txt +++ b/src/FastRacingNeo/Graphics/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 000500001012f000,00050000101d6000,00050000101e4100,00050000101FED00 -name = Resolution +titleIds = 000500001012F000,00050000101D6000,00050000101E4100,00050000101FED00 +name = Graphics Settings path = "FAST Racing NEO/Graphics" -description = Changes the resolution of the game.||Made by M&&M and getdls. -version = 5 +description = Changes the resolution of the game.|Made by M&&M and getdls. +#Credits: M&&M, getdls +version = 7 [Default] $width = 1280 @@ -20,144 +21,144 @@ $anisotropy = 1 # TV Resolution [Preset] -category = TV Resolution +category = TV Resolution: name = 320x180 $width = 320 $height = 180 [Preset] -category = TV Resolution +category = TV Resolution: name = 640x360 $width = 640 $height = 360 [Preset] -category = TV Resolution +category = TV Resolution: name = 854x480 $width = 854 $height = 480 [Preset] -category = TV Resolution +category = TV Resolution: name = 960x540 $width = 960 $height = 540 [Preset] -category = TV Resolution -name = 1280x720 +category = TV Resolution: +name = 1280x720 (Default) default = 1 [Preset] -category = TV Resolution +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 [Preset] -category = TV Resolution +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 [Preset] -category = TV Resolution +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 [Preset] -category = TV Resolution +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 [Preset] -category = TV Resolution +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 [Preset] -category = TV Resolution +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 [Preset] -category = TV Resolution +category = TV Resolution: name = 1280x800 (16:10) $width = 1280 $height = 800 [Preset] -category = TV Resolution +category = TV Resolution: name = 1680x1050 (16:10) $width = 1680 $height = 1050 [Preset] -category = TV Resolution +category = TV Resolution: name = 1680x1080 (16:10) $width = 1680 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 1920x1200 (16:10) $width = 1920 $height = 1200 [Preset] -category = TV Resolution +category = TV Resolution: name = 1920x1224 (16:10) $width = 1920 $height = 1224 [Preset] -category = TV Resolution +category = TV Resolution: name = 2880x1800 (16:10) $width = 2880 $height = 1800 [Preset] -category = TV Resolution +category = TV Resolution: name = 2560x1656 (16:10) $width = 2560 $height = 1656 [Preset] -category = TV Resolution +category = TV Resolution: name = 2560x1080 (21:9) $width = 2560 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 3440x1440 (21:9) $width = 3440 $height = 1440 [Preset] -category = TV Resolution +category = TV Resolution: name = 5120x2160 (21:9) $width = 5120 $height = 2160 [Preset] -category = TV Resolution +category = TV Resolution: name = 3840x1080 (32:9) $width = 3840 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 5120x1440 (32:9) $width = 5120 $height = 1440 @@ -166,144 +167,144 @@ $height = 1440 # Gamepad Resolution [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 320x180 $padWidth = 320 $padHeight = 180 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 640x360 $padWidth = 640 $padHeight = 360 [Preset] -category = Gamepad Resolution -name = 854x480 +category = Gamepad Resolution: +name = 854x480 (Default) default = 1 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 960x540 $padWidth = 960 $padHeight = 540 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1280x720 $padWidth = 1280 $padHeight = 720 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1600x900 $padWidth = 1600 $padHeight = 900 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1920x1080 $padWidth = 1920 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 2560x1440 $padWidth = 2560 $padHeight = 1440 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3200x1800 $padWidth = 3200 $padHeight = 1800 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3840x2160 $padWidth = 3840 $padHeight = 2160 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 5120x2880 $padWidth = 5120 $padHeight = 2880 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 7680x4320 $padWidth = 7680 $padHeight = 4320 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1280x800 (16:10) $padWidth = 1280 $padHeight = 800 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1680x1050 (16:10) $padWidth = 1680 $padHeight = 1050 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1680x1080 (16:10) $padWidth = 1680 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1920x1200 (16:10) $padWidth = 1920 $padHeight = 1200 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1920x1224 (16:10) $padWidth = 1920 $padHeight = 1224 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 2880x1800 (16:10) $padWidth = 2880 $padHeight = 1800 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 2560x1656 (16:10) $padWidth = 2560 $padHeight = 1656 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 2560x1080 (21:9) $padWidth = 2560 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3440x1440 (21:9) $padWidth = 3440 $padHeight = 1440 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 5120x2160 (21:9) $padWidth = 5120 $padHeight = 2160 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3840x1080 (32:9) $padWidth = 3840 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 5120x1440 (32:9) $padWidth = 5120 $padHeight = 1440 @@ -311,30 +312,30 @@ $padHeight = 1440 # Anisotropic Filtering Quality [Preset] +category = Anisotropic Filtering Quality: name = 1x -category = Anisotropic Filtering Quality default = 1 [Preset] +category = Anisotropic Filtering Quality: name = 2x -category = Anisotropic Filtering Quality $anisotropy = 2 [Preset] +category = Anisotropic Filtering Quality: name = 4x -category = Anisotropic Filtering Quality $anisotropy = 4 [Preset] +category = Anisotropic Filtering Quality: name = 8x -category = Anisotropic Filtering Quality $anisotropy = 8 [Preset] +category = Anisotropic Filtering Quality: name = 16x -category = Anisotropic Filtering Quality $anisotropy = 16 - + # Anisotropic Filtering diff --git a/src/FastRacingNeo/Mods/StaticFPS/patch_staticFPS.asm b/src/FastRacingNeo/Mods/StaticFPS/patch_staticFPS.asm index 0cad8c7db..cb86e01a8 100644 --- a/src/FastRacingNeo/Mods/StaticFPS/patch_staticFPS.asm +++ b/src/FastRacingNeo/Mods/StaticFPS/patch_staticFPS.asm @@ -1,6 +1,11 @@ -[StaticFPS_v65] -moduleMatches = 0xfab25e0c +[FastRacingNeo_StaticFPS_v65] +moduleMatches = 0xFAB25E0C ; v65(EU/NA/JP) +0x1000AE10 = .float $targetFPS ;Game Speed +0x1000008C = .float 60/$targetFPS ;Animated Objects and Effects Speed +0x10000090 = .double $targetFPS ;GUI Transition Speed -0x1000AE10 = .float $targetFPS # Game Speed -0x1000008C = .float 60/$targetFPS # Animated Objects and Effects Speed -0x10000090 = .double $targetFPS # GUI Transition Speed +[FastRacingNeo_StaticFPS_v2] +moduleMatches = 0xF51F0243, 0x595D81AD ; v2(EU/NA), v0(JP) +0x1000AA40 = .float $targetFPS ;Game Speed +0x1000008C = .float 60/$targetFPS ;Animated Objects and Effects Speed +0x10000090 = .double $targetFPS ;GUI Transition Speed diff --git a/src/FastRacingNeo/Mods/StaticFPS/rules.txt b/src/FastRacingNeo/Mods/StaticFPS/rules.txt index 3dc3fc236..4302e3dd2 100644 --- a/src/FastRacingNeo/Mods/StaticFPS/rules.txt +++ b/src/FastRacingNeo/Mods/StaticFPS/rules.txt @@ -3,7 +3,8 @@ titleIds = 000500001012F000,00050000101D6000,00050000101E4100,00050000101FED00 name = Static FPS path = "FAST Racing NEO/Mods/Static FPS" description = Changes the framerate the game runs at. If you are below the chosen framerate you'll notice some slowdown. Only works with the latest game update! -version = 5 +#Credits: +version = 7 [Default] $targetFPS:int = 60 @@ -74,4 +75,4 @@ $targetFPS:int = 20 [Control] -vsyncFrequency = $targetFPS \ No newline at end of file +vsyncFrequency = $targetFPS diff --git a/Enhancements/FatalFrameProjectZero_FilmGrain/rules.txt b/src/FatalFrameProjectZero/Enhancements/FilmGrain/rules.txt similarity index 95% rename from Enhancements/FatalFrameProjectZero_FilmGrain/rules.txt rename to src/FatalFrameProjectZero/Enhancements/FilmGrain/rules.txt index 7da79df67..263f61d0b 100644 --- a/Enhancements/FatalFrameProjectZero_FilmGrain/rules.txt +++ b/src/FatalFrameProjectZero/Enhancements/FilmGrain/rules.txt @@ -3,15 +3,18 @@ titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00 name = Film Grain path = "Fatal Frame - Project Zero: Maiden of Black Water/Enhancements/Film Grain" description = Allows you to adjust how strong the film grain effect is. -version = 4 +#Credits: Skalfate +version = 7 -[Preset] -name = Default Size +[Default] $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 +[Preset] +name = Default Size + [Preset] name = Medium Size $width = 960 diff --git a/Enhancements/FatalFrameProjectZero_LODBias/rules.txt b/src/FatalFrameProjectZero/Enhancements/LODBias/rules.txt similarity index 92% rename from Enhancements/FatalFrameProjectZero_LODBias/rules.txt rename to src/FatalFrameProjectZero/Enhancements/LODBias/rules.txt index a7eb4be3f..e68f81b1d 100644 --- a/Enhancements/FatalFrameProjectZero_LODBias/rules.txt +++ b/src/FatalFrameProjectZero/Enhancements/LODBias/rules.txt @@ -3,10 +3,10 @@ titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00 name = "LOD Bias" path = "Fatal Frame - Project Zero: Maiden of Black Water/Enhancements/LOD Bias" description = Level of details adjustment -version = 4 +#Credits: Skalfate +version = 7 -[Preset] -name = Normal (Default) +[Default] $lodBias = 0 [Preset] @@ -21,6 +21,10 @@ $lodBias = +8 name = Low $lodBias = +4 +[Preset] +name = Normal (Default) +default = 1 + [Preset] name = High $lodBias = -4 diff --git a/src/FatalFrameProjectZero/Graphics/patch_resolution.asm b/src/FatalFrameProjectZero/Graphics/patch_resolution.asm new file mode 100644 index 000000000..b2488c8ff --- /dev/null +++ b/src/FatalFrameProjectZero/Graphics/patch_resolution.asm @@ -0,0 +1,32 @@ +[FatalFrame_Resolution_EU] ; Vanilla, Uncensored Patches +moduleMatches = 0xB54DBEB0, 0x5A9D6D31, 0x360FA109, 0x9D96F19B, 0x81551809, 0x77589D01, 0x2897C68C, 0x320A57BB +.origin = codecave + +pointSpriteSize: +.int $width + +0x026CF508 = lis r12, pointSpriteSize@ha +0x026CF510 = lwz r5, pointSpriteSize@l(r12) +0x026CF514 = lwz r6, pointSpriteSize@l(r12) + +[FatalFrame_Resolution_NA] ; US eshop version, Unknown patches +moduleMatches = 0xE93B31F6, 0xC1F758BB, 0x3CC9A440 +.origin = codecave + +pointSpriteSize: +.int $width + +0x026D0674 = lis r12, pointSpriteSize@ha +0x026D067C = lwz r5, pointSpriteSize@l(r12) +0x026D0680 = lwz r6, pointSpriteSize@l(r12) + +[FatalFrame_Resolution_JP] ; Vanilla, Unknown Patches +moduleMatches = 0xA86AA5B2, 0x52992DCD, 0x60DC1C85 +.origin = codecave + +pointSpriteSize: +.int $width + +0x02BDFCAC = lis r12, pointSpriteSize@ha +0x02BDFCB4 = lwz r5, pointSpriteSize@l(r12) +0x02BDFCB8 = lwz r6, pointSpriteSize@l(r12) diff --git a/Resolutions/FatalFrameProjectZero_Resolution/rules.txt b/src/FatalFrameProjectZero/Graphics/rules.txt similarity index 50% rename from Resolutions/FatalFrameProjectZero_Resolution/rules.txt rename to src/FatalFrameProjectZero/Graphics/rules.txt index b865d6575..2743d5782 100644 --- a/Resolutions/FatalFrameProjectZero_Resolution/rules.txt +++ b/src/FatalFrameProjectZero/Graphics/rules.txt @@ -1,87 +1,262 @@ [Definition] titleIds = 00050000101D0600,00050000101D0300,000500001014D200,00050000101D3F00 -name = Resolution -path = "Fatal Frame - Project Zero: Maiden of Black Water/Graphics/Resolution" +name = Graphics Settings +path = "Fatal Frame - Project Zero: Maiden of Black Water/Graphics" description = Changes the resolution of the game. -version = 4 +#Credits: Skalfate, ActualMandM, Cremitif +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 +$padWidth = 854 +$padHeight = 480 $gameWidth = 1280 $gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 +$shadowRes = 1 -# Performance + +# TV Resolution [Preset] +category = TV Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 -# Common HD Resolutions +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 [Preset] +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 -# ----------------------------------------------------------------------------------------------------------------------------------------------- +[Preset] +category = TV Resolution: +name = 1680x1050 (16:10) +$width = 1680 +$height = 1050 + +[Preset] +category = TV Resolution: +name = 1920x1200 (16:10) +$width = 1920 +$height = 1200 + +[Preset] +category = TV Resolution: +name = 2560x1080 (21:9) +$width = 2560 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 3440x1440 (21:9) +$width = 3440 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 5120x2160 (21:9) +$width = 5120 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 3840x1080 (32:9) +$width = 3840 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 5120×1440 (32:9) +$width = 5120 +$height = 1440 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + +[Preset] +category = Gamepad Resolution: +name = 1680x1050 (16:10) +$padWidth = 1680 +$padHeight = 1050 + +[Preset] +category = Gamepad Resolution: +name = 1920x1200 (16:10) +$padWidth = 1920 +$padHeight = 1200 + +[Preset] +category = Gamepad Resolution: +name = 2560x1080 (21:9) +$padWidth = 2560 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 3440x1440 (21:9) +$padWidth = 3440 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 5120x2160 (21:9) +$padWidth = 5120 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 3840x1080 (32:9) +$padWidth = 3840 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 5120×1440 (32:9) +$padWidth = 5120 +$padHeight = 1440 + + +# Shadow Quality + +[Preset] +category = Shadow Quality +name = Medium (100%, Default) + +[Preset] +category = Shadow Quality +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + +# Texture Redefines -# All Formats- 0x001,0x011,0x01a,0x41a,0x816,0x80e,0x81e,0x820,0x806 +# Texture Formats Legend: # 0x001=(Color-Red8) # 0x011=(Color-Red32F) # 0x011d=(Depth24_Stencil8) @@ -106,16 +281,16 @@ overwriteHeight = ($height/$gameHeight) * 720 width = 864 height = 480 formats = 0x41a -overwriteWidth = ($width / $gameWidth) * 864 -overwriteHeight = ($height / $gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 # Gamepad - game render size [TextureRedefine] width = 854 height = 480 formats = 0x41a -overwriteWidth = ($width / $gameWidth) * 854 -overwriteHeight = ($height / $gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 # ----------------------------------------------------------------------------------------------------------------------------------------------- # ----------------------------------------------------------------------------------------------------------------------------------------------- @@ -141,7 +316,7 @@ overwriteHeight = ($height/$gameHeight) * 360 [TextureRedefine] width = 320 height = 192 -formats = 0x01a,0x41a,0x80e,0x81e,0x816 # Skip 0x806 for film gran pack +formats = 0x01a,0x41a,0x80e,0x81e,0x816 # Skip 0x806 for film grain pack overwriteWidth = ($width/$gameWidth) * 320 overwriteHeight = ($height/$gameHeight) * 192 @@ -149,7 +324,7 @@ overwriteHeight = ($height/$gameHeight) * 192 [TextureRedefine] width = 320 height = 180 -formats = 0x01a,0x41a,0x80e,0x81e,0x816 # Skip 0x806 for film gran pack +formats = 0x01a,0x41a,0x80e,0x81e,0x816 # Skip 0x806 for film grain pack overwriteWidth = ($width/$gameWidth) * 320 overwriteHeight = ($height/$gameHeight) * 180 @@ -158,16 +333,16 @@ overwriteHeight = ($height/$gameHeight) * 180 width = 1024 height = 1024 formats = 0x005 -overwriteWidth = ($width / $gameWidth) * 1024 -overwriteHeight = ($height / $gameHeight) * 1024 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 # Depth [TextureRedefine] width = 1024 height = 2048 formats = 0x005 -overwriteWidth = ($width / $gameWidth) * 1024 -overwriteHeight = ($height / $gameHeight) * 2048 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 2048 # Probably not needed [TextureRedefine] diff --git a/src/FatalFrameProjectZero/Mods/60FPS/patch_60fps.asm b/src/FatalFrameProjectZero/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..a3cd715ba --- /dev/null +++ b/src/FatalFrameProjectZero/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,11 @@ +[FatalFrame_60fps_EU] ; Vanilla, Uncensored Patches +moduleMatches = 0xB54DBEB0, 0x5A9D6D31, 0x360FA109, 0x9D96F19B, 0x81551809, 0x77589D01, 0x2897C68C, 0x320A57BB +0x0233DA18 = li r0, 0x3C + +[FatalFrame_60fps_NA] ; US eshop version, Unknown patches +moduleMatches = 0xE93B31F6, 0xC1F758BB, 0x3CC9A440 +0x0233DAC0 = li r4, 0x3C + +[FatalFrame_60fps_JP] ; Vanilla, Unknown Patches +moduleMatches = 0xA86AA5B2, 0x52992DCD, 0x60DC1C85 +0x0283C534 = li r7, 0x3C diff --git a/Mods/FatalFrame_60FPS/rules.txt b/src/FatalFrameProjectZero/Mods/60FPS/rules.txt similarity index 90% rename from Mods/FatalFrame_60FPS/rules.txt rename to src/FatalFrameProjectZero/Mods/60FPS/rules.txt index 21537f477..f179c0c46 100644 --- a/Mods/FatalFrame_60FPS/rules.txt +++ b/src/FatalFrameProjectZero/Mods/60FPS/rules.txt @@ -3,4 +3,5 @@ titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00 name = 60FPS path = "Fatal Frame - Project Zero: Maiden of Black Water/Mods/60FPS" description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 +#Credits: theboy181 +version = 7 diff --git a/Mods/FatalFrame_Brightness/bc4963809a75b736_00000000000003c9_ps.txt b/src/FatalFrameProjectZero/Mods/Brightness/bc4963809a75b736_00000000000003c9_ps.txt similarity index 99% rename from Mods/FatalFrame_Brightness/bc4963809a75b736_00000000000003c9_ps.txt rename to src/FatalFrameProjectZero/Mods/Brightness/bc4963809a75b736_00000000000003c9_ps.txt index 485228fb5..76e91035a 100644 --- a/Mods/FatalFrame_Brightness/bc4963809a75b736_00000000000003c9_ps.txt +++ b/src/FatalFrameProjectZero/Mods/Brightness/bc4963809a75b736_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader bc4963809a75b736 diff --git a/Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt b/src/FatalFrameProjectZero/Mods/Brightness/d50af77827baa4cf_00000000000003c9_ps.txt similarity index 99% rename from Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt rename to src/FatalFrameProjectZero/Mods/Brightness/d50af77827baa4cf_00000000000003c9_ps.txt index eccbf7220..b88ef067e 100644 --- a/Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt +++ b/src/FatalFrameProjectZero/Mods/Brightness/d50af77827baa4cf_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d50af77827baa4cf diff --git a/Mods/FatalFrame_Brightness/rules.txt b/src/FatalFrameProjectZero/Mods/Brightness/rules.txt similarity index 93% rename from Mods/FatalFrame_Brightness/rules.txt rename to src/FatalFrameProjectZero/Mods/Brightness/rules.txt index 0727110c7..2432948c1 100644 --- a/Mods/FatalFrame_Brightness/rules.txt +++ b/src/FatalFrameProjectZero/Mods/Brightness/rules.txt @@ -3,7 +3,11 @@ titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00 name = Brightness path = "Fatal Frame - Project Zero: Maiden of Black Water/Mods/Brightness" description = Changes the brightness of the game. Can be used to make the game look brighter to be more similar to the Wii U. -version = 4 +#Credits: Crementif +version = 7 + +[Default] +$brightness = 1.0 [Preset] name = Much Darker @@ -20,7 +24,6 @@ $brightness = 0.75 [Preset] name = Normal (Default) default=1 -$brightness = 1.0 [Preset] name = Slightly Brighter diff --git a/src/FatalFrameProjectZero/Workarounds/CrashFix/patch_CrashFix.asm b/src/FatalFrameProjectZero/Workarounds/CrashFix/patch_CrashFix.asm new file mode 100644 index 000000000..ce287fc19 --- /dev/null +++ b/src/FatalFrameProjectZero/Workarounds/CrashFix/patch_CrashFix.asm @@ -0,0 +1,11 @@ +[FatalFrame_CrashFix_EU] ; Vanilla, Uncensored Patches +moduleMatches = 0xB54DBEB0, 0x5A9D6D31, 0x360FA109, 0x9D96F19B, 0x81551809, 0x77589D01, 0x2897C68C +0x024A8908 = nop + +[FatalFrame_CrashFix_NA] ; US eshop version, Unknown patches +moduleMatches = 0xE93B31F6, 0xC1F758BB, 0x3CC9A440 +0x024A8F20 = nop + +[FatalFrame_CrashFix_JP] ; Vanilla, Unknown Patches +moduleMatches = 0xA86AA5B2, 0x52992DCD, 0x60DC1C85 ; Vanilla, Unknown Patch +0x029AA2F8 = nop diff --git a/Workarounds/FatalFrameProjectZero_CrashFix/rules.txt b/src/FatalFrameProjectZero/Workarounds/CrashFix/rules.txt similarity index 91% rename from Workarounds/FatalFrameProjectZero_CrashFix/rules.txt rename to src/FatalFrameProjectZero/Workarounds/CrashFix/rules.txt index c11be156f..f5ad70162 100644 --- a/Workarounds/FatalFrameProjectZero_CrashFix/rules.txt +++ b/src/FatalFrameProjectZero/Workarounds/CrashFix/rules.txt @@ -3,4 +3,5 @@ titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00 name = 10nth Drop Crash Fix path = "Fatal Frame - Project Zero: Maiden of Black Water/Workarounds/10nth Drop Crash Fix" description = Fixes the crash that occurs in the middle of the 10nth chapter. Might have side-effects like crashing while entering a room. -version = 4 \ No newline at end of file +#Credits: Cremetif +version = 7 diff --git a/Workarounds/FatalFrameProjectZero_CutsceneBrightness/50fbaf7528d32528_00000000003c9249_ps.txt b/src/FatalFrameProjectZero/Workarounds/CutsceneBrightness/50fbaf7528d32528_00000000003c9249_ps.txt similarity index 99% rename from Workarounds/FatalFrameProjectZero_CutsceneBrightness/50fbaf7528d32528_00000000003c9249_ps.txt rename to src/FatalFrameProjectZero/Workarounds/CutsceneBrightness/50fbaf7528d32528_00000000003c9249_ps.txt index bccb1c6fc..e730b67da 100644 --- a/Workarounds/FatalFrameProjectZero_CutsceneBrightness/50fbaf7528d32528_00000000003c9249_ps.txt +++ b/src/FatalFrameProjectZero/Workarounds/CutsceneBrightness/50fbaf7528d32528_00000000003c9249_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 50fbaf7528d32528 diff --git a/Workarounds/FatalFrameProjectZero_CutsceneBrightness/8f3c56388d6f5acb_000000000000f249_ps.txt b/src/FatalFrameProjectZero/Workarounds/CutsceneBrightness/8f3c56388d6f5acb_000000000000f249_ps.txt similarity index 99% rename from Workarounds/FatalFrameProjectZero_CutsceneBrightness/8f3c56388d6f5acb_000000000000f249_ps.txt rename to src/FatalFrameProjectZero/Workarounds/CutsceneBrightness/8f3c56388d6f5acb_000000000000f249_ps.txt index 97f26c1b9..70e3f0012 100644 --- a/Workarounds/FatalFrameProjectZero_CutsceneBrightness/8f3c56388d6f5acb_000000000000f249_ps.txt +++ b/src/FatalFrameProjectZero/Workarounds/CutsceneBrightness/8f3c56388d6f5acb_000000000000f249_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 8f3c56388d6f5acb diff --git a/Workarounds/FatalFrameProjectZero_CutsceneBrightness/rules.txt b/src/FatalFrameProjectZero/Workarounds/CutsceneBrightness/rules.txt similarity index 92% rename from Workarounds/FatalFrameProjectZero_CutsceneBrightness/rules.txt rename to src/FatalFrameProjectZero/Workarounds/CutsceneBrightness/rules.txt index f12ad7b5a..5371ddea4 100644 --- a/Workarounds/FatalFrameProjectZero_CutsceneBrightness/rules.txt +++ b/src/FatalFrameProjectZero/Workarounds/CutsceneBrightness/rules.txt @@ -3,12 +3,14 @@ titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00 name = Cutscene Brightness path = "Fatal Frame - Project Zero: Maiden of Black Water/Workarounds/Cutscene Brightness" description = Makes the cutscenes brighter which are normally very dark. This can be pretty ugly since the lighting is still missing, but it will help with the visibility. -version = 4 +#Credits: Crementif +version = 7 +[Default] +$cutsceneBrightness = 1.0 [Preset] name = Normal (Default) -$cutsceneBrightness = 1.0 [Preset] name = 3x Cutscene Brightness @@ -32,4 +34,4 @@ $cutsceneBrightness = 15.0 [Preset] name = 20x Cutscene Brightness -$cutsceneBrightness = 20.0 \ No newline at end of file +$cutsceneBrightness = 20.0 diff --git a/Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt b/src/FistOfTheNorthStar/Graphics/945d9672d0114248_0000000000000000_vs.txt similarity index 99% rename from Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt rename to src/FistOfTheNorthStar/Graphics/945d9672d0114248_0000000000000000_vs.txt index 407c02498..92e695c97 100644 --- a/Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt +++ b/src/FistOfTheNorthStar/Graphics/945d9672d0114248_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt b/src/FistOfTheNorthStar/Graphics/b3609db7d1363f6a_0000000000000000_vs.txt similarity index 99% rename from Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt rename to src/FistOfTheNorthStar/Graphics/b3609db7d1363f6a_0000000000000000_vs.txt index 7c2bc1083..45b4cbf40 100644 --- a/Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt +++ b/src/FistOfTheNorthStar/Graphics/b3609db7d1363f6a_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt b/src/FistOfTheNorthStar/Graphics/f9feadb214b483b7_0000000000000000_vs.txt similarity index 99% rename from Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt rename to src/FistOfTheNorthStar/Graphics/f9feadb214b483b7_0000000000000000_vs.txt index 3c7d25996..5af3cb716 100644 --- a/Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt +++ b/src/FistOfTheNorthStar/Graphics/f9feadb214b483b7_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/FistOfTheNorthStar_Resolution/rules.txt b/src/FistOfTheNorthStar/Graphics/rules.txt similarity index 81% rename from Resolutions/FistOfTheNorthStar_Resolution/rules.txt rename to src/FistOfTheNorthStar/Graphics/rules.txt index f77eda89c..09509413a 100644 --- a/Resolutions/FistOfTheNorthStar_Resolution/rules.txt +++ b/src/FistOfTheNorthStar/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 000500001012B800,000500001012B900,0005000010116600 -name = Resolution -path = "Fist of the North Star: Ken's Rage 2/Graphics/Resolution" -description = Changes the resolution of the game. Made by Crementif. -version = 4 +name = Graphics Settings +path = "Fist of the North Star: Ken's Rage 2/Graphics" +description = Changes the resolution of the game.|Made by Crementif. +#Credits: Crementif +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,69 +15,65 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 [TextureRedefine] # TV Resolution diff --git a/src/FistOfTheNorthStar/Mods/60FPS/patch_60fps.asm b/src/FistOfTheNorthStar/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..a7e305ea7 --- /dev/null +++ b/src/FistOfTheNorthStar/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,17 @@ +[FistofNorthStar_60fps_EU_NA] +moduleMatches = 0x2C5E8A55, 0x68342797 ; (EU), (NA) +;0x020EDABC = nop ;always 30fps +0x021352E0 = li r0,1 ;comic 60fps +0x02134F3C = li r9,1 ;cutscenes 60fps + +[FistofNorthStar_60fps_JP] +moduleMatches = 0x048C84AA ; (JP) +;0x020EDABC = nop ;always 30fps +0x021350CC = li r0,1 ;comic 60fps +0x02134D28 = li r9,1 ;cutscenes 60fps + +[FistofNorthStar_60fps_JPvUpdate] +moduleMatches = 0x250AAA3E ; vUpdate(JP) +;0x020EDB78 = nop ;always 30fps +0x02135314 = li r0,1 ;comic 60fps +0x02134F70 = li r9,1 ;cutscenes 60fps diff --git a/Mods/FistOfTheNorthStar_60FPS/rules.txt b/src/FistOfTheNorthStar/Mods/60FPS/rules.txt similarity index 69% rename from Mods/FistOfTheNorthStar_60FPS/rules.txt rename to src/FistOfTheNorthStar/Mods/60FPS/rules.txt index 2ba50f5b8..49032ee29 100644 --- a/Mods/FistOfTheNorthStar_60FPS/rules.txt +++ b/src/FistOfTheNorthStar/Mods/60FPS/rules.txt @@ -2,5 +2,6 @@ titleIds = 000500001012B800,000500001012B900,0005000010116600 name = 60FPS path = "Fist of the North Star: Ken's Rage 2/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 +description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/FrenchyBird/Graphics/rules.txt b/src/FrenchyBird/Graphics/rules.txt new file mode 100644 index 000000000..ec52670d3 --- /dev/null +++ b/src/FrenchyBird/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 000500001017DC00,0005000010182800 +name = Graphics Settings +path = "Frenchy Bird/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Resolutions/HyruleHistoria_Resolution/rules.txt b/src/GhostBladeHD/Graphics/rules.txt similarity index 57% rename from Resolutions/HyruleHistoria_Resolution/rules.txt rename to src/GhostBladeHD/Graphics/rules.txt index af4e4d206..7124a41ab 100644 --- a/Resolutions/HyruleHistoria_Resolution/rules.txt +++ b/src/GhostBladeHD/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 000500001014CA00 -name = Resolution -path = "Hyrule Historia/Graphics/Resolution" -description = Changes the resolution of the game. Made by Morph. -version = 4 - -[Preset] -name = 1920x1080 (Default) +titleIds = 00050000101FFC00,000500001020B600 +name = Graphics Settings +path = "Ghost Blade HD/Graphics" +description = Changes the game's resolution. +#Credits: getdls +version = 7 + +[Default] $width = 1920 $height = 1080 $gameWidth = 1920 @@ -15,94 +15,87 @@ $gameHeight = 1080 # Performance [Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 1280x720 $width = 1280 $height = 720 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1920 -$gameHeight = 1080 + +[Preset] +category = Resolution: +name = 1920x1080 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 -[TextureRedefine] # TV Resolution + +[TextureRedefine] width = 1920 height = 1080 -formats = 0x41a overwriteWidth = ($width/$gameWidth) * 1920 overwriteHeight = ($height/$gameHeight) * 1080 [TextureRedefine] -width = 1920 -height = 1088 -formats = 0x41a,0x80e -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1088 - -[TextureRedefine] # Gamepad Resolution width = 864 height = 480 -formats = 0x41a,0x80e overwriteWidth = ($width/$gameWidth) * 864 overwriteHeight = ($height/$gameHeight) * 480 [TextureRedefine] width = 854 height = 480 -formats = 0x41a overwriteWidth = ($width/$gameWidth) * 854 overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/GianaSistersTwistedDreams/Graphics/rules.txt b/src/GianaSistersTwistedDreams/Graphics/rules.txt new file mode 100644 index 000000000..a88229085 --- /dev/null +++ b/src/GianaSistersTwistedDreams/Graphics/rules.txt @@ -0,0 +1,116 @@ +[Definition] +titleIds = 000500001014C600,000500001014CB00,0005000010175E00 +name = Graphics Settings +path = "Giana Sisters Twisted Dreams/Graphics" +description = Changes the game's resolution. +#Credits: SteveLeafo +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + +[TextureRedefine] # tv +width = 1280 +height = 720 +formatsExcluded = 0x008,0x41A # exclude obvious textures +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($width/$gameWidth) * 720 + +[TextureRedefine] # half-res alpha +width = 640 +height = 360 +formatsExcluded = 0x41A # exclude obvious textures +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($width/$gameWidth) * 360 + +[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +width = 32 +height = 32 +overwriteWidth = ($width/$gameWidth) * 32 +overwriteHeight = ($width/$gameWidth) * 32 + +[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +width = 64 +height = 64 +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($width/$gameWidth) * 64 + +[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +width = 128 +height = 128 +formatsExcluded = 0x33 +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($width/$gameWidth) * 128 + +#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +#width = 256 +#height = 256 +#formatsExcluded = 0x33 +#overwriteWidth = ($width/$gameWidth) * 256 +#overwriteHeight = ($width/$gameWidth) * 256 diff --git a/src/Guacamelee/Graphics/rules.txt b/src/Guacamelee/Graphics/rules.txt new file mode 100644 index 000000000..4814313a3 --- /dev/null +++ b/src/Guacamelee/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 0005000010176800,0005000010179700 +name = Graphics Settings +path = "Guacamelee! Super Turbo Championship Edition/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/HyruleHistoria/Graphics/rules.txt b/src/HyruleHistoria/Graphics/rules.txt new file mode 100644 index 000000000..086a8553b --- /dev/null +++ b/src/HyruleHistoria/Graphics/rules.txt @@ -0,0 +1,167 @@ +[Definition] +titleIds = 000500001014CA00 +name = Graphics +path = "Hyrule Historia/Graphics" +description = Change the book to a different resolution. +#Credits: Morph +version = 7 + +[Default] +$width = 1920 +$height = 1080 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1920 +$gameHeight = 1080 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1920x1080 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +[TextureRedefine] # TV Resolution +width = 1920 +height = 1080 +formats = 0x41a +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 + +[TextureRedefine] +width = 1920 +height = 1088 +formats = 0x41a,0x80e +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1088 + +[TextureRedefine] # Gamepad Resolution +width = 864 +height = 480 +formats = 0x41a,0x80e +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +formats = 0x41a +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 diff --git a/Enhancements/HyruleWarriors_Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt b/src/HyruleWarriors/Enhancements/Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt similarity index 99% rename from Enhancements/HyruleWarriors_Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt rename to src/HyruleWarriors/Enhancements/Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt index d0ae359c3..dd97f29e8 100644 --- a/Enhancements/HyruleWarriors_Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt +++ b/src/HyruleWarriors/Enhancements/Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/HyruleWarriors_Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt b/src/HyruleWarriors/Enhancements/Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt similarity index 99% rename from Enhancements/HyruleWarriors_Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt rename to src/HyruleWarriors/Enhancements/Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt index 783b6de43..1225d873c 100644 --- a/Enhancements/HyruleWarriors_Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt +++ b/src/HyruleWarriors/Enhancements/Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/HyruleWarriors_Contrasty/rules.txt b/src/HyruleWarriors/Enhancements/Contrasty/rules.txt similarity index 96% rename from Enhancements/HyruleWarriors_Contrasty/rules.txt rename to src/HyruleWarriors/Enhancements/Contrasty/rules.txt index 0c75c706b..196858deb 100644 --- a/Enhancements/HyruleWarriors_Contrasty/rules.txt +++ b/src/HyruleWarriors/Enhancements/Contrasty/rules.txt @@ -2,11 +2,11 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = Contrasty path = "Hyrule Warriors/Enhancements/Contrasty" -description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Made by getdls. -version = 4 +description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls. +#Credits: getdls +version = 7 -[Preset] -name = Default +[Default] $redShadows = 1.0 $greenShadows = 1.0 $blueShadows = 1.0 @@ -27,6 +27,9 @@ $crushContrast = 0.0 $bleach = 1.0 $sharp_mix = 0.0 +[Preset] +name = Default + [Preset] name = Clear as Day $redShadows = 1.0 diff --git a/Resolutions/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt b/src/HyruleWarriors/Graphics/492839ddc5f8f43e_0000000000000000_vs.txt similarity index 99% rename from Resolutions/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt rename to src/HyruleWarriors/Graphics/492839ddc5f8f43e_0000000000000000_vs.txt index 32988f46b..fce63eb9b 100644 --- a/Resolutions/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt +++ b/src/HyruleWarriors/Graphics/492839ddc5f8f43e_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt b/src/HyruleWarriors/Graphics/945d9672d0114248_0000000000000000_vs.txt similarity index 99% rename from Resolutions/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt rename to src/HyruleWarriors/Graphics/945d9672d0114248_0000000000000000_vs.txt index aa548d8d6..aed0abef8 100644 --- a/Resolutions/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt +++ b/src/HyruleWarriors/Graphics/945d9672d0114248_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/HyruleWarriors_Resolution/HW_Readme.md b/src/HyruleWarriors/Graphics/HW_Readme.md similarity index 100% rename from Resolutions/HyruleWarriors_Resolution/HW_Readme.md rename to src/HyruleWarriors/Graphics/HW_Readme.md diff --git a/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt b/src/HyruleWarriors/Graphics/b3609db7d1363f6a_0000000000000000_vs.txt similarity index 99% rename from Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt rename to src/HyruleWarriors/Graphics/b3609db7d1363f6a_0000000000000000_vs.txt index 450f603e0..507b295d9 100644 --- a/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt +++ b/src/HyruleWarriors/Graphics/b3609db7d1363f6a_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt b/src/HyruleWarriors/Graphics/f9feadb214b483b7_0000000000000000_vs.txt similarity index 99% rename from Resolutions/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt rename to src/HyruleWarriors/Graphics/f9feadb214b483b7_0000000000000000_vs.txt index 594473225..6d8a68bc6 100644 --- a/Resolutions/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt +++ b/src/HyruleWarriors/Graphics/f9feadb214b483b7_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/HyruleWarriors/Graphics/patch_resolution.asm b/src/HyruleWarriors/Graphics/patch_resolution.asm new file mode 100644 index 000000000..07cf7dd8d --- /dev/null +++ b/src/HyruleWarriors/Graphics/patch_resolution.asm @@ -0,0 +1,15 @@ +[HyruleWarriors_AspectRatio_v208] +moduleMatches = 0xE159AE91 ; v208(EU/NA/JP) +;rodata constants +0x1009609C = .float $aspectRatio +0x10096124 = .float $aspectRatio +0x10096948 = .float $aspectRatio +0x10096974 = .float $aspectRatio + +[HyruleWarriors_AspectRatio_EUv0_JPv16] +moduleMatches = 0xDE6FF9D3, 0xF290AEA8 ; v0(EU/NA), v0(JP) +;rodata constants +0x1008089C = .float $aspectRatio +0x10080924 = .float $aspectRatio +0x10081140 = .float $aspectRatio +0x1008116C = .float $aspectRatio diff --git a/Resolutions/HyruleWarriors_Resolution/rules.txt b/src/HyruleWarriors/Graphics/rules.txt similarity index 93% rename from Resolutions/HyruleWarriors_Resolution/rules.txt rename to src/HyruleWarriors/Graphics/rules.txt index 623c71853..adc1e69f4 100644 --- a/Resolutions/HyruleWarriors_Resolution/rules.txt +++ b/src/HyruleWarriors/Graphics/rules.txt @@ -1,17 +1,17 @@ [Definition] titleIds = 000500001017D800,000500001017D900,000500001017CD00 -name = Resolution -path = "Hyrule Warriors/Graphics/Resolution" -description = Changes the resolution of the game. Made by getdls. -version = 4 +name = Graphics +path = "Hyrule Warriors/Graphics" +description = Changes the resolution of the game.|Made by getdls. +#Credits: getdls +version = 7 #Resolutions |Aspect ratio #2560×1080, 5120×2160, 8192×3456 |64:27 (2.370) #3440×1440 |43:18 (2.38) #1920×800, 3840×1600, 7680×3200 |12:5 (2.4) -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -24,6 +24,12 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = Resolution: name = 640x360 (0.5 x native) $width = 640 $height = 360 @@ -37,6 +43,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3840x720 (48:9) $width = 3840 $height = 720 @@ -50,6 +57,7 @@ $2pScaling = 1.0 $aspectRatio = (3840.0/720.0) [Preset] +category = Resolution: name = 1280x800 (16:10) $width = 1280 $height = 800 @@ -65,6 +73,7 @@ $aspectRatio = (1280.0/800.0) # Quality [Preset] +category = Resolution: name = 1920x800 $width = 1920 $height = 800 @@ -78,6 +87,7 @@ $2pScaling = 1.0 $aspectRatio = (12.0/5.0) [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 @@ -91,6 +101,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 1920x1080 (HD) $width = 1920 $height = 1080 @@ -104,6 +115,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 2560x1080 (21:9 HD) $width = 2560 $height = 1080 @@ -117,6 +129,7 @@ $2pScaling = 2.0 $aspectRatio = (64.0/27.0) #LG [Preset] +category = Resolution: name = 5760x1080 (48:9 HD) $width = 5760 $height = 1080 @@ -130,6 +143,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 1920x1200 (10:9 HD) $width = 1920 $height = 1200 @@ -143,6 +157,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 2560x1440 (Native x2) $width = 2560 $height = 1440 @@ -156,6 +171,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3440x1440 (21:9) $width = 3440 $height = 1440 @@ -169,6 +185,7 @@ $2pScaling = 1.0 $aspectRatio = (43.0/18.0) [Preset] +category = Resolution: name = 7680x1440 (48:9) $width = 7680 $height = 1440 @@ -182,6 +199,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) #[Preset] +#category = Resolution: #name = 2560x1440 (Native x2) 1080 FX scaling #$width = 2560 #$height = 1440 @@ -195,6 +213,7 @@ $aspectRatio = (16.0/9.0) #$aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3940x1600 $width = 3200 $height = 1800 @@ -208,6 +227,7 @@ $2pScaling = 1.0 $aspectRatio = (12.0/5.0) [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 @@ -221,6 +241,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3840x2160 (4k - Native x3) $width = 3840 $height = 2160 @@ -234,6 +255,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 5120x2160 (4k 21:9) $width = 5120 $height = 2160 @@ -247,6 +269,7 @@ $2pScaling = 1.0 $aspectRatio = (64.0/27.0) [Preset] +category = Resolution: name = 115200x2160 (4k 48:9) $width = 11520 $height = 2160 @@ -260,6 +283,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) #[Preset] +#category = Resolution: #name = 3840x2160 (4k - 1080 FX scaling) #$width = 3840 #$height = 2160 @@ -273,6 +297,7 @@ $aspectRatio = (16.0/9.0) #$aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 5120x2880 (Native 4x) $width = 5120 $height = 2880 @@ -286,6 +311,7 @@ $2pScaling = 1.0 $aspectRatio = (16.0/9.0) #[Preset] +category = Resolution: #name = 5120x2880 (1080 FX scaling) #$width = 5120 #$height = 2880 @@ -301,6 +327,7 @@ $aspectRatio = (16.0/9.0) # Enthusiast #[Preset]#6 +#category = Resolution: #name = 7680x4320 #$width = 7680 #$height = 4320 @@ -314,6 +341,7 @@ $aspectRatio = (16.0/9.0) #$aspectRatio = (16.0/9.0) #[Preset] +#category = Resolution: #name = 10240x5760 #$width = 10240 #$height = 5760 @@ -327,6 +355,7 @@ $aspectRatio = (16.0/9.0) #$aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = --- 2p x2 res scaling, normally runs at half res --- $width = 1280 $height = 720 @@ -340,6 +369,7 @@ $2pScaling = 2.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 1280x720 (2p x2 res) $width = 1280 $height = 720 @@ -353,6 +383,7 @@ $2pScaling = 2.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 1920x1080 (HD 2p x2 res) $width = 1920 $height = 1080 @@ -366,6 +397,7 @@ $2pScaling = 2.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 2560x1080 (21:9 HD, 2p x2 res) $width = 2560 $height = 1080 @@ -380,6 +412,7 @@ $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 2560x1440 (Native x2, 2p x2 res) $width = 2560 $height = 1440 @@ -393,6 +426,7 @@ $2pScaling = 2.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3840x2160 (4k - Native x3, 2p x2 res) $width = 3840 $height = 2160 @@ -406,6 +440,7 @@ $2pScaling = 2.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = --- Custom - Vertical res x2 "SSAA" --- $width = 1920 $height = 2160 @@ -419,6 +454,7 @@ $2pScaling = 2.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 1920x2160 - Use stretch for aspect ratio $width = 1920 $height = 2160 @@ -432,6 +468,7 @@ $2pScaling = 2.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 2560x2880 - Use stretch for aspect ratio $width = 2560 $height = 2880 @@ -445,6 +482,7 @@ $2pScaling = 2.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3840x4320 - Use stretch for aspect ratio $width = 3840 $height = 4320 diff --git a/src/HyruleWarriors/Mods/60FPS/patch_staticFPS.asm b/src/HyruleWarriors/Mods/60FPS/patch_staticFPS.asm new file mode 100644 index 000000000..7efebfbc7 --- /dev/null +++ b/src/HyruleWarriors/Mods/60FPS/patch_staticFPS.asm @@ -0,0 +1,58 @@ +[HyruleWarriors_60FPSFix_v208] +moduleMatches = 0xE159AE91 ; v208(EU/NA/JP) +; Change SetBaseFramePerSec(2) calls to SetBaseFramePerSec(1), fixes UI being too fast and allows ingame to go beyond 30FPS +; (SetBaseFramePerSec divides the number 60 by the parameter to get the target framerate, so 2 = 30FPS, 1 = 60FPS) +0x0219D7B0 = li r3, 1 ; Main::init +0x02438340 = li r3, 1 ; CDemoEventManager::TermRead() +0x02438864 = li r3, 1 ; CDemoEventManager::ChangeFPS() + +; Set swap interval to 1 (needed since cemu 1.15.7) +0x02831FB4 = li r4, 1 +0x02833B00 = nop ;nopesync + +;0x100995A8 = .float 200.0 + +[HyruleWarriors_60FPSFix_EUv0] +moduleMatches = 0xDE6FF9D3 ; v0(EU/NA) +0x02186AB4 = li r3, 1 ; Main::init +0x023F9F54 = li r3, 1 ; CDemoEventManager::TermRead() +0x023FA3E4 = li r3, 1 ; CDemoEventManager::ChangeFPS() + +0x027894F8 = li r4, 1 +0x0278B0C8 = nop ;nopesync + +[HyruleWarriors_60FPSFix_JPv16] +moduleMatches = 0xF290AEA8 ; v16(JP) +;.origin = codecave + +;_fps: +;.float 120.0 + +;_fps60: +;lis r12, _fps@h +;stfs f0, _fps@l(r12) +;blr + + +;0x0221AB14 = bla _fps60 +;0x0221AB1C = nop ;setFramePerSec +;0x0221AB7C = nop +;0x0221AB80 = bla _fps60 + +0x02788D24 = li r4, 1 +;0x02788570 = li r3, 1 ; +0x0278A8F4 = nop ; Uncomment to kill vsync + +0x02186A2C = li r3, 1 ; Main::init +0x023F9BEC = li r3, 1 ;;; +0x023FA07C = li r3, 1 ;;; + +;0x021BA474 = li r3, 1 ;Mr, CViewModuleDefeat::lave Unstable + ;;; 0x021C4148 = li r3, 1 ;Mr, CViewModuleMgr::Term + ;;; 0x021C6D88 = li r3, 1 ;Mr, CViewModuleMotionLave +;0x0221AB18 = li r3, 1 ;mr, CViewModuleDefeat infunction + +;0x023FA0D4 = li r3, 1 ; lvzCDemoEventManager switch to gameplay not neede with cor main? +;0x023F9BEC = li r3, 1 ; CDemoEventManager::TermRead() +;0x023FA07C = li r3, 1 ; CDemoEventManager::ChangeFPS() + diff --git a/src/HyruleWarriors/Mods/60FPS/rules.txt b/src/HyruleWarriors/Mods/60FPS/rules.txt new file mode 100644 index 000000000..b7d1989c0 --- /dev/null +++ b/src/HyruleWarriors/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001017D800,000500001017D900,000500001017CD00 +name = 60 FPS +path = "Hyrule Warriors/Mods/60FPS" +description = Makes the game run at 60FPS. Getting under 60FPS will slow down the game's speed. +#Credits: nosklo, Xalphenos, emoose +version = 7 diff --git a/src/HyruleWarriors/Mods/CharacterSwap/patch_CharacterSwap.asm b/src/HyruleWarriors/Mods/CharacterSwap/patch_CharacterSwap.asm new file mode 100644 index 000000000..5da2088b7 --- /dev/null +++ b/src/HyruleWarriors/Mods/CharacterSwap/patch_CharacterSwap.asm @@ -0,0 +1,11 @@ +[HyruleWarriors_CharacterSwap_V208] +moduleMatches = 0xE159AE91 ; v208(EU/NA/JP) +0x020EBF0C = li r11, $character + +[HyruleWarriors_CharacterSwap_EUv0] +moduleMatches = 0xDE6FF9D3 ; v0(EU/NA) +0x020DEB1C = li r11, $character + +[HyruleWarriors_CharacterSwap_JPv16] +moduleMatches = 0xF290AEA8 ; v16(JP) +0x020DEA70 = li r11, $character diff --git a/Mods/HyruleWarriors_CharacterSwap/rules.txt b/src/HyruleWarriors/Mods/CharacterSwap/rules.txt similarity index 95% rename from Mods/HyruleWarriors_CharacterSwap/rules.txt rename to src/HyruleWarriors/Mods/CharacterSwap/rules.txt index e693ccde4..e2d41d0d3 100644 --- a/Mods/HyruleWarriors_CharacterSwap/rules.txt +++ b/src/HyruleWarriors/Mods/CharacterSwap/rules.txt @@ -3,7 +3,11 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = Character Swap path = "Hyrule Warriors/Mods/Character Swap" description = Overrides the character you pick during character selection or that you have to play as to the one you select here. Only works on the latest game update. -version = 4 +#Credits: Cremitif, MelonSpeedruns +version = 7 + +[Default] +$character = 0x00 [Preset] name = Link diff --git a/src/HyruleWarriors/Mods/DepthOfFieldBlurRemoval/patch_DepthofField.asm b/src/HyruleWarriors/Mods/DepthOfFieldBlurRemoval/patch_DepthofField.asm new file mode 100644 index 000000000..2e830facf --- /dev/null +++ b/src/HyruleWarriors/Mods/DepthOfFieldBlurRemoval/patch_DepthofField.asm @@ -0,0 +1,28 @@ +[HyruleWarriors_BlurRemoval] +moduleMatches = 0xE159AE91, 0xDE6FF9D3, 0xF290AEA8 ; v208(EU/NA/JP), v0(EU/NA), v16(JP) +.origin = codecave + +; function that nulls out fields meant to be set by ktgl::CCafeGraphicsDevice::GetViewport +_nullViewport: +li r4, 0 +stw r4, 0x0(r3) +stw r4, 0x4(r3) +stw r4, 0x8(r3) +stw r4, 0xC(r3) +stw r4, 0x10(r3) +stw r4, 0x14(r3) +blr + + +[HyruleWarriors_BlurRemoval_v208] +moduleMatches = 0xE159AE91 ; v208(EU/NA/JP) +; patch DoF call to ktgl::CCafeGraphicsDevice::GetViewport to use our nulling out function instead +0x02878FAC = bla _nullViewport + +[HyruleWarriors_BlurRemoval_EUv0] +moduleMatches = 0xDE6FF9D3 ; v0(EU/NA) +0x027CE3D8 = bla _nullViewport + +[HyruleWarriors_BlurRemoval_JPv16] +moduleMatches = 0xF290AEA8 ; v16(JP) +0x027CDBB0 = bla _nullViewport diff --git a/src/HyruleWarriors/Mods/DepthOfFieldBlurRemoval/rules.txt b/src/HyruleWarriors/Mods/DepthOfFieldBlurRemoval/rules.txt new file mode 100644 index 000000000..e4ee6f50f --- /dev/null +++ b/src/HyruleWarriors/Mods/DepthOfFieldBlurRemoval/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001017D800,000500001017D900,000500001017CD00 +name = "Depth of Field Blur Removal" +path = "Hyrule Warriors/Mods/DoF Blur Removal" +description = Removes depth of feild blur. +#Credits: emoose +version = 7 diff --git a/src/HyruleWarriors/Mods/IncreaseDrawDistance/patch_drawDistance.asm b/src/HyruleWarriors/Mods/IncreaseDrawDistance/patch_drawDistance.asm new file mode 100644 index 000000000..1c3f20dcc --- /dev/null +++ b/src/HyruleWarriors/Mods/IncreaseDrawDistance/patch_drawDistance.asm @@ -0,0 +1,134 @@ +[HyruleWarriors_DrawDistance_v208] +moduleMatches = 0xE159AE91 ; v208(EU/NA/JP) +; Object clip +0x100DD06C = .float 2.5 ;3.0 +;0x025F0554 = nop ;same as setting 0x100DD06C to 0. ;Fix this when instruction supported. +;0x025F02F4 = nop +; Stage clip +0x100DFEC4 = .float 6.0 +;0x100DFEC8 = .float 6.0 +; Stage clip update +0x100DFECC = .float 6.0 +0x100DFED8 = .float 6.0 ;is a .double +0x100DFEDC = .float 6.0 +0x100DFEE0 = .float 6.0 + +0x100FF060 = .float 0.99 ; Force high mip, texture LOD +0x100DD8C4 = .float 9900.0 ; Some smoke, particles + +; Shadow draw distance (more like boundary) +0x10000B20 = .float 8500.0 +0x10000B24 = .float 40000.0 +0x100DFF78 = .float 40000.0 ;Dyamic object shadows like rocks, chests etc + +; Grass and debris. Mitigates object pop as groups switches between LODs. +0x100DFF50 = .float 20000.0 +0x100DFF54 = .float 40000.0 +0x100DFF58 = .float 150000.0 +0x100DFF5C = .float 200000.0 +0x100DFF60 = .float 300000.0 +0x100DFF64 = .float 500000.0 +0x100DFF68 = .float 800000.0 +0x100DFF6C = .float 80000.0 + +; Replace army mid LOD with high LOD +;0x022BD744 = li r12, 0 +; FOV +;0x10006FD0 = .float 0.015 ;fov .float 0.017453292 ; DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o +; Scatter light (fog) +;0x1001CA64 = .float 2.5 ; 2.0 default, 4.0 dark +; NPC text LOD +;0x1009E134 = .float -8.0 ;flt_1009E134: .float -1.0 ; DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co +;0x1009E138 = .float 0.0 ;flt_1009E138: .float 0.0 ; DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo +; Distance from link +;0x100962BC = .float 0.25 ;flt_100962BC: .float 0.0 + +[HyruleWarriors_DrawDistance_EUv0] +moduleMatches = 0xDE6FF9D3 ; v0(EU/NA) +; Object clip +0x100BBEB4 = .float 2.5 ;3.0 +;0x025758E0 = nop ;same as setting 0x100BBEB4 to 0. ;Fix this when instruction supported. +;0x02575680 = nop +; Stage clip +0x100BED0C = .float 6.0 +;0x100BED10 = .float 6.0 +; Stage clip update +0x100BED14 = .float 6.0 +0x100BED20 = .float 6.0 ;is a .double +0x100BED24 = .float 6.0 +0x100BED28 = .float 6.0 + +0x100DE660 = .float 0.99 ; Force high mip, texture LOD +0x100BC70C = .float 9900.0 ; Some smoke, particles + +; Shadow draw distance (more like boundary) +0x10000B20 = .float 8500.0 +0x10000B24 = .float 40000.0 +0x100bedc0 = .float 40000.0 ;Dyamic object shadows like rocks, chests etc + +; Grass and debris. Mitigates object pop as groups switches between lods. +0x100BED98 = .float 20000.0 +0x100BED9C = .float 40000.0 +0x100BEDA0 = .float 150000.0 +0x100BEDA4 = .float 200000.0 +0x100BEDA8 = .float 300000.0 +0x100BEDAC = .float 500000.0 +0x100BEDB0 = .float 800000.0 +0x100BEDB4 = .float 80000.0 + +; Replace army mid LOD with high LOD +;0x02298098 = li r12, 0 +; FOV +;0x10006DA8 = .float 0.015 ;fov .float 0.017453292 ; DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o +; Scatter light (fog) +;0x1001C0D4 = .float 2.5 ; 2.0 default, 4.0 dark +; NPC text LOD +;0x100884FC = .float -8.0 ;flt_100884FC: .float -1.0 ; DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co +;0x10088500 = .float 0.0 ;flt_10088500: .float 0.0 ; DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo +; Distance from link +;0x10080ABC = .float 0.25 :flt_10080ABC: .float 0.0 + +[HyruleWarriors_DrawDistance_EUv0_JPv16] +moduleMatches = 0xF290AEA8 ; v16(JP) +; Object clip +0x100BBE84 = .float 2.5 ;3.0 +;0x0257510C = nop ;same as setting 0x100BBE84 to 0. ;Fix this when instruction supported. +;0x02574EAC = nop +; Stage clip +0x100BECDC = .float 6.0 +;0x100BECE0 = .float 6.0 +; Stage clip update +0x100BECE4 = .float 6.0 +0x100BECE8 = .float 6.0 ;is a .double +0x100BECEC = .float 6.0 +0x100BECF0 = .float 6.0 + +0x100DE630 = .float 0.99 ; Force high mip, texture LOD +0x100BC6DC = .float 9900.0 ; Some smoke, particles + +; Shadow draw distance (more like boundary) +0x10000B20 = .float 8500.0 +0x10000B24 = .float 40000.0 +0x100bed90 = .float 40000.0 ;Dyamic object shadows like rocks, chests etc + +; Grass and debris. Mitigates object pop as groups switches between lods. +0x100BED68 = .float 20000.0 +0x100BED6C = .float 40000.0 +0x100BED70 = .float 150000.0 +0x100BED74 = .float 200000.0 +0x100BED78 = .float 300000.0 +0x100BED7C = .float 500000.0 +0x100BED80 = .float 800000.0 +0x100BED84 = .float 80000.0 + +; Replace army mid LOD with high LOD +;0x02297E94 = li r12, 0 +; FOV +;0x10006DA8 = .float 0.015 ;fov .float 0.017453292 ; DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o +; Scatter light (fog) +;0x1001C0D4 = .float 2.5 ; 2.0 default, 4.0 dark +; NPC text LOD +;0x100884FC = .float -8.0 ;flt_100884FC: .float -1.0 ; DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co +;0x10088500 = .float 0.0 ;flt_10088500: .float 0.0 ; DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo +; Distance from link +;0x10080ABC = .float 0.25 :flt_10080ABC: .float 0.0 diff --git a/Mods/HyruleWarriors_IncreaseDrawDistance/rules.txt b/src/HyruleWarriors/Mods/IncreaseDrawDistance/rules.txt similarity index 67% rename from Mods/HyruleWarriors_IncreaseDrawDistance/rules.txt rename to src/HyruleWarriors/Mods/IncreaseDrawDistance/rules.txt index b59018932..db321fb06 100644 --- a/Mods/HyruleWarriors_IncreaseDrawDistance/rules.txt +++ b/src/HyruleWarriors/Mods/IncreaseDrawDistance/rules.txt @@ -2,8 +2,9 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = Increase draw distance path = "Hyrule Warriors/Mods/Increase draw distance" -description = More stuff further away | Experimental, may trigger distant object timers too early. -version = 4 +description = Significantly increases the viewing distance of objects.|May trigger distant object timers too early. +#Credits: getdls +version = 7 ## reminders: #NPC rendering can be increased, but some other total nr on screen limiter kicks in diff --git a/src/HyruleWarriors/Mods/ShadowRemoval/patch_ShadowRemoval.asm b/src/HyruleWarriors/Mods/ShadowRemoval/patch_ShadowRemoval.asm new file mode 100644 index 000000000..8c46314ac --- /dev/null +++ b/src/HyruleWarriors/Mods/ShadowRemoval/patch_ShadowRemoval.asm @@ -0,0 +1,16 @@ +[HyruleWarriors_ShadowRemoval_v208] +moduleMatches = 0xE159AE91 ; v208(EU/NA/JP) +; disable calls to CDisplayListMgr::RenderScene inside CShadowMapManager::Render +; seems to stop character/item shadows being rendered to the shadowmap, while still letting the shadowmap itself get rendered (which seems needed for other effects) +0x021CD54C = nop +0x021CD578 = nop + +[HyruleWarriors_ShadowRemoval_EUv0] +moduleMatches = 0xDE6FF9D3 ; v0(EU/NA) +0x021B1F18 = nop +0x021B1F44 = nop + +[HyruleWarriors_ShadowRemoval_JPv16] +moduleMatches = 0xF290AEA8 ; v16(JP) +0x021B1DD8 = nop +0x021B1E04 = nop diff --git a/src/HyruleWarriors/Mods/ShadowRemoval/rules.txt b/src/HyruleWarriors/Mods/ShadowRemoval/rules.txt new file mode 100644 index 000000000..17038d13f --- /dev/null +++ b/src/HyruleWarriors/Mods/ShadowRemoval/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001017D800,000500001017D900,000500001017CD00 +name = "Shadow Removal" +path = "Hyrule Warriors/Mods/Shadow Removal" +description = Removes some shadows in the game. +#Credits: emoose +version = 7 diff --git a/src/HyruleWarriors/Workarounds/DLCFix/patch_dlcFix.asm b/src/HyruleWarriors/Workarounds/DLCFix/patch_dlcFix.asm new file mode 100644 index 000000000..2a9a5ab6f --- /dev/null +++ b/src/HyruleWarriors/Workarounds/DLCFix/patch_dlcFix.asm @@ -0,0 +1,38 @@ +[HyruleWarriors_DLCFix_v208] +moduleMatches = 0xE159AE91 ; v208(EU/NA/JP) +; thanks to MelonSpeedruns for testing! + +; CDLCManager::bIsValidDLCCostume +0x216F97C = li r3, 1 +0x216F980 = blr + +; CDLCManager::bIsValidDLCBushou +0x216F9D8 = li r3, 1 +0x216F9DC = blr + +; CDLCManager::bIsValidDLCWeaponType +0x216FA18 = li r3, 1 +0x216FA1C = blr + +; CDLCManager::bIsValidDLCWeapon +0x216FA58 = li r3, 1 +0x216FA5C = blr + +; CDLCManager::bIsValidDLCAdventureMap +0x216FA98 = li r3, 1 +0x216FA9C = blr + +; CDLCManager::bIsValidDLCScenario +0x216FAD8 = li r3, 1 +0x216FADC = blr + +; CDLCManager::bIsValidDLCBossChallengeMode +0x216FB28 = li r3, 1 +0x216FB2C = blr + +; CDLCManager::bIsValidDLCGanonPlayMode +0x216FB40 = li r3, 1 +0x216FB44 = blr + +; CDLCManager::CheckThreadMainWiiU +0x216F23C = blr diff --git a/Workarounds/HyruleWarriors_DLCFix/rules.txt b/src/HyruleWarriors/Workarounds/DLCFix/rules.txt similarity index 83% rename from Workarounds/HyruleWarriors_DLCFix/rules.txt rename to src/HyruleWarriors/Workarounds/DLCFix/rules.txt index 38c9775bd..4e1cef903 100644 --- a/Workarounds/HyruleWarriors_DLCFix/rules.txt +++ b/src/HyruleWarriors/Workarounds/DLCFix/rules.txt @@ -3,4 +3,6 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = DLC Crash Fix path = "Hyrule Warriors/Workarounds/DLC Crash Fix" description = Fixes game crashing with DLC installed. -version = 4 +#Credits: nosklo +version = 7 +default = 1 diff --git a/Workarounds/HyruleWarriors_EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt b/src/HyruleWarriors/Workarounds/EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt similarity index 99% rename from Workarounds/HyruleWarriors_EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt rename to src/HyruleWarriors/Workarounds/EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt index a2e244a6f..5b4882da1 100644 --- a/Workarounds/HyruleWarriors_EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt +++ b/src/HyruleWarriors/Workarounds/EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Workarounds/HyruleWarriors_EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt b/src/HyruleWarriors/Workarounds/EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt similarity index 99% rename from Workarounds/HyruleWarriors_EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt rename to src/HyruleWarriors/Workarounds/EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt index 2cdeb2ba2..24e9d3a37 100644 --- a/Workarounds/HyruleWarriors_EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt +++ b/src/HyruleWarriors/Workarounds/EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Workarounds/HyruleWarriors_EnemyDeathFix/rules.txt b/src/HyruleWarriors/Workarounds/EnemyDeathFix/rules.txt similarity index 86% rename from Workarounds/HyruleWarriors_EnemyDeathFix/rules.txt rename to src/HyruleWarriors/Workarounds/EnemyDeathFix/rules.txt index bf6b320e4..08cdd6688 100644 --- a/Workarounds/HyruleWarriors_EnemyDeathFix/rules.txt +++ b/src/HyruleWarriors/Workarounds/EnemyDeathFix/rules.txt @@ -3,4 +3,6 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = "Hyrule Warriors - NVIDIA Enemy Death Fix" path = "Hyrule Warriors/Workarounds/NVIDIA Enemy Death Fix" description = Fixes graphics glitch and crashes due to enemy death. -version = 4 +#Credits: emoose +version = 7 +default = 1 diff --git a/src/InfinityRunner/Graphics/rules.txt b/src/InfinityRunner/Graphics/rules.txt new file mode 100644 index 000000000..3694c1528 --- /dev/null +++ b/src/InfinityRunner/Graphics/rules.txt @@ -0,0 +1,102 @@ +[Definition] +titleIds = 0005000010183C00,0005000010184400 +name = Graphics Settings +path = "Infinity Runner/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +formatsExcluded = 0x031,0x033 #exclude intro/menu background +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/KamenRider/Graphics/rules.txt b/src/KamenRider/Graphics/rules.txt new file mode 100644 index 000000000..78ee95da9 --- /dev/null +++ b/src/KamenRider/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 0005000010170700 +name = Graphics Settings +path = "Kamen Rider - Battride War II/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/KickandFennick/Graphics/rules.txt b/src/KickandFennick/Graphics/rules.txt new file mode 100644 index 000000000..8ca069d6d --- /dev/null +++ b/src/KickandFennick/Graphics/rules.txt @@ -0,0 +1,113 @@ +[Definition] +titleIds = 00050000101DC300,00050000101D9700 +name = Graphics Settings +path = "Kick and Fennick/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 360 +height = 180 +overwriteWidth = ($width/$gameWidth) * 360 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Enhancements/KirbyRainbow_AA_Removal/0d781b1e5042ecaa_00000000000007f9_ps.txt b/src/KirbyRainbowCurse/Enhancements/AARemoval/0d781b1e5042ecaa_00000000000007f9_ps.txt similarity index 99% rename from Enhancements/KirbyRainbow_AA_Removal/0d781b1e5042ecaa_00000000000007f9_ps.txt rename to src/KirbyRainbowCurse/Enhancements/AARemoval/0d781b1e5042ecaa_00000000000007f9_ps.txt index 1d20ff09e..09320ee7a 100644 --- a/Enhancements/KirbyRainbow_AA_Removal/0d781b1e5042ecaa_00000000000007f9_ps.txt +++ b/src/KirbyRainbowCurse/Enhancements/AARemoval/0d781b1e5042ecaa_00000000000007f9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 0d781b1e5042ecaa diff --git a/Enhancements/KirbyRainbow_AA_Removal/rules.txt b/src/KirbyRainbowCurse/Enhancements/AARemoval/rules.txt similarity index 67% rename from Enhancements/KirbyRainbow_AA_Removal/rules.txt rename to src/KirbyRainbowCurse/Enhancements/AARemoval/rules.txt index 2cbb6ae0a..5a4b8b22a 100644 --- a/Enhancements/KirbyRainbow_AA_Removal/rules.txt +++ b/src/KirbyRainbowCurse/Enhancements/AARemoval/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 00050000101ABC00,00050000101B5100 +titleIds = 00050000101ABC00,00050000101B5100,0005000010188B00 name = AA removal path = "Kirby and the Rainbow Curse & Paintbrush/Enhancements/AA Removal" description = Removes AA, no performance gain. Used for clean look or supersampling AA. -version = 4 +#Credits: getdls +version = 7 diff --git a/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt b/src/KirbyRainbowCurse/Graphics/2258c1c082f929aa_0000000000000000_vs.txt similarity index 99% rename from Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt rename to src/KirbyRainbowCurse/Graphics/2258c1c082f929aa_0000000000000000_vs.txt index 1a5068ab0..3af59eee5 100644 --- a/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt +++ b/src/KirbyRainbowCurse/Graphics/2258c1c082f929aa_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/KirbyRainbow_Resolution/rules.txt b/src/KirbyRainbowCurse/Graphics/rules.txt similarity index 92% rename from Resolutions/KirbyRainbow_Resolution/rules.txt rename to src/KirbyRainbowCurse/Graphics/rules.txt index 0eaa41521..d12b2721b 100644 --- a/Resolutions/KirbyRainbow_Resolution/rules.txt +++ b/src/KirbyRainbowCurse/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 00050000101ABC00,00050000101B5100 -name = Resolution -path = "Kirby and the Rainbow Curse & Paintbrush/Graphics/Resolution" -description = Changes the resolution of the game. Made by Crementif. -version = 4 - -[Preset] -name = 1280x720 (Default) +titleIds = 00050000101ABC00,00050000101B5100,0005000010188B00 +name = Graphics Settings +path = "Kirby and the Rainbow Curse & Paintbrush/Graphics" +description = Changes the resolution of the game.|Made by Crementif. +#Credits: Crementif +version = 7 + +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,69 +15,66 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] # TV Resolution width = 1280 diff --git a/Workarounds/KirbyRainbow_InvisibleLineFix/ebdd1eb96ab75207_0000000000000000_vs.txt b/src/KirbyRainbowCurse/Workarounds/InvisibleLineFix/ebdd1eb96ab75207_0000000000000000_vs.txt similarity index 99% rename from Workarounds/KirbyRainbow_InvisibleLineFix/ebdd1eb96ab75207_0000000000000000_vs.txt rename to src/KirbyRainbowCurse/Workarounds/InvisibleLineFix/ebdd1eb96ab75207_0000000000000000_vs.txt index 0a3e89840..6cfba7310 100644 --- a/Workarounds/KirbyRainbow_InvisibleLineFix/ebdd1eb96ab75207_0000000000000000_vs.txt +++ b/src/KirbyRainbowCurse/Workarounds/InvisibleLineFix/ebdd1eb96ab75207_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader %08x%08x diff --git a/Workarounds/KirbyRainbow_InvisibleLineFix/rules.txt b/src/KirbyRainbowCurse/Workarounds/InvisibleLineFix/rules.txt similarity index 95% rename from Workarounds/KirbyRainbow_InvisibleLineFix/rules.txt rename to src/KirbyRainbowCurse/Workarounds/InvisibleLineFix/rules.txt index 0ccbedaad..a4b37fb60 100644 --- a/Workarounds/KirbyRainbow_InvisibleLineFix/rules.txt +++ b/src/KirbyRainbowCurse/Workarounds/InvisibleLineFix/rules.txt @@ -3,5 +3,6 @@ titleIds = 00050000101ABC00,00050000101B5100,0005000010188B00 name = Workaround for invisible rainbow lines path = "Kirby and the Rainbow Curse & Paintbrush/Workarounds/Fix invisible lines" description = Fixes a bug which causes painted rainbow lines to become randomly invisible. +#Credits: Exzap version = 7 default = 1 diff --git a/src/KungFuPandaSoLL/Graphics/rules.txt b/src/KungFuPandaSoLL/Graphics/rules.txt new file mode 100644 index 000000000..6a76c9ce8 --- /dev/null +++ b/src/KungFuPandaSoLL/Graphics/rules.txt @@ -0,0 +1,114 @@ +[Definition] +titleIds = 00050000101A6500,00050000101AA500 +name = Graphics Settings +path = "Kung Fu Panda: Showdown of Legendary Legends/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +formatsExcluded = 0x041a,0x433,0x431 #exclude intro/menu backgrounds +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 320 +height = 180 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/LEGOBatman3/Graphics/rules.txt b/src/LEGOBatman3/Graphics/rules.txt new file mode 100644 index 000000000..0aec1b8a4 --- /dev/null +++ b/src/LEGOBatman3/Graphics/rules.txt @@ -0,0 +1,96 @@ +[Definition] +titleIds = 000500001016AD00,000500001016A400,00050000101B2700,000500021016AD01 +name = Graphics Settings +path = "Lego Batman 3: Beyond Gotham/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] +category = Resolution: +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 960 +height = 960 +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 960 + +[TextureRedefine] +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 diff --git a/src/LEGOBatman3/Mods/60FPS/patch_60fps.asm b/src/LEGOBatman3/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..8cdfbd584 --- /dev/null +++ b/src/LEGOBatman3/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,23 @@ +[LEGOBatman3_60fps_v48] +moduleMatches = 0x23FAAC72, 0xFFE67C8E ; v48(EU), v48(NA) +0x02521958 = addi r11,r12,1 + +[LEGOBatman3_60fps_v0] +moduleMatches = 0x1A1C1DCF, 0x0D5A630F ; v0(EU), v0(NA) +0x0251B2E8 = addi r11,r12,1 + +[LEGOBatman3_60fps_NAv32] +moduleMatches = 0x5A7D0B88 ; v32(NA) +0x02521588 = addi r11,r12,1 + +[LEGOBatman3_60fps_NAv16] +moduleMatches = 0x0CC28EC4 ; v16(NA) +0x0251CA68 = addi r11,r12,1 + +[LEGOBatman3_60fps_JP] +moduleMatches = 0x09F09D76 ; (JP) +0x02521A9C = addi r11,r12,1 + +[LEGOBatman3_60fps_demo] +moduleMatches = 0x2900A99B ; demo(NA) +0x0251B56C = addi r11,r12,1 diff --git a/src/LEGOBatman3/Mods/60FPS/rules.txt b/src/LEGOBatman3/Mods/60FPS/rules.txt new file mode 100644 index 000000000..feb92a533 --- /dev/null +++ b/src/LEGOBatman3/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001016AD00,000500001016A400,00050000101B2700,000500021016AD01 +name = 60FPS +path = "Lego Batman 3: Beyond Gotham/Mods/60FPS" +description = Makes the game run at 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/LEGOCityUndercover/Graphics/rules.txt b/src/LEGOCityUndercover/Graphics/rules.txt new file mode 100644 index 000000000..02f7e6acd --- /dev/null +++ b/src/LEGOCityUndercover/Graphics/rules.txt @@ -0,0 +1,125 @@ +[Definition] +titleIds = 0005000010101A00,0005000010101B00,0005000010142F00 +name = Graphics Settings +path = "LEGO City Undercover/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 960 +height = 960 +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 960 + +#[TextureRedefine]# +#width = 640 +#height = 360 +#overwriteWidth = ($width/$gameWidth) * 640 +#overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +#[TextureRedefine]# +#width = 320 +#height = 180 +#overwriteWidth = ($width/$gameWidth) * 320 +#overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +#[TextureRedefine]# +#width = 854 +#height = 480 +#overwriteWidth = ($width/$gameWidth) * 854 +#overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/LEGODimentions/Graphics/patch_resolution.asm b/src/LEGODimentions/Graphics/patch_resolution.asm new file mode 100644 index 000000000..54f7d1cf3 --- /dev/null +++ b/src/LEGODimentions/Graphics/patch_resolution.asm @@ -0,0 +1,6 @@ +[LEGODimentions_aspects_v352] +moduleMatches = 0x08EEE187,0x8A9D0373 ; v352(EU), v320(NA) +0x101408C0 = .float $width/$height ;menu aspect +0x1041F294 = .float (1/($width/$height)) ;primary aspect scale +0x10477DF4 = .float (1/($width/$height)) ;event scale +0x10147788 = .float 10240 diff --git a/Resolutions/LEGODimensions_resolution/rules.txt b/src/LEGODimentions/Graphics/rules.txt similarity index 70% rename from Resolutions/LEGODimensions_resolution/rules.txt rename to src/LEGODimentions/Graphics/rules.txt index 9516adec2..aed38bbe5 100644 --- a/Resolutions/LEGODimensions_resolution/rules.txt +++ b/src/LEGODimentions/Graphics/rules.txt @@ -1,12 +1,13 @@ [Definition] -titleIds = 5000010194200, 0005000010195d00 -name = "Resolution" -path = "Lego Dimensions/Graphics/Resolution" -description = Changes the resolution of the game. Made by bloodmc and Xalphenos. -version = 4 - -[Preset] -name = 1280x720 (Default) +titleIds = 0005000010194200, 0005000010195D00 +name = Graphics Settings +path = "Lego Dimensions/Graphics" +description = Changes the resolution of the game.|Made by bloodmc and Xalphenos. +#Credits: bloommc, Xalphenos +version = 7 + +[Default] +category = Resolution: $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,101 +16,94 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 # Common Ultrawide Resolutions [Preset] +category = Resolution: name = 2560x1080 (Ultrawide) $width = 2560 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3440x1440 (Ultrawide) $width = 3440 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 # Common Super Ultrawide Resolutions [Preset] +category = Resolution: name = 3840x1080 (Super Ultrawide) $width = 3840 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x1440 (Super Ultrawide) $width = 5120 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] width = 1280 diff --git a/src/LEGODimentions/Mods/60FPS/patch_60fps.asm b/src/LEGODimentions/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..990a9e6a0 --- /dev/null +++ b/src/LEGODimentions/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,7 @@ +[LEGODimentions_60FPS_NAv0] +moduleMatches = 0x5402BCFD ; v0(NA) +0x0271f454 = addi r11, r12, 1 + +[LEGODimentions_60FPS_v352] +moduleMatches = 0x08EEE187,0x8A9D0373 ; v352(EU), v320(NA) +0x028ee098 = addi r11, r12, 1 diff --git a/Mods/LEGODimensions_60FPS/rules.txt b/src/LEGODimentions/Mods/60FPS/rules.txt similarity index 95% rename from Mods/LEGODimensions_60FPS/rules.txt rename to src/LEGODimentions/Mods/60FPS/rules.txt index 747e9cc6a..551020d9a 100644 --- a/Mods/LEGODimensions_60FPS/rules.txt +++ b/src/LEGODimentions/Mods/60FPS/rules.txt @@ -3,4 +3,4 @@ titleIds = 0005000010194200,0005000010195D00 name = 60FPS path = "Lego Dimensions/Mods/60FPS" description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 +version = 7 diff --git a/src/LEGOJurassicWorld/Graphics/rules.txt b/src/LEGOJurassicWorld/Graphics/rules.txt new file mode 100644 index 000000000..c47847337 --- /dev/null +++ b/src/LEGOJurassicWorld/Graphics/rules.txt @@ -0,0 +1,96 @@ +[Definition] +titleIds = 00050000101CDF00,00050000101A6200,00050000101A5C00 +name = Graphics Settings +path = "Lego Jurassic World/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: intra +version = 7 + +[Default] +category = Resolution: +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 960 +height = 960 +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 960 + +[TextureRedefine] +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 diff --git a/src/LEGOJurassicWorld/Mods/60FPS/patch_60fps.asm b/src/LEGOJurassicWorld/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..5aa501ce2 --- /dev/null +++ b/src/LEGOJurassicWorld/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,11 @@ +[LEGOJurassicWorld_60fps_v0] +moduleMatches = 0x7CCB8ED3, 0x81647FC0 ; v0(EU) v0(NA) +0x02623024 = addi r11,r12,1 + +[LEGOJurassicWorld_60fps_v16] +moduleMatches = 0x624BFBE7, 0x763FD17D ; v16(EU), v16(NA) +0x0263A5BC = addi r11,r12,1 + +[LEGOJurassicWorld_60fps_JP] +moduleMatches = 0xCE3B40F8 ; (JP) +0x0263BE98 = addi r11,r12,1 diff --git a/src/LEGOJurassicWorld/Mods/60FPS/rules.txt b/src/LEGOJurassicWorld/Mods/60FPS/rules.txt new file mode 100644 index 000000000..fcf26225a --- /dev/null +++ b/src/LEGOJurassicWorld/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 00050000101CDF00,00050000101A6200,00050000101A5C00 +name = 60FPS +path = "Lego Jurassic World/Mods/60FPS" +description = Patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/LEGOMarvelSuperHeroes/Graphics/rules.txt b/src/LEGOMarvelSuperHeroes/Graphics/rules.txt new file mode 100644 index 000000000..104aa890a --- /dev/null +++ b/src/LEGOMarvelSuperHeroes/Graphics/rules.txt @@ -0,0 +1,96 @@ +[Definition] +titleIds = 0005000010132B00,0005000010132400,00050000101A2D00,0005000210132401 +name = Graphics Settings +path = "Lego Marvel Super Heroes/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] +category = Resolution: +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 960 +height = 960 +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 960 + +[TextureRedefine] +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 diff --git a/src/LEGOMarvelSuperHeroes/Mods/60FPS/patch_60fps.asm b/src/LEGOMarvelSuperHeroes/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..20a72fbe9 --- /dev/null +++ b/src/LEGOMarvelSuperHeroes/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,19 @@ +[LEGOMarvelSuperHeros_60fps_v48] +moduleMatches = 0x7AB86A2E, 0xF252C9FD ; v48(EU) v32(NA) +0x02415E88 = addi r11,r12,1 + +[LEGOMarvelSuperHeros_60fps_v0] +moduleMatches = 0x0D03E545, 0x3562A3FF ; v0(EU) v0(NA) +0x02414324 = addi r11,r12,1 + +[LEGOMarvelSuperHeros_60fps_v16] +moduleMatches = 0x932F4A73 ; v16(NA) +0x0241598C = addi r11,r12,1 + +[LEGOMarvelSuperHeros_60fps_JP] +moduleMatches = 0x25427C24 ; (JP) +0x0242D418 = addi r11,r12,1 + +[LEGOMarvelSuperHeros_60fps_demo] +moduleMatches = 0x6079EC04 ; demo(EU) +0x02419A60 = addi r11,r12,1 diff --git a/src/LEGOMarvelSuperHeroes/Mods/60FPS/rules.txt b/src/LEGOMarvelSuperHeroes/Mods/60FPS/rules.txt new file mode 100644 index 000000000..b405297d0 --- /dev/null +++ b/src/LEGOMarvelSuperHeroes/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010132B00,0005000010132400,00050000101A2D00,0005000210132401 +name = 60FPS +path = "Lego Marvel Super Heroes/Mods/60FPS" +description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/LEGOMarvelsAvengers/Graphics/rules.txt b/src/LEGOMarvelsAvengers/Graphics/rules.txt new file mode 100644 index 000000000..499d5fb76 --- /dev/null +++ b/src/LEGOMarvelsAvengers/Graphics/rules.txt @@ -0,0 +1,96 @@ +[Definition] +titleIds = 00050000101BEF00,00050000101BE900,00050000101EA100,00050002101BE901,00050002101BEF01 +name = Graphics Settings +path = "Lego Marvel's Avengers/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] +category = Resolution: +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 960 +height = 960 +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 960 + +[TextureRedefine] +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 diff --git a/src/LEGOMarvelsAvengers/Mods/60FPS/patch_60fps.asm b/src/LEGOMarvelsAvengers/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..d9ebdf510 --- /dev/null +++ b/src/LEGOMarvelsAvengers/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,27 @@ +[LEGOMarvelsAvengers_60fps_v64] +moduleMatches = 0xD37BA2BC, 0x004C6B8C, 0x3D38D4D4 ; v64(EU), v64(NA), v18(JP) +0x024EB5D8 = addi r11,r12,1 + +[LEGOMarvelsAvengers_60fps_v0] +moduleMatches = 0xDAA3ADFD, 0x266BB956 ; v0(EU) v0(NA) +0x024D22D8 = addi r11,r12,1 + +[LEGOMarvelsAvengers_60fps_NAv48] +moduleMatches = 0xFAB53F77 ; v48(NA) +0x024EB414 = addi r11,r12,1 + +[LEGOMarvelsAvengers_60fps_NAv32] +moduleMatches = 0x69B4BA3C ; v32(NA) +0x024E6CE0 = addi r11,r12,1 + +[LEGOMarvelsAvengers_60fps_NAv16] +moduleMatches = 0x11FA1ECB ; v16(NA) +0x024D3548 = addi r11,r12,1 + +[LEGOMarvelsAvengers_60fps_JPv0] +moduleMatches = 0x45B487FA ; v0(JP) +0x024D3C40 = addi r11,r12,1 + +[LEGOMarvelsAvengers_60fps_demo] +moduleMatches = 0xE11FEDBD, 0x0062EECE ; demo(EU), demo(NA) +0x024D1174 = addi r11,r12,1 diff --git a/src/LEGOMarvelsAvengers/Mods/60FPS/rules.txt b/src/LEGOMarvelsAvengers/Mods/60FPS/rules.txt new file mode 100644 index 000000000..47e68851e --- /dev/null +++ b/src/LEGOMarvelsAvengers/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 00050000101BEF00,00050000101BE900,00050000101EA100,00050002101BE901,00050002101BEF01 +name = 60FPS +path = "Lego Marvel's Avengers/Mods/60FPS" +description = Patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/LEGOMovie/Graphics/rules.txt b/src/LEGOMovie/Graphics/rules.txt new file mode 100644 index 000000000..7f8a4f03a --- /dev/null +++ b/src/LEGOMovie/Graphics/rules.txt @@ -0,0 +1,96 @@ +[Definition] +titleIds = 000500001014DE00,000500001014E000,0005000010192100 +name = Graphics Settings +path = "The LEGO Movie Videogame/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] +category = Resolution: +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 960 +height = 960 +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 960 + +[TextureRedefine] +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 diff --git a/src/LEGOMovie/Mods/60FPS/patch_60fps.asm b/src/LEGOMovie/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..b3b2b08cf --- /dev/null +++ b/src/LEGOMovie/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,11 @@ +[LEGOMovie_60fps_v18] +moduleMatches = 0x1643598B, 0xF1C6C979 ; v18(EU), v16(NA) +0x02485BC8 = addi r11,r12,1 + +[LEGOMovie_60fps_v0] +moduleMatches = 0xB3EC0720, 0x6A97DE1B ; v0(EU) v0(NA) +0x0247DC8C = addi r11,r12,1 + +[LEGOMovie_60fps_JP] +moduleMatches = 0xC6A878B8 ; (JP) +0x024AFD40 = addi r11,r12,1 diff --git a/src/LEGOMovie/Mods/60FPS/rules.txt b/src/LEGOMovie/Mods/60FPS/rules.txt new file mode 100644 index 000000000..c7ba5b684 --- /dev/null +++ b/src/LEGOMovie/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001014DE00,000500001014E000,0005000010192100 +name = 60FPS +path = "The LEGO Movie Videogame/Mods/60FPS" +description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt b/src/LEGOStarWarsForceAwakens/Graphics/66681ef93c67091e_0000000000000000_vs.txt similarity index 99% rename from Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt rename to src/LEGOStarWarsForceAwakens/Graphics/66681ef93c67091e_0000000000000000_vs.txt index 63602e00e..be0456ae9 100644 --- a/Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt +++ b/src/LEGOStarWarsForceAwakens/Graphics/66681ef93c67091e_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/LegoStarWars_Resolution/rules.txt b/src/LEGOStarWarsForceAwakens/Graphics/rules.txt similarity index 63% rename from Resolutions/LegoStarWars_Resolution/rules.txt rename to src/LEGOStarWarsForceAwakens/Graphics/rules.txt index d1e8e24d3..69aa69fda 100644 --- a/Resolutions/LegoStarWars_Resolution/rules.txt +++ b/src/LEGOStarWarsForceAwakens/Graphics/rules.txt @@ -1,83 +1,178 @@ [Definition] titleIds = 00050000101DAA00,00050000101DAB00,00050000101EA000 -name = Resolution -path = "LEGO Star Wars: The Force Awakens/Graphics/Resolution" +name = Graphics Settings +path = "LEGO Star Wars: The Force Awakens/Graphics" description = Changes the resolution of the game. -version = 4 +#Credits: +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 +$padWidth = 854 +$padHeight = 480 $gameWidth = 1280 $gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 +$shadowRes = 1 + -# Performance +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 [Preset] +category = TV Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 -# Common HD Resolutions +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 [Preset] +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + +# Shadow Quality + +[Preset] +category = Shadow Quality: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality: +name = Extreme (300%, Unstable) +$shadowRes = 3 + + + +# Texture Redefines [TextureRedefine] # TV Resolution width = 1280 @@ -90,29 +185,29 @@ overwriteHeight = ($height/$gameHeight) * 720 width = 864 height = 480 formats = 0x811,0x01a -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 [TextureRedefine] width = 854 height = 480 formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 [TextureRedefine] # Shadow width = 960 height = 960 formats = 0x80e -overwriteWidth = ($width/$gameWidth) * 960 -overwriteHeight = ($height/$gameHeight) * 960 +overwriteWidth = $shadowRes * 960 +overwriteHeight = $shadowRes * 960 [TextureRedefine] # Shadow width = 960 height = 3840 formats = 0x80e -overwriteWidth = ($width/$gameWidth) * 960 -overwriteHeight = ($height/$gameHeight) * 3840 +overwriteWidth = $shadowRes * 960 +overwriteHeight = $shadowRes * 3840 # Bloom & motion blur diff --git a/src/LEGOStarWarsForceAwakens/Mods/60FPS/patch_60fps.asm b/src/LEGOStarWarsForceAwakens/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..95fc0b52b --- /dev/null +++ b/src/LEGOStarWarsForceAwakens/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,23 @@ +[LEGOStarWarsForceAwakens_60fps_EUv32] +moduleMatches = 0x9AFD8F14 ; v32(EU) +0x0287FF50 = addi r11,r12,1 + +[LEGOStarWarsForceAwakens_60fps_NAv32] +moduleMatches = 0xAF503338 ; v32(NA) +0x0287FB34 = addi r11,r12,1 + +[LEGOStarWarsForceAwakens_60fps_JPv16] +moduleMatches = 0x3DABCF96 ; v16(JP) +0x02883D78 = addi r11,r12,1 + +[LEGOStarWarsForceAwakens_60fps_v0] +moduleMatches = 0x12747D7F, 0x311EE639 ; v0(EU), v0(NA) +0x0284E80C = addi r11,r12,1 + +[LEGOStarWarsForceAwakens_60fps_NAv16] +moduleMatches = 0x185FB31C ; v16(NA) +0x02860014 = addi r11,r12,1 + +[LEGOStarWarsForceAwakens_60fps_JPv0] +moduleMatches = 0x9D186E5D ; v0(JP) +0x0287B414 = addi r11,r12,1 diff --git a/src/LEGOStarWarsForceAwakens/Mods/60FPS/rules.txt b/src/LEGOStarWarsForceAwakens/Mods/60FPS/rules.txt new file mode 100644 index 000000000..ea7190a13 --- /dev/null +++ b/src/LEGOStarWarsForceAwakens/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 00050000101DAA00,00050000101DAB00,00050000101EA000 +name = 60FPS +path = "LEGO Star Wars: The Force Awakens/Mods/60FPS" +description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/LEGOTheHobbit/Graphics/rules.txt b/src/LEGOTheHobbit/Graphics/rules.txt new file mode 100644 index 000000000..e4226575f --- /dev/null +++ b/src/LEGOTheHobbit/Graphics/rules.txt @@ -0,0 +1,96 @@ +[Definition] +titleIds = 000500001016A700,0005000010168D00 +name = Graphics Settings +path = "LEGO The Hobbit/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] +category = Resolution: +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 960 +height = 960 +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 960 + +[TextureRedefine] +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 diff --git a/src/LEGOTheHobbit/Mods/60FPS/patch_60fps.asm b/src/LEGOTheHobbit/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..703f1fc3f --- /dev/null +++ b/src/LEGOTheHobbit/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,3 @@ +[LEGOTheHobbit_60fps] +moduleMatches = 0x9f71259b, 0xAD4603B3 ; (EU), (NA) +0x023F3D6C = addi r11,r12,1 diff --git a/src/LEGOTheHobbit/Mods/60FPS/rules.txt b/src/LEGOTheHobbit/Mods/60FPS/rules.txt new file mode 100644 index 000000000..fd39841dd --- /dev/null +++ b/src/LEGOTheHobbit/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001016A700,0005000010168D00 +name = 60FPS +path = "LEGO The Hobbit/Mods/60FPS" +description = Patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/LostReavers/Graphics/rules.txt b/src/LostReavers/Graphics/rules.txt new file mode 100644 index 000000000..4ac7b1413 --- /dev/null +++ b/src/LostReavers/Graphics/rules.txt @@ -0,0 +1,107 @@ +[Definition] +titleIds = 00050000101A4800,00050000101B9900,000500001018D900,0005000101C5600,00050000101D8F00,00050000101C2100 +name = Graphics Settings +path = "Lost Reavers/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/LostReavers/Mods/60fps/patch_fps.asm b/src/LostReavers/Mods/60fps/patch_fps.asm new file mode 100644 index 000000000..8fb79309d --- /dev/null +++ b/src/LostReavers/Mods/60fps/patch_fps.asm @@ -0,0 +1,20 @@ +[LostReavers_60Fps] +moduleMatches = 0x165809E9, 0x67DBF490, 0x596FA658, 0xC86E968A ; v16(EU/NA/JP), v0/betatest(EU/NA), v0(JP), betatest(JP) +.origin = codecave +; Code selects .float 60 from 0x1000333C +_60fps: +lis r3,0x1000 +lfs f1,0x333c(r3) +blr + +[LostReavers_60Fps_v16] +moduleMatches = 0x165809E9, 0x67DBF490 ; v16(EU/NA/JP), v0/betatest(EU/NA) +0x02571FC4 = ba _60fps ; nop - Remove read to FPS .float = uncapped FPS + +[LostReavers_60Fps_JPv0] +moduleMatches = 0x596FA658 ; v0(JP) +0x02571F94 = ba _60fps + +[LostReavers_60Fps_JPbetatest] +moduleMatches = 0xC86E968A ; betatest(JP) +0x0257163C = ba _60fps diff --git a/src/LostReavers/Mods/60fps/rules.txt b/src/LostReavers/Mods/60fps/rules.txt new file mode 100644 index 000000000..73faa0b22 --- /dev/null +++ b/src/LostReavers/Mods/60fps/rules.txt @@ -0,0 +1,10 @@ +[Definition] +titleIds = 00050000101A4800,00050000101B9900,000500001018D900,0005000101C5600,00050000101D8F00,00050000101C2100 +name = 60FPS +path = "Lost Reavers/Mods/60FPS" +description = Patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 + +[Control] +vsyncFrequency = 120 diff --git a/src/M&SRio2016/Enhancements/AspectRatio/patch_AspectRatio.asm b/src/M&SRio2016/Enhancements/AspectRatio/patch_AspectRatio.asm index 27035887a..332c93355 100644 --- a/src/M&SRio2016/Enhancements/AspectRatio/patch_AspectRatio.asm +++ b/src/M&SRio2016/Enhancements/AspectRatio/patch_AspectRatio.asm @@ -1,25 +1,29 @@ -[unisonAspectRatio] -moduleMatches = 0xD44C22E3 - +[MarioSonicRio2016_AspectRatio] +moduleMatches = 0xD44C22E3, 0xE0E2BBA7, 0x60481B3F ; (EU/NA), (JP), demo(EU/JP) .origin = codecave -_width: +width: .float $width - -_height: +height: .float $height _aspectRatio: ; Scale the width of the viewport that it wants to calculate the ratio for -lis r13, _width@ha -lfs f12, _width@l(r13) +lis r13, width@ha +lfs f12, width@l(r13) fsub f12, f12, f14 ; Scale the height of the viewport that it wants to calculate the ratio for -lis r14, _height@ha -lfs f13, _height@l(r14) +lis r14, height@ha +lfs f13, height@l(r14) fsub f0, f13, f0 ; Original instruction that got replaced by the code cave jump, which divides the width and height to get the aspect ratio, then return to original code fdivs f1, f12, f13 blr -0x0256975C = bla _aspectRatio ; Modify this instruction to go to the code cave which scales the height and width to the upscale ratios \ No newline at end of file +[MarioSonicRio2016_AspectRatio_] +moduleMatches = 0xD44C22E3, 0xE0E2BBA7 ; (EU/NA), (JP) +0x0256975C = bla _aspectRatio ; Modify this instruction to go to the code cave which scales the height and width to the upscale ratios + +[MarioSonicRio2016_AspectRatio_vDemo] +moduleMatches = 0x60481B3F ; demo(EU/JP) +0x02566574 = bla _aspectRatio diff --git a/src/M&SRio2016/Enhancements/AspectRatio/rules.txt b/src/M&SRio2016/Enhancements/AspectRatio/rules.txt index 95dbd4492..ed9a05bda 100644 --- a/src/M&SRio2016/Enhancements/AspectRatio/rules.txt +++ b/src/M&SRio2016/Enhancements/AspectRatio/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010190300,00050000101E5300,00050000101E5400 +titleIds = 0005000010190300,00050000101E5300,00050000101E5400,00050002101E5401,0005000210190301 name = Aspect Ratio path = "Mario & Sonic at the Rio 2016 Olympic Games/Enhancements/Aspect Ratio" -description = Allows you to change the game's aspect ratio.|Currently separated as non-integer values with the resolution pack causes a bright screen.||Made by M&&M. -version = 6 +description = Allows you to change the game's aspect ratio.|Currently separated as non-integer values with the resolution pack causes a bright screen.|Made by M&&M. +#Credits: M&&M +version = 7 [Default] $width = 1280 diff --git a/src/M&SRio2016/Enhancements/NoHUD/0535e0f9e37cf612_0000000000000000_vs.txt b/src/M&SRio2016/Enhancements/NoHUD/0535e0f9e37cf612_0000000000000000_vs.txt index ee7541d03..538c5499c 100644 --- a/src/M&SRio2016/Enhancements/NoHUD/0535e0f9e37cf612_0000000000000000_vs.txt +++ b/src/M&SRio2016/Enhancements/NoHUD/0535e0f9e37cf612_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/M&SRio2016/Enhancements/NoHUD/c7a21597bd595a25_0000000000000000_vs.txt b/src/M&SRio2016/Enhancements/NoHUD/c7a21597bd595a25_0000000000000000_vs.txt index 3c6473d16..389c79005 100644 --- a/src/M&SRio2016/Enhancements/NoHUD/c7a21597bd595a25_0000000000000000_vs.txt +++ b/src/M&SRio2016/Enhancements/NoHUD/c7a21597bd595a25_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/M&SRio2016/Enhancements/NoHUD/rules.txt b/src/M&SRio2016/Enhancements/NoHUD/rules.txt index fdaf43fef..b9cf12530 100644 --- a/src/M&SRio2016/Enhancements/NoHUD/rules.txt +++ b/src/M&SRio2016/Enhancements/NoHUD/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010190300,00050000101E5300,00050000101E5400 +titleIds = 0005000010190300,00050000101E5300,00050000101E5400,00050002101E5401,0005000210190301 name = No HUD path = "Mario & Sonic at the Rio 2016 Olympic Games/Enhancements/No HUD" -description = Removes the game's HUD.||Made by M&&M. -version = 6 +description = Removes the game's HUD.|Made by M&&M. +#Credits: M&&M +version = 7 [Default] $enabled:int = 0 diff --git a/src/M&SRio2016/Graphics/3e6020499611fa99_0000000000000079_ps.txt b/src/M&SRio2016/Graphics/3e6020499611fa99_0000000000000079_ps.txt index fd849faf5..960fdd913 100644 --- a/src/M&SRio2016/Graphics/3e6020499611fa99_0000000000000079_ps.txt +++ b/src/M&SRio2016/Graphics/3e6020499611fa99_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 3e6020499611fa99 diff --git a/src/M&SRio2016/Graphics/659f9b24fb22f6e0_0000000000000079_ps.txt b/src/M&SRio2016/Graphics/659f9b24fb22f6e0_0000000000000079_ps.txt index e8ecbac90..ae30389da 100644 --- a/src/M&SRio2016/Graphics/659f9b24fb22f6e0_0000000000000079_ps.txt +++ b/src/M&SRio2016/Graphics/659f9b24fb22f6e0_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 659f9b24fb22f6e0 diff --git a/src/M&SRio2016/Graphics/8923d61563824d41_0000000000000079_ps.txt b/src/M&SRio2016/Graphics/8923d61563824d41_0000000000000079_ps.txt index 995991b67..c89c835b5 100644 --- a/src/M&SRio2016/Graphics/8923d61563824d41_0000000000000079_ps.txt +++ b/src/M&SRio2016/Graphics/8923d61563824d41_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 8923d61563824d41 diff --git a/src/M&SRio2016/Graphics/ed790b1d61b86c59_0000000000000079_ps.txt b/src/M&SRio2016/Graphics/ed790b1d61b86c59_0000000000000079_ps.txt index 13d5c6d30..5471c7f53 100644 --- a/src/M&SRio2016/Graphics/ed790b1d61b86c59_0000000000000079_ps.txt +++ b/src/M&SRio2016/Graphics/ed790b1d61b86c59_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader ed790b1d61b86c59 diff --git a/src/M&SRio2016/Graphics/rules.txt b/src/M&SRio2016/Graphics/rules.txt index f1b7011c7..eba9dde9e 100644 --- a/src/M&SRio2016/Graphics/rules.txt +++ b/src/M&SRio2016/Graphics/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010190300,00050000101E5300,00050000101E5400 +titleIds = 0005000010190300,00050000101E5300,00050000101E5400,00050002101E5401,0005000210190301 name = Graphic Options path = "Mario & Sonic at the Rio 2016 Olympic Games/Graphics" -description = Allows you to change the game's TV resolution, gamepad resolution and anisotropic filtering quality.||Made by M&&M. -version = 6 +description = Allows you to change the game's TV resolution, gamepad resolution and anisotropic filtering quality.|Made by M&&M. +#Credits: M&&M +version = 7 [Default] $width = 1280 @@ -280,7 +281,7 @@ $anisotropy = 8 name = 16x category = Anisotropic Filtering Quality $anisotropy = 16 - + # Anisotropic Filtering diff --git a/src/M&SRio2016/Mods/60FPS/patch_60fps.asm b/src/M&SRio2016/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..52d93fb07 --- /dev/null +++ b/src/M&SRio2016/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,20 @@ +[MarioSonicRio2016_60fps] +moduleMatches = 0xD44C22E3, 0xE0E2BBA7 ; (EU/NA), (JP) +.origin = codecave +_60fps: +lis r3,0x1000 +lfs f0,0x45b0(r3) +blr + +0x0298AA0C = bla _60fps + + +[MarioSonicRio2016_60fps_vDemo] +moduleMatches = 0x60481B3F ; demo(EU/JP) +.origin = codecave +_60fps: +lis r3,0x1000 +lfs f0,0x45f4(r3) +blr + +0x027DB680 = bla _60fps diff --git a/src/M&SRio2016/Mods/60FPS/rules.txt b/src/M&SRio2016/Mods/60FPS/rules.txt index a448d6111..2966cc353 100644 --- a/src/M&SRio2016/Mods/60FPS/rules.txt +++ b/src/M&SRio2016/Mods/60FPS/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010190300,00050000101E5300,00050000101E5400 +titleIds = 0005000010190300,00050000101E5300,00050000101E5400,00050002101E5401,0005000210190301 name = 60FPS path = "Mario & Sonic at the Rio 2016 Olympic Games/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS.|Getting under 60FPS will slow down the game's speed.||Made by theboy181. -version = 6 +description = Patches the gameplay to be in 60FPS.|Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/M&SRio2016/Mods/ModLoader/patch_ModLoader.asm b/src/M&SRio2016/Mods/ModLoader/patch_ModLoader.asm new file mode 100644 index 000000000..c2c502265 --- /dev/null +++ b/src/M&SRio2016/Mods/ModLoader/patch_ModLoader.asm @@ -0,0 +1,17 @@ +[MarioSonicRio2016_ModLoader] +moduleMatches = 0xD44C22E3, 0xE0E2BBA7 ; (EU/NA), (JP) +0x02003110 = li r0, 0x10 ; Lower priority of unison_0.cpk +0x0291B17C = li r12, 1 ; Enable loading game files from raw directory +; Rename raw to mod +0x10000C74 = .byte 0x6D +0x10000C75 = .byte 0x6F +0x10000C76 = .byte 0x64 + +[MarioSonicRio2016_ModLoader_vDemo] +moduleMatches = 0x60481B3F ; demo(EU/JP) +0x02003118 = li r0, 0x10 ; Lower priority of unison_0.cpk +0x0276BDF0 = li r12, 1 ; Enable loading game files from raw directory +; Rename raw to mod +0x10000C7C = .byte 0x6D +0x10000C7D = .byte 0x6F +0x10000C7E = .byte 0x64 diff --git a/src/M&SRio2016/Mods/ModLoader/rules.txt b/src/M&SRio2016/Mods/ModLoader/rules.txt index bd03fc992..31721c5f5 100644 --- a/src/M&SRio2016/Mods/ModLoader/rules.txt +++ b/src/M&SRio2016/Mods/ModLoader/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010190300,00050000101E5300,00050000101E5400 +titleIds = 0005000010190300,00050000101E5300,00050000101E5400,00050002101E5401,0005000210190301 name = Mod Loader path = "Mario & Sonic at the Rio 2016 Olympic Games/Mods/Mod Loader" description = Allows the game to load data from a directory before the cpk file.|You will need to put the modified data into 'content/mod' in order for the mod to work.||Made by Radfordhound and M&&M. -version = 6 +#Credits: Radfordhound, M&&M +version = 7 diff --git a/src/M&SRio2016/Mods/Quickboot/patch_QuickBoot.asm b/src/M&SRio2016/Mods/Quickboot/patch_QuickBoot.asm new file mode 100644 index 000000000..87a63800e --- /dev/null +++ b/src/M&SRio2016/Mods/Quickboot/patch_QuickBoot.asm @@ -0,0 +1,7 @@ +[MarioSonicRio2016_QuickBoot] +moduleMatches = 0xD44C22E3, 0xE0E2BBA7 ; (EU/NA), (JP) +0x0255C4A4 = li r3, $state ; StateSaveInit now goes to whatever is chosen in Cemu (previously StateAdvertise) + +[MarioSonicRio2016_QuickBoot_vDemo] +moduleMatches = 0x60481B3F ; demo(EU/JP) +0x02558F18 = li r3, $state diff --git a/src/M&SRio2016/Mods/Quickboot/rules.txt b/src/M&SRio2016/Mods/Quickboot/rules.txt index 80f5dc01d..44de93c17 100644 --- a/src/M&SRio2016/Mods/Quickboot/rules.txt +++ b/src/M&SRio2016/Mods/Quickboot/rules.txt @@ -1,8 +1,9 @@ [Definition] -titleIds = 0005000010190300,00050000101E5300,00050000101E5400 +titleIds = 0005000010190300,00050000101E5300,00050000101E5400,00050002101E5401,0005000210190301 name = Quickboot path = "Mario & Sonic at the Rio 2016 Olympic Games/Mods/Quickboot" description = Choose which state the game boots to.|Some states will cause an infinite loop while others will either softlock or crash the game.||Made by M&&M and Skyth. +#Credits: M&&M, Skyth version = 7 [Default] diff --git a/src/M&SRio2016/Workarounds/OnlineCrash/patch_OnlineCrash.asm b/src/M&SRio2016/Workarounds/OnlineCrash/patch_OnlineCrash.asm new file mode 100644 index 000000000..cbeb91ce1 --- /dev/null +++ b/src/M&SRio2016/Workarounds/OnlineCrash/patch_OnlineCrash.asm @@ -0,0 +1,3 @@ +[MarioSonicRio2016_OnlineCrash] +moduleMatches = 0xD44C22E3, 0xE0E2BBA7 ; (EU/NA), (JP) +0x02073854 = blr diff --git a/src/M&SRio2016/Workarounds/OnlineCrash/rules.txt b/src/M&SRio2016/Workarounds/OnlineCrash/rules.txt index 4f2ebabbf..b23ef581e 100644 --- a/src/M&SRio2016/Workarounds/OnlineCrash/rules.txt +++ b/src/M&SRio2016/Workarounds/OnlineCrash/rules.txt @@ -2,5 +2,7 @@ titleIds = 0005000010190300,00050000101E5300,00050000101E5400 name = Online Crash Skip path = "Mario & Sonic at the Rio 2016 Olympic Games/Workarounds/Online Crash Skip" -description = Skips a crash when launching the game, allow you to boot the game under online mode.||Made by M&&M. -version = 6 +description = Skips a crash when launching the game, allow you to boot the game under online mode.|Made by M&&M. +#Credits: M&&M +version = 7 +default = 1 diff --git a/src/M&SSochi2014/Graphics/rules.txt b/src/M&SSochi2014/Graphics/rules.txt index c6578ddf3..8b30ac9b6 100644 --- a/src/M&SSochi2014/Graphics/rules.txt +++ b/src/M&SSochi2014/Graphics/rules.txt @@ -2,8 +2,9 @@ titleIds = 0005000010106900,000500001010C700,000500001010C800 name = Graphic Options path = "Mario & Sonic at the Sochi 2014 Olympic Winter Games/Graphics" -description = Allows you to change the game's TV resolution, gamepad resolution and anisotropic filtering quality.||Made by ICUP321. -version = 6 +description = Allows you to change the game's TV resolution, gamepad resolution and anisotropic filtering quality.|Made by ICUP321. +#Credits: ICUP321 +version = 7 [Default] $width = 1280 @@ -20,120 +21,120 @@ $anisotropy = 1 # TV Resolution [Preset] -category = TV Resolution +category = TV Resolution: name = 320x180 $width = 320 $height = 180 [Preset] -category = TV Resolution +category = TV Resolution: name = 640x360 $width = 640 $height = 360 [Preset] -category = TV Resolution +category = TV Resolution: name = 854x480 $width = 854 $height = 480 [Preset] -category = TV Resolution +category = TV Resolution: name = 960x540 $width = 960 $height = 540 [Preset] -category = TV Resolution +category = TV Resolution: name = 1280x720 default = 1 [Preset] -category = TV Resolution +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 [Preset] -category = TV Resolution +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 [Preset] -category = TV Resolution +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 [Preset] -category = TV Resolution +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 [Preset] -category = TV Resolution +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 [Preset] -category = TV Resolution +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 [Preset] -category = TV Resolution +category = TV Resolution: name = 1280x800 (16:10) $width = 1280 $height = 800 [Preset] -category = TV Resolution +category = TV Resolution: name = 1680x1050 (16:10) $width = 1680 $height = 1050 [Preset] -category = TV Resolution +category = TV Resolution: name = 1920x1200 (16:10) $width = 1920 $height = 1200 [Preset] -category = TV Resolution +category = TV Resolution: name = 2560x1080 (21:9) $width = 2560 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 3440x1440 (21:9) $width = 3440 $height = 1440 [Preset] -category = TV Resolution +category = TV Resolution: name = 5120x2160 (21:9) $width = 5120 $height = 2160 [Preset] -category = TV Resolution +category = TV Resolution: name = 3840x1080 (32:9) $width = 3840 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 5120x1440 (32:9) $width = 5120 $height = 1440 @@ -142,114 +143,114 @@ $height = 1440 # Gamepad Resolution [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 320x180 $padWidth = 320 $padHeight = 180 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 640x360 $padWidth = 640 $padHeight = 360 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 854x480 default = 1 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 960x540 $padWidth = 960 $padHeight = 540 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1280x720 $padWidth = 1280 $padHeight = 720 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1600x900 $padWidth = 1600 $padHeight = 900 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1920x1080 $padWidth = 1920 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 2560x1440 $padWidth = 2560 $padHeight = 1440 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3200x1800 $padWidth = 3200 $padHeight = 1800 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3840x2160 $padWidth = 3840 $padHeight = 2160 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 5120x2880 $padWidth = 5120 $padHeight = 2880 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 7680x4320 $padWidth = 7680 $padHeight = 4320 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1680x1050 (16:10) $padWidth = 1680 $padHeight = 1050 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1920x1200 (16:10) $padWidth = 1920 $padHeight = 1200 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 2560x1080 (21:9) $padWidth = 2560 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3440x1440 (21:9) $padWidth = 3440 $padHeight = 1440 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 5120x2160 (21:9) $padWidth = 5120 $padHeight = 2160 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3840x1080 (32:9) $padWidth = 3840 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 5120x1440 (32:9) $padWidth = 5120 $padHeight = 1440 @@ -258,29 +259,34 @@ $padHeight = 1440 [Preset] name = 1x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: default = 1 [Preset] name = 2x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 2 [Preset] name = 4x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 4 [Preset] name = 8x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 8 [Preset] name = 16x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 16 - + +[Preset] +name = 32x +category = Anisotropic Filtering Quality: +$anisotropy = 32 + # Anisotropic Filtering diff --git a/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt b/src/MarioParty10/Graphics/5ce4bcf08c2aa688_0000000000000000_vs.txt similarity index 99% rename from Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt rename to src/MarioParty10/Graphics/5ce4bcf08c2aa688_0000000000000000_vs.txt index 15aad819c..eb4657c66 100644 --- a/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt +++ b/src/MarioParty10/Graphics/5ce4bcf08c2aa688_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/MarioParty10_Resolution/rules.txt b/src/MarioParty10/Graphics/rules.txt similarity index 80% rename from Resolutions/MarioParty10_Resolution/rules.txt rename to src/MarioParty10/Graphics/rules.txt index 13201ba61..8b33b13b0 100644 --- a/Resolutions/MarioParty10_Resolution/rules.txt +++ b/src/MarioParty10/Graphics/rules.txt @@ -1,83 +1,154 @@ [Definition] titleIds = 0005000010162D00,0005000010162E00,0005000010161F00 -name = Resolution -path = "Mario Party 10/Graphics/Resolution" -description = Changes the resolution of the game. Note: Missing videos in minigame screen is currently a Cemu/Cemuhook issue. -version = 4 +name = Graphics Settings +path = "Mario Party 10/Graphics" +description = Changes the resolution of the game.|Note: Missing videos in minigame screen is currently a Cemu/Cemuhook issue. +#Credits: +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 +$padWidth = 854 +$padHeight = 480 $gameWidth = 1280 $gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution -# Performance +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 [Preset] +category = TV Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 -# Common HD Resolutions +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 [Preset] +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines [TextureRedefine] # Game Resolution width = 1280 @@ -164,15 +235,15 @@ overwriteHeight = ($height/$gameHeight) * 45 width = 864 height = 480 formats = 0x019,0x80e -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 [TextureRedefine] # Browser Cage Rendering width = 854 height = 480 formats = 0x019,0x80e -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 # Main Menu diff --git a/src/MarioTennisUltra/Enhancements/RemoveAA/d81508000beb90fd_0000000000000079_ps.txt b/src/MarioTennisUltra/Enhancements/RemoveAA/d81508000beb90fd_0000000000000079_ps.txt new file mode 100644 index 000000000..16cdb4bd4 --- /dev/null +++ b/src/MarioTennisUltra/Enhancements/RemoveAA/d81508000beb90fd_0000000000000079_ps.txt @@ -0,0 +1,77 @@ +#version 460 +#extension GL_ARB_texture_gather : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif + +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[5]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[5]; +uniform vec2 uf_fragCoordScale; +#endif + + + + + + + + +//// shader d81508000beb90fd +//layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4c24800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +//layout(location = 0) in vec4 passParameterSem0; +//layout(location = 0) out vec4 passPixelColor0; +//uniform vec2 uf_fragCoordScale; +//int clampFI32(int v) +//{ +//if( v == 0x7FFFFFFF ) +// return floatBitsToInt(1.0); +//else if( v == 0xFFFFFFFF ) +// return floatBitsToInt(0.0); +//return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +//} +//float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +//void main() +//{ +//vec4 R0f = vec4(0.0); +//float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +//vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +//float PS0f = 0.0, PS1f = 0.0; +//vec4 tempf = vec4(0.0); +//float tempResultf; +//int tempResulti; +//ivec4 ARi = ivec4(0); +//bool predResult = true; +//vec3 cubeMapSTM; +//int cubeMapFaceId; +////R0f = passParameterSem0; +////R0f.xyz = (textureLod(textureUnitPS0, R0f.zw,0.0).xyz); +//// 0 +//backupReg0f = R0f.x; +//backupReg1f = R0f.y; +//backupReg2f = R0f.z; +//R0f.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(intBitsToFloat(0x3e59b3d0),intBitsToFloat(0x3f371759),intBitsToFloat(0x3d93dd98),0.0)); +//PV0f.x = R0f.x; +//PV0f.y = R0f.x; +//PV0f.z = R0f.x; +//PV0f.w = R0f.x; +//// export +//passPixelColor0 = vec4(R0f.x, R0f.x, R0f.x, R0f.x); +//} diff --git a/src/MarioTennisUltra/Enhancements/RemoveAA/rules.txt b/src/MarioTennisUltra/Enhancements/RemoveAA/rules.txt new file mode 100644 index 000000000..15e6e96b4 --- /dev/null +++ b/src/MarioTennisUltra/Enhancements/RemoveAA/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 00050000101A3500,00050000101A3600,0005000010199000 +name = Remove Anti-Aliasing +path = "Mario Tennis: Ultra Smash/Enhancements/Remove AA" +description = Dissable the game's native AA. +#Credits: getdls +version = 7 diff --git a/Resolutions/MarioTennis_Resolution/rules.txt b/src/MarioTennisUltra/Graphics/rules.txt similarity index 77% rename from Resolutions/MarioTennis_Resolution/rules.txt rename to src/MarioTennisUltra/Graphics/rules.txt index 37b7e403d..db28b1bac 100644 --- a/Resolutions/MarioTennis_Resolution/rules.txt +++ b/src/MarioTennisUltra/Graphics/rules.txt @@ -1,98 +1,183 @@ [Definition] titleIds = 00050000101A3500,00050000101A3600,0005000010199000 -name = Resolution -path = "Mario Tennis: Ultra Smash/Graphics/Resolution" -description = Changes the resolution of the game. Made by M&&M. -version = 4 +name = Graphics Settings +path = "Mario Tennis: Ultra Smash/Graphics" +description = Changes the resolution of the game and the quality of shadows.|Made by M&&M. +#Credits: M&&M +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 +$padWidth = 854 +$padHeight = 480 $gameWidth = 1280 $gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 +$shadowRes = 1 -// Performance -[Preset] -name = 320x180 -$width = 320 -$height = 180 -$gameWidth = 1280 -$gameHeight = 720 +# TV Resolution [Preset] +category = TV Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 -// Common HD Resolutions +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 [Preset] +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 -// TV + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + +# Shadow Quality + +[Preset] +category = Shadow Quality +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + +# Texture Redefines [TextureRedefine] width = 1280 height = 720 formatsExcluded = 0x431 # Format 0x41a fixes main menu backgrounds but breaks in-game graphics -tileModesExcluded = 0x001 +tileModesExcluded = 0x1 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 @@ -105,7 +190,7 @@ overwriteHeight = ($height/$gameHeight) * 368 [TextureRedefine] width = 640 height = 360 -tileModesExcluded = 0x001 +tileModesExcluded = 0x1 overwriteWidth = ($width/$gameWidth) * 640 overwriteHeight = ($height/$gameHeight) * 360 @@ -158,22 +243,22 @@ height = 22 overwriteWidth = ($width/$gameWidth) * 40 overwriteHeight = ($height/$gameHeight) * 22 -// Gamepad +# Gamepad [TextureRedefine] width = 864 height = 480 -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 [TextureRedefine] width = 854 height = 480 formatsExcluded = 0x41a -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 -// Character Select (1v1) +# Character Select (1v1) [TextureRedefine] width = 384 @@ -229,7 +314,7 @@ height = 14 overwriteWidth = ($width/$gameWidth) * 11 overwriteHeight = ($height/$gameHeight) * 14 -// Character Select (2v2) +# Character Select (2v2) [TextureRedefine] width = 256 @@ -267,7 +352,7 @@ height = 14 overwriteWidth = ($width/$gameWidth) * 6 overwriteHeight = ($height/$gameHeight) * 14 -// Match Intro +# Match Intro [TextureRedefine] width = 896 @@ -348,7 +433,7 @@ height = 22 overwriteWidth = ($width/$gameWidth) * 25 overwriteHeight = ($height/$gameHeight) * 22 -// Performance Scale +# Performance Scale #[TextureRedefine] # causes black screen for a single frame #width = 1184 @@ -469,3 +554,19 @@ width = 416 height = 240 overwriteWidth = ($width/$gameWidth) * 416 overwriteHeight = ($height/$gameHeight) * 240 + +# Shadows + +[TextureRedefine] +width = 1024 +height = 1024 +formats = 0x005 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 + +[TextureRedefine] +width = 512 +height = 512 +formats = 0x005 +overwriteWidth = $shadowRes * 512 +overwriteHeight = $shadowRes * 512 diff --git a/src/MemeRun/Graphics/rules.txt b/src/MemeRun/Graphics/rules.txt new file mode 100644 index 000000000..d60291d41 --- /dev/null +++ b/src/MemeRun/Graphics/rules.txt @@ -0,0 +1,162 @@ +[Definition] +titleIds = 0005000010194000 +name = Resolutions +path = "Meme Run/Graphics/Resolution" +description = Changes the resolution of the game. Made by Zalnor. +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 diff --git a/src/MightyNo9/Graphics/rules.txt b/src/MightyNo9/Graphics/rules.txt new file mode 100644 index 000000000..91daaafb9 --- /dev/null +++ b/src/MightyNo9/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 00050000101C9600,00050000101C5A00,00050000101DD900 +name = Graphics Settings +path = "Mighty No. 9/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 720 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 854 +height = 720 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 720 diff --git a/Resolutions/MinecraftStoryMode_Resolution/rules.txt b/src/MinecraftSoryMode/Graphics/rules.txt similarity index 75% rename from Resolutions/MinecraftStoryMode_Resolution/rules.txt rename to src/MinecraftSoryMode/Graphics/rules.txt index d775a021f..db919431e 100644 --- a/Resolutions/MinecraftStoryMode_Resolution/rules.txt +++ b/src/MinecraftSoryMode/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 00050000101E0100,000500001020A200,000500001020A300 -name = Resolution -path = "Minecraft: Story Mode/Graphics/Resolution" +name = Graphics Settings +path = "Minecraft: Story Mode/Graphics" description = Changes the game's resolution. -version = 4 +#Credits: +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,69 +15,66 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] width = 1280 diff --git a/src/MinecraftWiiUEdition/Graphics/rules.txt b/src/MinecraftWiiUEdition/Graphics/rules.txt new file mode 100644 index 000000000..91b15dccc --- /dev/null +++ b/src/MinecraftWiiUEdition/Graphics/rules.txt @@ -0,0 +1,172 @@ +[Definition] +titleIds = 00050000101D9D00,00050000101D7500,00050000101DBE00 +name = Graphics Settings +path = "Minecraft: Wii U Edition/Graphics" +description = Changes the game's resolution.|Made by Atom. +#Credits: Atom +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +formats = 0x01a,0x011,0x820 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Gamepad Resolution +width = 864 +height = 480 +formats = 0x01a,0x011 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +formats = 0x01a +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 diff --git a/src/MinecraftWiiUEdition/Workarounds/CrashFix/patch_CrashFix.asm b/src/MinecraftWiiUEdition/Workarounds/CrashFix/patch_CrashFix.asm new file mode 100644 index 000000000..588027f9a --- /dev/null +++ b/src/MinecraftWiiUEdition/Workarounds/CrashFix/patch_CrashFix.asm @@ -0,0 +1,7 @@ +[MinecraftWiiU_CrashFix_v688] +moduleMatches = 0x867317DE ; v688(EU/NA/JP) +;remove check for mii data +0x034FCE0C = b .+0x18 +0x02BAA7A0 = b .+0x24 + +;TODO: Port to *EVERY* minecraft version diff --git a/Workarounds/MinecraftWiiUEdition_CrashFix/rules.txt b/src/MinecraftWiiUEdition/Workarounds/CrashFix/rules.txt similarity index 72% rename from Workarounds/MinecraftWiiUEdition_CrashFix/rules.txt rename to src/MinecraftWiiUEdition/Workarounds/CrashFix/rules.txt index 418249d78..9c9424ce2 100644 --- a/Workarounds/MinecraftWiiUEdition_CrashFix/rules.txt +++ b/src/MinecraftWiiUEdition/Workarounds/CrashFix/rules.txt @@ -2,5 +2,6 @@ titleIds = 00050000101D9D00,00050000101D7500,00050000101DBE00 name = Crash Fix path = "Minecraft: Wii U Edition/Workarounds/Mii Crash Fix" -description = Prevents crashing while launching the game when missing the mii-related FFL files. Prevents mii's from working properly (used in splitscreen mode). Works only the latest version, v688. -version = 4 \ No newline at end of file +description = Prevents crashing while launching the game when missing the mii-related FFL files. Prevents mii's from working properly (used in splitscreen mode). Works only the latest version, v688.||If you have set up a NNID or Pretendo ID in Cemu then you have Mii data and this fix is not needed. +#Credits: +version = 7 diff --git a/Workarounds/MinecraftWiiUEdition_NetworkPort/patch_port.asm b/src/MinecraftWiiUEdition/Workarounds/NetworkPort/patch_port.asm similarity index 73% rename from Workarounds/MinecraftWiiUEdition_NetworkPort/patch_port.asm rename to src/MinecraftWiiUEdition/Workarounds/NetworkPort/patch_port.asm index b9facc7b6..c8677cefa 100644 --- a/Workarounds/MinecraftWiiUEdition_NetworkPort/patch_port.asm +++ b/src/MinecraftWiiUEdition/Workarounds/NetworkPort/patch_port.asm @@ -1,5 +1,5 @@ [MinecraftWiiU_ForceMultiplayerPortNumber_v688] -moduleMatches = 0x867317DE +moduleMatches = 0x867317DE ; v688(EU/NA/JP) # GetRandomPortRangeMin .origin = 0x03579530 @@ -8,7 +8,7 @@ ori r3, r3, $port blr # GetRandomPortRangeMax -.origin = 0x0357953c +.origin = 0x0357953C li r3, 0 ori r3, r3, $port blr diff --git a/Workarounds/MinecraftWiiUEdition_NetworkPort/rules.txt b/src/MinecraftWiiUEdition/Workarounds/NetworkPort/rules.txt similarity index 97% rename from Workarounds/MinecraftWiiUEdition_NetworkPort/rules.txt rename to src/MinecraftWiiUEdition/Workarounds/NetworkPort/rules.txt index 2e2948b1d..e4dedbede 100644 --- a/Workarounds/MinecraftWiiUEdition_NetworkPort/rules.txt +++ b/src/MinecraftWiiUEdition/Workarounds/NetworkPort/rules.txt @@ -3,7 +3,8 @@ titleIds = 00050000101D9D00,00050000101D7500,00050000101DBE00 name = Multiplayer network port path = "Minecraft: Wii U Edition/Workarounds/Multiplayer network port" description = Forces peer-to-peer multiplayer to use a certain network port number, so that you can port forward it in your router.||This might help with connecting to online services, or with some 118-XXXX errors. -version = 6 +#Credits: ashquarky +version = 7 [Default] $port = 58000 diff --git a/src/MonsterHunter3U/Graphics/rules.txt b/src/MonsterHunter3U/Graphics/rules.txt new file mode 100644 index 000000000..6c6c8272a --- /dev/null +++ b/src/MonsterHunter3U/Graphics/rules.txt @@ -0,0 +1,247 @@ +[Definition] +titleIds = 0005000010118300,0005000010117200,0005000010104D00 +name = Graphics Settings +path = "Monster Hunter 3 Ultimate/Graphics" +description = Changes the resolution of the game.|Made by Skalfate. +#Credits: Skalfate, M&&M +version = 7 + +[Default] +$width = 1920 +$height = 1080 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1920 +$gameHeight = 1080 +$gamePadWidth = 854 +$gamePadHeight = 480 +$shadowRes = 1 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1920x1080 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + +# Shadow Quality + +[Preset] +category = Shadow Quality: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality: +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + +# Texture Redefines + +# All 1080p Textures - 0x001,0x011,0x01a +# 0x001=(Video Playback) +# 0x011=(Depth Stencil 24 bit) +# 0x01a=(Game Renderer) + +[TextureRedefine] +width = 1920 +height = 1088 +formats = 0x01a,0x011 +tileModesExcluded = 0x001 # For Video Playback +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1088 + +[TextureRedefine] +width = 1920 +height = 1080 +formats = 0x01a,0x011 +tileModesExcluded = 0x001 # For Video Playback +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 + +# Required - GamePad +[TextureRedefine] +width = 864 +height = 480 +formats = 0x01a,0x011 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +# Required - GamePad +[TextureRedefine] +width = 854 +height = 480 +formats = 0x01a,0x011 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +# ----------------------------------------------------------------------------------------------------------------------------------------------- + +# Upper View Shadow Depth +[TextureRedefine] +width = 1024 +height = 1024 +formats = 0x80e,0x011 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 + +# Required - Half Res +[TextureRedefine] +width = 960 +height = 544 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 544 + +# Required - Half Res +[TextureRedefine] +width = 960 +height = 540 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 540 + +# 1/4 Scale +[TextureRedefine] +width = 480 +height = 272 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 480 +overwriteHeight = ($height/$gameHeight) * 272 + +# 1/4 Scale +[TextureRedefine] +width = 480 +height = 270 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 480 +overwriteHeight = ($height/$gameHeight) * 270 diff --git a/src/NBA2k13/Graphics/rules.txt b/src/NBA2k13/Graphics/rules.txt new file mode 100644 index 000000000..e426dd3cb --- /dev/null +++ b/src/NBA2k13/Graphics/rules.txt @@ -0,0 +1,107 @@ +[Definition] +titleIds = 000500001010DA00,0005000010112F00 +name = Graphics Settings +path = "NBA 2K13/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/NanoAssaultNeo/Graphics/rules.txt b/src/NanoAssaultNeo/Graphics/rules.txt new file mode 100644 index 000000000..5fe5f66e9 --- /dev/null +++ b/src/NanoAssaultNeo/Graphics/rules.txt @@ -0,0 +1,181 @@ +[Definition] +titleIds = 0005000010110100,0005000010110600,0005000010136400 +name = Graphics Settings +path = "Nano Assault Neo/Graphics" +description = Changes the resolution of the game. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # GamePad Resolution +width = 864 +height = 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] # 1/2 Resolution +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 diff --git a/Resolutions/NeedforSpeedMostWantedU_Resolution/rules.txt b/src/NeedforSpeedMostWantedU/Graphics/rules.txt similarity index 66% rename from Resolutions/NeedforSpeedMostWantedU_Resolution/rules.txt rename to src/NeedforSpeedMostWantedU/Graphics/rules.txt index 80e382aa2..7ca1c4aad 100644 --- a/Resolutions/NeedforSpeedMostWantedU_Resolution/rules.txt +++ b/src/NeedforSpeedMostWantedU/Graphics/rules.txt @@ -1,127 +1,194 @@ [Definition] -titleIds = 0005000010128800,0005000010128400,000500001012b700,0005000e10128400,0005000e10128800,0005000e1012b700 # replace with fulltitleID -name = Resolution -path = "Need for Speed Most Wanted U/Graphics/Resolution" -description = Changes the resolution of the game. Made by getdls. -version = 4 - -[Preset] -name = 1280x720 (Default) +titleIds = 0005000010128800,0005000010128400,000500001012B700 +name = Graphics Settings +path = "Need for Speed Most Wanted U/Graphics" +description = Changes the resolution of the game.|Made by getdls. +#Credits: getdls +version = 7 + +[Default] $width = 1280 $height = 720 +$padWidth = 854 +$padHeight = 480 $gameWidth = 1280 $gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 +$shadowRes = 1 -[Preset] -name = 256x144 -$width = 256 -$height = 144 -$gameWidth = 1280 -$gameHeight = 720 + +# TV Resolution [Preset] -name = 427x240 -$width = 427 -$height = 240 -$gameWidth = 1280 -$gameHeight = 720 +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 [Preset] +category = TV Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 854x480 -$width = 854 -$height = 480 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 2732x1536 -$width = 2732 -$height = 1536 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + + +# Gamepad Resolution [Preset] -name = 10240x5760 -$width = 10240 -$height = 5760 -$gameWidth = 1280 -$gameHeight = 720 +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + +# Shadow Quality + +[Preset] +category = Shadow Quality: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality: +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + +# Texture Redefines [TextureRedefine] width = 1280 height = 720 -#formats = -tileModesExcluded = 0x001 # For Video Playback +tileModesExcluded = 0x1 # For Video Playback overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] width = 1280 height = 704 -#formats = overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 704 @@ -129,34 +196,32 @@ overwriteHeight = ($height/$gameHeight) * 704 width = 1024 height = 1024 formats = 0x005 -overwriteWidth = ($width/$gameWidth) * 1024 -overwriteHeight = ($height/$gameHeight) * 1024 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 [TextureRedefine] width = 864 height = 480 -#formats = -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 [TextureRedefine] width = 854 height = 480 -#formats = -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 [TextureRedefine] width = 640 height = 368 -tileModesExcluded = 0x001 +tileModesExcluded = 0x1 overwriteWidth = ($width/$gameWidth) * 640 overwriteHeight = ($height/$gameHeight) * 368 [TextureRedefine] width = 640 height = 360 -tileModesExcluded = 0x001 +tileModesExcluded = 0x1 overwriteWidth = ($width/$gameWidth) * 640 overwriteHeight = ($height/$gameHeight) * 360 @@ -177,25 +242,16 @@ overwriteHeight = ($height/$gameHeight) * 128 [TextureRedefine] width = 320 height = 176 -#formats = overwriteWidth = ($width/$gameWidth) * 320 overwriteHeight = ($height/$gameHeight) * 176 -[TextureRedefine] # map 0x01a +[TextureRedefine] # map=0x01a width = 256 height = 256 formats = 0x005,0x011 overwriteWidth = ($width/$gameWidth) * 256 overwriteHeight = ($height/$gameHeight) * 256 -[TextureRedefine] #cube -width = 256 -height = 256 -formats = 0x019 -depth = 6 -overwriteWidth = ($width/$gameWidth) * 256 -overwriteHeight = ($height/$gameHeight) * 256 - [TextureRedefine] width = 256 height = 64 @@ -206,21 +262,18 @@ overwriteHeight = ($height/$gameHeight) * 64 [TextureRedefine] width = 233 height = 160 -#formats = overwriteWidth = ($width/$gameWidth) * 233 overwriteHeight = ($height/$gameHeight) * 160 [TextureRedefine] width = 233 height = 156 -#formats = overwriteWidth = ($width/$gameWidth) * 233 overwriteHeight = ($height/$gameHeight) * 156 [TextureRedefine] width = 156 height = 106 -#formats = overwriteWidth = ($width/$gameWidth) * 156 overwriteHeight = ($height/$gameHeight) * 106 @@ -231,14 +284,6 @@ formats = 0x01a overwriteWidth = ($width/$gameWidth) * 128 overwriteHeight = ($height/$gameHeight) * 128 -[TextureRedefine] #cube -width = 128 -height = 128 -formats = 0x019 -depth = 6 -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 128 - [TextureRedefine] width = 128 height = 32 @@ -249,14 +294,12 @@ overwriteHeight = ($height/$gameHeight) * 32 [TextureRedefine] width = 96 height = 48 -#formats = overwriteWidth = ($width/$gameWidth) * 96 overwriteHeight = ($height/$gameHeight) * 48 [TextureRedefine] width = 80 height = 44 -#formats = overwriteWidth = ($width/$gameWidth) * 80 overwriteHeight = ($height/$gameHeight) * 44 @@ -267,18 +310,9 @@ formats = 0x01a overwriteWidth = ($width/$gameWidth) * 64 overwriteHeight = ($height/$gameHeight) * 64 -[TextureRedefine] #cube -width = 64 -height = 64 -depth = 6 -formats = 0x019 -overwriteWidth = ($width/$gameWidth) * 64 -overwriteHeight = ($height/$gameHeight) * 64 - [TextureRedefine] width = 64 height = 16 -#formats = overwriteWidth = ($width/$gameWidth) * 64 overwriteHeight = ($height/$gameHeight) * 16 @@ -300,7 +334,6 @@ overwriteHeight = ($height/$gameHeight) * 32 [TextureRedefine] width = 32 height = 8 -#formats = overwriteWidth = ($width/$gameWidth) * 32 overwriteHeight = ($height/$gameHeight) * 8 @@ -314,14 +347,12 @@ overwriteHeight = ($height/$gameHeight) * 16 [TextureRedefine] width = 24 height = 16 -#formats = overwriteWidth = ($width/$gameWidth) * 24 overwriteHeight = ($height/$gameHeight) * 16 [TextureRedefine] width = 20 height = 11 -#formats = overwriteWidth = ($width/$gameWidth) * 20 overwriteHeight = ($height/$gameHeight) * 11 @@ -339,10 +370,38 @@ formatsExcluded = 0x033 overwriteWidth = ($width/$gameWidth) * 16 overwriteHeight = ($height/$gameHeight) * 4 -#[TextureRedefine]#load icon +# Cubemaps +[TextureRedefine] +width = 256 +height = 256 +formats = 0x019 +depth = 6 +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 256 + +[TextureRedefine] +width = 128 +height = 128 +formats = 0x019 +depth = 6 +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($height/$gameHeight) * 128 + +[TextureRedefine] +width = 64 +height = 64 +depth = 6 +formats = 0x019 +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 64 + + +# Disabled due to causing unwanted side-effects + +#[TextureRedefine] # load icon #width = 4 #height = 4 #formats = 0x01a -#tilemodes = 1 +#tilemodes = 0x1 #overwriteWidth = ($width/$gameWidth) * 4 #overwriteHeight = ($height/$gameHeight) * 4 diff --git a/Workarounds/NeedforSpeedMostWantedU_BloomFix/0265594cffa53eb8_00000003c92492d9_ps.txt b/src/NeedforSpeedMostWantedU/Workarounds/BloomFix/0265594cffa53eb8_00000003c92492d9_ps.txt similarity index 99% rename from Workarounds/NeedforSpeedMostWantedU_BloomFix/0265594cffa53eb8_00000003c92492d9_ps.txt rename to src/NeedforSpeedMostWantedU/Workarounds/BloomFix/0265594cffa53eb8_00000003c92492d9_ps.txt index cc60c3f0a..447b27473 100644 --- a/Workarounds/NeedforSpeedMostWantedU_BloomFix/0265594cffa53eb8_00000003c92492d9_ps.txt +++ b/src/NeedforSpeedMostWantedU/Workarounds/BloomFix/0265594cffa53eb8_00000003c92492d9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 0265594cffa53eb8 diff --git a/src/NeedforSpeedMostWantedU/Workarounds/BloomFix/rules.txt b/src/NeedforSpeedMostWantedU/Workarounds/BloomFix/rules.txt new file mode 100644 index 000000000..1e94c7a72 --- /dev/null +++ b/src/NeedforSpeedMostWantedU/Workarounds/BloomFix/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010128800,0005000010128400,000500001012B700 +name = Bloom Fix +path = "Need for Speed Most Wanted U/Workaround/Bloom Fix" +description = Fixes bloom lighting during night on foliage.|Made by Niko. +#Credits: Niko +version = 7 diff --git a/src/NewSuperMarioBrosU/Enhancements/NegativeLOD/rules.txt b/src/NewSuperMarioBrosU/Enhancements/NegativeLOD/rules.txt index 42322388d..90ab074c6 100644 --- a/src/NewSuperMarioBrosU/Enhancements/NegativeLOD/rules.txt +++ b/src/NewSuperMarioBrosU/Enhancements/NegativeLOD/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200 +titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200,0005000010185200 name = Level of detail path = "New Super Mario Bros. U/Enhancements/Texture LOD" -description = Allows you to change the texture quality.||Made by Ryce-Fast. -version = 6 +description = Allows you to change the texture quality.|Made by Ryce-Fast. +#Credits: Ryce-Fast +version = 7 [Default] $0x031 = 0 @@ -70,4 +71,4 @@ overwriteRelativeLodBias = $0x035 [TextureRedefine] formats = 0x01a -overwriteRelativeLodBias = $0x01a \ No newline at end of file +overwriteRelativeLodBias = $0x01a diff --git a/src/NewSuperMarioBrosU/Graphics/03285368cf940e37_0000000000000079_ps.txt b/src/NewSuperMarioBrosU/Graphics/03285368cf940e37_0000000000000079_ps.txt index 05cb4817b..9bb26e1d3 100644 --- a/src/NewSuperMarioBrosU/Graphics/03285368cf940e37_0000000000000079_ps.txt +++ b/src/NewSuperMarioBrosU/Graphics/03285368cf940e37_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 03285368cf940e37 diff --git a/src/NewSuperMarioBrosU/Graphics/50e29e8929cea348_00000000000003c9_ps.txt b/src/NewSuperMarioBrosU/Graphics/50e29e8929cea348_00000000000003c9_ps.txt index a8de215b9..c7f0ab2e2 100644 --- a/src/NewSuperMarioBrosU/Graphics/50e29e8929cea348_00000000000003c9_ps.txt +++ b/src/NewSuperMarioBrosU/Graphics/50e29e8929cea348_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/NewSuperMarioBrosU/Graphics/70b82af4d17024d2_0000000000000000_vs.txt b/src/NewSuperMarioBrosU/Graphics/70b82af4d17024d2_0000000000000000_vs.txt index 811b1e8c3..de246ea19 100644 --- a/src/NewSuperMarioBrosU/Graphics/70b82af4d17024d2_0000000000000000_vs.txt +++ b/src/NewSuperMarioBrosU/Graphics/70b82af4d17024d2_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/NewSuperMarioBrosU/Graphics/8d638f35cebd14dc_00000000000007f9_ps.txt b/src/NewSuperMarioBrosU/Graphics/8d638f35cebd14dc_00000000000007f9_ps.txt index 90f2d4aa1..8ad6118e6 100644 --- a/src/NewSuperMarioBrosU/Graphics/8d638f35cebd14dc_00000000000007f9_ps.txt +++ b/src/NewSuperMarioBrosU/Graphics/8d638f35cebd14dc_00000000000007f9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/NewSuperMarioBrosU/Graphics/ec4a85d51e778437_0000000000000000_vs.txt b/src/NewSuperMarioBrosU/Graphics/ec4a85d51e778437_0000000000000000_vs.txt index 001273c3e..6fb1b5dba 100644 --- a/src/NewSuperMarioBrosU/Graphics/ec4a85d51e778437_0000000000000000_vs.txt +++ b/src/NewSuperMarioBrosU/Graphics/ec4a85d51e778437_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/NewSuperMarioBrosU/Graphics/rules.txt b/src/NewSuperMarioBrosU/Graphics/rules.txt index 5667b1fa0..78981b8c5 100644 --- a/src/NewSuperMarioBrosU/Graphics/rules.txt +++ b/src/NewSuperMarioBrosU/Graphics/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200 +titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200,0005000010185200 name = Graphic Options path = "New Super Mario Bros. U/Graphics" -description = Allows you to change the game's TV resolution, gamepad resolution, shadow quality, and blur intensity.||Made by getdls. -version = 6 +description = Allows you to change the game's TV resolution, gamepad resolution, shadow quality, and blur intensity.|Made by getdls. +#Credits: getdls +version = 7 [Default] $width = 1280 diff --git a/src/NewSuperMarioBrosU/Mods/ArbitraryCourseLoad/patch_CourseLoad.asm b/src/NewSuperMarioBrosU/Mods/ArbitraryCourseLoad/patch_CourseLoad.asm new file mode 100644 index 000000000..8dff330a3 --- /dev/null +++ b/src/NewSuperMarioBrosU/Mods/ArbitraryCourseLoad/patch_CourseLoad.asm @@ -0,0 +1,180 @@ +;[NSMBU_NSLU_CourseLoad] +;moduleMatches = 0x777D7B44, 0x1049CED8, 0xFA29C89F, 0x6CAEA914, 0xE3E1464E, 0x0E2C7B3D, 0xC7B938AD, 0xA7A5ECF1, 0x84684DF7, 0xE71A8748, 0xA3705C0B ; NSMBU+NSLU v0(EU), v0(NA), NSMBU v80(EU), v64(NA), v65(JP), trial(JP), NSMBU v0(EU), v0(NA), v0(JP), NSLU v0(EU), v0(NA) + + +[NSMBU_NSLU_CourseLoad_v0] +moduleMatches = 0x777D7B44, 0x1049CED8 ; NSMBU+NSLU v0(EU), v0(NA) +.origin = codecave + +WMThing_LoadLevel = 0x0223B820 +CSSeqMgr = 0x101D9044 +CSSeqMgr_addToQueue = 0x021E48E0 + +StartGameInfo = 0x101DED6C +FadeMgr = 0x101F577C +FadeMgr_FadeToLevelForSecret = 0x029B3B18 +FadeMgr_FadeToLevel = 0x029B39F8 +FadeMgr_StartFade = 0x029B398C + +FadeThing = 0x101D9DEC +FadeThing_CallFade = 0x029A3620 + +ENTER_LEVEL_NORMAL = 0x1 +ENTER_LEVEL_MORTON_CASTLE_SECRET = 0x26 + +CheckAndLoadLevel: +bl L_CheckAndLoadLevel_Code +; Magic +long1: +.int 0x00000000 +long2: +.int 0x00000000 +long3: +.int 0x00000000 + +paddingArea: +.int 0x00000001 ; Valid {Padding} Area Entrance + +longWorld: +.int 0 ; World +longLevel: +.int 1 ; Level + +L_CheckAndLoadLevel_Code: +mflr r31 +; 09 86 54 45 24 2F B6 7F 21 31 DA 7C +; This is just so an external program can search and find the memory address +lis r10, 0x0986 +ori r10, r10, 0x5445 +stw r10, 0(r31) +lis r10, 0x242F +ori r10, r10, 0xB67F +stw r10, 4(r31) +lis r10, 0x2131 +ori r10, r10, 0xDA7C +stw r10, 8(r31) + +; Check if valid +lbz r0, 0xC(r31) +cmpwi r0, 0 +beq- L_CheckAndLoadLevel_Out + +li r0, 0 +stb r0, 0xC(r31) + +; Load level +or r3, r30, r30 +lwz r4, 0x10(r31) +lwz r5, 0x14(r31) + +;BL_CALL(WMThing_LoadLevel) +lis r12, WMThing_LoadLevel@h +ori r12, r12, WMThing_LoadLevel@l +mtctr r12 +bctrl + +; Start transition +;lis r31, CSSeqMgr@ha +;lwz r3, CSSeqMgr@l(r31) + +;li r0, 0x26 +;stw r0, 0x8(sp) +;stw r0, 0xC(sp) + +;addi r4, r1, 0x8 + +;;BL_CALL(0x021E4D20) +;lis r12, 0x021E +;ori r12, r12, 0x4D20 +;mtctr r12 +;bctrl + +;li r0, 0; +;stw r0, 0x18(r1) +;stw r3, 0x10(r1) +;stw r0, 0x14(r1) +;addi r4, r1, 0xC +;lwz r3, CSSeqMgr@l(r31) + +;;BL_CALL(CSSeqMgr_addToQueue) +;lis r12, CSSeqMgr_addToQueue@h +;ori r12, r12, CSSeqMgr_addToQueue@l +;mtctr r12 +;bctrl + +;lis r3, FadeMgr@ha +;lwz r3, FadeMgr@l(r3) +;lis r4, 0x101D +;lwz r4, 0x9DEC(r4) +;lwz r5, 0x10(r31) +;lwz r6, 0x14(r31) +;li r5, 0 +;li r6, 1 + +;BL_CALL(FadeMgr_FadeToLevel) +;lis r12, FadeMgr_FadeToLevel@h +;ori r12, r12, FadeMgr_FadeToLevel@l +;mtctr r12 +;bctrl + +lis r3, StartGameInfo@ha +lwz r3, StartGameInfo@l(r3) + + +;lwz r0, 0x10(r31) +li r0, 0 +stb r0, 0x1C(r3) +;lwz r0, 0x14(r31) +li r0, 0 +stb r0, 0x1D(r3) + +; Do Fade +lis r3, FadeMgr@ha +lwz r3, FadeMgr@l(r3) +lis r4, FadeThing@ha +lwz r4, FadeThing@l(r4) + +li r10, 2 +lis r9, 0x0202 +ori r9, r9, 0xB644 +stw r10, 0x8(r1) +stw r9, 0xC(r1) + +addi r5, r1, 0x8 +li r6, 0 +li r7, 0 + +;BL_CALL(FadeMgr_StartFade) +lis r12, FadeMgr_StartFade@h +ori r12, r12, FadeMgr_StartFade@l +mtctr r12 +bctrl + +cmpwi r3, 0 +beq- L_CheckAndLoadLevel_Out + +lis r3, StartGameInfo@ha +lwz r3, StartGameInfo@l(r3) + +lbz r0, 0xE(r31) +stb r0, 0x1E(r3) +lbz r0, 0xF(r31) +stb r0, 0x1F(r3) + +li r0, 1 +stw r0, 0x20(r3) + + + +L_CheckAndLoadLevel_Out: +lmw r25, 0x24(r1) ; Original instruction +nop +;b 0x0220f854 +lis r12, 0x0220 +ori r12, r12, 0xf854 +mtctr r12 +bctr + +0x0220F850 = ba CheckAndLoadLevel + +;b 0x02b6ff58 diff --git a/src/NewSuperMarioBrosU/Mods/ArbitraryCourseLoad/rules.txt b/src/NewSuperMarioBrosU/Mods/ArbitraryCourseLoad/rules.txt new file mode 100644 index 000000000..9b5e2e014 --- /dev/null +++ b/src/NewSuperMarioBrosU/Mods/ArbitraryCourseLoad/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200,0005000010185200 +name = Arbitrary Course Loader +path = "New Super Mario Bros. U/Mods/Arbitrary Course Loader" +description = Load a course arbitrarily using an external tool. +#Credits: MKWiicat +version = 7 diff --git a/src/NewSuperMarioBrosU/Mods/DuplicateAnything/patch_DuplicateAnything.asm b/src/NewSuperMarioBrosU/Mods/DuplicateAnything/patch_DuplicateAnything.asm new file mode 100644 index 000000000..e7bbb4b7f --- /dev/null +++ b/src/NewSuperMarioBrosU/Mods/DuplicateAnything/patch_DuplicateAnything.asm @@ -0,0 +1,6 @@ +;[NSMBU_NSLU_DuplicateAnything] +;moduleMatches = 0x777D7B44, 0x1049CED8, 0xFA29C89F, 0x6CAEA914, 0xE3E1464E, 0x0E2C7B3D, 0xC7B938AD, 0xA7A5ECF1, 0x84684DF7, 0xE71A8748, 0xA3705C0B ; NSMBU+NSLU v0(EU), v0(NA), NSMBU v80(EU), v64(NA), v65(JP), trial(JP), NSMBU v0(EU), v0(NA), v0(JP), NSLU v0(EU), v0(NA) + +[NSMBU_NSLU_DuplicateAnything_v0] +moduleMatches = 0x777D7B44, 0x1049CED8 ; NSMBU+NSLU v0(EU), v0(NA) + diff --git a/src/NewSuperMarioBrosU/Mods/DuplicateAnything/rules.txt b/src/NewSuperMarioBrosU/Mods/DuplicateAnything/rules.txt new file mode 100644 index 000000000..2e7ef8a4b --- /dev/null +++ b/src/NewSuperMarioBrosU/Mods/DuplicateAnything/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200,0005000010185200 +name = Duplicate Anything +path = "New Super Mario Bros. U/Mods/Duplicate Anything" +description = Duplicate any actor in the game, based on the Lift Anything code. Pick up a copy of whatever actor is nearest to you when you shake, regardless of whether or not it can normally be picked up. +#Credits: MKWiicat +version = 7 diff --git a/src/NewSuperMarioBrosU/Mods/LiftAnything/patch_LiftAnything.asm b/src/NewSuperMarioBrosU/Mods/LiftAnything/patch_LiftAnything.asm new file mode 100644 index 000000000..c6e9a0fd6 --- /dev/null +++ b/src/NewSuperMarioBrosU/Mods/LiftAnything/patch_LiftAnything.asm @@ -0,0 +1,61 @@ +;[NSMBU_NSLU_LiftAnything] +;moduleMatches = 0x777D7B44, 0x1049CED8, 0xFA29C89F, 0x6CAEA914, 0xE3E1464E, 0x0E2C7B3D, 0xC7B938AD, 0xA7A5ECF1, 0x84684DF7, 0xE71A8748, 0xA3705C0B ; NSMBU+NSLU v0(EU), v0(NA), NSMBU v80(EU), v64(NA), v65(JP), trial(JP), NSMBU v0(EU), v0(NA), v0(JP), NSLU v0(EU), v0(NA) + +[NSMBU_NSLU_LiftAnything_v0] +moduleMatches = 0x777D7B44, 0x1049CED8 ; NSMBU+NSLU v0(EU), v0(NA) +ActorMgr_instance = 0x101D0548 +ActorMgr_GetActorByUniqueID = 0x0200A5C8 + +PlayerMgr_instance = 0x101EF9D4 +GetPlayerCenterPos = 0x0290E2E8 + +IceBlockActor_GetCarryPos = 0x0236F52C +IceBlockActor_SetCarryPos = 0x0236F58C + +OFFS_ACTOR_CARRIED = 0x221 +OFFS_ACTOR_CARRY_COOLDOWN = 0x222 +OFFS_ACTOR_PLAYER_ID = 0x54 + + +ActorCtorTail: + ; Set carried and carry cooldown to 0 + li r0, 0; + stb r0, OFFS_ACTOR_CARRIED(r3); + stb r0, OFFS_ACTOR_CARRY_COOLDOWN(r3); + blr + +SetSpinLiftupActor: + cmpwi r0, 0; + beq- L_SetSpinLiftupActor_Emulate; + + ; Check for blr + lwzx r12, 0, r0; ; Because we have to read from r0 lol + xoris r12, r12, 0x4E80; + cmplwi r12, 0x0020; + beq- L_SetSpinLiftupActor_Emulate; + + ; Run original function + bctrl; + b L_SetSpinLiftupActor_Out; + + L_SetSpinLiftupActor_Emulate:; + ; Copy player ID + lbz r0, OFFS_ACTOR_PLAYER_ID(r4); + stb r0, OFFS_ACTOR_PLAYER_ID(r3); + + li r0, 1; + stb r0, OFFS_ACTOR_CARRIED(r3); + + L_SetSpinLiftupActor_Out: + ;blr + + + + + +; Always allow carry +0x02949B58 = nop +; Set default carry values in Actor constructor +0x02000F14 = bla ActorCtorTail +; Override setSpinLiftupActor +0x029491D0 = ba SetSpinLiftupActor diff --git a/src/NewSuperMarioBrosU/Mods/LiftAnything/rules.txt b/src/NewSuperMarioBrosU/Mods/LiftAnything/rules.txt new file mode 100644 index 000000000..9c7f961b7 --- /dev/null +++ b/src/NewSuperMarioBrosU/Mods/LiftAnything/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200,0005000010185200 +name = Lift Anything +path = "New Super Mario Bros. U/Mods/Lift Anything" +description = Lift literally anything in the game. Pick up whatever actor is nearest to you when you shake, regardless of whether or not it can normally be picked up. +#Credits: MKWiicat +version = 7 diff --git a/src/NewSuperMarioBrosU/Mods/RemoveHUD/0f817a18292d8ca5_000000000000007d_ps.txt b/src/NewSuperMarioBrosU/Mods/RemoveHUD/0f817a18292d8ca5_000000000000007d_ps.txt index b626aa22f..093391a58 100644 --- a/src/NewSuperMarioBrosU/Mods/RemoveHUD/0f817a18292d8ca5_000000000000007d_ps.txt +++ b/src/NewSuperMarioBrosU/Mods/RemoveHUD/0f817a18292d8ca5_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 0f817a18292d8ca5 diff --git a/src/NewSuperMarioBrosU/Mods/RemoveHUD/2802e519ac163806_000000000000001f_ps.txt b/src/NewSuperMarioBrosU/Mods/RemoveHUD/2802e519ac163806_000000000000001f_ps.txt index 55a020caa..106112a5c 100644 --- a/src/NewSuperMarioBrosU/Mods/RemoveHUD/2802e519ac163806_000000000000001f_ps.txt +++ b/src/NewSuperMarioBrosU/Mods/RemoveHUD/2802e519ac163806_000000000000001f_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 2802e519ac163806 diff --git a/src/NewSuperMarioBrosU/Mods/RemoveHUD/2802e519ac163806_0000000000000079_ps.txt b/src/NewSuperMarioBrosU/Mods/RemoveHUD/2802e519ac163806_0000000000000079_ps.txt index 6b130027e..b29201f0a 100644 --- a/src/NewSuperMarioBrosU/Mods/RemoveHUD/2802e519ac163806_0000000000000079_ps.txt +++ b/src/NewSuperMarioBrosU/Mods/RemoveHUD/2802e519ac163806_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 2802e519ac163806 diff --git a/src/NewSuperMarioBrosU/Mods/RemoveHUD/9bc55a95dad10ffa_000000000000007d_ps.txt b/src/NewSuperMarioBrosU/Mods/RemoveHUD/9bc55a95dad10ffa_000000000000007d_ps.txt index 3544aad54..32d0dac22 100644 --- a/src/NewSuperMarioBrosU/Mods/RemoveHUD/9bc55a95dad10ffa_000000000000007d_ps.txt +++ b/src/NewSuperMarioBrosU/Mods/RemoveHUD/9bc55a95dad10ffa_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 9bc55a95dad10ffa diff --git a/src/NewSuperMarioBrosU/Mods/RemoveHUD/d9f064ae204238df_000000000000007d_ps.txt b/src/NewSuperMarioBrosU/Mods/RemoveHUD/d9f064ae204238df_000000000000007d_ps.txt index f6d372258..792d4c3ac 100644 --- a/src/NewSuperMarioBrosU/Mods/RemoveHUD/d9f064ae204238df_000000000000007d_ps.txt +++ b/src/NewSuperMarioBrosU/Mods/RemoveHUD/d9f064ae204238df_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d9f064ae204238df diff --git a/src/NewSuperMarioBrosU/Mods/RemoveHUD/fcd26205b94e11ca_000000000000001f_ps.txt b/src/NewSuperMarioBrosU/Mods/RemoveHUD/fcd26205b94e11ca_000000000000001f_ps.txt index e751011f0..2cd3787a1 100644 --- a/src/NewSuperMarioBrosU/Mods/RemoveHUD/fcd26205b94e11ca_000000000000001f_ps.txt +++ b/src/NewSuperMarioBrosU/Mods/RemoveHUD/fcd26205b94e11ca_000000000000001f_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader fcd26205b94e11ca diff --git a/src/NewSuperMarioBrosU/Mods/RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt b/src/NewSuperMarioBrosU/Mods/RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt index 6fe88797b..d4482b874 100644 --- a/src/NewSuperMarioBrosU/Mods/RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt +++ b/src/NewSuperMarioBrosU/Mods/RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader fcd26205b94e11ca diff --git a/src/NewSuperMarioBrosU/Mods/RemoveHUD/rules.txt b/src/NewSuperMarioBrosU/Mods/RemoveHUD/rules.txt index 2b9a17f3f..830ce1d20 100644 --- a/src/NewSuperMarioBrosU/Mods/RemoveHUD/rules.txt +++ b/src/NewSuperMarioBrosU/Mods/RemoveHUD/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200 +titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200,0005000010185200 name = Remove HUD path = "New Super Mario Bros. U/Mods/Remove HUD (breaks menus)" -description = Removes the in-game HUD.|Breaks menus so should only be used for screenshots/videos.||Made by Seb. -version = 6 \ No newline at end of file +description = Removes the in-game HUD.|Breaks menus so should only be used for screenshots/videos.|Made by Seb. +#Credits: Seb +version = 7 diff --git a/src/NewSuperMarioBrosU/Mods/SaveAnytime/patch_SaveAnytime.asm b/src/NewSuperMarioBrosU/Mods/SaveAnytime/patch_SaveAnytime.asm new file mode 100644 index 000000000..31df129f3 --- /dev/null +++ b/src/NewSuperMarioBrosU/Mods/SaveAnytime/patch_SaveAnytime.asm @@ -0,0 +1,3 @@ +[NSMBU_NSLU_SaveAnytime_v0] +moduleMatches = 0x777D7B44, 0x1049CED8 ; NSMBU+NSLU v0(EU), v0(NA) +0x025A4AB8 = nop diff --git a/src/NewSuperMarioBrosU/Mods/SaveAnytime/rules.txt b/src/NewSuperMarioBrosU/Mods/SaveAnytime/rules.txt new file mode 100644 index 000000000..a35d10550 --- /dev/null +++ b/src/NewSuperMarioBrosU/Mods/SaveAnytime/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200,0005000010185200 +name = Save Anytime +path = "New Super Mario Bros. U/Mods/Save Anytime" +description = Add the Save button to the pause menu without beating the game. +#Credits: MKWiicat +version = 7 diff --git a/src/NewSuperMarioBrosU/Workarounds/CrashFix/patch_CrashFix.asm b/src/NewSuperMarioBrosU/Workarounds/CrashFix/patch_CrashFix.asm index 397bb5de2..709963ed5 100644 --- a/src/NewSuperMarioBrosU/Workarounds/CrashFix/patch_CrashFix.asm +++ b/src/NewSuperMarioBrosU/Workarounds/CrashFix/patch_CrashFix.asm @@ -1,22 +1,18 @@ -[NSMBU+LU_CrashFix_V0] -moduleMatches = 0x1049CED8, 0x777D7B44 - +[NSMBU_NSLU_CrashFix_v0] +moduleMatches = 0x777D7B44, 0x1049CED8 ; NSMBU+NSLU v0(EU), v0(NA) ; remove check for mii data 0x024D7394 = b .+0xE8 -[NSMBU_CrashFix_V64USV80EU] -moduleMatches = 0x6CAEA914, 0xFA29C89F - +[NSMBU_CrashFix_v80] +moduleMatches = 0xFA29C89F, 0x6CAEA914, 0xE3E1464E, 0x0E2C7B3D ; NSMBU v80(EU), v64(NA), v65(JP), trial(JP) 0x024D71C4 = b .+0xE8 -[NSMBU_CrashFix_V0USV0EU] -moduleMatches = 0xA7A5ECF1, 0xC7B938AD - +[NSMBU_CrashFix_v0] +moduleMatches = 0xC7B938AD, 0xA7A5ECF1, 0x84684DF7 ; NSMBU v0(EU), v0(NA), v0(JP) 0x024BDE70 = b .+0xE8 -[NSLU_CrashFix_V0EUv0US] -moduleMatches = 0xA3705C0B, 0xE71A8748 - +[NSLU_CrashFix_v0] +moduleMatches = 0xE71A8748, 0xA3705C0B ; NSLU v0(EU), v0(NA) 0x024D7158 = b .+0xE8 ; Note: for future versions take the crash log and get the module checksum from the user. Subtract 0x7c from the link register in the crash log to be the address we patch. diff --git a/src/NewSuperMarioBrosU/Workarounds/CrashFix/rules.txt b/src/NewSuperMarioBrosU/Workarounds/CrashFix/rules.txt index 6d0c9f84d..a5e1b3aa3 100644 --- a/src/NewSuperMarioBrosU/Workarounds/CrashFix/rules.txt +++ b/src/NewSuperMarioBrosU/Workarounds/CrashFix/rules.txt @@ -1,7 +1,8 @@ [Definition] -titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200 +titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200,0005000010185200 name = Title Screen Crash Fix path = "New Super Mario Bros. U/Workarounds/Title Screen Crash Fix" #and luigi -description = Allows NSMBU and NSLU to be played without the required system files.|Only tested to work on the latest update of the game.||Made by Xalphenos. -version = 6 +description = Allows NSMBU and NSLU to be played without the required system files.|Works by bypassing checking for Mii data.||Made by Xalphenos. +#Credits: Xalphenos +version = 7 default = 1 diff --git a/Enhancements/NinjaGaiden3_Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt b/src/NinjaGaiden3/Enhancements/Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt similarity index 99% rename from Enhancements/NinjaGaiden3_Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt rename to src/NinjaGaiden3/Enhancements/Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt index fc905fb8e..15323a507 100644 --- a/Enhancements/NinjaGaiden3_Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt +++ b/src/NinjaGaiden3/Enhancements/Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/NinjaGaiden3_Contrasty/rules.txt b/src/NinjaGaiden3/Enhancements/Contrasty/rules.txt similarity index 91% rename from Enhancements/NinjaGaiden3_Contrasty/rules.txt rename to src/NinjaGaiden3/Enhancements/Contrasty/rules.txt index 5bc880ea3..9e05ee614 100644 --- a/Enhancements/NinjaGaiden3_Contrasty/rules.txt +++ b/src/NinjaGaiden3/Enhancements/Contrasty/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 0005000010110900,0005000010110A00,0005000010110B00 +titleIds = 0005000010110900,0005000010110A00,0005000010110B00,0005000010139B00 name = Contrasty path = "Ninja Gaiden 3: Razors Edge/Enhancements/Contrasty" -description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Made by getdls. -version = 4 +description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls. +#Credits: getdls +version = 7 -[Preset] -name = Default +[Default] $redShadows = 1.0 $greenShadows = 1.0 $blueSadows = 1.0 @@ -27,6 +27,9 @@ $crushContrast = 0.0 $bleach = 1.0 $sharp_mix = 0.0 +[Preset] +name = Default + [Preset] name = High Contrasty $redShadows = 1.0 diff --git a/Resolutions/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt b/src/NinjaGaiden3/Graphics/7a641a67c4009f7f_0000000000000000_vs.txt similarity index 99% rename from Resolutions/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt rename to src/NinjaGaiden3/Graphics/7a641a67c4009f7f_0000000000000000_vs.txt index 50c63a34b..b1eebec09 100644 --- a/Resolutions/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt +++ b/src/NinjaGaiden3/Graphics/7a641a67c4009f7f_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt b/src/NinjaGaiden3/Graphics/fd6c2e800481a180_0000000000000000_vs.txt similarity index 99% rename from Resolutions/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt rename to src/NinjaGaiden3/Graphics/fd6c2e800481a180_0000000000000000_vs.txt index 22bc1fbde..0464ea9e5 100644 --- a/Resolutions/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt +++ b/src/NinjaGaiden3/Graphics/fd6c2e800481a180_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/NinjaGaiden3/Graphics/patch_resolution.asm b/src/NinjaGaiden3/Graphics/patch_resolution.asm new file mode 100644 index 000000000..b425309a9 --- /dev/null +++ b/src/NinjaGaiden3/Graphics/patch_resolution.asm @@ -0,0 +1,24 @@ +[NinjaGaiden3_Resolution_v48] +moduleMatches = 0x9332E9BC, 0x28349C7D ; v0(EU)(More up to date version), v48(EU/NA/JP) +;rodata constants +0x1008CCFC = .float $width/$height +0x1008CD4C = .float $width/$height +0x1018D818 = .float $width/$height ;is a double +0x10233C70 = .float $width/$height +0x102E0F70 = .float $width/$height + +[NinjaGaiden3_Resolution_v0] +moduleMatches = 0x57D3605F ; v0(EU/JP) +0x1007F304 = .float $width/$height +0x1007F354 = .float $width/$height +0x1017F164 = .float $width/$height +0x102248F0 = .float $width/$height +0x102CAEEC = .float $width/$height + +[NinjaGaiden3_Resolution_NAv0] +moduleMatches = 0x03E92723 ; v0(NA) +0x1007F2EC = .float $width/$height +0x1007F33C = .float $width/$height +0x1017F14C = .float $width/$height +0x102248E0 = .float $width/$height +0x102CAEDC = .float $width/$height diff --git a/Resolutions/NinjaGaiden3_Resolution/rules.txt b/src/NinjaGaiden3/Graphics/rules.txt similarity index 53% rename from Resolutions/NinjaGaiden3_Resolution/rules.txt rename to src/NinjaGaiden3/Graphics/rules.txt index af2a49b22..8f094c148 100644 --- a/Resolutions/NinjaGaiden3_Resolution/rules.txt +++ b/src/NinjaGaiden3/Graphics/rules.txt @@ -1,149 +1,310 @@ [Definition] -titleIds = 0005000010110900,0005000010110A00,0005000010110B00 -name = Resolution -path = "Ninja Gaiden 3: Razors Edge/Graphics/Resolution" -description = Changes the resolution of the game. Made by getdls. -version = 4 - -[Preset] -name = 1280x720 (Default) +titleIds = 0005000010110900,0005000010110A00,0005000010110B00,0005000010139B00 +name = Graphics Settings +path = "Ninja Gaiden 3: Razors Edge/Graphics" +description = Changes the resolution of the game and quality of shaddows.|Made by getdls. +#Credits: getdls +version = 7 + +[Default] $width = 1280 $height = 720 +$padWidth = 854 +$padHeight = 480 $gameWidth = 1280 $gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 +$shadowRes = 1 -# Performance + +# TV Resolution [Preset] +category = TV Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 -# Common HD Resolutions +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 [Preset] +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 -# Common Ultrawide Resolutions +[Preset] +category = TV Resolution: +name = 1680x1050 (16:10) +$width = 1680 +$height = 1050 + +[Preset] +category = TV Resolution: +name = 1920x1200 (16:10) +$width = 1920 +$height = 1200 [Preset] -name = 2560x1080 (Ultrawide) +category = TV Resolution: +name = 2560x1080 (21:9) $width = 2560 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] -name = 3440x1440 (Ultrawide) +category = TV Resolution: +name = 3440x1440 (21:9) $width = 3440 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -[TextureRedefine] +[Preset] +category = TV Resolution: +name = 5120x2160 (21:9) +$width = 5120 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 3840x1080 (32:9) +$width = 3840 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 5120×1440 (32:9) +$width = 5120 +$height = 1440 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + +[Preset] +category = Gamepad Resolution: +name = 1680x1050 (16:10) +$padWidth = 1680 +$padHeight = 1050 + +[Preset] +category = Gamepad Resolution: +name = 1920x1200 (16:10) +$padWidth = 1920 +$padHeight = 1200 + +[Preset] +category = Gamepad Resolution: +name = 2560x1080 (21:9) +$padWidth = 2560 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 3440x1440 (21:9) +$padWidth = 3440 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 5120x2160 (21:9) +$padWidth = 5120 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 3840x1080 (32:9) +$padWidth = 3840 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 5120×1440 (32:9) +$padWidth = 5120 +$padHeight = 1440 + + +# Shadow Quality + +[Preset] +category = Shadow Quality: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality: +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + +# Texture Redefines + +[TextureRedefine] # TV Resolution width = 1280 height = 720 #formats = 0x80e,0x001,0x01a #formatsExcluded = 0x01a # Menu BG, cutscene uses as light -tileModesExcluded = 0x001 # intro fix +tileModesExcluded = 0x1 # Exclude videos overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] width = 1070 height = 250 -#formats = 0x001 # -#tileModesExcluded = 0x001 # intro fix +#formats = 0x001 +#tileModesExcluded = 0x1 # Exclude videos overwriteWidth = ($width/$gameWidth) * 1070 overwriteHeight = ($height/$gameHeight) * 250 -[TextureRedefine] #Shadows +[TextureRedefine] # Shadows width = 1024 height = 1024 -formats = 0x005 # 0x031 -overwriteWidth = ($width/$gameWidth) * 1024 -overwriteHeight = ($height/$gameHeight) * 1024 +formats = 0x005 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 -[TextureRedefine] +[TextureRedefine] # Gamepad width = 864 height = 480 -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 -[TextureRedefine] +[TextureRedefine] # Gamepad width = 854 height = 480 -#formats = -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 [TextureRedefine] width = 640 height = 368 #formats = 0x007,0x01a -tileModesExcluded = 0x001 # intro fix +tileModesExcluded = 0x1 # Exclude videos overwriteWidth = ($width/$gameWidth) * 640 overwriteHeight = ($height/$gameHeight) * 368 [TextureRedefine] width = 640 height = 360 -tileModesExcluded = 0x001 # intro fix +tileModesExcluded = 0x1 # Exclude videos #formats = 0x007,0x01a overwriteWidth = ($width/$gameWidth) * 640 overwriteHeight = ($height/$gameHeight) * 360 @@ -155,20 +316,13 @@ formats = 0x01a #0x035,0x033,0x031, overwriteWidth = ($width/$gameWidth) * 512 overwriteHeight = ($height/$gameHeight) * 512 -[TextureRedefine] # cinematic blur +[TextureRedefine] # Cinematic blur width = 448 height = 240 #formats = 0x01a overwriteWidth = ($width/$gameWidth) * 448 overwriteHeight = ($height/$gameHeight) * 240 -#[TextureRedefine] # Controller cut-out, not used for depth? -#width = 448 -#height = 224 -#formats = 0x001 -#overwriteWidth = ($width/$gameWidth) * 448 -#overwriteHeight = ($height/$gameHeight) * 224 - [TextureRedefine] width = 426 height = 240 @@ -186,11 +340,10 @@ overwriteHeight = ($height/$gameHeight) * 150 [TextureRedefine] width = 360 height = 15 -#formats = overwriteWidth = ($width/$gameWidth) * 360 overwriteHeight = ($height/$gameHeight) * 15 -[TextureRedefine] # bloom pyramid DOF +[TextureRedefine] # Bloom Pyramid DoF width = 320 height = 192 #formats = 0x01a @@ -207,14 +360,12 @@ overwriteHeight = ($height/$gameHeight) * 180 [TextureRedefine] width = 320 height = 96 -#formats = overwriteWidth = ($width/$gameWidth) * 320 overwriteHeight = ($height/$gameHeight) * 96 [TextureRedefine] width = 320 height = 90 -#formats = overwriteWidth = ($width/$gameWidth) * 320 overwriteHeight = ($height/$gameHeight) * 90 @@ -225,17 +376,16 @@ overwriteHeight = ($height/$gameHeight) * 90 #overwriteWidth = ($width/$gameWidth) * 256 #overwriteHeight = ($height/$gameHeight) * 256 -[TextureRedefine] #cinematic dof +[TextureRedefine] # Cinematic DoF width = 176 height = 720 #formats = overwriteWidth = ($width/$gameWidth) * 176 overwriteHeight = ($height/$gameHeight) * 720 -[TextureRedefine] #cinematic dof +[TextureRedefine] # Cinematic DoF width = 176 height = 703 -#formats = overwriteWidth = ($width/$gameWidth) * 176 overwriteHeight = ($height/$gameHeight) * 703 @@ -253,17 +403,10 @@ height = 90 overwriteWidth = ($width/$gameWidth) * 160 overwriteHeight = ($height/$gameHeight) * 90 -#[TextureRedefine] # multi dim -#width = 32 -#height = 32 -#formats = 0x01a #0x033,0x031 -#overwriteWidth = ($width/$gameWidth) * 32 -#overwriteHeight = ($height/$gameHeight) * 32 - -[TextureRedefine] # light +[TextureRedefine] # Light width = 32 height = 344 -formats = 0x820 #0x033,0x031 +formats = 0x820 #,0x033,0x031 overwriteWidth = ($width/$gameWidth) * 32 overwriteHeight = ($height/$gameHeight) * 344 @@ -274,7 +417,7 @@ formats = 0x820 overwriteWidth = ($width/$gameWidth) * 32 overwriteHeight = ($height/$gameHeight) * 144 -[TextureRedefine] # light +[TextureRedefine] # Light width = 32 height = 80 formats = 0x820 #0x033,0x031 @@ -284,21 +427,12 @@ overwriteHeight = ($height/$gameHeight) * 80 [TextureRedefine] width = 24 height = 576 -#formats = overwriteWidth = ($width/$gameWidth) * 24 overwriteHeight = ($height/$gameHeight) * 576 -#[TextureRedefine] # multi dim -#width = 24 -#height = 24 -#formats = 0x01a #0x033,0x031 -#overwriteWidth = ($width/$gameWidth) * 24 -#overwriteHeight = ($height/$gameHeight) * 24 - [TextureRedefine] width = 24 height = 144 -#formats = overwriteWidth = ($width/$gameWidth) * 24 overwriteHeight = ($height/$gameHeight) * 144 @@ -309,16 +443,47 @@ formats = 0x01a overwriteWidth = ($width/$gameWidth) * 15 overwriteHeight = ($height/$gameHeight) * 9 +[TextureRedefine] # Light +width = 12 +height = 72 +formats = 0x820 +overwriteWidth = ($width/$gameWidth) * 12 +overwriteHeight = ($height/$gameHeight) * 72 + + +# Texture upscales that cause problems + +#[TextureRedefine] # Controller cut-out, not used for depth? +#width = 448 +#height = 224 +#formats = 0x001 +#overwriteWidth = ($width/$gameWidth) * 448 +#overwriteHeight = ($height/$gameHeight) * 224 + +#[TextureRedefine] +#width = 256 +#height = 256 +#formatsExcluded = 0x035,0x033,0x031,0x01a +#overwriteWidth = ($width/$gameWidth) * 256 +#overwriteHeight = ($height/$gameHeight) * 256 + +#[TextureRedefine] # multi dim +#width = 32 +#height = 32 +#formats = 0x01a #0x033,0x031 +#overwriteWidth = ($width/$gameWidth) * 32 +#overwriteHeight = ($height/$gameHeight) * 32 + +#[TextureRedefine] # multi dim +#width = 24 +#height = 24 +#formats = 0x01a #0x033,0x031 +#overwriteWidth = ($width/$gameWidth) * 24 +#overwriteHeight = ($height/$gameHeight) * 24 + #[TextureRedefine] # multi dim #width = 16 #height = 16 #formats = 0x01a #overwriteWidth = ($width/$gameWidth) * 16 #overwriteHeight = ($height/$gameHeight) * 16 - -[TextureRedefine] #light -width = 12 -height = 72 -formats = 0x820 -overwriteWidth = ($width/$gameWidth) * 12 -overwriteHeight = ($height/$gameHeight) * 72 diff --git a/Resolutions/NintendoLand_Resolution/rules.txt b/src/NintendoLand/Graphics/rules.txt similarity index 80% rename from Resolutions/NintendoLand_Resolution/rules.txt rename to src/NintendoLand/Graphics/rules.txt index 8d2cf6a1d..9f3749f90 100644 --- a/Resolutions/NintendoLand_Resolution/rules.txt +++ b/src/NintendoLand/Graphics/rules.txt @@ -1,20 +1,22 @@ [Definition] titleIds = 0005000010101F00,0005000010102000,0005000010102100 -name = Resolution -path = "Nintendo Land/Graphics/Resolution" -description = Changes the resolution of the game. Made by M&&M. -version = 4 +name = Graphics Settings +path = "Nintendo Land/Graphics" +description = Changes the resolution of the game and the quality of shadows.|Made by M&&M and ActualMandM. +#Credits: M&&M, ActualMandM +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 +$shadowRes = 1 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 @@ -22,15 +24,22 @@ $gameWidth = 1280 $gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 $gameWidth = 1280 $gameHeight = 720 +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 @@ -38,6 +47,7 @@ $gameWidth = 1280 $gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 @@ -45,6 +55,7 @@ $gameWidth = 1280 $gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 @@ -52,6 +63,7 @@ $gameWidth = 1280 $gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 @@ -59,6 +71,7 @@ $gameWidth = 1280 $gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 @@ -66,6 +79,7 @@ $gameWidth = 1280 $gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 @@ -73,12 +87,43 @@ $gameWidth = 1280 $gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 $gameWidth = 1280 $gameHeight = 720 + + +[Preset] +category = Shadows: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadows: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadows: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadows: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadows: +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + + [TextureRedefine] # Game Resolution width = 1280 height = 720 @@ -239,3 +284,26 @@ width = 26 height = 15 overwriteWidth = ($width / $gameWidth) * 26 overwriteHeight = ($height / $gameHeight) * 15 + + + +[TextureRedefine] # Shadows +width = 2048 +height = 2048 +formats = 0x5 +overwriteWidth = $shadowRes * 2048 +overwriteHeight = $shadowRes * 2048 + +[TextureRedefine] # Performance Shadows +width = 896 +height = 864 +formats = 0x5 +overwriteWidth = $shadowRes * 896 +overwriteHeight = $shadowRes * 864 + +[TextureRedefine] # Performance Shadows +width = 856 +height = 856 +formats = 0x5 +overwriteWidth = $shadowRes * 856 +overwriteHeight = $shadowRes * 856 diff --git a/src/OddWorld/Graphics/rules.txt b/src/OddWorld/Graphics/rules.txt new file mode 100644 index 000000000..84a018c38 --- /dev/null +++ b/src/OddWorld/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 00050000101DB000,00050000101DBB00 +name = Graphics Settings +path = "Oddworld: New 'n' Tasty/Graphics" +description = Changes the game's resolution. May be broken/glitchy. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/OddWorld/Mods/60FPS/patch_60fps.asm b/src/OddWorld/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..41a7782c6 --- /dev/null +++ b/src/OddWorld/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,12 @@ +[OddWorld_60fps] +moduleMatches = 0xC3739F37, 0x56B9FEDE ; (EU), (NA) +.origin = codecave + +_60fps: +lwz r31,0xc(r1) ; Replace the hook +lis r8,0x1002 ; Load upper half of address to register +lis r9,0x42F0 ; Load upper half of .float 120.0 into register +stw r9,0x6F68(r8) ; Store floatstored in register to 0x40E31574 +blr ; return + +0x026E868C = bla _60fps ; Hook diff --git a/src/OddWorld/Mods/60FPS/rules.txt b/src/OddWorld/Mods/60FPS/rules.txt new file mode 100644 index 000000000..c17d8423a --- /dev/null +++ b/src/OddWorld/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 00050000101DB000,00050000101DBB00 +name = 60FPS +path = "Oddworld: New 'n' Tasty/Mods/60FPS" +description = Patches gameplay to be 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/OnePieceUnlimitedWorld/Graphics/rules.txt b/src/OnePieceUnlimitedWorld/Graphics/rules.txt new file mode 100644 index 000000000..427855a1a --- /dev/null +++ b/src/OnePieceUnlimitedWorld/Graphics/rules.txt @@ -0,0 +1,220 @@ +[Definition] +titleIds = 0005000010148000,0005000010175C00,0005000010175D00 +name = Graphics +path = "ONE PIECE Unlimited World Red/Graphics" +description = Changes the resolution of the game. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Half Res +width = 640 +height = 368 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] # Depth of Field Pass +width = 320 +height = 192 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] # Depth of Field Pass +width = 320 +height = 180 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] # 1/8th Res +width = 160 +height = 96 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 96 + +[TextureRedefine] +width = 160 +height = 90 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 90 + +[TextureRedefine] # 1/16th Res +width = 90 +height = 48 +overwriteWidth = ($width/$gameWidth) * 90 +overwriteHeight = ($height/$gameHeight) * 48 + +[TextureRedefine] +width = 80 +height = 45 +overwriteWidth = ($width/$gameWidth) * 80 +overwriteHeight = ($height/$gameHeight) * 45 + +[TextureRedefine] # Gamepad Resolution +width = 864 +height = 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 diff --git a/Resolutions/PacManGhostlyAdventures_Resolution/rules.txt b/src/PacmanGhostlyAdventures/Graphics/rules.txt similarity index 77% rename from Resolutions/PacManGhostlyAdventures_Resolution/rules.txt rename to src/PacmanGhostlyAdventures/Graphics/rules.txt index 569a85e97..1750fc022 100644 --- a/Resolutions/PacManGhostlyAdventures_Resolution/rules.txt +++ b/src/PacmanGhostlyAdventures/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 0005000010146300,0005000010147900,000500001014F300 -name = Resolution -path = "PAC-MAN & the Ghostly Adventures/Graphics/Resolution" -description = Changes the resolution of the game. Made by M&&M and ICUP321. -version = 4 +name = Graphics Settings +path = "PAC-MAN & the Ghostly Adventures/Graphics" +description = Changes the resolution of the game.|Made by M&&M and ICUP321. +#Credits: M&&M ICUP321 +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,76 +15,72 @@ $gameHeight = 720 // Performance [Preset] +category = Resolution: name = 320x180 $width = 320 $height = 180 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 // Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] # TV Resolution width = 1280 diff --git a/Resolutions/PacManGhostlyAdventures2_Resolution/rules.txt b/src/PacmanGhostlyAdventures2/Graphics/rules.txt similarity index 77% rename from Resolutions/PacManGhostlyAdventures2_Resolution/rules.txt rename to src/PacmanGhostlyAdventures2/Graphics/rules.txt index fa336465e..1bab800a2 100644 --- a/Resolutions/PacManGhostlyAdventures2_Resolution/rules.txt +++ b/src/PacmanGhostlyAdventures2/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 000500001017E600,000500001017E500,0005000010182300 -name = Resolution -path = "PAC-MAN & the Ghostly Adventures 2/Graphics/Resolution" -description = Changes the resolution of the game. Made by M&&M and ICUP321. -version = 4 +name = Graphics Settings +path = "PAC-MAN & the Ghostly Adventures 2/Graphics" +description = Changes the resolution of the game.|Made by M&&M and ICUP321. +#Credits: M&&M, ICUP321 +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,76 +15,72 @@ $gameHeight = 720 // Performance [Preset] +category = Resolution: name = 320x180 $width = 320 $height = 180 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 // Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] # TV Resolution width = 1280 diff --git a/src/PaperMonstersRecut/Graphics/rules.txt b/src/PaperMonstersRecut/Graphics/rules.txt new file mode 100644 index 000000000..beebb7aaa --- /dev/null +++ b/src/PaperMonstersRecut/Graphics/rules.txt @@ -0,0 +1,113 @@ +[Definition] +titleIds = 0005000010175400,00050000101A1300 +name = Graphics Settings +path = "Paper Monsters Recut/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 960 +height = 540 +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 540 + +[TextureRedefine] +width = 480 +height = 270 +overwriteWidth = ($width/$gameWidth) * 480 +overwriteHeight = ($height/$gameHeight) * 270 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/PhineasFerbQfCS/Graphics/rules.txt b/src/PhineasFerbQfCS/Graphics/rules.txt new file mode 100644 index 000000000..90b974630 --- /dev/null +++ b/src/PhineasFerbQfCS/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 0005000010139400 +name = Graphics Settings +path = "Phineas and Ferb Quest for Cool Stuff/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt b/src/Pikmin3/Graphics/263a134082e695a0_0000000000000000_vs.txt similarity index 99% rename from Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt rename to src/Pikmin3/Graphics/263a134082e695a0_0000000000000000_vs.txt index df9234158..feb70a84a 100644 --- a/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt +++ b/src/Pikmin3/Graphics/263a134082e695a0_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt b/src/Pikmin3/Graphics/4313ad4062c8d8f6_0000000000000000_vs.txt similarity index 99% rename from Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt rename to src/Pikmin3/Graphics/4313ad4062c8d8f6_0000000000000000_vs.txt index 55e31ebc4..d829f55b6 100644 --- a/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt +++ b/src/Pikmin3/Graphics/4313ad4062c8d8f6_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN @@ -137,4 +137,4 @@ passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export // skipped export to semanticId 255 // 0 -} \ No newline at end of file +} diff --git a/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt b/src/Pikmin3/Graphics/ec4a85d51e778437_0000000000000000_vs.txt similarity index 99% rename from Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt rename to src/Pikmin3/Graphics/ec4a85d51e778437_0000000000000000_vs.txt index 954e551ca..071d4c637 100644 --- a/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt +++ b/src/Pikmin3/Graphics/ec4a85d51e778437_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/Pikmin3/Graphics/rules.txt b/src/Pikmin3/Graphics/rules.txt new file mode 100644 index 000000000..ee062e3fa --- /dev/null +++ b/src/Pikmin3/Graphics/rules.txt @@ -0,0 +1,332 @@ +[Definition] +titleIds = 000500001012BC00,000500001012BD00,000500001012BE00,000500021012BD01,000500021012BE01 +name = Graphics Settings +path = "Pikmin 3/Graphics" +description = Changes the resolution of the game and shadow quality.|Made by M&&M and Crementif. +#Credits: M&&M, Crementif +version = 7 + + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 +$shadowRes = 1 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + +# Shadow Quality + +[Preset] +category = Shadow Quality: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality: +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + +# Texture Redefines + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +formats = 0x1,0x19,0x806,0x80e,0x816 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Blur Map +width = 640 +height = 368 +formats = 0x001,0x005,0x019,0x01a,0x80e,0x816,0x820 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] # Blur Map +width = 640 +height = 360 +formats = 0x001,0x005,0x019,0x01a,0x80e,0x816,0x820 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] # Blur Map +width = 512 +height = 256 +formats = 0x001,0x816 +overwriteWidth = ($width/$gameWidth) * 512 +overwriteHeight = ($height/$gameHeight) * 256 + +[TextureRedefine] # Blur Map +width = 256 +height = 128 +formats = 0x001,0x816 +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 128 + +[TextureRedefine] # Bloom Map +width = 320 +height = 192 +formats = 0x01a,0x816 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] # Bloom Map +width = 320 +height = 180 +formats = 0x01a,0x816,0x820 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] # Bloom Mip +width = 160 +height = 96 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 96 + +[TextureRedefine] # Bloom Mip +width = 160 +height = 90 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 90 + +[TextureRedefine] # Bloom Mip +width = 96 +height = 48 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 96 +overwriteHeight = ($height/$gameHeight) * 48 + +[TextureRedefine] # Bloom Mip +width = 80 +height = 45 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 80 +overwriteHeight = ($height/$gameHeight) * 45 + +[TextureRedefine] # Bloom Mip +width = 64 +height = 32 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] # Bloom Mip +width = 40 +height = 22 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 40 +overwriteHeight = ($height/$gameHeight) * 22 + +[TextureRedefine] # Water Related? +width = 64 +height = 64 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 64 + +[TextureRedefine] # Water Related? +width = 32 +height = 32 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 32 +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] # Water Related? +width = 32 +height = 16 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 32 +overwriteHeight = ($height/$gameHeight) * 16 + +[TextureRedefine] # Water Related? +width = 16 +height = 16 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 16 +overwriteHeight = ($height/$gameHeight) * 16 + +[TextureRedefine] # Gamepad +width = 864 +height = 480 +formats = 0x80e,0x019,0x816 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] # Gamepad +width = 854 +height = 480 +formats = 0x001,0x019,0x806,0x80e,0x816 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] # Gamepad Water? +width = 448 +height = 240 +formats = 0x001,0x019,0x806,0x80e,0x816 +tileModesExcluded = 0x1 +overwriteWidth = ($padWidth/$gamePadWidth) * 448 +overwriteHeight = ($padHeight/$gamePadHeight) * 240 + +[TextureRedefine] # Gamepad Water? +width = 427 +height = 240 +formats = 0x001,0x019,0x806,0x80e,0x816 +overwriteWidth = ($padWidth/$gamePadWidth) * 427 +overwriteHeight = ($padHeight/$gamePadHeight) * 240 + +[TextureRedefine] # Shadows +width = 1024 +height = 2048 +formats = 0x005 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 2048 diff --git a/src/Planes/Graphics/rules.txt b/src/Planes/Graphics/rules.txt new file mode 100644 index 000000000..41d8243e7 --- /dev/null +++ b/src/Planes/Graphics/rules.txt @@ -0,0 +1,107 @@ +[Definition] +titleIds = 000500001011C500,0005000010136900,0005000010136A00,0005000010136B00 +name = Graphics Settings +path = "Disney Planes/Graphics" +description = Changes the game's resolution. May be Broken/Glitchy. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/Planes/Mods/60FPS/patch_60fps.asm b/src/Planes/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..aacba8113 --- /dev/null +++ b/src/Planes/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,33 @@ +[Planes_60FPS] +moduleMatches = 0x6968CE40 ; (NA/EU)(1011c500)(10136a00)(10136900) +.origin = codecave +floatAddress = 0x100A180F +_CutScene60fps: +lis r11,floatAddress@ha ; Load upper half of byte location +lbz r3,floatAddress@l(r11) ; load lower half (offset) 0x100A180F (byte switches between 0/1) +cmpwi r3, 0 ; Compare these two numbers +bne .+0x0C ; Jump to 3 instructions below if the comparison above is true +srwi r11, r12, 3 ; 60FPS +blr +srwi r11, r12, 2 ; 30FPS +blr + +0x020C25A4 = bla _CutScene60fps ;Jump to the code cave code +0X021BE7DC = li r3,1 ; GX2SetSwapInterval sets 60FPS in game + +[Planes_60FPS_EUv10136b00] +moduleMatches = 0x10464282 ; (EU)(10136b00) +.origin = codecave +floatAddress = 0x1009AFB7 ; may have gotten this address wrong +_CutScene60fps: +lis r11,floatAddress@ha ; Load upper half of byte location +lbz r3,floatAddress@l(r11) ; load lower half (offset) 0x1009AFB7 (byte switches between 0/1) +cmpwi r3, 0 ; Compare these two numbers +bne .+0x0C ; Jump to 3 instructions below if the comparison above is true +srwi r11, r12, 3 ; 60FPS +blr +srwi r11, r12, 2 ; 30FPS +blr + +0x020C1C1C = bla _CutScene60fps ;Jump to the code cave code +0X021BDD28 = li r3,1 ; GX2SetSwapInterval sets 60FPS in game diff --git a/Mods/Planes_60FPS/rules.txt b/src/Planes/Mods/60FPS/rules.txt similarity index 69% rename from Mods/Planes_60FPS/rules.txt rename to src/Planes/Mods/60FPS/rules.txt index 097ab6598..22b115457 100644 --- a/Mods/Planes_60FPS/rules.txt +++ b/src/Planes/Mods/60FPS/rules.txt @@ -2,5 +2,6 @@ titleIds = 000500001011C500,0005000010136900,0005000010136A00,0005000010136B00 name = 60FPS path = "Disney Planes/Mods/60FPS" -description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 +description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt b/src/PokkenTournament/Graphics/b2fecd8319ee0096_0000000000079249_ps.txt similarity index 99% rename from Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt rename to src/PokkenTournament/Graphics/b2fecd8319ee0096_0000000000079249_ps.txt index 0bf166394..7328e9124 100644 --- a/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt +++ b/src/PokkenTournament/Graphics/b2fecd8319ee0096_0000000000079249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt b/src/PokkenTournament/Graphics/fe05aca8e186a5fd_0000000000000079_ps.txt similarity index 99% rename from Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt rename to src/PokkenTournament/Graphics/fe05aca8e186a5fd_0000000000000079_ps.txt index 6f90b21d7..e5f32599f 100644 --- a/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt +++ b/src/PokkenTournament/Graphics/fe05aca8e186a5fd_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/PokkenTournament/Graphics/rules.txt b/src/PokkenTournament/Graphics/rules.txt new file mode 100644 index 000000000..0d65757c5 --- /dev/null +++ b/src/PokkenTournament/Graphics/rules.txt @@ -0,0 +1,261 @@ +[Definition] +titleIds = 00050000101DF400,00050002101DF401,00050000101DF500 +name = Graphics Settings +path = "Pokken Tournament/Graphics" +description = Changes the resolution of the game and shadow quality.|Native Render means that instead of the game rendering at 960x720, it is at a native 1280x720.|Known issues: Bloom needs shader edits.|Made by M&&M. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 +$nativeAspectRatio = 1.0 +$renderWidth = 1280 +$shadowRes = 1 + + +# Output Resolution + +[Preset] +category = Output Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Output Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Output Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = Output Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Output Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Output Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Output Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Output Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Output Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Output Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Native Rendering + +[Preset] +category = Native Rendering: +name = Disabled (Default) + +[Preset] +category = Native Rendering: +name = Enabled +$nativeAspectRatio = (960/1280) +$renderWidth = 960 + + +# Shadow Quality + +[Preset] +category = Shadow Quality: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality: +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + +# Output Resolution + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +formatsExcluded = 0x033 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Render Resolution +width = 960 +height = 720 +overwriteWidth = (($width/$gameWidth) * 960) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Blur Map +width = 640 +height = 368 +overwriteWidth = (($width/$gameWidth) * 640) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] # Blur Map +width = 640 +height = 360 +tileModesExcluded = 0x1 +overwriteWidth = (($width/$gameWidth) * 640) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] # Blur Map +width = 480 +height = 288 +overwriteWidth = (($width/$gameWidth) * 480) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 288 + +[TextureRedefine] # Blur Mip +width = 256 +height = 256 +formats = 0x816 +overwriteWidth = (($width/$gameWidth) * 256) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 256 + +[TextureRedefine] # Blur Mip +width = 256 +height = 144 +overwriteWidth = (($width/$gameWidth) * 256) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 144 + +[TextureRedefine] # Blur Mip +width = 128 +height = 128 +formats = 0x816 +overwriteWidth = (($width/$gameWidth) * 128) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 128 + +[TextureRedefine] # Bloom Mip +width = 128 +height = 80 +overwriteWidth = (($width/$gameWidth) * 128) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 80 + +[TextureRedefine] # Blur Mip +width = 128 +height = 72 +overwriteWidth = (($width/$gameWidth) * 128) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 72 + +[TextureRedefine] # Bloom Mip +width = 120 +height = 72 +overwriteWidth = (($width/$gameWidth) * 120) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 72 + +[TextureRedefine] # Blur Mip +width = 64 +height = 64 +formats = 0x816 +overwriteWidth = (($width/$gameWidth) * 64) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 64 + +[TextureRedefine] # Blur Mip +width = 64 +height = 36 +overwriteWidth = (($width/$gameWidth) * 64) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 36 + +[TextureRedefine] # Blur Mip +width = 32 +height = 32 +formats = 0x816 +overwriteWidth = (($width/$gameWidth) * 32) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] # Blur Mip +width = 32 +height = 18 +overwriteWidth = (($width/$gameWidth) * 32) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 18 + +[TextureRedefine] # Blur Mip +width = 16 +height = 16 +formats = 0x816 +overwriteWidth = (($width/$gameWidth) * 16) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 16 + +[TextureRedefine] # Blur Mip +width = 16 +height = 9 +overwriteWidth = (($width/$gameWidth) * 16) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 9 + +[TextureRedefine] # Blur Mip +width = 8 +height = 8 +formats = 0x816 +overwriteWidth = (($width/$gameWidth) * 8) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 8 + +[TextureRedefine] # Blur Mip +width = 8 +height = 4 +formats = 0x816 +overwriteWidth = (($width/$gameWidth) * 8) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 4 + +[TextureRedefine] # Blur Mip +width = 4 +height = 2 +formats = 0x816 +overwriteWidth = (($width/$gameWidth) * 4) * $nativeAspectRatio +overwriteHeight = ($height/$gameHeight) * 2 + +[TextureRedefine] # Shadows +width = 512 +height = 512 +formats = 0x005 +overwriteWidth = $shadowRes * 512 +overwriteHeight = $shadowRes * 512 diff --git a/src/PuyoPuyoTetris/Graphics/rules.txt b/src/PuyoPuyoTetris/Graphics/rules.txt new file mode 100644 index 000000000..0e258537c --- /dev/null +++ b/src/PuyoPuyoTetris/Graphics/rules.txt @@ -0,0 +1,89 @@ +[Definition] +titleIds = 000500001014D900 +name = Graphics Settings +path = "Puyo Puyo Tetris/Graphics" +description = Changes the game's resolution. +#Credits: M&&M +version = 7 + +[Default] +$width = 1920 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 +$width = 1280 +$height = 720 + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + +[TextureRedefine] +width = 1920 +height = 1080 +#tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Resolutions/RaymanLegends_Resolution/rules.txt b/src/RaymanLegends/Graphics/rules.txt similarity index 82% rename from Resolutions/RaymanLegends_Resolution/rules.txt rename to src/RaymanLegends/Graphics/rules.txt index e48cc0e33..caedf8076 100644 --- a/Resolutions/RaymanLegends_Resolution/rules.txt +++ b/src/RaymanLegends/Graphics/rules.txt @@ -1,90 +1,86 @@ [Definition] titleIds = 000500001010B100,0005000010111400,0005000010112600,0005000010138E00,0005000010139500,000500021010B101,0005000210111401 -name = Resolution -path = "Rayman Legends/Graphics/Resolution" -description = Changes the resolution of the game. Made by ICUP321. -version = 4 +name = Graphics Settings +path = "Rayman Legends/Graphics" +description = Changes the resolution of the game.|Made by ICUP321. +#Credits: ICUP321 +version = 7 -[Preset] -name = 1920x1080 (Default) +[Default] $width = 1920 $height = 1080 $gameWidth = 1920 $gameHeight = 1080 -// Performance +# Performance [Preset] +category = Resolution: name = 320x180 $width = 320 $height = 180 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 1280x720 $width = 1280 $height = 720 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1920 -$gameHeight = 1080 -// Common HD Resolutions +[Preset] +category = Resolution: +name = 1920x1080 (Default) +default = 1 + +# Common HD Resolutions [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 + [TextureRedefine] # TV Resolution width = 1920 diff --git a/src/ResidentEvilRevelations/Graphics/rules.txt b/src/ResidentEvilRevelations/Graphics/rules.txt new file mode 100644 index 000000000..01be421b2 --- /dev/null +++ b/src/ResidentEvilRevelations/Graphics/rules.txt @@ -0,0 +1,107 @@ +[Definition] +titleIds = 000500001012CF00,000500001012B400,0005000010113100,000500021012B401,00050002101CF01,0005000210113101 +name = Graphics Settings +path = "Resident Evil Revelations/Graphics" +description = Changes the game's resolution. May be broken/Glitchy. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/ResidentEvilRevelations/Mods/60fps/patch_fps.asm b/src/ResidentEvilRevelations/Mods/60fps/patch_fps.asm new file mode 100644 index 000000000..76b761c66 --- /dev/null +++ b/src/ResidentEvilRevelations/Mods/60fps/patch_fps.asm @@ -0,0 +1,70 @@ +[ResidentEvilRevelations_60fps_v16] +moduleMatches = 0x0BA5CE64, 0x9FD08437, 0x1818A411 ; v16(EU), v16(NA), v16(JP) +.origin = codecave +floatAddress = 0x40E28574 +_60fps: +lis r9,0x4270 ; Load upper half of .float 60.0 into register +lis r8,floatAddress@ha ; Load upper half of address to register +stw r9,floatAddress@l(r8) ; Store floatstored in register to 0x40E28574 +fmr f1,f27 ; Replace the hook +blr ; return + +[ResidentEvilRevelations_60fps_EUv16] +moduleMatches = 0x0BA5CE64 ; v16(EU) +0x02D1C9C0 = bla _60fps + +[ResidentEvilRevelations_60fps_NAv16] +moduleMatches = 0x9FD08437 ; v16(NA) +0x02D1C9D8 = bla _60fps + +[ResidentEvilRevelations_60fps_JPv16] +moduleMatches = 0x1818A411 ; v16(JP) +0x02D1C70C = bla _60fps + + +[ResidentEvilRevelations_60fps_v0] +moduleMatches = 0x422EE27A, 0x8B15F48B, 0xB3118882 ; v0(EU), v0(NA), v0(JP) +.origin = codecave +floatAddress = 0x40E31574 +_60fps: +lis r9,0x4270 ; Load upper half of .float 60.0 into register +lis r8,floatAddress@ha ; Load upper half of address to register +stw r9,floatAddress@l(r8) ; Store floatstored in register to 0x40E31574 +fmr f1,f27 ; Replace the hook +blr ; return + +[ResidentEvilRevelations_60fps_EUv0] +moduleMatches = 0x422EE27A ; v0(EU) +0x02D1B494 = bla _60fps + +[ResidentEvilRevelations_60fps_NAv0] +moduleMatches = 0x8B15F48B ; v0(NA) +0x02D1B4AC = bla _60fps + +[ResidentEvilRevelations_60fps_JPv0] +moduleMatches = 0xB3118882 ; v0(JP) +0x02D1B1E0 = bla _60fps + + +[ResidentEvilRevelations_60fps_vDemo] +moduleMatches = 0xF1C5863A, 0xC4099CCF, 0x02A564AB ; demo(EU), demo(NA), demo(JP) +.origin = codecave +floatAddress = 0x40DB6574 +_60fps: +lis r9,0x4270 ; Load upper half of .float 60.0 into register +lis r8,floatAddress@ha ; Load upper half of address to register +stw r9,floatAddress@l(r8) ; Store floatstored in register to 0x40DB6574 +fmr f1,f27 ; Replace the hook +blr ; return + +[ResidentEvilRevelations_60fps_EUvDemo] +moduleMatches = 0xF1C5863A ; demo(EU) +0x02CF55E0 = bla _60fps + +[ResidentEvilRevelations_60fps_NAvDemo] +moduleMatches = 0xC4099CCF ; demo(NA) +0x02CF55EC = bla _60fps + +[ResidentEvilRevelations_60fps_JPvDemo] +moduleMatches = 0x02A564AB ; demo(JP) +0x02CF5338 = bla _60fps diff --git a/src/ResidentEvilRevelations/Mods/60fps/rules.txt b/src/ResidentEvilRevelations/Mods/60fps/rules.txt new file mode 100644 index 000000000..fc0d2763e --- /dev/null +++ b/src/ResidentEvilRevelations/Mods/60fps/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001012CF00,000500001012B400,0005000010113100,000500021012B401,00050002101CF01,0005000210113101 +name = 60FPS +path = "Resident Evil Revelations/Mods/60FPS" +description = Patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/Resolutions/Runner2_Resolution/4fe1bb2bc0611f15_0000000000000079_ps.txt b/src/Runner2/Graphics/4fe1bb2bc0611f15_0000000000000079_ps.txt similarity index 99% rename from Resolutions/Runner2_Resolution/4fe1bb2bc0611f15_0000000000000079_ps.txt rename to src/Runner2/Graphics/4fe1bb2bc0611f15_0000000000000079_ps.txt index 3bb4d0094..eaba99d3b 100644 --- a/Resolutions/Runner2_Resolution/4fe1bb2bc0611f15_0000000000000079_ps.txt +++ b/src/Runner2/Graphics/4fe1bb2bc0611f15_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/Runner2/Graphics/rules.txt b/src/Runner2/Graphics/rules.txt new file mode 100644 index 000000000..3a6d6f8bc --- /dev/null +++ b/src/Runner2/Graphics/rules.txt @@ -0,0 +1,165 @@ +[Definition] +titleIds = 000500001011AF00,0005000010136300,00050000101DD600 +name = Graphics Settings +path = "BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien/Graphics" +description = Changes the resolution of the game.|Made by M&&M. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +formats = 0x41a,0x80e +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Gamepad Resolution +width = 864 +height = 480 +formats = 0x41a +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 diff --git a/src/SanatoryHallways/Graphics/rules.txt b/src/SanatoryHallways/Graphics/rules.txt new file mode 100644 index 000000000..6b37de904 --- /dev/null +++ b/src/SanatoryHallways/Graphics/rules.txt @@ -0,0 +1,94 @@ +[Definition] +titleIds = 00050000101C5F00 +name = Graphics Settings +path = "Sanatory Hallways/Graphics" +description = Changes the game's resolution. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 480 +height = 270 +overwriteWidth = ($width/$gameWidth) * 480 +overwriteHeight = ($height/$gameHeight) * 270 diff --git a/src/Scribblenauts/Graphics/rules.txt b/src/Scribblenauts/Graphics/rules.txt new file mode 100644 index 000000000..2db86262f --- /dev/null +++ b/src/Scribblenauts/Graphics/rules.txt @@ -0,0 +1,102 @@ +[Definition] +titleIds = 0005000010132d00,000500001010b200,000500001010f900,0005000010111e00,0005000010132c00,0005000010132d00 +name = Graphics Settings +path = "Scribblenauts Unlimited and Unmasked/Graphics" +description = Changes the game's resolution. +#Credits: getdls +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +formatsExcluded = 0x001 #FMV +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/Severed/Graphics/rules.txt b/src/Severed/Graphics/rules.txt new file mode 100644 index 000000000..cd059c29a --- /dev/null +++ b/src/Severed/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 00050000101BA000,00050000101BA900 +name = Graphics Settings +path = "Severed/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/ShantaeHGH/Graphics/023831cdf6638473_00000000000003c9_ps.txt b/src/ShantaeHGH/Graphics/023831cdf6638473_00000000000003c9_ps.txt new file mode 100644 index 000000000..9bbaf8806 --- /dev/null +++ b/src/ShantaeHGH/Graphics/023831cdf6638473_00000000000003c9_ps.txt @@ -0,0 +1,267 @@ +#version 460 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 2) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[3]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[3]; +uniform vec2 uf_fragCoordScale; +#endif + + + + + + + +// shader 023831cdf6638473 +//ps aa restore +const float resScale = (float($width)/float($gameWidth)); + + + +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // Tex0 addr 0xf531c800 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3; // Tex3 addr 0xf5b14800 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 0 border: 0 +layout(location = 0) in vec4 passParameterSem129; +layout(location = 1) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem129); +R1i = floatBitsToInt(passParameterSem128); +if( activeMaskStackC[1] == true ) { +R2i.w = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zy),0.0).y); +R2i.z = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xw),0.0).y); +R2i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).y); +R0i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).y); +R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).xyzw); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +R127i.x = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y))); +R127i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(0x3b2aaaab)); +R0i.y = 0; +PS0i = R0i.y; +// 1 +backupReg0i = R0i.x; +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i))); +PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(R2i.z)); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R2i.y))); +R5i.z = floatBitsToInt(min(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.x))); +PV0i.z = R5i.z; +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.y)); +R6i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.z))); +PS0i = R6i.z; +// 3 +backupReg0i = R0i.x; +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(max(intBitsToFloat(R3i.y), intBitsToFloat(PS0i))); +PV1i.y = floatBitsToInt(min(intBitsToFloat(R3i.y), intBitsToFloat(PV0i.z))); +R0i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(backupReg0i))); +PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3e000000)); +R0i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i)); +PS1i = R0i.x; +// 4 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.x)); +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0x3d4ccccd))); +// 5 +PV1i.x = ((intBitsToFloat(PV0i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0)); +// 6 +R2i.x = ((PV1i.x == 0)?(0):(R3i.x)); +R2i.y = ((PV1i.x == 0)?(0):(R3i.y)); +R2i.z = ((PV1i.x == 0)?(0):(R3i.z)); +R2i.w = ((PV1i.x == 0)?(0):(R3i.w)); +R0i.w = ((PV1i.x == 0)?(0):(0x3f800000)); +PS0i = R0i.w; +// 7 +predResult = (R0i.w == 0); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.x; +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg1i = R0i.y; +backupReg2i = R0i.z; +backupReg2i = R0i.z; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +// 1 +tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); +PS1i = floatBitsToInt(tempResultf); +// 2 +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PS1i))); +PV0i.w = R127i.w; +// 3 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].z) / resScale)); ///////// +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[0].w) / resScale)); ///////////// +// 4 +R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z))); +R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.w))); +R2i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z)); +PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); +R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.w)); +PS0i = R2i.y; +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x41000000) / resScale); ////////// +// 6 +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); +// 7 +PV1i.x = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i)); +PV1i.w = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(PS0i)); +// 8 +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000) / resScale)); ////////// +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(0xc0000000) / resScale)); ////////// +// 9 +PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), 2.0)); +PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); +// 10 +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[1].x) / resScale)); ///////////////// +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[1].y) / resScale)); /////////////// +// 11 +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.z))); +R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); +R0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV0i.z)); +R0i.w = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.w)); +} +if( activeMaskStackC[2] == true ) { +R4i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw); +R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.zy),0.0).xyzw); +R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R3i.xy),0.0).xyzw); +R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyzw); +} +if( activeMaskStackC[2] == true ) { +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R2i.z)); +R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); +R126i.y = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R2i.y)); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0); +R126i.z = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R2i.x)); +R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(R2i.w)); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0); +// 1 +backupReg0i = R0i.y; +backupReg1i = R0i.x; +backupReg2i = R0i.w; +PV1i.x = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R0i.z)); +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(backupReg0i)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); +PV1i.z = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(backupReg1i)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0); +PV1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(backupReg2i)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) / 2.0); +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x)); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +R127i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.y)); +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0); +PV0i.y = R127i.y; +R127i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV1i.z)); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.w)); +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +// 3 +PV1i.y = ((intBitsToFloat(PV0i.y) > intBitsToFloat(R6i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.z = ((intBitsToFloat(R5i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0)); +// 4 +R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1))); +PV0i.x = R123i.x; +// 5 +R2i.x = ((PV0i.x == 0)?(R127i.z):(R126i.z)); +R2i.y = ((PV0i.x == 0)?(R127i.y):(R126i.y)); +R2i.z = ((PV0i.x == 0)?(R127i.x):(R126i.x)); +R2i.w = ((PV0i.x == 0)?(R127i.w):(R126i.w)); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +R1i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R1i.zw)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(R1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R1i.w))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R1i.w))); +// 1 +R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.w))); +} +// export +passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +} diff --git a/src/ShantaeHGH/Graphics/24d99fe8b4e5f576_0000000000000000_vs.txt b/src/ShantaeHGH/Graphics/24d99fe8b4e5f576_0000000000000000_vs.txt new file mode 100644 index 000000000..062c5108c --- /dev/null +++ b/src/ShantaeHGH/Graphics/24d99fe8b4e5f576_0000000000000000_vs.txt @@ -0,0 +1,101 @@ +#version 460 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable ////////// +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define SET_POSITION(_v) gl_Position = _v +#endif +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ +uniform ivec4 uf_remappedVS[1]; +uniform vec4 uf_windowSpaceToClipSpaceTransform; /////////// +}; +#else +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; /////////// +#endif + + + + + + + +// shader 24d99fe8b4e5f576 +//AA restore +const float resScale = (float($width)/float($gameWidth)); + +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; //////////////// +}; +layout(location = 0) out vec4 passParameterSem129; +layout(location = 1) out vec4 passParameterSem128; + +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +PV0f.x = R2f.y + intBitsToFloat(uf_remappedVS[0].y)/ resScale; ////////////////// +PV0f.y = R2f.x + intBitsToFloat(uf_remappedVS[0].x)/ resScale; //////////////// +R1f.w = 1.0; +R0f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/ resScale); //////////////////////// +PS0f = R0f.x; +// 1 +R0f.y = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/ resScale); //////////////// +R0f.z = PV0f.y; +R0f.w = PV0f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem128 = vec4(R2f.x, R2f.y, R2f.x, R2f.y); +} diff --git a/src/ShantaeHGH/Graphics/294904d1771460cf_0000000000000079_ps.txt b/src/ShantaeHGH/Graphics/294904d1771460cf_0000000000000079_ps.txt new file mode 100644 index 000000000..989d18c32 --- /dev/null +++ b/src/ShantaeHGH/Graphics/294904d1771460cf_0000000000000079_ps.txt @@ -0,0 +1,141 @@ +#version 460 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[1]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform vec2 uf_fragCoordScale; +#endif + + + + + + + +// shader 294904d1771460cf +//vertical blur +const float resScale = (float($width)/float($gameWidth)); + +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // Tex0 addr 0xf5b14800 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem128; +R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +R127f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x404ec4ec) / resScale; //////////// +PV0f.x = R127f.x; +PV0f.y = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3fb13b14) / resScale; ////////// +R127f.z = 0.0; +PV0f.z = R127f.z; +// 1 +R1f.x = PV0f.z + R0f.x; +PV1f.y = PV0f.x; +PV1f.z = -(PV0f.y); +PV1f.w = PV0f.y; +R2f.x = PV0f.z + R0f.x; +PS1f = R2f.x; +// 2 +R3f.x = R127f.z + R0f.x; +R1f.y = PV1f.w + R0f.y; +R2f.z = PV1f.z + R0f.y; +R3f.w = PV1f.y + R0f.y; +PS0f = -(R127f.x); +// 3 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = R127f.z + backupReg0f; +R0f.y = PS0f + backupReg1f; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xw).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +PV0f.x = R1f.z * intBitsToFloat(0x3ea1e718); +PV0f.y = R1f.y * intBitsToFloat(0x3ea1e718); +PV0f.z = R1f.x * intBitsToFloat(0x3ea1e718); +PV0f.w = R1f.w * intBitsToFloat(0x3ea1e718); +// 1 +R123f.x = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.w); +PV1f.w = R123f.w; +// 2 +R123f.x = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.w); +PV0f.x = R123f.x; +R123f.y = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.x); +PV0f.y = R123f.y; +R123f.z = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.y); +PV0f.z = R123f.z; +R123f.w = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.z); +PV0f.w = R123f.w; +// 3 +R123f.x = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.x); +PV1f.w = R123f.w; +// 4 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.z); +R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.y); +R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.x); +R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.w); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/src/ShantaeHGH/Graphics/8fdd009324e987ee_0000000000000079_ps.txt b/src/ShantaeHGH/Graphics/8fdd009324e987ee_0000000000000079_ps.txt new file mode 100644 index 000000000..dd50b2829 --- /dev/null +++ b/src/ShantaeHGH/Graphics/8fdd009324e987ee_0000000000000079_ps.txt @@ -0,0 +1,141 @@ +#version 460 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[1]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform vec2 uf_fragCoordScale; +#endif + + + + + +// shader 8fdd009324e987ee +//horizontal blur +const float resScale = (float($width)/float($gameWidth)); + +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b94000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem128; +R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +R126f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x404ec4ec) / resScale; /////////// +PV0f.x = R126f.x; +PV0f.y = 0.0; +PV0f.z = 0.0; +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3fb13b14) / resScale; /////////// +R127f.x = 0.0; +PS0f = R127f.x; +// 1 +R1f.x = R0f.x + PV0f.w; +R1f.y = R0f.y + PV0f.y; +R2f.z = R0f.y + PV0f.z; +PV1f.w = -(PV0f.w); +R3f.x = R0f.x + PV0f.x; +PS1f = R3f.x; +// 2 +R2f.x = R0f.x + PV1f.w; +R3f.y = R0f.y + R127f.x; +PV0f.z = 0.0; +PV0f.w = -(R126f.x); +// 3 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = backupReg0f + PV0f.w; +R0f.y = backupReg1f + PV0f.z; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +PV0f.x = R1f.x * intBitsToFloat(0x3ea1e718); +PV0f.y = R1f.w * intBitsToFloat(0x3ea1e718); +PV0f.z = R1f.z * intBitsToFloat(0x3ea1e718); +PV0f.w = R1f.y * intBitsToFloat(0x3ea1e718); +// 1 +R123f.x = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.w); +PV1f.w = R123f.w; +// 2 +R123f.x = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.w); +PV0f.w = R123f.w; +// 3 +R123f.x = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.x); +PV1f.w = R123f.w; +// 4 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.w); +R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.z); +R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.y); +R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.x); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/src/ShantaeHGH/Graphics/rules.txt b/src/ShantaeHGH/Graphics/rules.txt new file mode 100644 index 000000000..e733bdc32 --- /dev/null +++ b/src/ShantaeHGH/Graphics/rules.txt @@ -0,0 +1,216 @@ +[Definition] +titleIds = 00050000101DB200, 0005000010203200 +name = Graphics Settings +path = "Shantae: Half-Genie Hero/Graphics" +description = Changes the game's resolution.|Setting Gamepad resolution higher than TV resolution will cause a glitch. +#Credits: getdls, Intra +version = 7 + +[Default] +$width = 1920 +$height = 1080 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1920 +$gameHeight = 1080 +$gamepadWidth = 854 +$gamepadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 854x480 +$width = 854 +$height = 480 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 +$width = 1280 +$height = 720 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 320x180 +$padWidth = 320 +$padHeight = 180 + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1280x720 +$padWidth = 1280 +$padHeight = 720 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +# TV Resolution + +[TextureRedefine] +width = 1920 +height = 1080 +#formats = 0x1a +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 + +[TextureRedefine] +width = 1920 +height = 1088 +#formats = 0x1a +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1088 + +[TextureRedefine] #q-res +width = 480 +height = 270 +overwriteWidth = ($width/$gameWidth) * 480 +overwriteHeight = ($height/$gameHeight) * 270 + +[TextureRedefine] #q-res +width = 480 +height = 272 +overwriteWidth = ($width/$gameWidth) * 480 +overwriteHeight = ($height/$gameHeight) * 272 + +# Gamepad Resolution + +[TextureRedefine] +width = 864 +height = 480 +#formats = 0x1a +overwriteWidth = ($padWidth / $gamepadWidth) * 864 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +#formats = 0x1a +overwriteWidth = ($padWidth / $gamepadWidth) * 854 +overwriteHeight = ($padHeight / $gamepadHeight) * 480 + +#version 2: +#https://github.com/cemu-project/cemu_graphic_packs/blob/939a478799c13c5ed03e8decbf952f2a7ad02366/Source/ShantaeHGH/rules.txt diff --git a/src/Shiftlings/Graphics/rules.txt b/src/Shiftlings/Graphics/rules.txt new file mode 100644 index 000000000..1f0d68616 --- /dev/null +++ b/src/Shiftlings/Graphics/rules.txt @@ -0,0 +1,107 @@ +[Definition] +titleIds = 00050000101A7F00,00050000101ACC00 +name = Graphics Settings +path = "Shiftlings/Graphics" +description = Changes the game's resolution. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/Shiftlings/Mods/60FPS/patch_60fps.asm b/src/Shiftlings/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..70c276f39 --- /dev/null +++ b/src/Shiftlings/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,12 @@ +[Shiftlings_60fps] +moduleMatches = 0x7BDCC1EE ; (EU/NA) +.origin = codecave + +_60fps: +lwz r31,0xc(r1) ; Replace the hook +lis r8,0x1002 ; Load upper half of address to register +lis r9,0x42F0 ; Load upper half of .float 120.0 into register +stw r9,0x6F70(r8) ; Store floatstored in register to 0x40E31574 +blr ; return + +0x026DF968 = bla _60fps ; Hook diff --git a/src/Shiftlings/Mods/60FPS/rules.txt b/src/Shiftlings/Mods/60FPS/rules.txt new file mode 100644 index 000000000..bad77e7c0 --- /dev/null +++ b/src/Shiftlings/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 00050000101A7F00,00050000101ACC00 +name = 60FPS +path = "Shiftlings/Mods/60FPS" +description = Patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/ShovelKnight/Graphics/rules.txt b/src/ShovelKnight/Graphics/rules.txt new file mode 100644 index 000000000..5d918dd67 --- /dev/null +++ b/src/ShovelKnight/Graphics/rules.txt @@ -0,0 +1,181 @@ +[Definition] +titleIds = 000500001016E100,0005000010178F00,00050000101D9300 +name = Graphics Settings +path = "Shovel Knight/Graphics" +description = Changes the game's resolution.|Made by Atom. +#Credits: Atom, M&&M +version = 7 + +[Default] +$width = 1920 +$height = 1080 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1920 +$gameHeight = 1080 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1920x1080 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +[TextureRedefine] # TV Resolution +width = 1920 +height = 1088 +formats = 0x01a,0x011 +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1088 + +[TextureRedefine] +width = 1920 +height = 1080 +formats = 0x01a,0x011 +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 + +[TextureRedefine] +width = 1600 +height = 960 +formats = 0x01a,0x011 +overwriteWidth = ($width/$gameWidth) * 1600 +overwriteHeight = ($height/$gameHeight) * 960 + +[TextureRedefine] # Half Res +width = 1280 +height = 720 +formats = 0x01a,0x011 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Gamepad Resolution +width = 864 +height = 480 +formats = 0x01a +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +formats = 0x01a +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 diff --git a/src/SlendermanTheArival/Graphics/rules.txt b/src/SlendermanTheArival/Graphics/rules.txt new file mode 100644 index 000000000..79d0633db --- /dev/null +++ b/src/SlendermanTheArival/Graphics/rules.txt @@ -0,0 +1,107 @@ +[Definition] +titleIds = 0005000010184900,00050000101D8900 +name = Graphics Settings +path = "Slender: The Arrival/Graphics" +description = Changes the game's resolution. +#Credits: Intra +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/SlendermanTheArival/Mods/60FPS/patch_60fps.asm b/src/SlendermanTheArival/Mods/60FPS/patch_60fps.asm new file mode 100644 index 000000000..9a4302973 --- /dev/null +++ b/src/SlendermanTheArival/Mods/60FPS/patch_60fps.asm @@ -0,0 +1,12 @@ +[SlenderTheArival_60fps] +moduleMatches = 0xB3E3AB80, 0x3F3FA50A ; (EU), (NA) +.origin = codecave + +_60fps: +lwz r31,0xc(r1) ; Replace the hook +lis r8,0x1002 ; Load upper half of address to register +lis r9,0x42F0 ; Load upper half of .float 120.0 into register +stw r9,0x6F70(r8) ; Store floatstored in register to 0x10026F70 +blr ; return + +0x026E1E88 = bla _60fps ; Hook diff --git a/src/SlendermanTheArival/Mods/60FPS/rules.txt b/src/SlendermanTheArival/Mods/60FPS/rules.txt new file mode 100644 index 000000000..13929a74a --- /dev/null +++ b/src/SlendermanTheArival/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010184900,00050000101D8900 +name = 60FPS +path = "Slender: The Arrival/Mods/60FPS" +description = Patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/Smurfs2/Graphics/rules.txt b/src/Smurfs2/Graphics/rules.txt new file mode 100644 index 000000000..ad8fc0110 --- /dev/null +++ b/src/Smurfs2/Graphics/rules.txt @@ -0,0 +1,138 @@ +[Definition] +titleIds = 0005000010115D00, 0005000010113300 +name = Graphics Settings +path = "The Smurfs 2/Graphics" +description = Changes the game's resolution. +#Credits: SteveLeafo +version = 7 + +[Default] +$width = 1920 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 +$width = 1280 +$height = 720 + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + +[TextureRedefine] +width = 1920 +height = 1080 +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 + +#wtf +###[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +###width = 16 +###height = 16 +###formatsExcluded = +##overwriteWidth = +##overwriteHeight = +## +###[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +###width = 64 +###height = 64 +###formatsExcluded = +##overwriteWidth = +##overwriteHeight = +## +###[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +###width = 256 +###height = 256 +###formatsExcluded = +##overwriteWidth = +##overwriteHeight = +## +###[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +###width = 512 +###height = 512 +###formatsExcluded = +##overwriteWidth = +##overwriteHeight = +## +###[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +###width = 1024 +###height = 1024 +###formatsExcluded = +##overwriteWidth = +##overwriteHeight = +## +###[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +###width = 512 +###height = 448 +###formatsExcluded = +##overwriteWidth = +##overwriteHeight = +## +###[TextureRedefine] #May unintentionally scale textures, check formatsExcluded +###width = 448 +###height = 448 +###formatsExcluded = +##overwriteWidth = +##overwriteHeight = diff --git a/src/SonicBoomRiseOfLyric/Cheats/DisableComboReset/patch_DisableComboReset.asm b/src/SonicBoomRiseOfLyric/Cheats/DisableComboReset/patch_DisableComboReset.asm index 9ebafe741..aefdc148d 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/DisableComboReset/patch_DisableComboReset.asm +++ b/src/SonicBoomRiseOfLyric/Cheats/DisableComboReset/patch_DisableComboReset.asm @@ -1,23 +1,24 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - +[SonicBoom_DisableComboReset_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Skip BRBCharacter::ResetCombo -0x323C888 = blr +0x0323CCA0 = blr -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 +[SonicBoom_DisableComboReset_JP] +moduleMatches = 0x0D395735 ; (JP) +0x0323CBB0 = blr -; Skip BRBCharacter::ResetCombo -0x323C920 = blr +[SonicBoom_DisableComboReset_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x0323C920 = blr -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +[SonicBoom_DisableComboReset_NAv0] +moduleMatches = 0x90DAC5CE ;v0(NA) +0x0323C888 = blr -; Skip BRBCharacter::ResetCombo -0x323CBB0 = blr +[SonicBoom_DisableComboReset_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) +0x0323C874 = blr -[WiiULauncher16] -moduleMatches = 0x113CC316 - -; Skip BRBCharacter::ResetCombo -0x323CCA0 = blr \ No newline at end of file +[SonicBoom_DisableComboReset_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) +0x0323CA90 = blr diff --git a/src/SonicBoomRiseOfLyric/Cheats/DisableComboReset/rules.txt b/src/SonicBoomRiseOfLyric/Cheats/DisableComboReset/rules.txt index 6a42c9916..c341abd4b 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/DisableComboReset/rules.txt +++ b/src/SonicBoomRiseOfLyric/Cheats/DisableComboReset/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Disable Combo Reset path = "Sonic Boom: Rise of Lyric/Cheats/Disable Combo Reset" -description = This prevents your combos from expiring after a set amount of time or after taking damage.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This prevents your combos from expiring after a set amount of time or after taking damage.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Cheats/InfiniteRobotScrap/patch_InfiniteRobotScrap.asm b/src/SonicBoomRiseOfLyric/Cheats/InfiniteRobotScrap/patch_InfiniteRobotScrap.asm index 19fab01ec..78b466cba 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/InfiniteRobotScrap/patch_InfiniteRobotScrap.asm +++ b/src/SonicBoomRiseOfLyric/Cheats/InfiniteRobotScrap/patch_InfiniteRobotScrap.asm @@ -1,79 +1,86 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - -; Skip verification checks for robot scrap in BRBUIVars::verify_preorders -0x329DB7C = nop -0x329DB88 = nop -0x329DBB8 = nop -0x329DBC4 = nop - -; Skip argument check before executing BRBRingBank::Set_RobotParts in the upgrade manager -0x308285C = nop - -; Load 999999 into register 5 for all BRBRingBank::Set_RobotParts and BRBRingBank::Add_RobotParts instances -0x30825D0 = stw r5, 0x10(r31) -0x3285C5C = stw r5, 0x10(r31) -0x329AA6C = stw r5, 0x10(r31) -0x3466C3C = stw r5, 0x10(r31) -0x34B451C = stw r5, 0x10(r31) -0x34B76FC = stw r5, 0x10(r31) - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 - -; Skip verification checks for robot scrap in BRBUIVars::verify_preorders -0x329DC14 = nop -0x329DC20 = nop -0x329DC50 = nop -0x329DC5C = nop - -; Skip argument check before executing BRBRingBank::Set_RobotParts in the upgrade manager -0x30828B4 = nop - -; Load 999999 into register 5 for all BRBRingBank::Set_RobotParts and BRBRingBank::Add_RobotParts instances -0x3082628 = stw r5, 0x10(r31) -0x3285CF4 = stw r5, 0x10(r31) -0x329AB04 = stw r5, 0x10(r31) -0x3466CD4 = stw r5, 0x10(r31) -0x34B45B4 = stw r5, 0x10(r31) -0x34B7794 = stw r5, 0x10(r31) - -[WiiULauncher0JP] -moduleMatches = 0x0D395735 - +[SonicBoom_InfiniteRobotScrap_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Skip verification checks for robot scrap in BRBUIVars::verify_preorders -0x329DF04 = nop -0x329DF10 = nop -0x329DF40 = nop -0x329DF4C = nop - +0x0329DFCC = nop +0x0329DFD8 = nop +0x0329E008 = nop +0x0329E014 = nop ; Skip argument check before executing BRBRingBank::Set_RobotParts in the upgrade manager -0x3082858 = nop +0x03082A7C = nop +; Load 999999 into register 5 for all BRBRingBank::Set_RobotParts instances +0x030827F0 = stw r5, 0x10(r31) +0x0328608C = stw r5, 0x10(r31) +0x0329AEBC = stw r5, 0x10(r31) +0x034670A0 = stw r5, 0x10(r31) +0x034B496C = stw r5, 0x10(r31) +0x034B7B4C = stw r5, 0x10(r31) -; Load 999999 into register 5 for all BRBRingBank::Set_RobotParts and BRBRingBank::Add_RobotParts instances -0x30825CC = stw r5, 0x10(r31) -0x3285F98 = stw r5, 0x10(r31) -0x329ADC8 = stw r5, 0x10(r31) -0x3467010 = stw r5, 0x10(r31) -0x34B48F4 = stw r5, 0x10(r31) -0x34B7AD4 = stw r5, 0x10(r31) +[SonicBoom_InfiniteRobotScrap_JP] +moduleMatches = 0x0D395735 ; (JP) +0x0329DF04 = nop +0x0329DF10 = nop +0x0329DF40 = nop +0x0329DF4C = nop +0x03082858 = nop +0x030825CC = stw r5, 0x10(r31) +0x03285F98 = stw r5, 0x10(r31) +0x0329ADC8 = stw r5, 0x10(r31) +0x03467010 = stw r5, 0x10(r31) +0x034B48F4 = stw r5, 0x10(r31) +0x034B7AD4 = stw r5, 0x10(r31) -[WiiULauncher16] -moduleMatches = 0x113CC316 +[SonicBoom_InfiniteRobotScrap_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x0329DC14 = nop +0x0329DC20 = nop +0x0329DC50 = nop +0x0329DC5C = nop +0x030828B4 = nop +0x03082628 = stw r5, 0x10(r31) +0x03285CF4 = stw r5, 0x10(r31) +0x0329AB04 = stw r5, 0x10(r31) +0x03466CD4 = stw r5, 0x10(r31) +0x034B45B4 = stw r5, 0x10(r31) +0x034B7794 = stw r5, 0x10(r31) -; Skip verification checks for robot scrap in BRBUIVars::verify_preorders -0x329DFCC = nop -0x329DFD8 = nop -0x329E008 = nop -0x329E014 = nop +[SonicBoom_InfiniteRobotScrap_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +0x0329DB7C = nop +0x0329DB88 = nop +0x0329DBB8 = nop +0x0329DBC4 = nop +0x0308285C = nop +0x030825D0 = stw r5, 0x10(r31) +0x03285C5C = stw r5, 0x10(r31) +0x0329AA6C = stw r5, 0x10(r31) +0x03466C3C = stw r5, 0x10(r31) +0x034B451C = stw r5, 0x10(r31) +0x034B76FC = stw r5, 0x10(r31) -; Skip argument check before executing BRBRingBank::Set_RobotParts in the upgrade manager -0x3082A7C = nop +[SonicBoom_InfiniteRobotScrap_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) +0x0329dbc8 = nop +0x0329dbd4 = nop +0x0329dc04 = nop +0x0329dc10 = nop +0x03082720 = nop +0x03082494 = stw r5, 0x10(r31) +0x03285c5c = stw r5, 0x10(r31) +0x0329aa8c = stw r5, 0x10(r31) +0x03466c9c = stw r5, 0x10(r31) +0x034b45f8 = stw r5, 0x10(r31) +0x034b77d8 = stw r5, 0x10(r31) -; Load 999999 into register 5 for all BRBRingBank::Set_RobotParts instances -0x30827F0 = stw r5, 0x10(r31) -0x328608C = stw r5, 0x10(r31) -0x329AEBC = stw r5, 0x10(r31) -0x34670A0 = stw r5, 0x10(r31) -0x34B496C = stw r5, 0x10(r31) -0x34B7B4C = stw r5, 0x10(r31) \ No newline at end of file +[SonicBoom_InfiniteRobotScrap_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) +0x0329dde4 = nop +0x0329ddf0 = nop +0x0329de20 = nop +0x0329de2c = nop +0x03082738 = nop +0x030824ac = stw r5, 0x10(r31) +0x03285e78 = stw r5, 0x10(r31) +0x0329aca8 = stw r5, 0x10(r31) +0x03466ef0 = stw r5, 0x10(r31) +0x034b47d4 = stw r5, 0x10(r31) +0x034b79b4 = stw r5, 0x10(r31) diff --git a/src/SonicBoomRiseOfLyric/Cheats/InfiniteRobotScrap/rules.txt b/src/SonicBoomRiseOfLyric/Cheats/InfiniteRobotScrap/rules.txt index a3b19171c..9212563fd 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/InfiniteRobotScrap/rules.txt +++ b/src/SonicBoomRiseOfLyric/Cheats/InfiniteRobotScrap/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Infinite Robot Scrap path = "Sonic Boom: Rise of Lyric/Cheats/Infinite Robot Scrap" -description = This patch constantly awards the player with the maximum amount of robot scrap. These can be spent on upgrades or improving hub areas.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patch constantly awards the player with the maximum amount of robot scrap. These can be spent on upgrades or improving hub areas.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Cheats/InfiniteTotalRings/patch_InfiniteTotalRings.asm b/src/SonicBoomRiseOfLyric/Cheats/InfiniteTotalRings/patch_InfiniteTotalRings.asm index e5e3199fb..78b0fc79b 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/InfiniteTotalRings/patch_InfiniteTotalRings.asm +++ b/src/SonicBoomRiseOfLyric/Cheats/InfiniteTotalRings/patch_InfiniteTotalRings.asm @@ -1,71 +1,85 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - -; Skip verification checks for total rings in BRBUIVars::verify_preorders -0x329DAE8 = nop -0x329DAF4 = nop -0x329DB24 = nop -0x329DB30 = nop - -; Load 999999 into register 5 for all BRBRingBank::Set_GlobalRings and BRBRingBank::Add_GlobalRings instances -0x32863E8 = stw r5, 0xC(r31) -0x329A9F0 = stw r5, 0xC(r31) -0x334654C = stw r5, 0xC(r31) -0x334C638 = stw r5, 0xC(r31) -0x3466BB4 = stw r5, 0xC(r31) -0x3475FA0 = stw r5, 0xC(r31) -0x347DE04 = stw r5, 0xC(r31) - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 - +[SonicBoom_InfiniteTotalRings_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Skip verification checks for total rings in BRBUIVars::verify_preorders -0x329DB80 = nop -0x329DB8C = nop -0x329DBBC = nop -0x329DBC8 = nop - +0x0329DF38 = nop +0x0329DF44 = nop +0x0329DF74 = nop +0x0329DF80 = nop ; Load 999999 into register 5 for all BRBRingBank::Set_GlobalRings and BRBRingBank::Add_GlobalRings instances -0x3286480 = stw r5, 0xC(r31) -0x329AA88 = stw r5, 0xC(r31) -0x33465E4 = stw r5, 0xC(r31) -0x334C6D0 = stw r5, 0xC(r31) -0x3466C4C = stw r5, 0xC(r31) -0x3476038 = stw r5, 0xC(r31) -0x347DE9C = stw r5, 0xC(r31) - -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +0x03286818 = stw r5, 0xC(r31) +0x0329AE40 = stw r5, 0xC(r31) +0x033469B0 = stw r5, 0xC(r31) +0x0334CA9C = stw r5, 0xC(r31) +0x03467018 = stw r5, 0xC(r31) +0x03476404 = stw r5, 0xC(r31) +0x0347E268 = stw r5, 0xC(r31) -; Skip verification checks for total rings in BRBUIVars::verify_preorders -0x329DE70 = nop -0x329DE7C = nop -0x329DEAC = nop -0x329DEB8 = nop +[SonicBoom_InfiniteTotalRings_JP] +moduleMatches = 0x0D395735 ; (JP) +0x0329DE70 = nop +0x0329DE7C = nop +0x0329DEAC = nop +0x0329DEB8 = nop +0x03286724 = stw r5, 0xC(r31) +0x0329AD4C = stw r5, 0xC(r31) +0x033468E4 = stw r5, 0xC(r31) +0x0334C9D0 = stw r5, 0xC(r31) +0x03466F88 = stw r5, 0xC(r31) +0x034763B0 = stw r5, 0xC(r31) +0x0347E214 = stw r5, 0xC(r31) -; Load 999999 into register 5 for all BRBRingBank::Set_GlobalRings and BRBRingBank::Add_GlobalRings instances -0x3286724 = stw r5, 0xC(r31) -0x329AD4C = stw r5, 0xC(r31) -0x33468E4 = stw r5, 0xC(r31) -0x334C9D0 = stw r5, 0xC(r31) -0x3466F88 = stw r5, 0xC(r31) -0x34763B0 = stw r5, 0xC(r31) -0x347E214 = stw r5, 0xC(r31) +[SonicBoom_InfiniteTotalRings_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x0329DB80 = nop +0x0329DB8C = nop +0x0329DBBC = nop +0x0329DBC8 = nop +0x03286480 = stw r5, 0xC(r31) +0x0329AA88 = stw r5, 0xC(r31) +0x033465E4 = stw r5, 0xC(r31) +0x0334C6D0 = stw r5, 0xC(r31) +0x03466C4C = stw r5, 0xC(r31) +0x03476038 = stw r5, 0xC(r31) +0x0347DE9C = stw r5, 0xC(r31) -[WiiULauncher16] -moduleMatches = 0x113CC316 +[SonicBoom_InfiniteTotalRings_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +0x0329DAE8 = nop +0x0329DAF4 = nop +0x0329DB24 = nop +0x0329DB30 = nop +0x032863E8 = stw r5, 0xC(r31) +0x0329A9F0 = stw r5, 0xC(r31) +0x0334654C = stw r5, 0xC(r31) +0x0334C638 = stw r5, 0xC(r31) +0x03466BB4 = stw r5, 0xC(r31) +0x03475FA0 = stw r5, 0xC(r31) +0x0347DE04 = stw r5, 0xC(r31) -; Skip verification checks for total rings in BRBUIVars::verify_preorders -0x329DF38 = nop -0x329DF44 = nop -0x329DF74 = nop -0x329DF80 = nop +[SonicBoom_InfiniteTotalRings_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) +0x0329db34 = nop +0x0329db40 = nop +0x0329db70 = nop +0x0329db7c = nop +0x032863e8 = stw r5, 0xC(r31) +0x0329aa10 = stw r5, 0xC(r31) +0x03346598 = stw r5, 0xC(r31) +0x0334c684 = stw r5, 0xC(r31) +0x03466c14 = stw r5, 0xC(r31) +0x03476030 = stw r5, 0xC(r31) +0x0347de94 = stw r5, 0xC(r31) -; Load 999999 into register 5 for all BRBRingBank::Set_GlobalRings and BRBRingBank::Add_GlobalRings instances -0x3286818 = stw r5, 0xC(r31) -0x329AE40 = stw r5, 0xC(r31) -0x33469B0 = stw r5, 0xC(r31) -0x334CA9C = stw r5, 0xC(r31) -0x3467018 = stw r5, 0xC(r31) -0x3476404 = stw r5, 0xC(r31) -0x347E268 = stw r5, 0xC(r31) \ No newline at end of file +[SonicBoom_InfiniteTotalRings_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) +0x0329dd50 = nop +0x0329dd5c = nop +0x0329dd8c = nop +0x0329dd98 = nop +0x03286604 = stw r5, 0xC(r31) +0x0329ac2c = stw r5, 0xC(r31) +0x033467c4 = stw r5, 0xC(r31) +0x0334c8b0 = stw r5, 0xC(r31) +0x03466e68 = stw r5, 0xC(r31) +0x03476290 = stw r5, 0xC(r31) +0x0347e0f4 = stw r5, 0xC(r31) diff --git a/src/SonicBoomRiseOfLyric/Cheats/InfiniteTotalRings/rules.txt b/src/SonicBoomRiseOfLyric/Cheats/InfiniteTotalRings/rules.txt index b5abd6013..31caa54d2 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/InfiniteTotalRings/rules.txt +++ b/src/SonicBoomRiseOfLyric/Cheats/InfiniteTotalRings/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Infinite Total Rings path = "Sonic Boom: Rise of Lyric/Cheats/Infinite Total Rings" -description = This patch constantly awards the player with the maximum amount of total rings. These can be used to access unlockables from Q-N-C's Database.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patch constantly awards the player with the maximum amount of total rings. These can be used to access unlockables from Q-N-C's Database.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Cheats/UnlockAllMoneyBags/patch_UnlockAllMoneyBags.asm b/src/SonicBoomRiseOfLyric/Cheats/UnlockAllMoneyBags/patch_UnlockAllMoneyBags.asm index 2191dc39d..525e57841 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/UnlockAllMoneyBags/patch_UnlockAllMoneyBags.asm +++ b/src/SonicBoomRiseOfLyric/Cheats/UnlockAllMoneyBags/patch_UnlockAllMoneyBags.asm @@ -1,59 +1,45 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - -; Jump to success condition -0x34BD3E4 = b 0x34BD524 - -; Force loop to iterate four times to unlock all bonuses -0x34BD544 = li r27, 4 - -; Branch back to first condition to unlock the UI -0x34BD5AC = b 0x34BD4FC - -; Skip saving callback in 3DS response payload -0x34BFCB8 = nop - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 - +[SonicBoom_UnlockMoneyBags_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Jump to success condition -0x34BD480 = b 0x34BD5CC - +0x034BD898 = b 0x034BD9E4 ; Force loop to iterate four times to unlock all bonuses -0x34BD5EC = li r27, 4 - +0x034BDA04 = li r27, 4 ; Branch back to first condition to unlock the UI -0x34BD654 = b 0x34BD5A4 - -; Skip saving callback in 3DS response payload -0x34BFD6C = nop - -[WiiULauncher0JP] -moduleMatches = 0x0D395735 - -; Jump to success condition -0x34BD7DC = b 0x34BD928 - -; Force loop to iterate four times to unlock all bonuses -0x34BD948 = li r27, 4 - -; Branch back to first condition to unlock the UI -0x34BD9B0 = b 0x34BD900 - -; Skip saving callback in 3DS response payload -0x34C0128 = nop - -[WiiULauncher16] -moduleMatches = 0x113CC316 - -; Jump to success condition -0x34BD898 = b 0x34BD9E4 - -; Force loop to iterate four times to unlock all bonuses -0x34BDA04 = li r27, 4 - -; Branch back to first condition to unlock the UI -0x34BDA6C = b 0x34BD9BC - +0x034BDA6C = b 0x034BD9BC ; Skip saving callback in 3DS response payload -0x34C0184 = nop \ No newline at end of file +0x034C0184 = nop + +[SonicBoom_UnlockMoneyBags_JP] +moduleMatches = 0x0D395735 ; (JP) +0x034BD7DC = b 0x034BD928 +0x034BD948 = li r27, 4 +0x034BD9B0 = b 0x034BD900 +0x034C0128 = nop + +[SonicBoom_UnlockMoneyBags_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x034BD480 = b 0x034BD5CC +0x034BD5EC = li r27, 4 +0x034BD654 = b 0x034BD5A4 +0x034BFD6C = nop + +[SonicBoom_UnlockMoneyBags_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +0x034BD3E4 = b 0x034BD524 +0x034BD544 = li r27, 4 +0x034BD5AC = b 0x034BD4FC +0x034BFCB8 = nop + +[SonicBoom_UnlockMoneyBags_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) +0x034bd4ec = b 0x034bd638 +0x034bd658 = li r27, 4 +0x034bd6c0 = b 0x034bd610 +0x034bfe30 = nop + +[SonicBoom_UnlockMoneyBags_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) +0x034bd6bc = b 0x034bd808 +0x034bd828 = li r27, 4 +0x034bd890 = b 0x034bd7e0 +0x034c0008 = nop diff --git a/src/SonicBoomRiseOfLyric/Cheats/UnlockAllMoneyBags/rules.txt b/src/SonicBoomRiseOfLyric/Cheats/UnlockAllMoneyBags/rules.txt index 56adea19c..1f09ad29e 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/UnlockAllMoneyBags/rules.txt +++ b/src/SonicBoomRiseOfLyric/Cheats/UnlockAllMoneyBags/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Unlock All Money Bags path = "Sonic Boom: Rise of Lyric/Cheats/Unlock All Money Bags" -description = This patch unlocks all Money Bags that are locked behind Nintendo 3DS integration and having completed Sonic Boom: Shattered Crystal.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patch unlocks all Money Bags that are locked behind Nintendo 3DS integration and having completed Sonic Boom: Shattered Crystal.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Cheats/UnlockAllPowerGlyphs/patch_UnlockAllPowerGlyphs.asm b/src/SonicBoomRiseOfLyric/Cheats/UnlockAllPowerGlyphs/patch_UnlockAllPowerGlyphs.asm index 8fff3ccf7..c8830b920 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/UnlockAllPowerGlyphs/patch_UnlockAllPowerGlyphs.asm +++ b/src/SonicBoomRiseOfLyric/Cheats/UnlockAllPowerGlyphs/patch_UnlockAllPowerGlyphs.asm @@ -1,55 +1,77 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - +[SonicBoom_UnlockPowerGlyphs_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Skip upgrade checks -0x307EA80 = b 0x307EA90 -0x307EAB0 = b 0x307EAC0 -0x307EAE0 = b 0x307EAF0 -0x307EB10 = b 0x307EB20 -0x307EB40 = b 0x307EB50 -0x307EB70 = b 0x307EB80 -0x307EBA0 = b 0x307EBB0 -0x307EBD0 = b 0x307EBE0 -0x307EC00 = b 0x307EC10 - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 +0x0307ECA0 = b 0x0307ECB0 +0x0307ECD0 = b 0x0307ECE0 +0x0307ED00 = b 0x0307ED10 +0x0307ED30 = b 0x0307ED40 +0x0307ED60 = b 0x0307ED70 +0x0307ED90 = b 0x0307EDA0 +0x0307EDC0 = b 0x0307EDD0 +0x0307EDF0 = b 0x0307EE00 +0x0307EE20 = b 0x0307EE30 +[SonicBoom_UnlockPowerGlyphs_JP] +moduleMatches = 0x0D395735 ; (JP) ; Skip upgrade checks -0x307EA60 = b 0x307EA70 -0x307EA90 = b 0x307EAA0 -0x307EAC0 = b 0x307EAD0 -0x307EAF0 = b 0x307EB00 -0x307EB20 = b 0x307EB30 -0x307EB50 = b 0x307EB60 -0x307EB80 = b 0x307EB90 -0x307EBB0 = b 0x307EBC0 -0x307EBE0 = b 0x307EBF0 +0x0307E9DC = b 0x0307E9EC +0x0307EA0C = b 0x0307EA1C +0x0307EA3C = b 0x0307EA4C +0x0307EA6C = b 0x0307EA7C +0x0307EA9C = b 0x0307EAAC +0x0307EACC = b 0x0307EADC +0x0307EAFC = b 0x0307EB0C +0x0307EB2C = b 0x0307EB3C +0x0307EB5C = b 0x0307EB6C -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +[SonicBoom_UnlockPowerGlyphs_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +; Skip upgrade checks +0x0307EA60 = b 0x0307EA70 +0x0307EA90 = b 0x0307EAA0 +0x0307EAC0 = b 0x0307EAD0 +0x0307EAF0 = b 0x0307EB00 +0x0307EB20 = b 0x0307EB30 +0x0307EB50 = b 0x0307EB60 +0x0307EB80 = b 0x0307EB90 +0x0307EBB0 = b 0x0307EBC0 +0x0307EBE0 = b 0x0307EBF0 +[SonicBoom_UnlockPowerGlyphs_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) ; Skip upgrade checks -0x307E9DC = b 0x307E9EC -0x307EA0C = b 0x307EA1C -0x307EA3C = b 0x307EA4C -0x307EA6C = b 0x307EA7C -0x307EA9C = b 0x307EAAC -0x307EACC = b 0x307EADC -0x307EAFC = b 0x307EB0C -0x307EB2C = b 0x307EB3C -0x307EB5C = b 0x307EB6C +0x0307EA80 = b 0x0307EA90 +0x0307EAB0 = b 0x0307EAC0 +0x0307EAE0 = b 0x0307EAF0 +0x0307EB10 = b 0x0307EB20 +0x0307EB40 = b 0x0307EB50 +0x0307EB70 = b 0x0307EB80 +0x0307EBA0 = b 0x0307EBB0 +0x0307EBD0 = b 0x0307EBE0 +0x0307EC00 = b 0x0307EC10 -[WiiULauncher16] -moduleMatches = 0x113CC316 +[SonicBoom_UnlockPowerGlyphs_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) +; Skip upgrade checks +0x0307e8a4 = b 0x0307e8b4 +0x0307e8d4 = b 0x0307e8e4 +0x0307e904 = b 0x0307e914 +0x0307e934 = b 0x0307e944 +0x0307e964 = b 0x0307e974 +0x0307e994 = b 0x0307e9a4 +0x0307e9c4 = b 0x0307e9d4 +0x0307e9f4 = b 0x0307ea04 +0x0307ea24 = b 0x0307ea34 +[SonicBoom_UnlockPowerGlyphs_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) ; Skip upgrade checks -0x307ECA0 = b 0x307ECB0 -0x307ECD0 = b 0x307ECE0 -0x307ED00 = b 0x307ED10 -0x307ED30 = b 0x307ED40 -0x307ED60 = b 0x307ED70 -0x307ED90 = b 0x307EDA0 -0x307EDC0 = b 0x307EDD0 -0x307EDF0 = b 0x307EE00 -0x307EE20 = b 0x307EE30 \ No newline at end of file +0x0307e8bc = b 0x0307e8cc +0x0307e8ec = b 0x0307e8fc +0x0307e91c = b 0x0307e92c +0x0307e94c = b 0x0307e95c +0x0307e97c = b 0x0307e98c +0x0307e9ac = b 0x0307e9bc +0x0307e9dc = b 0x0307e9ec +0x0307ea0c = b 0x0307ea1c +0x0307ea3c = b 0x0307ea4c diff --git a/src/SonicBoomRiseOfLyric/Cheats/UnlockAllPowerGlyphs/rules.txt b/src/SonicBoomRiseOfLyric/Cheats/UnlockAllPowerGlyphs/rules.txt index 48af58b30..48c7354c1 100644 --- a/src/SonicBoomRiseOfLyric/Cheats/UnlockAllPowerGlyphs/rules.txt +++ b/src/SonicBoomRiseOfLyric/Cheats/UnlockAllPowerGlyphs/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Unlock All Power Glyphs path = "Sonic Boom: Rise of Lyric/Cheats/Unlock All Power Glyphs" -description = This patch unlocks all Power Glyphs.||NOTICE: if the Power Glyphs menu isn't available to you yet, pause and unpause the game to unlock it.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patch unlocks all Power Glyphs.||NOTICE: if the Power Glyphs menu isn't available to you yet, pause and unpause the game to unlock it.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Enhancements/DisableEventCameraShake/patch_DisableEventCameraShake.asm b/src/SonicBoomRiseOfLyric/Enhancements/DisableEventCameraShake/patch_DisableEventCameraShake.asm index 799ed5ef5..57e68275b 100644 --- a/src/SonicBoomRiseOfLyric/Enhancements/DisableEventCameraShake/patch_DisableEventCameraShake.asm +++ b/src/SonicBoomRiseOfLyric/Enhancements/DisableEventCameraShake/patch_DisableEventCameraShake.asm @@ -1,23 +1,20 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - -; Skip shake initialisation in CView::ProcessShakeNormal -0x2AEA96C = b 0x2AEAA0C - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 - +[SonicBoom_EventCameraShake_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Skip shake initialisation in CView::ProcessShakeNormal -0x2AEA94C = b 0x2AEA9EC +0x02AEA9A8 = b 0x02AEAA48 -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +[SonicBoom_EventCameraShake_JP] +moduleMatches = 0x0D395735 ; (JP) +0x02AEA988 = b 0x02AEAA28 -; Skip shake initialisation in CView::ProcessShakeNormal -0x2AEA988 = b 0x2AEAA28 +[SonicBoom_EventCameraShake_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x02AEA94C = b 0x02AEA9EC -[WiiULauncher16] -moduleMatches = 0x113CC316 +[SonicBoom_EventCameraShake_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +0x02AEA96C = b 0x02AEAA0C -; Skip shake initialisation in CView::ProcessShakeNormal -0x2AEA9A8 = b 0x2AEAA48 \ No newline at end of file +[SonicBoom_EventCameraShake_vDemo] +moduleMatches = 0xF8B127C5, 0x62EBE136 ; demo(EU/NA), demo(JP) +0x02aea968 = b 0x02aeaa08 diff --git a/src/SonicBoomRiseOfLyric/Enhancements/DisableEventCameraShake/rules.txt b/src/SonicBoomRiseOfLyric/Enhancements/DisableEventCameraShake/rules.txt index d1f048206..69b7d8a20 100644 --- a/src/SonicBoomRiseOfLyric/Enhancements/DisableEventCameraShake/rules.txt +++ b/src/SonicBoomRiseOfLyric/Enhancements/DisableEventCameraShake/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Disable Event Camera Shake path = "Sonic Boom: Rise of Lyric/Enhancements/Disable Event Camera Shake" -description = This patches out camera shake tied to events.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patches out camera shake tied to events.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Enhancements/DisablePlayerCameraShake/patch_DisablePlayerCameraShake.asm b/src/SonicBoomRiseOfLyric/Enhancements/DisablePlayerCameraShake/patch_DisablePlayerCameraShake.asm index 68363cbc0..46f9e0b3b 100644 --- a/src/SonicBoomRiseOfLyric/Enhancements/DisablePlayerCameraShake/patch_DisablePlayerCameraShake.asm +++ b/src/SonicBoomRiseOfLyric/Enhancements/DisablePlayerCameraShake/patch_DisablePlayerCameraShake.asm @@ -1,23 +1,24 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - +[SonicBoom_PlayerCameraShake_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Skip shake initialisation in CBrbGameCamera::InitializeCameraShakes -0x309CA08 = b 0x309CBE8 +0x0309CC28 = b 0x0309CE08 -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 +[SonicBoom_PlayerCameraShake_JP] +moduleMatches = 0x0D395735 ; (JP) +0x0309CA28 = b 0x0309CC08 -; Skip shake initialisation in CBrbGameCamera::InitializeCameraShakes -0x309CA70 = b 0x309CC50 +[SonicBoom_PlayerCameraShake_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x0309CA70 = b 0x0309CC50 -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +[SonicBoom_PlayerCameraShake_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +0x0309CA08 = b 0x0309CBE8 -; Skip shake initialisation in CBrbGameCamera::InitializeCameraShakes -0x309CA28 = b 0x309CC08 +[SonicBoom_PlayerCameraShake_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) +0x0309c8e4 = b 0x0309cac4 -[WiiULauncher16] -moduleMatches = 0x113CC316 - -; Skip shake initialisation in CBrbGameCamera::InitializeCameraShakes -0x309CC28 = b 0x309CE08 \ No newline at end of file +[SonicBoom_PlayerCameraShake_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) +0x0309c908 = b 0x0309cae8 diff --git a/src/SonicBoomRiseOfLyric/Enhancements/DisablePlayerCameraShake/rules.txt b/src/SonicBoomRiseOfLyric/Enhancements/DisablePlayerCameraShake/rules.txt index c42150b67..fb7530194 100644 --- a/src/SonicBoomRiseOfLyric/Enhancements/DisablePlayerCameraShake/rules.txt +++ b/src/SonicBoomRiseOfLyric/Enhancements/DisablePlayerCameraShake/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Disable Player Camera Shake path = "Sonic Boom: Rise of Lyric/Enhancements/Disable Player Camera Shake" -description = This patches out camera shake tied to player movement.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patches out camera shake tied to player movement.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Enhancements/DisableSSAO/patch_DisableSSAO.asm b/src/SonicBoomRiseOfLyric/Enhancements/DisableSSAO/patch_DisableSSAO.asm index ceb84ee9f..fe7e5bef7 100644 --- a/src/SonicBoomRiseOfLyric/Enhancements/DisableSSAO/patch_DisableSSAO.asm +++ b/src/SonicBoomRiseOfLyric/Enhancements/DisableSSAO/patch_DisableSSAO.asm @@ -1,23 +1,20 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - -; Skip SSAO parameter call -0x2E966AC = b 0x2E966E8 - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 - +[SonicBoom_SSAO_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Skip SSAO parameter call -0x2E9668C = b 0x2E966C8 +0x02E966E4 = b 0x02E96720 -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +[SonicBoom_SSAO_JP] +moduleMatches = 0x0D395735 ; (JP) +0x02E96448 = b 0x02E96484 -; Skip SSAO parameter call -0x2E96448 = b 0x2E96484 +[SonicBoom_SSAO_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x02E9668C = b 0x02E966C8 -[WiiULauncher16] -moduleMatches = 0x113CC316 +[SonicBoom_SSAO_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +0x02E966AC = b 0x02E966E8 -; Skip SSAO parameter call -0x2E966E4 = b 0x2E96720 \ No newline at end of file +[SonicBoom_SSAO_vDemo] +moduleMatches = 0xF8B127C5, 0x62EBE136 ; demo(EU/NA), demo(JP) +0x02E96328 = b 0x02E96364 diff --git a/src/SonicBoomRiseOfLyric/Enhancements/DisableSSAO/rules.txt b/src/SonicBoomRiseOfLyric/Enhancements/DisableSSAO/rules.txt index 8a5b12834..04f27eba1 100644 --- a/src/SonicBoomRiseOfLyric/Enhancements/DisableSSAO/rules.txt +++ b/src/SonicBoomRiseOfLyric/Enhancements/DisableSSAO/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Disable SSAO path = "Sonic Boom: Rise of Lyric/Enhancements/Disable SSAO" -description = This patches out Screen Space Ambient Occlusion globally.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patches out Screen Space Ambient Occlusion globally.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Graphics/rules.txt b/src/SonicBoomRiseOfLyric/Graphics/rules.txt index 365663655..3c6cb7914 100644 --- a/src/SonicBoomRiseOfLyric/Graphics/rules.txt +++ b/src/SonicBoomRiseOfLyric/Graphics/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Graphic Options path = "Sonic Boom: Rise of Lyric/Graphics" -description = Allows you to change the game's TV resolution, gamepad resolution, shadow quality and anisotropic filtering quality.||Made by M&&M. -version = 6 +description = Allows you to change the game's TV resolution, gamepad resolution, shadow quality and anisotropic filtering quality.|Made by M&&M. +#Credits: M&&M +version = 7 [Default] $width = 1280 @@ -21,72 +22,72 @@ $anisotropy = 1 # TV Resolution [Preset] -category = TV Resolution +category = TV Resolution: name = 320x180 $width = 320 $height = 180 [Preset] -category = TV Resolution +category = TV Resolution: name = 640x360 $width = 640 $height = 360 [Preset] -category = TV Resolution +category = TV Resolution: name = 854x480 $width = 854 $height = 480 [Preset] -category = TV Resolution +category = TV Resolution: name = 960x540 $width = 960 $height = 540 [Preset] -category = TV Resolution +category = TV Resolution: name = 1280x720 default = 1 [Preset] -category = TV Resolution +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 [Preset] -category = TV Resolution +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 [Preset] -category = TV Resolution +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 [Preset] -category = TV Resolution +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 [Preset] -category = TV Resolution +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 [Preset] -category = TV Resolution +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 @@ -95,72 +96,72 @@ $height = 4320 # Gamepad Resolution [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 320x180 $padWidth = 320 $padHeight = 180 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 640x360 $padWidth = 640 $padHeight = 360 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 854x480 default = 1 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 960x540 $padWidth = 960 $padHeight = 540 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1280x720 $padWidth = 1280 $padHeight = 720 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1600x900 $padWidth = 1600 $padHeight = 900 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1920x1080 $padWidth = 1920 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 2560x1440 $padWidth = 2560 $padHeight = 1440 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3200x1800 $padWidth = 3200 $padHeight = 1800 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3840x2160 $padWidth = 3840 $padHeight = 2160 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 5120x2880 $padWidth = 5120 $padHeight = 2880 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 7680x4320 $padWidth = 7680 $padHeight = 4320 @@ -168,57 +169,61 @@ $padHeight = 4320 # Shadow Quality [Preset] -name = Low -category = Shadow Quality +name = Low (50%) +category = Shadow Quality: $shadowQuality = 0.5 [Preset] -name = Medium -category = Shadow Quality +name = Medium (100%, Default) +category = Shadow Quality: default = 1 [Preset] -name = High -category = Shadow Quality +name = High (200%) +category = Shadow Quality: $shadowQuality = 2 [Preset] -name = Ultra -category = Shadow Quality +name = Ultra (300%) +category = Shadow Quality: $shadowQuality = 3 [Preset] -name = Extreme -category = Shadow Quality +name = Extreme (400%) +category = Shadow Quality: $shadowQuality = 4 # Anisotropic Filtering Quality [Preset] -name = 1x -category = Anisotropic Filtering Quality +name = 1x (Default) +category = Anisotropic Filtering Quality: default = 1 [Preset] name = 2x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 2 [Preset] name = 4x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 4 [Preset] name = 8x -category = Anisotropic Filtering Quality +category = Anisotropic Filtering Quality: $anisotropy = 8 [Preset] -name = 16x -category = Anisotropic Filtering Quality +name = 16x (Recommended) +category = Anisotropic Filtering Quality: $anisotropy = 16 +[Preset] +name = 32x (Overkill) +category = Anisotropic Filtering Quality: +$anisotropy = 32 # Anisotropic Filtering diff --git a/src/SonicBoomRiseOfLyric/Mods/DebugMode/patch_BRBDebug.asm b/src/SonicBoomRiseOfLyric/Mods/DebugMode/patch_BRBDebug.asm index 4f3e4e2b1..69df08b86 100644 --- a/src/SonicBoomRiseOfLyric/Mods/DebugMode/patch_BRBDebug.asm +++ b/src/SonicBoomRiseOfLyric/Mods/DebugMode/patch_BRBDebug.asm @@ -1,47 +1,58 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - -; Enable sys_brbdebug +[SonicBoom_DebugMode_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) .origin = codecave -brbdebug: +; Enable sys_brbdebug +_brbdebug: li r5, 1 bctrl -b 0x2C9B978 +b 0x02C9B9B0 -0x2C9B974 = b brbdebug +0x02C9B9AC = b _brbdebug -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 -; Enable sys_brbdebug +[SonicBoom_DebugMode_JP] +moduleMatches = 0x0D395735 ; (JP) .origin = codecave -brbdebug: +; Enable sys_brbdebug +_brbdebug: li r5, 1 bctrl -b 0x2C9B958 +b 0x02C9B990 -0x2C9B954 = b brbdebug +0x02C9B98C = b _brbdebug -[WiiULauncher0JP] -moduleMatches = 0x0D395735 -; Enable sys_brbdebug +[SonicBoom_DebugMode_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) .origin = codecave -brbdebug: +; Enable sys_brbdebug +_brbdebug: li r5, 1 bctrl -b 0x2C9B990 +b 0x02C9B958 -0x2C9B98C = b brbdebug +0x02C9B954 = b _brbdebug -[WiiULauncher16] -moduleMatches = 0x113CC316 +[SonicBoom_DebugMode_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +.origin = codecave ; Enable sys_brbdebug +_brbdebug: +li r5, 1 +bctrl +b 0x02C9B978 + +0x02C9B974 = b _brbdebug + + +[SonicBoom_DebugMode_vDemo] +moduleMatches = 0xF8B127C5, 0x62EBE136 ; demo(EU/NA), demo(JP) .origin = codecave -brbdebug: +; Enable sys_brbdebug +_brbdebug: li r5, 1 bctrl -b 0x2C9B9B0 +b 0x02c9b970 -0x2C9B9AC = b brbdebug +0x02c9b96c = b _brbdebug diff --git a/src/SonicBoomRiseOfLyric/Mods/DebugMode/rules.txt b/src/SonicBoomRiseOfLyric/Mods/DebugMode/rules.txt index 6b7c307f3..5a27646ce 100644 --- a/src/SonicBoomRiseOfLyric/Mods/DebugMode/rules.txt +++ b/src/SonicBoomRiseOfLyric/Mods/DebugMode/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Debug Mode path = "Sonic Boom: Rise of Lyric/Mods/Debug Mode" description = This patch enables the game's debug mode, including a level select on the main menu.||WARNING: Dev Level Select will overwrite your save data! Use at your own risk.||Made by M&&M and HyperBE32. -version = 6 +#Credits: M&&M, HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Mods/DisableHUD/patch_DisableHUD.asm b/src/SonicBoomRiseOfLyric/Mods/DisableHUD/patch_DisableHUD.asm index b6a865c35..008c7527d 100644 --- a/src/SonicBoomRiseOfLyric/Mods/DisableHUD/patch_DisableHUD.asm +++ b/src/SonicBoomRiseOfLyric/Mods/DisableHUD/patch_DisableHUD.asm @@ -1,59 +1,45 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - -; Skip flag override in BRB_HUDManager::HUD_Enable if second argument is not zero -0x306E9AC = nop - -; Skip BigRedButton::subtitle_show -0x307C290 = blr - -; Skip CBrbAICompanion::show_picon -0x31FECB4 = blr - -; Skip CbrbObjectiveMarker::Enable -0x331B88C = blr - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 - +[SonicBoom_DisableHUD_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Skip flag override in BRB_HUDManager::HUD_Enable if second argument is not zero -0x306E98C = nop - +0x0306EA78 = nop ; Skip BigRedButton::subtitle_show -0x307C270 = blr - +0x0307C4B0 = blr ; Skip CBrbAICompanion::show_picon -0x31FED4C = blr - -; Skip CbrbObjectiveMarker::Enable -0x331B924 = blr - -[WiiULauncher0JP] -moduleMatches = 0x0D395735 - -; Skip flag override in BRB_HUDManager::HUD_Enable if second argument is not zero -0x306E82C = nop - -; Skip BigRedButton::subtitle_show -0x307C1EC = blr - -; Skip CBrbAICompanion::show_picon -0x31FEEF8 = blr - -; Skip CbrbObjectiveMarker::Enable -0x331BC08 = blr - -[WiiULauncher16] -moduleMatches = 0x113CC316 - -; Skip flag override in BRB_HUDManager::HUD_Enable if second argument is not zero -0x306EA78 = nop - -; Skip BigRedButton::subtitle_show -0x307C4B0 = blr - -; Skip CBrbAICompanion::show_picon -0x31FEF34 = blr - +0x031FEF34 = blr ; Skip CbrbObjectiveMarker::Enable -0x331BCE4 = blr \ No newline at end of file +0x0331BCE4 = blr + +[SonicBoom_DisableHUD_JP] +moduleMatches = 0x0D395735 ; (JP) +0x0306E82C = nop +0x0307C1EC = blr +0x031FEEF8 = blr +0x0331BC08 = blr + +[SonicBoom_DisableHUD_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x0306E98C = nop +0x0307C270 = blr +0x031FED4C = blr +0x0331B924 = blr + +[SonicBoom_DisableHUD_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +0x0306E9AC = nop +0x0307C290 = blr +0x031FECB4 = blr +0x0331B88C = blr + +[SonicBoom_DisableHUD_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) +0x0306e704 = nop +0x0307c0b4 = blr +0x031fec40 = blr +0x0331b8d8 = blr + +[SonicBoom_DisableHUD_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) +0x0306e71c = nop +0x0307c0cc = blr +0x031fedd8 = blr +0x0331bae8 = blr diff --git a/src/SonicBoomRiseOfLyric/Mods/DisableHUD/rules.txt b/src/SonicBoomRiseOfLyric/Mods/DisableHUD/rules.txt index 99fb76470..eb8c862e3 100644 --- a/src/SonicBoomRiseOfLyric/Mods/DisableHUD/rules.txt +++ b/src/SonicBoomRiseOfLyric/Mods/DisableHUD/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Disable HUD path = "Sonic Boom: Rise of Lyric/Mods/Disable HUD" -description = This patches out the heads-up display - including: player markers, objective markers and subtitles.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patches out the heads-up display - including: player markers, objective markers and subtitles.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Mods/DisableIntroLogos/patch_DisableIntroLogos.asm b/src/SonicBoomRiseOfLyric/Mods/DisableIntroLogos/patch_DisableIntroLogos.asm index 41f559b0f..da904c394 100644 --- a/src/SonicBoomRiseOfLyric/Mods/DisableIntroLogos/patch_DisableIntroLogos.asm +++ b/src/SonicBoomRiseOfLyric/Mods/DisableIntroLogos/patch_DisableIntroLogos.asm @@ -1,35 +1,41 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - +[SonicBoom_SkipLogos_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Jump to title from Japanese video -0x34BA068 = b 0x34BA2C8 - +0x034BA4B8 = b 0x034BA760 ; Jump to title from English video -0x34BA074 = b 0x34BA2C8 - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 +0x034BA4C4 = b 0x034BA760 +[SonicBoom_SkipLogos_JP] +moduleMatches = 0x0D395735 ; (JP) ; Jump to title from Japanese video -0x34BA0F0 = b 0x34BA350 - +0x034BA430 = b 0x034BA690 ; Jump to title from English video -0x34BA0FC = b 0x34BA350 - -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +0x034BA43C = b 0x034BA690 +[SonicBoom_SkipLogos_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) ; Jump to title from Japanese video -0x34BA430 = b 0x34BA690 - +0x034BA0F0 = b 0x034BA350 ; Jump to title from English video -0x34BA43C = b 0x34BA690 +0x034BA0FC = b 0x034BA350 -[WiiULauncher16] -moduleMatches = 0x113CC316 +[SonicBoom_SkipLogos_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +; Jump to title from Japanese video +0x034BA068 = b 0x034BA2C8 +; Jump to title from English video +0x034BA074 = b 0x034BA2C8 +[SonicBoom_SkipLogos_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) ; Jump to title from Japanese video -0x34BA4B8 = b 0x34BA760 +0x034ba134 = b 0x034ba394 +; Jump to title from English video +0x034ba140 = b 0x034ba394 +[SonicBoom_SkipLogos_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) +; Jump to title from Japanese video +0x034ba310 = b 0x034ba570 ; Jump to title from English video -0x34BA4C4 = b 0x34BA760 \ No newline at end of file +0x034ba31c = b 0x034ba570 diff --git a/src/SonicBoomRiseOfLyric/Mods/DisableIntroLogos/rules.txt b/src/SonicBoomRiseOfLyric/Mods/DisableIntroLogos/rules.txt index f284d57c8..a460959af 100644 --- a/src/SonicBoomRiseOfLyric/Mods/DisableIntroLogos/rules.txt +++ b/src/SonicBoomRiseOfLyric/Mods/DisableIntroLogos/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Disable Intro Logos path = "Sonic Boom: Rise of Lyric/Mods/Disable Intro Logos" -description = This patches out the intro logos at the beginning of the game.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patches out the intro logos at the beginning of the game.|Made by HyperBE32. +#Credits: HyperBE32. +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Mods/DisableVersionString/patch_DisableVersionString.asm b/src/SonicBoomRiseOfLyric/Mods/DisableVersionString/patch_DisableVersionString.asm index d19b2d74d..7bb31a588 100644 --- a/src/SonicBoomRiseOfLyric/Mods/DisableVersionString/patch_DisableVersionString.asm +++ b/src/SonicBoomRiseOfLyric/Mods/DisableVersionString/patch_DisableVersionString.asm @@ -1,5 +1,4 @@ -[WiiULauncher16] -moduleMatches = 0x113CC316 - +[SonicBoom_VersionString_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Overwrite version string with null -0x102EBF14 = .string "" \ No newline at end of file +0x102EBF14 = .string "" diff --git a/src/SonicBoomRiseOfLyric/Mods/DisableVersionString/rules.txt b/src/SonicBoomRiseOfLyric/Mods/DisableVersionString/rules.txt index 23c663473..eedf0de00 100644 --- a/src/SonicBoomRiseOfLyric/Mods/DisableVersionString/rules.txt +++ b/src/SonicBoomRiseOfLyric/Mods/DisableVersionString/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800 name = Disable Version String path = "Sonic Boom: Rise of Lyric/Mods/Disable Version String" -description = This patches out the version string that lingers around at the top-left of the screen.||Made by HyperBE32. -version = 6 \ No newline at end of file +description = This patches out the version string that lingers around at the top-left of the screen.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Mods/FixPauseStateReset/patch_FixPauseStateReset.asm b/src/SonicBoomRiseOfLyric/Mods/FixPauseStateReset/patch_FixPauseStateReset.asm index 8d4451cea..da4a84eb8 100644 --- a/src/SonicBoomRiseOfLyric/Mods/FixPauseStateReset/patch_FixPauseStateReset.asm +++ b/src/SonicBoomRiseOfLyric/Mods/FixPauseStateReset/patch_FixPauseStateReset.asm @@ -1,23 +1,24 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - +[SonicBoom_PauseStateFix_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Skip CBrbAICompanion::ForceIdle subroutine -0x306EBA0 = nop +0x0306EDBC = nop -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 +[SonicBoom_PauseStateFix_JP] +moduleMatches = 0x0D395735 ; (JP) +0x0306EA30 = nop -; Skip CBrbAICompanion::ForceIdle subroutine -0x306EB80 = nop +[SonicBoom_PauseStateFix_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x0306EB80 = nop -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +[SonicBoom_PauseStateFix_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +0x0306EBA0 = nop -; Skip CBrbAICompanion::ForceIdle subroutine -0x306EA30 = nop +[SonicBoom_PauseStateFix_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) +0x0306e8f8 = nop -[WiiULauncher16] -moduleMatches = 0x113CC316 - -; Skip CBrbAICompanion::ForceIdle subroutine -0x306EDBC = nop \ No newline at end of file +[SonicBoom_PauseStateFix_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) +0x0306e910 = nop diff --git a/src/SonicBoomRiseOfLyric/Mods/FixPauseStateReset/rules.txt b/src/SonicBoomRiseOfLyric/Mods/FixPauseStateReset/rules.txt index dddea707b..a003576ed 100644 --- a/src/SonicBoomRiseOfLyric/Mods/FixPauseStateReset/rules.txt +++ b/src/SonicBoomRiseOfLyric/Mods/FixPauseStateReset/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Fix Pause State Reset path = "Sonic Boom: Rise of Lyric/Mods/Fix Pause State Reset" -description = This patches out an issue where all players' states reset to idle after unpausing the game.|This fixes the infamous Knuckles infinite jump glitch.||Made by HyperBE32. -version = 6 +description = This patches out an issue where all player's states reset to idle after unpausing the game.|This fixes the infamous Knuckles infinite jump glitch.|Made by HyperBE32. +#Credits: HyperBE32 +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Mods/ForceAltCostumes/patch_ForceAltCostumes.asm b/src/SonicBoomRiseOfLyric/Mods/ForceAltCostumes/patch_ForceAltCostumes.asm index 05dcbefac..8dd770ce9 100644 --- a/src/SonicBoomRiseOfLyric/Mods/ForceAltCostumes/patch_ForceAltCostumes.asm +++ b/src/SonicBoomRiseOfLyric/Mods/ForceAltCostumes/patch_ForceAltCostumes.asm @@ -1,53 +1,57 @@ +[SonicBoom_ForceAltConstume_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) +; patch AltSkinsAvailable read +0x034BB354 = li r3, 0x1 +0x034BEE04 = li r3, 0x1 +0x034BEE70 = li r3, 0x1 +; patch AltSkinsActive read +0x034C88A8 = li r3, 0x1 ; AltSkinsAvailable read ; 81 9c ?? fc 80 6c 00 98 81 83 00 00 81 8c 01 0c - ; AltSkinsActive read ; 38 a0 00 00 4b ff ff 19 7c 7f 1b 78 - -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - +[SonicBoom_ForceAltConstume_JP] +moduleMatches = 0x0D395735 ; (JP) ; patch AltSkinsAvailable read -0x34BAEBC = li r3, 0x1 -0x34BE938 = li r3, 0x1 -0x34BE9B4 = li r3, 0x1 - +0x034BB2A4 = li r3, 0x1 +0x034BED48 = li r3, 0x1 +0x034BEDB4 = li r3, 0x1 ; patch AltSkinsActive read -0x34C83DC = li r3, 0x01 - - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 +0x034C884C = li r3, 0x01 +[SonicBoom_ForceAltConstume_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) ; patch AltSkinsAvailable read -0x34BAF58 = li r3, 0x1 -0x34BE9EC = li r3, 0x1 -0x34BEA58 = li r3, 0x1 - +0x034BAF58 = li r3, 0x1 +0x034BE9EC = li r3, 0x1 +0x034BEA58 = li r3, 0x1 ; patch AltSkinsActive read -0x34C8490 = li r3, 0x1 - - -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +0x034C8490 = li r3, 0x1 +[SonicBoom_ForceAltConstume_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) ; patch AltSkinsAvailable read -0x34BB2A4 = li r3, 0x1 -0x34BED48 = li r3, 0x1 -0x34BEDB4 = li r3, 0x1 - +0x034BAEBC = li r3, 0x1 +0x034BE938 = li r3, 0x1 +0x034BE9B4 = li r3, 0x1 ; patch AltSkinsActive read -0x34C884C = li r3, 0x01 - - -[WiiULauncher16] -moduleMatches = 0x113CC316 +0x034C83DC = li r3, 0x01 +[SonicBoom_ForceAltConstume_vDemo] +moduleMatches = 0xF8B127C5 ; demo(EU/NA) ; patch AltSkinsAvailable read -0x34BB354 = li r3, 0x1 -0x34BEE04 = li r3, 0x1 -0x34BEE70 = li r3, 0x1 +0x034bafa8 = li r3, 0x1 +0x034bea58 = li r3, 0x1 +0x034beac4 = li r3, 0x1 +; patch AltSkinsActive read +0x034c8554 = li r3, 0x01 +[SonicBoom_ForceAltConstume_JPvDemo] +moduleMatches = 0x62EBE136 ; demo(JP) +; patch AltSkinsAvailable read +0x034bb184 = li r3, 0x1 +0x034bec28 = li r3, 0x1 +0x034bec94 = li r3, 0x1 ; patch AltSkinsActive read -0x34C88A8 = li r3, 0x1 +0x034c872c = li r3, 0x01 diff --git a/src/SonicBoomRiseOfLyric/Mods/ForceAltCostumes/rules.txt b/src/SonicBoomRiseOfLyric/Mods/ForceAltCostumes/rules.txt index 2e8f5f937..01958281a 100644 --- a/src/SonicBoomRiseOfLyric/Mods/ForceAltCostumes/rules.txt +++ b/src/SonicBoomRiseOfLyric/Mods/ForceAltCostumes/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Force Alt Costumes path = "Sonic Boom: Rise of Lyric/Mods/Force Alt Costumes" -description = Force the use of alternative costumes (glowing outfits).||Turn this mod off to disable them. In-game settings won't take effect.||Made by kizer. -version = 6 +description = Force the use of alternative costumes (glowing outfits).|Made by kizer. +#Credits: kizer +version = 7 diff --git a/src/SonicBoomRiseOfLyric/Mods/UncappedFramerate/patch_UnlimitFramerate.asm b/src/SonicBoomRiseOfLyric/Mods/UncappedFramerate/patch_UnlimitFramerate.asm index 04b9b6a26..178e899cf 100644 --- a/src/SonicBoomRiseOfLyric/Mods/UncappedFramerate/patch_UnlimitFramerate.asm +++ b/src/SonicBoomRiseOfLyric/Mods/UncappedFramerate/patch_UnlimitFramerate.asm @@ -1,23 +1,20 @@ -[WiiULauncher0US] -moduleMatches = 0x90DAC5CE - -; Unconditionally branch DriverD3D::LimitFramerate immediately -0x2E47110 = blr - -[WiiULauncher0EU] -moduleMatches = 0x8F7D2702 - +[SonicBoom_UncapFPS_v16] +moduleMatches = 0x113CC316 ; v16(EU/NA) ; Unconditionally branch DriverD3D::LimitFramerate immediately -0x2E470F0 = blr +0x02E47148 = blr -[WiiULauncher0JP] -moduleMatches = 0x0D395735 +[SonicBoom_UncapFPS_JP] +moduleMatches = 0x0D395735 ; (JP) +0x02E46EAC = blr -; Unconditionally branch DriverD3D::LimitFramerate immediately -0x2E46EAC = blr +[SonicBoom_UncapFPS_EUv0] +moduleMatches = 0x8F7D2702 ; v0(EU) +0x02E470F0 = blr -[WiiULauncher16] -moduleMatches = 0x113CC316 +[SonicBoom_UncapFPS_NAv0] +moduleMatches = 0x90DAC5CE ; v0(NA) +0x02E47110 = blr -; Unconditionally branch DriverD3D::LimitFramerate immediately -0x2E47148 = blr +[SonicBoom_UncapFPS_vDemo] +moduleMatches = 0xF8B127C5, 0x62EBE136 ; demo(EU/NA), demo(JP) +0x02E46D8C = blr diff --git a/src/SonicBoomRiseOfLyric/Mods/UncappedFramerate/rules.txt b/src/SonicBoomRiseOfLyric/Mods/UncappedFramerate/rules.txt index 5b249b9af..86754446d 100644 --- a/src/SonicBoomRiseOfLyric/Mods/UncappedFramerate/rules.txt +++ b/src/SonicBoomRiseOfLyric/Mods/UncappedFramerate/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010175B00,0005000010177800,0005000010191F00 +titleIds = 0005000010175B00,0005000010177800,0005000010191F00,0005000210175B01,0005000210177801,0005000210191F01 name = Uncapped Framerate path = "Sonic Boom: Rise of Lyric/Mods/Uncapped Framerate" -description = This patches out the framerate cap that the game has in place.|Some gameplay issues may occur past 60FPS.||Made by M&&M. -version = 6 +description = This patches out the framerate cap that the game has in place.|Some gameplay issues may occur past 60FPS.|Made by M&&M. +#Credits: M&&M +version = 7 [Default] $fpsLimit = 60 diff --git a/src/SonicLostWorld/Graphics/2fc311c50a4dc0cc_0000000000000000_vs.txt b/src/SonicLostWorld/Graphics/2fc311c50a4dc0cc_0000000000000000_vs.txt index 3a38e04ff..84158b4b3 100644 --- a/src/SonicLostWorld/Graphics/2fc311c50a4dc0cc_0000000000000000_vs.txt +++ b/src/SonicLostWorld/Graphics/2fc311c50a4dc0cc_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 2fc311c50a4dc0cc diff --git a/src/SonicLostWorld/Graphics/384f98693cb9e56d_0000000000000000_vs.txt b/src/SonicLostWorld/Graphics/384f98693cb9e56d_0000000000000000_vs.txt index 66f759973..f1ba109de 100644 --- a/src/SonicLostWorld/Graphics/384f98693cb9e56d_0000000000000000_vs.txt +++ b/src/SonicLostWorld/Graphics/384f98693cb9e56d_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 384f98693cb9e56d diff --git a/src/SonicLostWorld/Graphics/384f98696d1a276d_0000000000000000_vs.txt b/src/SonicLostWorld/Graphics/384f98696d1a276d_0000000000000000_vs.txt index d44fc1096..18742a2f1 100644 --- a/src/SonicLostWorld/Graphics/384f98696d1a276d_0000000000000000_vs.txt +++ b/src/SonicLostWorld/Graphics/384f98696d1a276d_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 384f98696d1a276d diff --git a/src/SonicLostWorld/Graphics/3952c3a52c87c267_0000000000000000_vs.txt b/src/SonicLostWorld/Graphics/3952c3a52c87c267_0000000000000000_vs.txt index fa3e4ccc7..76d1f93d0 100644 --- a/src/SonicLostWorld/Graphics/3952c3a52c87c267_0000000000000000_vs.txt +++ b/src/SonicLostWorld/Graphics/3952c3a52c87c267_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 3952c3a52c87c267 diff --git a/src/SonicLostWorld/Graphics/419dbf0ca38aa719_0000000000000000_vs.txt b/src/SonicLostWorld/Graphics/419dbf0ca38aa719_0000000000000000_vs.txt index 15fcc706d..990735f44 100644 --- a/src/SonicLostWorld/Graphics/419dbf0ca38aa719_0000000000000000_vs.txt +++ b/src/SonicLostWorld/Graphics/419dbf0ca38aa719_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 419dbf0ca38aa719 diff --git a/src/SonicLostWorld/Graphics/58cf1eb8946f4b3c_0000000000000079_ps.txt b/src/SonicLostWorld/Graphics/58cf1eb8946f4b3c_0000000000000079_ps.txt index bbaa7c18e..ccd60d2f1 100644 --- a/src/SonicLostWorld/Graphics/58cf1eb8946f4b3c_0000000000000079_ps.txt +++ b/src/SonicLostWorld/Graphics/58cf1eb8946f4b3c_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/SonicLostWorld/Graphics/79183302695ea935_0000000000000079_ps.txt b/src/SonicLostWorld/Graphics/79183302695ea935_0000000000000079_ps.txt index 11ed02fbb..e9e09e416 100644 --- a/src/SonicLostWorld/Graphics/79183302695ea935_0000000000000079_ps.txt +++ b/src/SonicLostWorld/Graphics/79183302695ea935_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/SonicLostWorld/Graphics/92e5b6dffd1d9b9b_0000000000000079_ps.txt b/src/SonicLostWorld/Graphics/92e5b6dffd1d9b9b_0000000000000079_ps.txt index d2a14fa42..5107fe264 100644 --- a/src/SonicLostWorld/Graphics/92e5b6dffd1d9b9b_0000000000000079_ps.txt +++ b/src/SonicLostWorld/Graphics/92e5b6dffd1d9b9b_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/SonicLostWorld/Graphics/a455fc196032912c_0000000000000079_ps.txt b/src/SonicLostWorld/Graphics/a455fc196032912c_0000000000000079_ps.txt index dcfbeed72..2772babe9 100644 --- a/src/SonicLostWorld/Graphics/a455fc196032912c_0000000000000079_ps.txt +++ b/src/SonicLostWorld/Graphics/a455fc196032912c_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/SonicLostWorld/Graphics/patch_resolution.asm b/src/SonicLostWorld/Graphics/patch_resolution.asm new file mode 100644 index 000000000..bfd61cbb7 --- /dev/null +++ b/src/SonicLostWorld/Graphics/patch_resolution.asm @@ -0,0 +1,7 @@ +[SonicLostWolrd_Resolution] +moduleMatches = 0xC5691A40, 0x7FE07429 ; v48(EU/NA/JP), v0(EU/NA/JP) +0x100057B0 = .float $width/$height + +[SonicLostWolrd_Resolution_vDemo] +moduleMatches = 0xCA1DA800 ; demo(EU/NA/JP) +0x10004B68 = .float $width/$height diff --git a/src/SonicLostWorld/Graphics/rules.txt b/src/SonicLostWorld/Graphics/rules.txt index 8d23880e5..14ea4a35b 100644 --- a/src/SonicLostWorld/Graphics/rules.txt +++ b/src/SonicLostWorld/Graphics/rules.txt @@ -1,9 +1,10 @@ [Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 +titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210135701,000500021012B101,0005000210128F01 name = Graphic Options path = "Sonic Lost World/Graphics" -description = Allows you to change the game's TV resolution, gamepad resolution and anisotropic filtering quality.||Made by M&&M. -version = 6 +description = Allows you to change the game's TV resolution, gamepad resolution and anisotropic filtering quality.|Made by M&&M. +#Credits: M&&M +version = 7 [Default] $width = 1280 @@ -280,7 +281,7 @@ $anisotropy = 8 name = 16x category = Anisotropic Filtering Quality $anisotropy = 16 - + # Anisotropic Filtering diff --git a/src/SonicLostWorld/Mods/60FPSMultiplayer/patch_multiplayerfps.asm b/src/SonicLostWorld/Mods/60FPSMultiplayer/patch_multiplayerfps.asm new file mode 100644 index 000000000..b49c84787 --- /dev/null +++ b/src/SonicLostWorld/Mods/60FPSMultiplayer/patch_multiplayerfps.asm @@ -0,0 +1,11 @@ +[SonicLostWolrd_MultiplayerFPS_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) +0x02AF144C = li r4, 1 + +[SonicLostWolrd_MultiplayerFPS_v0] +moduleMatches = 0x7FE07429 ; v0(EU/NA/JP) +0x02A56AF8 = li r4, 1 + +[SonicLostWolrd_MultiplayerFPS_vDemo] +moduleMatches = 0xCA1DA800 ; demo(EU/NA/JP) +0x029D78DC = li r4, 1 diff --git a/src/SonicLostWorld/Mods/60FPSMultiplayer/rules.txt b/src/SonicLostWorld/Mods/60FPSMultiplayer/rules.txt index 6d19e4da5..4a1f61143 100644 --- a/src/SonicLostWorld/Mods/60FPSMultiplayer/rules.txt +++ b/src/SonicLostWorld/Mods/60FPSMultiplayer/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 +titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210135701,000500021012B101,0005000210128F01 name = 60FPS Two-Player Race path = "Sonic Lost World/Mods/60FPS 2P Race" -description = Patches out the 30FPS lock from the two-player race mode.||Made by M&&M. -version = 6 +description = Patches out the 30FPS lock from the two-player race mode.|Made by M&&M. +#Credits: M&&M +version = 7 diff --git a/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicSetup.asm b/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicSetup.asm index 3489857e4..f4fdf7596 100644 --- a/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicSetup.asm +++ b/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicSetup.asm @@ -1,5 +1,5 @@ -[sonic2013_v48] -moduleMatches = 0xC5691A40 +[SonicLostWolrd_LinkSonicSetup_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) 0x026D285C = GetPackFile: 0x026D28E4 = GetModelResource: diff --git a/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicStage.asm b/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicStage.asm index e999fa064..9a5e070b4 100644 --- a/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicStage.asm +++ b/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicStage.asm @@ -1,5 +1,5 @@ -[sonic2013_v48] -moduleMatches = 0xC5691A40 +[SonicLostWolrd_LinkSonicStage_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) ; load Linksonic on top of Sonic 0x02A60414 = nop diff --git a/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicWorldMap.asm b/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicWorldMap.asm index 0380fca35..5d4c04c24 100644 --- a/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicWorldMap.asm +++ b/src/SonicLostWorld/Mods/LinkSonicEverywhere/patch_LinksonicWorldMap.asm @@ -1,6 +1,5 @@ -[sonic2013_v48] -moduleMatches = 0xC5691A40 - +[SonicLostWolrd_LinkSonicWorldMap_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) .origin = codecave ; app::WorldAreaMapInfo::Load diff --git a/src/SonicLostWorld/Mods/LinkSonicEverywhere/rules.txt b/src/SonicLostWorld/Mods/LinkSonicEverywhere/rules.txt index 83aa7566d..6b4b87f47 100644 --- a/src/SonicLostWorld/Mods/LinkSonicEverywhere/rules.txt +++ b/src/SonicLostWorld/Mods/LinkSonicEverywhere/rules.txt @@ -3,4 +3,5 @@ titleIds = 0005000010135700,000500001012B100,0005000010128F00 name = Link Sonic Everywhere path = "Sonic Lost World/Mods/Link Sonic Everywhere" description = Allows you to play as Link Sonic from The Legend of Zelda Zone in every stage.|Requires the 'The Legend of Zelda Zone' DLC to be installed.||Made by DeaTh and M&&M. -version = 6 +#Credits: DeaTh, M&&M +version = 7 diff --git a/src/SonicLostWorld/Mods/NoMusic/patch_NoMusic.asm b/src/SonicLostWorld/Mods/NoMusic/patch_NoMusic.asm new file mode 100644 index 000000000..d793840b0 --- /dev/null +++ b/src/SonicLostWorld/Mods/NoMusic/patch_NoMusic.asm @@ -0,0 +1,11 @@ +[SonicLostWolrd_NoMusic_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) +0x021B7FB8 = blr + +[SonicLostWolrd_NoMusic_v0] +moduleMatches = 0x7FE07429 ; v0(EU/NA/JP) +0x021B70E0 = blr + +[SonicLostWolrd_NoMusic_vDemo] +moduleMatches = 0xCA1DA800 ; demo(EU/NA/JP) +0x021927AC = blr diff --git a/src/SonicLostWorld/Mods/NoMusic/rules.txt b/src/SonicLostWorld/Mods/NoMusic/rules.txt index 8a97d28ff..7050e35f9 100644 --- a/src/SonicLostWorld/Mods/NoMusic/rules.txt +++ b/src/SonicLostWorld/Mods/NoMusic/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 +titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210135701,000500021012B101,0005000210128F01 name = No Music path = "Sonic Lost World/Mods/No Music" -description = Disables the game's music playback.||Made by M&&M. -version = 6 +description = Disables the game's music playback.|Made by M&&M. +#Credits: M&&M +version = 7 diff --git a/src/SonicLostWorld/Mods/NoVoices/patch_NoVoices.asm b/src/SonicLostWorld/Mods/NoVoices/patch_NoVoices.asm new file mode 100644 index 000000000..2023b8692 --- /dev/null +++ b/src/SonicLostWorld/Mods/NoVoices/patch_NoVoices.asm @@ -0,0 +1,11 @@ +[SonicLostWolrd_NoVoices_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) +0x021B8068 = blr + +[SonicLostWolrd_NoVoices_v0] +moduleMatches = 0x7FE07429 ; v0(EU/NA/JP) +0x021B7190 = blr + +[SonicLostWolrd_NoVoices_vDemo] +moduleMatches = 0xCA1DA800 ; demo(EU/NA/JP) +0x0219285C = blr diff --git a/src/SonicLostWorld/Mods/NoVoices/rules.txt b/src/SonicLostWorld/Mods/NoVoices/rules.txt index 537c847e6..02ff1e472 100644 --- a/src/SonicLostWorld/Mods/NoVoices/rules.txt +++ b/src/SonicLostWorld/Mods/NoVoices/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 +titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210135701,000500021012B101,0005000210128F01 name = No Voices path = "Sonic Lost World/Mods/No Voices" -description = Disables the game's voice playback, which are mainly used by the Deadly Six.||Made by M&&M. -version = 6 +description = Disables the game's voice playback, which are mainly used by the Deadly Six.|Made by M&&M. +#Credits: M&&M +version = 7 diff --git a/src/SonicLostWorld/Mods/Quickboot/patch_QuickBoot.asm b/src/SonicLostWorld/Mods/Quickboot/patch_QuickBoot.asm new file mode 100644 index 000000000..03a260488 --- /dev/null +++ b/src/SonicLostWorld/Mods/Quickboot/patch_QuickBoot.asm @@ -0,0 +1,72 @@ +[SonicLostWolrd_QuickBoot_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) +;; Game States +;_staffRollAddr = 0x101B2110 +;_worldMapAddr = 0x101B2120 +;_stageAddr = 0x101B2128 +;_E3Addr = 0x101B2150 +_saveInitAddr = 0x101B2168 +;_titleAddr = 0x101B2178 +;_multiAddr = 0x101B2188 +;_miniGameAddr = 0x101B2198 +;_battleAddr = 0x101B21A0 +;_gameOverAddr = 0x101B21A8 +;_kioskAddr = 0x101B2280 + +; MANDATORY +0x02A83AAC = lwz r7, (_saveInitAddr - 0x101B213C)(r12) ; Boot now goes to SaveInit + +; Change the Addr mentioned here to any of the game states from the rules.txt +0x02A83EF8 = lwz r6, ($bootaddr - 0x101B2174)(r11) ; SaveInit now goes to whatever is chosen + +; Change the string to go to any stage upon boot (if Stage Boot is selected) +; List of stages are in stagelist.txt +;0x101B2378 = .string "w1a01" +0x101B2378 = .int $levelstring1 +0x101B237C = .int $levelstring2 +0x101B237F = .byte 0 + + +[SonicLostWolrd_QuickBoot_v0] +moduleMatches = 0x7FE07429 ; v0(EU/NA/JP) +;; Game States +;_staffRollAddr = 0x10199568 +;_worldMapAddr = 0x10199578 +;_stageAddr = 0x10199580 +;_E3Addr = 0x101995A0 +_saveInitAddr = 0x101995B8 +;_titleAddr = 0x101995C8 +;_multiAddr = 0x101995D8 +;_miniGameAddr = 0x101995E8 +;_battleAddr = 0x101995F0 +;_gameOverAddr = 0x101995F8 + +0x029EB51C = lwz r7, (_saveInitAddr - 0x10199594)(r12) ; Boot now goes to SaveInit + +0x029EB968 = lwz r6, ($bootaddr - 0x101995C4)(r11) ; SaveInit now goes to whatever is chosen + +0x1019976C = .int $levelstring1 +0x10199770 = .int $levelstring2 +0x10199773 = .byte 0 + + +[SonicLostWolrd_QuickBoot_vDemo] +moduleMatches = 0xCA1DA800 ; demo(EU/NA/JP) +;; Game States +;_staffRollAddr = 0x1018FD1C +;_worldMapAddr = 0x1018FD2C +;_stageAddr = 0x1018FD34 +_saveInitAddr = 0x1018FD5C +;_titleAddr = 0x1018FD6C +;_multiAddr = 0x1018FD74 +;_miniGameAddr = 0x1018FD7C +;_battleAddr = 0x1018FD84 +;_gameOverAddr = 0x1018FD8C + +0x0297C364 = lwz r7, (_saveInitAddr - 0x1018FD48)(r12) ; Boot now goes to SaveInit + +0x0297C5D4 = lwz r6, ($bootaddr - 0x1018FD58)(r11) ; SaveInit now goes to whatever is chosen + +0x1018fE4C = .int $levelstring1 +0x1018fE50 = .int $levelstring2 +0x1018fE53 = .byte 0 diff --git a/src/SonicLostWorld/Mods/Quickboot/rules.txt b/src/SonicLostWorld/Mods/Quickboot/rules.txt index 6f6a08203..980375962 100644 --- a/src/SonicLostWorld/Mods/Quickboot/rules.txt +++ b/src/SonicLostWorld/Mods/Quickboot/rules.txt @@ -1,6 +1,711 @@ [Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 -name = Quickboot +titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210135701,000500021012B101,0005000210128F01 +name = Quickboot / Customboot path = "Sonic Lost World/Mods/Quickboot" -description = Boot straight to the title screen.|Can be customized by modifying the patch file.||Made by M&&M, Sajid, and DeaTh. -version = 6 +description = Boot straight to the title screen, or to specific stages, or change the mode the game boots in.|Made by M&&M, Sajid, and DeaTh. +#Credits: M&&M, Sajid, DeaTh, Intra +version = 7 + +[Default] +$bootaddr = 0x10000000 +$levelstring1 = 0x73746739 +$levelstring2 = 0x30310000 + +$version = 4 +$stageboot = 0 +$circusboot = 0 +$world = 0 + +[Preset] +name = v4.0.0 +category = Game Version: +$version = 4 + +[Preset] +name = v1.0.0 +category = Game Version: +$version = 1 + +[Preset] +name = Demo #(Only Title Screen is Working) +category = Game Version: +$version = 0 + +[Preset] +name = "Staff Roll" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B2110 + +[Preset] +name = "Staff Roll " +category = Boot Mode: +condition = $version == 1 +$bootaddr = 0x10199568 + +#[Preset] +#name = "Staff Roll " +#category = Boot Mode: +#condition = $version == 0 +#$bootaddr = 0x1018FD1C + +[Preset] +name = "World Map" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B2120 + +[Preset] +name = "World Map " +category = Boot Mode: +condition = $version == 1 +$bootaddr = 0x10199578 + +#[Preset] +#name = "World Map " +#category = Boot Mode: +#condition = $version == 0 +#$bootaddr = 0x1018FD2C + +[Preset] +name = "Stage (boot to a specific stage)" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B2128 +$stageboot = 1 + +[Preset] +name = "Stage (boot to a specific stage) " +category = Boot Mode: +condition = $version == 1 +$bootaddr = 0x10199580 +$stageboot = 1 + +#[Preset] +#name = "Stage (boot to a specific stage) " +#category = Boot Mode: +#condition = $version == 0 +#$bootaddr = 0x1018FD34 +#$stageboot = 1 + +[Preset] +name = "E3 Mode" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B2150 + +[Preset] +name = "E3 Mode " +category = Boot Mode: +condition = $version == 1 +$bootaddr = 0x101995A0 + +[Preset] +name = "Title Screen" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B2178 +default = 1 + +[Preset] +name = "Title Screen " +category = Boot Mode: +condition = $version == 1 +$bootaddr = 0x101995C8 +default = 1 + +[Preset] +name = "Title Screen " +category = Boot Mode: +condition = $version == 0 +$bootaddr = 0x1018FD6C +default = 1 + +[Preset] +name = "Multiplayer" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B2188 + +[Preset] +name = "Multiplayer " +category = Boot Mode: +condition = $version == 1 +$bootaddr = 0x101995D8 + +#[Preset] +#name = "Multiplayer " +#category = Boot Mode: +#condition = $version == 0 +#$bootaddr = 0x1018FD74 + +[Preset] +name = "MiniGame" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B2198 +$circusboot = 1 +$world = 9 + +[Preset] +name = "MiniGame " +category = Boot Mode: +condition = $version == 1 +$bootaddr = 0x101995E8 +$circusboot = 1 +$world = 9 + +#[Preset] +#name = "MiniGame " +#category = Boot Mode: +#condition = $version == 0 +#$bootaddr = 0x1018FD7C +#$circusboot = 1 +#$world = 9 + +[Preset] +name = "Battle" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B21A0 +$stageboot = 1 + +[Preset] +name = "Battle " +category = Boot Mode: +condition = $version == 1 +$bootaddr = 0x101995F0 +$stageboot = 1 + +#[Preset] +#name = "Battle " +#category = Boot Mode: +#condition = $version == 0 +#$bootaddr = 0x1018FD84 +#$stageboot = 1 + +[Preset] +name = "Game Over" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B21A8 + +[Preset] +name = "Game Over " +category = Boot Mode: +condition = $version == 1 +$bootaddr = 0x101995F8 + +#[Preset] +#name = "Game Over " +#category = Boot Mode: +#condition = $version == 0 +#$bootaddr = 0x1018FD8C + +[Preset] +name = "Kiosk Mode" +category = Boot Mode: +condition = $version == 4 +$bootaddr = 0x101B2280 + + + +[Preset] +name = w1 (Windy Hill) +category = World: +condition = $stageboot == 1 +$world = 1 + + [Preset] + name = w1-1 #w1a01 + category = Stage: + condition = ($world == 1)*($stageboot == 1) == 1 + $levelstring1 = 0x77316130 + $levelstring2 = 0x31000000 + + [Preset] + name = w1-2 #w1a03 + category = Stage: + condition = ($world == 1)*($stageboot == 1) == 1 + $levelstring1 = 0x77316130 + $levelstring2 = 0x33000000 + + [Preset] + name = w1-3 #xind01 + category = Stage: + condition = ($world == 1)*($stageboot == 1) == 1 + $levelstring1 = 0x78696E64 + $levelstring2 = 0x30310000 + + [Preset] + name = w1-4 #w1a06 + category = Stage: + condition = ($world == 1)*($stageboot == 1) == 1 + $levelstring1 = 0x77316130 + $levelstring2 = 0x36000000 + +[Preset] +name = w2 (Desert Ruins) +category = World: +condition = $stageboot == 1 +$world = 2 + + [Preset] + name = w2-1 #w2a01 + category = Stage: + condition = ($world == 2)*($stageboot == 1) == 1 + $levelstring1 = 0x77326130 + $levelstring2 = 0x31000000 + + [Preset] + name = w2-2 #xbee01 + category = Stage: + condition = ($world == 2)*($stageboot == 1) == 1 + $levelstring1 = 0x78626565 + $levelstring2 = 0x30310000 + + [Preset] + name = w2-3 #xswe01 + category = Stage: + condition = ($world == 2)*($stageboot == 1) == 1 + $levelstring1 = 0x78737765 + $levelstring2 = 0x30310000 + + [Preset] + name = w2-4 #w2a06 + category = Stage: + condition = ($world == 2)*($stageboot == 1) == 1 + $levelstring1 = 0x77326130 + $levelstring2 = 0x36000000 + +[Preset] +name = w3 (Tropical Coast) +category = World: +condition = $stageboot == 1 +$world = 3 + + [Preset] + name = w3-1 #w3a01 + category = Stage: + condition = ($world == 3)*($stageboot == 1) == 1 + $levelstring1 = 0x77336130 + $levelstring2 = 0x31000000 + + [Preset] + name = w3-2 #w3a03 + category = Stage: + condition = ($world == 3)*($stageboot == 1) == 1 + $levelstring1 = 0x77336130 + $levelstring2 = 0x33000000 + + [Preset] + name = w3-3 #xsea01 + category = Stage: + condition = ($world == 3)*($stageboot == 1) == 1 + $levelstring1 = 0x78736561 + $levelstring2 = 0x30310000 + + [Preset] + name = w3-4 #w3a06 + category = Stage: + condition = ($world == 3)*($stageboot == 1) == 1 + $levelstring1 = 0x77336130 + $levelstring2 = 0x36000000 + + [Preset] + name = w3-X #w6a03 + category = Stage: + condition = ($world == 3)*($stageboot == 1) == 1 + $levelstring1 = 0x77366130 + $levelstring2 = 0x33000000 + +[Preset] +name = w4 (Frozen Factory) +category = World: +condition = $stageboot == 1 +$world = 4 + + [Preset] + name = w4-1 #w4a01 + category = Stage: + condition = ($world == 4)*($stageboot == 1) == 1 + $levelstring1 = 0x77346130 + $levelstring2 = 0x31000000 + + [Preset] + name = w4-2 #w4a04 + category = Stage: + condition = ($world == 4)*($stageboot == 1) == 1 + $levelstring1 = 0x77346130 + $levelstring2 = 0x34000000 + + [Preset] + name = w4-3 #xcas01 + category = Stage: + condition = ($world == 4)*($stageboot == 1) == 1 + $levelstring1 = 0x78636173 + $levelstring2 = 0x30310000 + + [Preset] + name = w4-4 #w4a06 + category = Stage: + condition = ($world == 4)*($stageboot == 1) == 1 + $levelstring1 = 0x77346130 + $levelstring2 = 0x36000000 + +[Preset] +name = w5 (Silent Forest) +category = World: +condition = $stageboot == 1 +$world = 5 + + [Preset] + name = w5-1 #w5a01 + category = Stage: + condition = ($world == 5)*($stageboot == 1) == 1 + $levelstring1 = 0x77356130 + $levelstring2 = 0x31000000 + + [Preset] + name = w5-2 #w5a02 + category = Stage: + condition = ($world == 5)*($stageboot == 1) == 1 + $levelstring1 = 0x77356130 + $levelstring2 = 0x32000000 + + [Preset] + name = w5-3 #xind02 + category = Stage: + condition = ($world == 5)*($stageboot == 1) == 1 + $levelstring1 = 0x78696E64 + $levelstring2 = 0x30320000 + + [Preset] + name = w5-4 #xmoa01 + category = Stage: + condition = ($world == 5)*($stageboot == 1) == 1 + $levelstring1 = 0x786D6F61 + $levelstring2 = 0x30310000 + +[Preset] +name = w6 (Sky Road) +category = World: +condition = $stageboot == 1 +$world = 6 + + [Preset] + name = w6-1 #w1a04 + category = Stage: + condition = ($world == 6)*($stageboot == 1) == 1 + $levelstring1 = 0x77316130 + $levelstring2 = 0x34000000 + + [Preset] + name = w6-2 #w5a03 + category = Stage: + condition = ($world == 6)*($stageboot == 1) == 1 + $levelstring1 = 0x77356130 + $levelstring2 = 0x33000000 + + [Preset] + name = w6-3 #w6a05 + category = Stage: + condition = ($world == 6)*($stageboot == 1) == 1 + $levelstring1 = 0x77366130 + $levelstring2 = 0x35000000 + + [Preset] + name = w6-4 #w2c01 + category = Stage: + condition = ($world == 6)*($stageboot == 1) == 1 + $levelstring1 = 0x77326330 + $levelstring2 = 0x31000000 + + [Preset] + name = w6-X #xnim02 + category = Stage: + condition = ($world == 6)*($stageboot == 1) == 1 + $levelstring1 = 0x786E696D + $levelstring2 = 0x30320000 + +[Preset] +name = w7 (Lava Mountain) +category = World: +condition = $stageboot == 1 +$world = 7 + + [Preset] + name = w7-1 #w7a01 + category = Stage: + condition = ($world == 7)*($stageboot == 1) == 1 + $levelstring1 = 0x77376130 + $levelstring2 = 0x31000000 + + [Preset] + name = w7-2 #xsea02 + category = Stage: + condition = ($world == 7)*($stageboot == 1) == 1 + $levelstring1 = 0x78736561 + $levelstring2 = 0x30320000 + + [Preset] + name = w7-3 #w7a02 + category = Stage: + condition = ($world == 7)*($stageboot == 1) == 1 + $levelstring1 = 0x77376130 + $levelstring2 = 0x32000000 + + [Preset] + name = w7-4 #w7a06 + category = Stage: + condition = ($world == 7)*($stageboot == 1) == 1 + $levelstring1 = 0x77376130 + $levelstring2 = 0x36000000 + +[Preset] +name = w8 (Hidden World) +category = World: +condition = $stageboot == 1 +$world = 8 + + [Preset] + name = w8-1 #xcub01 + category = Stage: + condition = ($world == 8)*($stageboot == 1) == 1 + $levelstring1 = 0x78637562 + $levelstring2 = 0x30310000 + + [Preset] + name = w8-2 #xsky01 + category = Stage: + condition = ($world == 8)*($stageboot == 1) == 1 + $levelstring1 = 0x78736B79 + $levelstring2 = 0x30310000 + + [Preset] + name = w8-3 #xnim01 + category = Stage: + condition = ($world == 8)*($stageboot == 1) == 1 + $levelstring1 = 0x786E696D + $levelstring2 = 0x30310000 + + [Preset] + name = w8-4 #xbak01 + category = Stage: + condition = ($world == 8)*($stageboot == 1) == 1 + $levelstring1 = 0x7862616B + $levelstring2 = 0x30310000 + +[Preset] +name = (Circus) +category = World: +condition = $stageboot == 1 +$world = 9 + + [Preset] + name = seesaw1 #mini01 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x30310000 + + [Preset] + name = seesaw2 #mini02 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x30320000 + + [Preset] + name = seesaw3 #mini03 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x30330000 + + [Preset] + name = trampoline1 #mini04 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x30340000 + + [Preset] + name = trampoline2 #mini05 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x30350000 + + [Preset] + name = trampoline3 #mini06 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x30360000 + + [Preset] + name = cannon1 #mini07 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x30370000 + + [Preset] + name = cannon2 #mini08 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x30380000 + + [Preset] + name = cannon3 #mini09 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x30390000 + + [Preset] + name = w7 only #mini10 + category = Stage: + condition = ($world == 9)*(($stageboot == 1)+($circusboot == 1)) == 1 + $levelstring1 = 0x6D696E69 + $levelstring2 = 0x31300000 + +[Preset] +name = (2P Race) +category = World: +condition = $stageboot == 1 +$world = 10 + + [Preset] + name = Speed Race 1-1 #batl01 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x30310000 + + [Preset] + name = Speed Race 1-3 #batl02 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x30320000 + + [Preset] + name = Speed Race 2-4 #batl03 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x30330000 + + [Preset] + name = Speed Race 4-1 #batl04 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x30340000 + + [Preset] + name = Speed Race 5-3 #batl05 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x30350000 + + [Preset] + name = Expert Speed 2-1 #batl06 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x30360000 + + [Preset] + name = Expert Speed 3-1 #batl07 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x30370000 + + [Preset] + name = Expert Speed 3-3 #batl08 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x30380000 + + [Preset] + name = Expert Speed 5-1 #batl09 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x30390000 + + [Preset] + name = Expert Speed 6-3 #batl10 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x31300000 + + [Preset] + name = Ring Race 2-4 #batl11 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x31310000 + + [Preset] + name = Ring Race 4-B #batl12 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x31320000 + + [Preset] + name = Ring Race 5-2 #batl13 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x31330000 + + [Preset] + name = Ring Race 6-3 #batl14 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x31340000 + + [Preset] + name = Ring Race 4-B #batl15 + category = Stage: + condition = ($world == 10)*($stageboot == 1) == 1 + $levelstring1 = 0x6261746C + $levelstring2 = 0x31350000 + +[Preset] +name = DLC (Must have DLC installed) +category = World: +condition = ($stageboot == 1)*($version == 4) == 1 +$world = 11 + + [Preset] + name = NiGHTS #zdlc01 + category = Stage: + condition = ($world == 11)*($stageboot == 1) == 1 + $levelstring1 = 0x7A646C63 + $levelstring2 = 0x30310000 + + [Preset] + name = Yoshi's Island #zdlc02 + category = Stage: + condition = ($world == 11)*($stageboot == 1) == 1 + $levelstring1 = 0x7A646C63 + $levelstring2 = 0x30320000 + + [Preset] + name = The Legend of Zelda #zdlc03 + category = Stage: + condition = ($world == 11)*($stageboot == 1) == 1 + $levelstring1 = 0x7A646C63 + $levelstring2 = 0x30330000 diff --git a/src/SonicLostWorld/Mods/RetryNormalPlay/patch_RetryNormalPlay.asm b/src/SonicLostWorld/Mods/RetryNormalPlay/patch_RetryNormalPlay.asm new file mode 100644 index 000000000..149c415ed --- /dev/null +++ b/src/SonicLostWorld/Mods/RetryNormalPlay/patch_RetryNormalPlay.asm @@ -0,0 +1,11 @@ +[SonicLostWolrd_RetryNormalPlay_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) +0x02A9D798 = cmpwi r3, 1 ; Set IsTimeAttack to 1 + +[SonicLostWolrd_RetryNormalPlay_v0] +moduleMatches = 0x7FE07429 ; v0(EU/NA/JP) +0x02A034BC = cmpwi r3, 1 + +[SonicLostWolrd_RetryNormalPlay_vDemo] +moduleMatches = 0xCA1DA800 ; demo(EU/NA/JP) +0x0298F030 = cmpwi r3, 1 diff --git a/src/SonicLostWorld/Mods/RetryNormalPlay/rules.txt b/src/SonicLostWorld/Mods/RetryNormalPlay/rules.txt index 6d354b862..98854ef7d 100644 --- a/src/SonicLostWorld/Mods/RetryNormalPlay/rules.txt +++ b/src/SonicLostWorld/Mods/RetryNormalPlay/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 +titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210135701,000500021012B101,0005000210128F01 name = Retry in Normal Play path = "Sonic Lost World/Mods/Retry in Normal Play" -description = Allows you to retry outside of time trials.||Made by M&&M and Sajid. -version = 6 +description = Allows you to retry outside of time trials.|Made by M&&M and Sajid. +#Credits: M&&M, Sajid +version = 7 diff --git a/src/SonicLostWorld/Mods/TimeTrialsEverywhere/patch_TimeTrialsEverywhere.asm b/src/SonicLostWorld/Mods/TimeTrialsEverywhere/patch_TimeTrialsEverywhere.asm new file mode 100644 index 000000000..1619234c1 --- /dev/null +++ b/src/SonicLostWorld/Mods/TimeTrialsEverywhere/patch_TimeTrialsEverywhere.asm @@ -0,0 +1,14 @@ +[SonicLostWolrd_TimeTrialsEverywhere_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) +_bakuAddr = 0x02A8FAC4 +0x02A8FA7C = bl _bakuAddr ; Branch past code looking for only_normalplay in actstgmission.lua + +[SonicLostWolrd_TimeTrialsEverywhere_v0] +moduleMatches = 0x7FE07429 ; v0(EU/NA/JP) +_bakuAddr = 0x029f61EC +0x029f61A4 = bl _bakuAddr ;; + +[SonicLostWolrd_TimeTrialsEverywhere_vDemo] +moduleMatches = 0xCA1DA800 ; demo(EU/NA/JP) +_bakuAddr = 0x029827E0 +0x02982798 = bl _bakuAddr ;; diff --git a/src/SonicLostWorld/Mods/TimeTrialsEverywhere/rules.txt b/src/SonicLostWorld/Mods/TimeTrialsEverywhere/rules.txt index e3d668e09..4bcbf895b 100644 --- a/src/SonicLostWorld/Mods/TimeTrialsEverywhere/rules.txt +++ b/src/SonicLostWorld/Mods/TimeTrialsEverywhere/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 +titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210135701,000500021012B101,0005000210128F01 name = Time Trials Everywhere path = "Sonic Lost World/Mods/Time Trials Everywhere" -description = Allows you to do time trials in every stage except for DLC.||Made by M&&M. -version = 6 +description = Allows you to do time trials in every stage except for DLC.|Made by M&&M. +#Credits: M&&M +version = 7 diff --git a/src/SonicLostWorld/Workarounds/Darkness/1adfa527e4ea7f40_0000000000001e49_ps.txt b/src/SonicLostWorld/Workarounds/Darkness/1adfa527e4ea7f40_0000000000001e49_ps.txt index 2698ace84..e2fd2d641 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/1adfa527e4ea7f40_0000000000001e49_ps.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/1adfa527e4ea7f40_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 1adfa527e4ea7f40 @@ -11,7 +11,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/SonicLostWorld/Workarounds/Darkness/3c6c7691f6e2f2e4_0000000000001e49_ps.txt b/src/SonicLostWorld/Workarounds/Darkness/3c6c7691f6e2f2e4_0000000000001e49_ps.txt index 4a7486102..6ea95f479 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/3c6c7691f6e2f2e4_0000000000001e49_ps.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/3c6c7691f6e2f2e4_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 3c6c7691f6e2f2e4 @@ -11,7 +11,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/SonicLostWorld/Workarounds/Darkness/4fab679c75795f90_00000000000003c9_ps.txt b/src/SonicLostWorld/Workarounds/Darkness/4fab679c75795f90_00000000000003c9_ps.txt index 0e9980b7e..08eb139c3 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/4fab679c75795f90_00000000000003c9_ps.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/4fab679c75795f90_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 4fab679c75795f90 @@ -11,7 +11,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/SonicLostWorld/Workarounds/Darkness/91f43f263091c56d_0000000000079249_ps.txt b/src/SonicLostWorld/Workarounds/Darkness/91f43f263091c56d_0000000000079249_ps.txt index fe7f98b05..5166e68fb 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/91f43f263091c56d_0000000000079249_ps.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/91f43f263091c56d_0000000000079249_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 91f43f263091c56d @@ -11,7 +11,7 @@ #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif diff --git a/src/SonicLostWorld/Workarounds/Darkness/rules.txt b/src/SonicLostWorld/Workarounds/Darkness/rules.txt index c25168a01..d46d87e54 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/rules.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 +titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210135701,000500021012B101,0005000210128F01 name = Darkness path = "Sonic Lost World/Workarounds/Darkness" description = Brightens up the game to work around broken tonemapping in Cemu.|Some stages will still be darker than they should, but is overall much better than before.||Made by M&&M. -version = 6 +#Credits: M&&M +version = 7 diff --git a/src/SonicLostWorld/Workarounds/DisableLightScattering/patch_DisableLightScattering.asm b/src/SonicLostWorld/Workarounds/DisableLightScattering/patch_DisableLightScattering.asm new file mode 100644 index 000000000..cd10ee663 --- /dev/null +++ b/src/SonicLostWorld/Workarounds/DisableLightScattering/patch_DisableLightScattering.asm @@ -0,0 +1,11 @@ +[SonicLostWolrd_DisableLightScattering_v48] +moduleMatches = 0xC5691A40 ; v48(EU/NA/JP) +0x022716A0 = xor r6, r6, r6 + +[SonicLostWolrd_DisableLightScattering_v0] +moduleMatches = 0x7FE07429 ; v0(EU/NA/JP) +0x0226E778 = xor r6, r6, r6 + +[SonicLostWolrd_DisableLightScattering_vDemo] +moduleMatches = 0xCA1DA800 ; demo(EU/NA/JP) +0x0223B9A4 = xor r6, r6, r6 diff --git a/src/SonicLostWorld/Workarounds/DisableLightScattering/rules.txt b/src/SonicLostWorld/Workarounds/DisableLightScattering/rules.txt index fb4aa34b4..7358fe5df 100644 --- a/src/SonicLostWorld/Workarounds/DisableLightScattering/rules.txt +++ b/src/SonicLostWorld/Workarounds/DisableLightScattering/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 +titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210135701,000500021012B101,0005000210128F01 name = Disable Light Scattering path = "Sonic Lost World/Workarounds/Disable Light Scattering" -description = Disables light scattering, which removes the rainbow effect.||Made by Skyth. -version = 6 +description = Disables light scattering, which removes the rainbow effect.|Made by Skyth. +#Credits: Skyth +version = 7 diff --git a/Resolutions/RacingTransformed_Resolution/rules.txt b/src/SonicRacingTransformed/Graphics/rules.txt similarity index 68% rename from Resolutions/RacingTransformed_Resolution/rules.txt rename to src/SonicRacingTransformed/Graphics/rules.txt index d8c1e50de..d8120aca6 100644 --- a/Resolutions/RacingTransformed_Resolution/rules.txt +++ b/src/SonicRacingTransformed/Graphics/rules.txt @@ -1,44 +1,40 @@ [Definition] -titleIds = 000500001010B300,0005000010111F00,00050000-10111f00 -name = Resolution -path = "Sonic & All-Stars Racing Transformed/Graphics/Resolution" -description = Changes the resolution of the game. Made by DragonZord & Niko -version = 4 +titleIds = 000500001010B300,0005000010111F00,000500001015B400,0005000210111F01,000500021010B301 +name = Graphics Settings +path = "Sonic & All-Stars Racing Transformed/Graphics" +description = Changes the resolution of the game.|Made by DragonZord & Niko. +#Credits: DragonZord, Niko +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 +[Preset] +name = 1280x720 (Default) + [Preset] name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 5120x2880 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 + #Final target is 1280x720 by default [TextureRedefine] @@ -65,4 +61,4 @@ height = 720 #formats = 0x80e,0x01a,0x001 tileModesExcluded = 0x001 overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 \ No newline at end of file +overwriteHeight = ($height/$gameHeight) * 720 diff --git a/src/SonicRacingTransformed/Mods/60FPS/patch_fps.asm b/src/SonicRacingTransformed/Mods/60FPS/patch_fps.asm new file mode 100644 index 000000000..84ab8d152 --- /dev/null +++ b/src/SonicRacingTransformed/Mods/60FPS/patch_fps.asm @@ -0,0 +1,27 @@ +[SonicRacingTransformed_60fps_v48] +moduleMatches = 0xA8AD92B4 ; v48(EU/NA) +0x0209CED4 = addi r5,r5,0 + +[SonicRacingTransformed_60fps_JP] +moduleMatches = 0xB33EACAA ; (JP) +0x0209DEAC = addi r12,r12,0 + +[SonicRacingTransformed_60fps_EUv0] +moduleMatches = 0xF47BF8D3 ; v0(EU) +0x0209DB48 = addi r12,r12,0 + +[SonicRacingTransformed_60fps_NAv0] +moduleMatches = 0x3D49646B ; v0(NA) +0x022021D8 = addi r12,r12,0 + +[SonicRacingTransformed_60fps_NAv32] +moduleMatches = 0x9D377EF2 ; v32(NA) +0x02203970 = addi r12,r12,0 + +[SonicRacingTransformed_60fps_NAv16] +moduleMatches = 0x801728E4 ; v16(NA) +0x02244D8C = addi r12,r12,0 + +[SonicRacingTransformed_60fps_vDemo] +moduleMatches = 0x901E65A5 ; demo(EU/NA) +0x02244D68 = addi r12,r12,0 diff --git a/src/SonicRacingTransformed/Mods/60FPS/rules.txt b/src/SonicRacingTransformed/Mods/60FPS/rules.txt new file mode 100644 index 000000000..d25f0adb8 --- /dev/null +++ b/src/SonicRacingTransformed/Mods/60FPS/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001010B300,0005000010111F00,000500001015B400,0005000210111F01,000500021010B301 +name = 60FPS +path = "Sonic & All-Stars Racing Transformed/Mods/60FPS" +description = Patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.|Made by theboy181. +#Credits: theboy181 +version = 7 diff --git a/src/SpongebobPlanktonsRevenge/Graphics/rules.txt b/src/SpongebobPlanktonsRevenge/Graphics/rules.txt new file mode 100644 index 000000000..50726e955 --- /dev/null +++ b/src/SpongebobPlanktonsRevenge/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 0005000010146900,0005000010147D00 +name = Graphics Settings +path = "SpongeBob SquarePants Plankton's Robotic Revenge/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/StarFoxGuard/Graphics/rules.txt b/src/StarFoxGuard/Graphics/rules.txt new file mode 100644 index 000000000..3ff466a99 --- /dev/null +++ b/src/StarFoxGuard/Graphics/rules.txt @@ -0,0 +1,201 @@ +[Definition] +titleIds = 00050000101BEC00,00050000101BED00,00050000101BEB00,00050000101DCC00,00050000101DCD00,00050000101DCE00 +name = Graphics Settings +path = "Star Fox Guard/Graphics" +description = Changes the resolution of the game. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +formats = 0x816,0x011,0x80e,0x01a +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Gamepad Resolution +width = 854 +height = 480 +formats = 0x816,0x011 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 864 +height = 480 +formats = 0x816,0x011 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] # Half res +width = 640 +height = 360 +formats = 0x816,0x01a,0x011 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 640 +height = 368 +formats = 0x816,0x011,0x01a +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] # Quarter res +width = 320 +height = 180 +formats = 0x816,0x01a,0x011 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 320 +height = 192 +formats = 0x816,0x01a,0x011 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 diff --git a/Resolutions/StarFoxZero_Resolution/43b6693ca98767b2_0000000000000079_ps.txt b/src/StarFoxZero/Graphics/43b6693ca98767b2_0000000000000079_ps.txt similarity index 99% rename from Resolutions/StarFoxZero_Resolution/43b6693ca98767b2_0000000000000079_ps.txt rename to src/StarFoxZero/Graphics/43b6693ca98767b2_0000000000000079_ps.txt index 5869e48c8..cb5ada693 100644 --- a/Resolutions/StarFoxZero_Resolution/43b6693ca98767b2_0000000000000079_ps.txt +++ b/src/StarFoxZero/Graphics/43b6693ca98767b2_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/StarFoxZero_Resolution/78a2659662685d55_0000000000000079_ps.txt b/src/StarFoxZero/Graphics/78a2659662685d55_0000000000000079_ps.txt similarity index 99% rename from Resolutions/StarFoxZero_Resolution/78a2659662685d55_0000000000000079_ps.txt rename to src/StarFoxZero/Graphics/78a2659662685d55_0000000000000079_ps.txt index 767346273..8e968368e 100644 --- a/Resolutions/StarFoxZero_Resolution/78a2659662685d55_0000000000000079_ps.txt +++ b/src/StarFoxZero/Graphics/78a2659662685d55_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/StarFoxZero/Graphics/rules.txt b/src/StarFoxZero/Graphics/rules.txt new file mode 100644 index 000000000..2ba7c04f2 --- /dev/null +++ b/src/StarFoxZero/Graphics/rules.txt @@ -0,0 +1,237 @@ +[Definition] +titleIds = 00050000101B0400,00050000101B0500,00050000101AFF00,0005000010201C00,0005000010201B00 +name = Graphics Settings +path = "Star Fox Zero/Graphics" +description = Changes the resolution of the game. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +# TV Resolutions +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x011,0x01a,0x80e,0x816 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 1152 +height = 720 +formats = 0x011,0x80e,0x816 +overwriteWidth = ($width/$gameWidth) * 1152 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 368 +formats = 0x011,0x01a +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 320 +height = 192 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] +width = 320 +height = 180 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +# Gamepad Resolutions +[TextureRedefine] +width = 864 +height = 480 +formats = 0x011,0x01a,0x816 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +formats = 0x01a,0x816 +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 768 +height = 480 +formats = 0x011,0x80e,0x816 +overwriteWidth = ($padWidth/$gamePadWidth) * 768 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 765 +height = 480 +formats = 0x011,0x816 +overwriteWidth = ($padWidth/$gamePadWidth) * 765 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 704 +height = 480 +formats = 0x011,0x80e,0x816 +overwriteWidth = ($padWidth/$gamePadWidth) * 704 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 680 +height = 480 +formats = 0x011,0x80e,0x816 +overwriteWidth = ($padWidth/$gamePadWidth) * 680 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 diff --git a/src/SuperJoyGroove/Graphics/rules.txt b/src/SuperJoyGroove/Graphics/rules.txt new file mode 100644 index 000000000..e8ffaa222 --- /dev/null +++ b/src/SuperJoyGroove/Graphics/rules.txt @@ -0,0 +1,95 @@ +[Definition] +titleIds = 0005000010197300 +name = Graphics Settings +path = "Electronic Super Joy: Groove City/Graphics" +description = Changes the game's resolution. +#Credits: actualMandM +version = 7 + +[Default] +$width = 1980 +$height = 1080 +$gameWidth = 1980 +$gameHeight = 1080 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 +$width = 1280 +$height = 720 + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1920 +height = 1080 +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Enhancements/SuperMario3DWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt b/src/SuperMario3DWorld/Enhancements/Contrasty/be99d80628d31127_00000000000003c9_ps.txt similarity index 99% rename from Enhancements/SuperMario3DWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt rename to src/SuperMario3DWorld/Enhancements/Contrasty/be99d80628d31127_00000000000003c9_ps.txt index 2b34655c0..3fa6be950 100644 --- a/Enhancements/SuperMario3DWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt +++ b/src/SuperMario3DWorld/Enhancements/Contrasty/be99d80628d31127_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/SuperMario3DWorld_Contrasty/rules.txt b/src/SuperMario3DWorld/Enhancements/Contrasty/rules.txt similarity index 96% rename from Enhancements/SuperMario3DWorld_Contrasty/rules.txt rename to src/SuperMario3DWorld/Enhancements/Contrasty/rules.txt index 6ffe8accf..c79bbe5bb 100644 --- a/Enhancements/SuperMario3DWorld_Contrasty/rules.txt +++ b/src/SuperMario3DWorld/Enhancements/Contrasty/rules.txt @@ -2,11 +2,11 @@ titleIds = 0005000010145D00,0005000010145C00,0005000010106100 name = Contrasty path = "Super Mario 3D World/Enhancements/Contrasty" -description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Doesn't work if you also upscale or downscale the resolution. Made by getdls. -version = 4 +description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Doesn't work if you also upscale or downscale the resolution.|Made by getdls. +#Credits: getdls +version = 7 -[Preset] -name = Default +[Default] $redShadows = 1.0 $greenShadows = 1.0 $blueSadows = 1.0 @@ -27,6 +27,9 @@ $crushContrast = 0.0 $bleach = 1.0 $sharp_mix = 0.0 +[Preset] +name = Default + [Preset] name = debug $redShadows = 1.0 diff --git a/Enhancements/SuperMario3DWorld_LOD/rules.txt b/src/SuperMario3DWorld/Enhancements/LevelofDetail/rules.txt similarity index 81% rename from Enhancements/SuperMario3DWorld_LOD/rules.txt rename to src/SuperMario3DWorld/Enhancements/LevelofDetail/rules.txt index 436e552ad..6f25d3ee1 100644 --- a/Enhancements/SuperMario3DWorld_LOD/rules.txt +++ b/src/SuperMario3DWorld/Enhancements/LevelofDetail/rules.txt @@ -1,17 +1,20 @@ [Definition] titleIds = 0005000010145D00,0005000010145C00,0005000010106100 name = Negative texture LOD bias -path = "Super Mario 3D World/Enhancements/Texture LOD" -description = Texture LOD override, possible shimmer but sharper textures. Made by Ryce-Fast. -version = 4 +path = "Super Mario 3D World/Enhancements/Texture LOD" +description = Texture LOD override, possible shimmer but sharper textures.|Made by Ryce-Fast. +#Credits: Ryce-Fast +version = 7 -[Preset] -name = Default LOD +[Default] $0x431 = 0 $0x432 = 0 $0x433 = 0 $0x434 = 0 +[Preset] +name = Default LOD + [Preset] name = Slightly higher LOD $0x431 = -.5 @@ -48,4 +51,4 @@ overwriteRelativeLodBias = $0x433 [TextureRedefine] formats = 0x434 -overwriteRelativeLodBias = $0x434 \ No newline at end of file +overwriteRelativeLodBias = $0x434 diff --git a/Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/1f83c0d47b1c4c34_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/1f83c0d47b1c4c34_0000000000000000_vs.txt index 9ade38a53..3b5256595 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/280351fcf8e5949f_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/280351fcf8e5949f_0000000000000000_vs.txt index 0c6673326..fc7ad0b3f 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/280351fcf8e5949f_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/470eee1bb25ab50d_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/470eee1bb25ab50d_0000000000000000_vs.txt index 40cd4447a..30cb295fe 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/470eee1bb25ab50d_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/4c426260188ace42_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/4c426260188ace42_0000000000000000_vs.txt index 3792348d2..296ea05a5 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/4c426260188ace42_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt b/src/SuperMario3DWorld/Graphics/5661793d88425685_0000000007fffff9_ps.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt rename to src/SuperMario3DWorld/Graphics/5661793d88425685_0000000007fffff9_ps.txt index 772329d18..7bb05008d 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt +++ b/src/SuperMario3DWorld/Graphics/5661793d88425685_0000000007fffff9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/6d9067fd20086bc0_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/6d9067fd20086bc0_0000000000000000_vs.txt index 6f37e0c4e..333c215c8 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/6d9067fd20086bc0_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/842a19b509f8b91a_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/842a19b509f8b91a_0000000000000000_vs.txt index c395c9f08..7cd3c8de4 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/842a19b509f8b91a_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/8d68a0e3561ff525_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/8d68a0e3561ff525_0000000000000000_vs.txt index d630fced1..35b2edcbd 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/8d68a0e3561ff525_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt b/src/SuperMario3DWorld/Graphics/b727c08e3b534992_0000000007fffffd_ps.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt rename to src/SuperMario3DWorld/Graphics/b727c08e3b534992_0000000007fffffd_ps.txt index baeb73fe4..430d21b79 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt +++ b/src/SuperMario3DWorld/Graphics/b727c08e3b534992_0000000007fffffd_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt b/src/SuperMario3DWorld/Graphics/be99d80628d31127_00000000000003c9_ps.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt rename to src/SuperMario3DWorld/Graphics/be99d80628d31127_00000000000003c9_ps.txt index a787813e1..48b39934f 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt +++ b/src/SuperMario3DWorld/Graphics/be99d80628d31127_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/c27612e2f7126ebf_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/c27612e2f7126ebf_0000000000000000_vs.txt index 290670c24..8bc086a7d 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/c27612e2f7126ebf_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/c4eaec09897d525e_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/c4eaec09897d525e_0000000000000000_vs.txt index 9750b5b08..5108a9aed 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/c4eaec09897d525e_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/d388f32cb9be9a7a_000000000000f249_ps.txt b/src/SuperMario3DWorld/Graphics/d388f32cb9be9a7a_000000000000f249_ps.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/d388f32cb9be9a7a_000000000000f249_ps.txt rename to src/SuperMario3DWorld/Graphics/d388f32cb9be9a7a_000000000000f249_ps.txt index d7c4ced35..2ed912191 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/d388f32cb9be9a7a_000000000000f249_ps.txt +++ b/src/SuperMario3DWorld/Graphics/d388f32cb9be9a7a_000000000000f249_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d388f32cb9be9a7a diff --git a/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/d9c81460d6984bb2_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/d9c81460d6984bb2_0000000000000000_vs.txt index 67c199e6f..3b7d029a8 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/d9c81460d6984bb2_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/e4e4a60266119f75_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/e4e4a60266119f75_0000000000000000_vs.txt index 0be827149..f5f117b54 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/e4e4a60266119f75_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt b/src/SuperMario3DWorld/Graphics/fa47a4b5f1304f51_0000000000000000_vs.txt similarity index 99% rename from Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt rename to src/SuperMario3DWorld/Graphics/fa47a4b5f1304f51_0000000000000000_vs.txt index c6f892bdb..5c40be6d3 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt +++ b/src/SuperMario3DWorld/Graphics/fa47a4b5f1304f51_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMario3DWorld_Resolution/patches.txt b/src/SuperMario3DWorld/Graphics/patch_resolution.asm similarity index 60% rename from Resolutions/SuperMario3DWorld_Resolution/patches.txt rename to src/SuperMario3DWorld/Graphics/patch_resolution.asm index 82d75c17d..f365a0446 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/patches.txt +++ b/src/SuperMario3DWorld/Graphics/patch_resolution.asm @@ -1,14 +1,14 @@ -[RedCarpetAspectUW] -moduleMatches = 0xBBAF1908, 0xD2308838, 0xEB70C731 -# rodata constants +[SuperMario3DWorld_AspectRatio] +moduleMatches = 0xD2308838, 0xBBAF1908, 0xEB70C731 ; (EU), (NA), (JP) +; rodata constants 0x10363ED4 = .float $width/$height 0x1036A688 = .float $width/$height _aspectAddr = 0x10363ED4 -# Aspect calculation +; Aspect calculation 0x0241D9B4 = lis r8, _aspectAddr@ha 0x0241D9B8 = lfs f0, _aspectAddr@l(r8) -# touch position fix +; touch position fix 0x0241D9D4 = lis r8, _aspectAddr@ha 0x0241D9D8 = lfs f0, _aspectAddr@l(r8) diff --git a/Resolutions/SuperMario3DWorld_Resolution/rules.txt b/src/SuperMario3DWorld/Graphics/rules.txt similarity index 98% rename from Resolutions/SuperMario3DWorld_Resolution/rules.txt rename to src/SuperMario3DWorld/Graphics/rules.txt index 8b6ddb91c..d6264d1e2 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/rules.txt +++ b/src/SuperMario3DWorld/Graphics/rules.txt @@ -1,99 +1,165 @@ [Definition] titleIds = 0005000010145D00,0005000010145C00,0005000010106100 -name = Resolution -path = "Super Mario 3D World/Graphics/Resolution" -description = Changes the resolution of the game. Made by Crementif and getdls. -version = 4 +name = Graphics Settings +path = "Super Mario 3D World/Graphics" +description = Changes the resolution of the game and the quality of shadows.|Made by Crementif and getdls. +#Credits: Crementif, getdls, Ryce-Fast +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 +$shadowRes = 1 +$anisoLevel = 1 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 # Common Ultrawide Resolutions [Preset] +category = Resolution: name = 2560x1080 (Ultrawide) $width = 2560 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3440x1440 (Ultrawide) $width = 3440 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 + + + +[Preset] +category = Shadows: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadows: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadows: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadows: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadows: +name = Extreme (400%, Unstable) +$shadowRes = 4 + +[Preset] +category = Anisotropic Filtering: +name = 1x (Default) + +[Preset] +category = Anisotropic Filtering: +name = 2x +$anisoLevel = 2 + +[Preset] +category = Anisotropic Filtering: +name = 4x +$anisoLevel = 4 + +[Preset] +category = Anisotropic Filtering: +name = 8x +$anisoLevel = 8 + +[Preset] +category = Anisotropic Filtering: +name = 16x +$anisoLevel = 16 + + + +#ansio + +[TextureRedefine] +formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 +overwriteAnisotropy = $anisoLevel + +#Shadows + +[TextureRedefine] +width = 1024 +height = 1024 +formats = 0x005 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 + +#Resolution [TextureRedefine] width = 1280 diff --git a/Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt b/src/SuperMario3DWorld/Mods/NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt similarity index 99% rename from Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt rename to src/SuperMario3DWorld/Mods/NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt index 89b3002c0..1d74e9780 100644 --- a/Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt +++ b/src/SuperMario3DWorld/Mods/NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader b84517cef3bb49ad diff --git a/Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt b/src/SuperMario3DWorld/Mods/NoHUD/d9953dbd7354b119_000000000000007d_ps.txt similarity index 99% rename from Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt rename to src/SuperMario3DWorld/Mods/NoHUD/d9953dbd7354b119_000000000000007d_ps.txt index 14222ea6b..f3dc87d48 100644 --- a/Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt +++ b/src/SuperMario3DWorld/Mods/NoHUD/d9953dbd7354b119_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d9953dbd7354b119 diff --git a/Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt b/src/SuperMario3DWorld/Mods/NoHUD/d9f064ae204238df_000000000000007d_ps.txt similarity index 99% rename from Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt rename to src/SuperMario3DWorld/Mods/NoHUD/d9f064ae204238df_000000000000007d_ps.txt index b37c4c34d..8dce0af21 100644 --- a/Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt +++ b/src/SuperMario3DWorld/Mods/NoHUD/d9f064ae204238df_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d9f064ae204238df diff --git a/Mods/SuperMario3DWorld_NoHUD/rules.txt b/src/SuperMario3DWorld/Mods/NoHUD/rules.txt similarity index 52% rename from Mods/SuperMario3DWorld_NoHUD/rules.txt rename to src/SuperMario3DWorld/Mods/NoHUD/rules.txt index 59735e4d0..b3de5038f 100644 --- a/Mods/SuperMario3DWorld_NoHUD/rules.txt +++ b/src/SuperMario3DWorld/Mods/NoHUD/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 5000010145d00,5000010145c00 +titleIds = 0005000010145D00,0005000010145C00,0005000010106100 name = Remove All HUD Elements path = "Super Mario 3D World/Mods/No HUD (breaks menus)" -description = Disable most of the UI while playing.|Use it only for screenshots as it breaks some menus.||Made by @etra0. -version = 6 +description = Disable most of the UI while playing.|Use it only for screenshots as it breaks some menus.|Made by @etra0. +#Credits: @etra0 +version = 7 diff --git a/Resolutions/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/src/SuperMarioMaker/Graphics/37a4ec1a7dbc7391_00000000000003c9_ps.txt similarity index 99% rename from Resolutions/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt rename to src/SuperMarioMaker/Graphics/37a4ec1a7dbc7391_00000000000003c9_ps.txt index 199731e08..88479108c 100644 --- a/Resolutions/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt +++ b/src/SuperMarioMaker/Graphics/37a4ec1a7dbc7391_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/SuperMarioMaker_Resolution/rules.txt b/src/SuperMarioMaker/Graphics/rules.txt similarity index 73% rename from Resolutions/SuperMarioMaker_Resolution/rules.txt rename to src/SuperMarioMaker/Graphics/rules.txt index 6c3a0dc59..4aa256701 100644 --- a/Resolutions/SuperMarioMaker_Resolution/rules.txt +++ b/src/SuperMarioMaker/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 000500001018DB00,000500001018DC00,000500001018DD00 -name = Resolution -path = "Super Mario Maker/Graphics/Resolution" -description = Changes the resolution of the game. Made by Crementif. -version = 4 - -[Preset] -name = 1280x720 (Default) +titleIds = 000500001018DB00,000500001018DC00,000500001018DD00,000500001F600800,000500001F600700,000500001F600600 +name = Graphics Settings +path = "Super Mario Maker/Graphics" +description = Changes the resolution of the game.|Made by Crementif. +#Credits: Crementif +version = 7 + +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,69 +15,66 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] # Game Output, 3D Rendering Style width = 1280 diff --git a/src/SuperMarioMaker/Mods/InfiniteLevelHeight/patch_InfLevelHeight.asm b/src/SuperMarioMaker/Mods/InfiniteLevelHeight/patch_InfLevelHeight.asm new file mode 100644 index 000000000..064ba5d09 --- /dev/null +++ b/src/SuperMarioMaker/Mods/InfiniteLevelHeight/patch_InfLevelHeight.asm @@ -0,0 +1,26 @@ +[SuperMarioMaker_LevelHeight_v272] +moduleMatches = 0xF110487F ;(EU/NA/JP) +0x100D9238 = .float 4320.0 ; .long 0x45870000 +0x100D9460 = .float 4320.0 ; .long 0x45870000 +0x100D9AB4 = .float 4320.0 ; .long 0x45870000 +0x100DA16C = .float 4320.0 ; .long 0x45870000 +0x100DFA14 = .float $height +0x022152CC = .long 0x48000048 + +[SuperMarioMaker_LevelHeight_v16] +moduleMatches = 0xB13BAB09 ; (EU/NA/JP) +0x100CA2D0 = .float 4320.0 ; .long 0x45870000 +0x100CA4E0 = .float 4320.0 ; .long 0x45870000 +0x100CAABC = .float 4320.0 ; .long 0x45870000 +0x100CB14C = .float 4320.0 ; .long 0x45870000 +0x100D025C = .float $height +0x021EB01C = .long 0x48000048 + +[SuperMarioMaker_LevelHeight_vMedia] +moduleMatches = 0x878D0B9C ; (EU/NA/JP) +0x100CA228 = .float 4320.0 ; .long 0x45870000 +0x100CA438 = .float 4320.0 ; .long 0x45870000 +0x100CAA14 = .float 4320.0 ; .long 0x45870000 +0x100CB0A4 = .float 4320.0 ; .long 0x45870000 +0x100D01B4 = .float $height +0x021EADAC = .long 0x48000048 diff --git a/Mods/SuperMarioMaker_InfiniteLevelHeight/rules.txt b/src/SuperMarioMaker/Mods/InfiniteLevelHeight/rules.txt similarity index 76% rename from Mods/SuperMarioMaker_InfiniteLevelHeight/rules.txt rename to src/SuperMarioMaker/Mods/InfiniteLevelHeight/rules.txt index 70ab96d71..c023d337b 100644 --- a/Mods/SuperMarioMaker_InfiniteLevelHeight/rules.txt +++ b/src/SuperMarioMaker/Mods/InfiniteLevelHeight/rules.txt @@ -1,9 +1,13 @@ [Definition] -titleIds = 000500001018DB00,000500001018DC00,000500001018DD00 +titleIds = 000500001018DB00,000500001018DC00,000500001018DD00,000500001F600800,000500001F600700,000500001F600600 name = Infinite Level Height path = "Super Mario Maker/Mods/Infinite Level Height" description = Make sure to have online disabled while having this graphic pack enabled, you're liable if you get banned! Allows you to make higher levels. Credits to comex for the mod (http://yt.vu/+comex) and GRAnimated for adapting it into a graphic pack. -version = 4 +#Credits: Comex, GRAnimated +version = 7 + +[Default] +$height = 32.0 [Preset] name = 32 Blocks Tall diff --git a/Workarounds/SuperMarioMaker_BorderFix/62ef961567454ba5_0000000000000000_vs.txt b/src/SuperMarioMaker/Workarounds/BorderFix/62ef961567454ba5_0000000000000000_vs.txt similarity index 99% rename from Workarounds/SuperMarioMaker_BorderFix/62ef961567454ba5_0000000000000000_vs.txt rename to src/SuperMarioMaker/Workarounds/BorderFix/62ef961567454ba5_0000000000000000_vs.txt index 3511a741b..65f4231cf 100644 --- a/Workarounds/SuperMarioMaker_BorderFix/62ef961567454ba5_0000000000000000_vs.txt +++ b/src/SuperMarioMaker/Workarounds/BorderFix/62ef961567454ba5_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/SuperMarioMaker/Workarounds/BorderFix/rules.txt b/src/SuperMarioMaker/Workarounds/BorderFix/rules.txt new file mode 100644 index 000000000..0be6b48f7 --- /dev/null +++ b/src/SuperMarioMaker/Workarounds/BorderFix/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 000500001018DB00,000500001018DC00,000500001018DD00,000500001F600800,000500001F600700,000500001F600600 +name = Border Fix +path = "Super Mario Maker/Workarounds/Border Fix" +description = Removes the border from the top of the screen.|Made by Crementif. +#Credits: Crementif +version = 7 diff --git a/Workarounds/SuperMarioMaker_GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt b/src/SuperMarioMaker/Workarounds/GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt similarity index 99% rename from Workarounds/SuperMarioMaker_GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt rename to src/SuperMarioMaker/Workarounds/GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt index e6fdd9b4c..7868e8454 100644 --- a/Workarounds/SuperMarioMaker_GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt +++ b/src/SuperMarioMaker/Workarounds/GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Workarounds/SuperMarioMaker_GridFix/rules.txt b/src/SuperMarioMaker/Workarounds/GridFix/rules.txt similarity index 54% rename from Workarounds/SuperMarioMaker_GridFix/rules.txt rename to src/SuperMarioMaker/Workarounds/GridFix/rules.txt index ad0072fd0..d5d1a42e8 100644 --- a/Workarounds/SuperMarioMaker_GridFix/rules.txt +++ b/src/SuperMarioMaker/Workarounds/GridFix/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 000500001018DB00,000500001018DC00,000500001018DD00 +titleIds = 000500001018DB00,000500001018DC00,000500001018DD00,000500001F600800,000500001F600700,000500001F600600 name = Grid Fix path = "Super Mario Maker/Workarounds/Grid Fix" -description = Fixes the issue where the grid isn't rendered correctly and adds a tint to the image. Normally only there with interpreter. Made by Crementif. -version = 4 +description = Fixes the issue where the grid isn't rendered correctly and adds a tint to the image. Normally only there with interpreter.|Made by Crementif. +#Credits: Crementif +version = 7 diff --git a/src/TNTRacers/Graphics/rules.txt b/src/TNTRacers/Graphics/rules.txt new file mode 100644 index 000000000..29921f642 --- /dev/null +++ b/src/TNTRacers/Graphics/rules.txt @@ -0,0 +1,107 @@ +[Definition] +titleIds = 0005000010142800,000500001014F000 +name = Graphics Settings +path = "TNT Racers Nitro Machines Edition/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1920 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 +$width = 1280 +$height = 720 + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] # tv +width = 1920 +height = 1080 +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 + +[TextureRedefine] # q-res +width = 480 +height = 270 +overwriteWidth = ($width/$gameWidth) * 480 +overwriteHeight = ($height/$gameHeight) * 270 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Resolutions/TaikoNoTatsujin_Resolution/rules.txt b/src/TaikoNoTatsujin/Graphics/rules.txt similarity index 77% rename from Resolutions/TaikoNoTatsujin_Resolution/rules.txt rename to src/TaikoNoTatsujin/Graphics/rules.txt index 53d1e76f2..c275927fd 100644 --- a/Resolutions/TaikoNoTatsujin_Resolution/rules.txt +++ b/src/TaikoNoTatsujin/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 0005000010132200,0005000010192000,00050000101D3000,0005000c10132200,0005000c10192000,0005000c101d3000,0005000e101d3000 -name = Resolution -path = "Taiko no Tatsujin/Graphics/Resolution" -description = Changes the resolution of the game. Works on all versions. -version = 4 - -[Preset] -name = 1280x720 (Default) +titleIds = 0005000010132200,0005000010192000,00050000101D3000 +name = Graphics Settings +path = "Taiko no Tatsujin/Graphics" +description = Changes the resolution of the game. +#Credits: ActualMandM +version = 7 + +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,41 +15,41 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 [TextureRedefine] diff --git a/Resolutions/TekkenTagTournament2_Resolution/patches.txt b/src/TekkenTagTournament2/Graphics/patch_aspect.asm similarity index 52% rename from Resolutions/TekkenTagTournament2_Resolution/patches.txt rename to src/TekkenTagTournament2/Graphics/patch_aspect.asm index 7d52def30..2cfd9e457 100644 --- a/Resolutions/TekkenTagTournament2_Resolution/patches.txt +++ b/src/TekkenTagTournament2/Graphics/patch_aspect.asm @@ -1,5 +1,5 @@ -[tekken32] +[tekkentag2_resolution_v32] moduleMatches = 0x465EA719 -0x10433450 = .float $width/$height #Main aspect ratio -0x101798a4 = .float (0.017453292 * (($width/$height)/($gameWidth/$gameHeight))) #Culling -0x1072d978 = .float (0.017453292 * (($width/$height)/($gameWidth/$gameHeight))) #Props culling +0x10433450 = .float $width/$height ;Main aspect ratio +0x101798a4 = .float (0.017453292 * (($width/$height)/($gameWidth/$gameHeight))) ;Culling +0x1072d978 = .float (0.017453292 * (($width/$height)/($gameWidth/$gameHeight))) ;Props culling diff --git a/Resolutions/TekkenTagTournament2_Resolution/rules.txt b/src/TekkenTagTournament2/Graphics/rules.txt similarity index 84% rename from Resolutions/TekkenTagTournament2_Resolution/rules.txt rename to src/TekkenTagTournament2/Graphics/rules.txt index 341ed4348..1543dc2cd 100644 --- a/Resolutions/TekkenTagTournament2_Resolution/rules.txt +++ b/src/TekkenTagTournament2/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 000500001010F800,0005000010110000 -name = Resolution -path = "Tekken Tag Tournament 2/Graphics/Resolution" -description = Changes the resolution of the game. Aspect ratio patch Made by Flextape05 -version = 4 +name = Graphics Settings +path = "Tekken Tag Tournament 2/Graphics" +description = Changes the resolution of the game. +#Credits: Flextape05 Crementif +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -15,69 +15,67 @@ $gameHeight = 720 # Performance [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 # Common HD Resolutions [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + +# Custom Aspect Ratio [Preset] name = 2560x1080(21:9) diff --git a/src/TekkenTagTournament2/Mods/FOV/patch_fov.asm b/src/TekkenTagTournament2/Mods/FOV/patch_fov.asm new file mode 100644 index 000000000..d7ce5cb29 --- /dev/null +++ b/src/TekkenTagTournament2/Mods/FOV/patch_fov.asm @@ -0,0 +1,3 @@ +[tekkentag2_fov_v32] +moduleMatches = 0x465EA719 +0x106d2e24 = .float $fov ;FOV/Zoom diff --git a/Mods/TekkenTagTournament2_FOV/rules.txt b/src/TekkenTagTournament2/Mods/FOV/rules.txt similarity index 74% rename from Mods/TekkenTagTournament2_FOV/rules.txt rename to src/TekkenTagTournament2/Mods/FOV/rules.txt index 0eb6795b4..908a4ed39 100644 --- a/Mods/TekkenTagTournament2_FOV/rules.txt +++ b/src/TekkenTagTournament2/Mods/FOV/rules.txt @@ -1,13 +1,16 @@ [Definition] titleIds = 000500001010F800,0005000010110000 name = Field of View -path = "Tekken Tag Tournament 2/Graphics/FOV" -description = Changes the FOV of the game for aspect ratio patches. Made by Flextape05 -version = 4 +path = "Tekken Tag Tournament 2/FOV" +description = Changes the FOV of the game for aspect ratio patches.|Made by Flextape05. +#Credits: Flextape05 +version = 7 + +[Default] +$fov = 0.017453292 [Preset] name = Default FOV -$fov = 0.017453292 [Preset] name = Match 16:9 horizontal FOV to 21:9 diff --git a/src/Tengami/Graphics/rules.txt b/src/Tengami/Graphics/rules.txt new file mode 100644 index 000000000..9e3b2fb2b --- /dev/null +++ b/src/Tengami/Graphics/rules.txt @@ -0,0 +1,101 @@ +[Definition] +titleIds = 000500001015B100,0005000010155B00,00050000101B6500 +name = Graphics Settings +path = "Tengami/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/TurboStuntSquad/Graphics/rules.txt b/src/TurboStuntSquad/Graphics/rules.txt new file mode 100644 index 000000000..a1411c41b --- /dev/null +++ b/src/TurboStuntSquad/Graphics/rules.txt @@ -0,0 +1,113 @@ +[Definition] +titleIds = 0005000010133900,0005000010136700 +name = Graphics Settings +path = "Turbo: Super Stunt Squad/Graphics" +description = Changes the game's resolution. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] # tv +width = 1280 +height = 720 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # half-res +width = 640 +height = 360 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] # q-res +width = 320 +height = 180 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Enhancements/TwilightPrincessHD_Bloom/49865bd2e62efda1_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/49865bd2e62efda1_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/49865bd2e62efda1_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/49865bd2e62efda1_0000000000000079_ps.txt index 55b7ae728..dea4b6300 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/49865bd2e62efda1_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/49865bd2e62efda1_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable @@ -79,4 +79,4 @@ void main() // export passPixelColor0 = vec4(outColor.x, outColor.y, outColor.z, outColor.w); -} \ No newline at end of file +} diff --git a/Enhancements/TwilightPrincessHD_Bloom/5f422bf63e25be7f_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/5f422bf63e25be7f_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/5f422bf63e25be7f_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/5f422bf63e25be7f_0000000000000079_ps.txt index 8bfc1d678..5b0a8f835 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/5f422bf63e25be7f_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/5f422bf63e25be7f_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable diff --git a/Enhancements/TwilightPrincessHD_Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt index 464c365de..c02ebb0ee 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable diff --git a/Enhancements/TwilightPrincessHD_Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt index 31a9713d8..8050ad249 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable diff --git a/Enhancements/TwilightPrincessHD_Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt index c40a8a014..7bcad97f6 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable diff --git a/Enhancements/TwilightPrincessHD_Bloom/rules.txt b/src/TwilightPrincessHD/Enhancements/Bloom/rules.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/rules.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/rules.txt index 7a25d0afc..29d114da7 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/rules.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/rules.txt @@ -1,8 +1,9 @@ [Definition] titleIds = 000500001019C800,000500001019E600,000500001019E500 name = Bloom (Glow) and Shadow World Color Grading -path = The Legend of Zelda: Twilight Princess HD/Graphics/Bloom +path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Bloom" description = This pack allows you to adjust bloom and color grading in the shadow world.||It's not recommended to fully disable bloom, as it removes the intended tone of the game.|Bloom is particularly strong in the shadow world with a strong yellow tint, but is also used in the normal world.||Color grading only affects the shadow world. By default, the game darkens and desaturates the image in the shadow world to further distinguish it. +#Credits: version = 7 diff --git a/Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/c14019840473ff86_00000000000003c9_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/c14019840473ff86_00000000000003c9_ps.txt index b917e9b2d..243b23850 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/c14019840473ff86_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader c14019840473ff86 diff --git a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/rules.txt similarity index 98% rename from Enhancements/TwilightPrincessHD_Contrasty/rules.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/rules.txt index 55f9c5bc3..0c35b9c78 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/rules.txt @@ -2,11 +2,11 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500 name = Contrasty path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Contrasty" -description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Made by getdls. -version = 4 +description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls. +#Credits: getdls +version = 7 -[Preset] -name = default +[Default] $redShadows = 1.0 $greenShadows = 1.0 $blueSadows = 1.0 @@ -27,6 +27,9 @@ $crushContrast = 0.0 # $bleach = 1.0 $sharp_mix = 0.0 +[Preset] +name = default + [Preset] # Preserve original washed out look, but balances bloom white point towards neutral name = Neutral Hi-lights $redShadows = 1.0 diff --git a/Enhancements/TwilightPrincessHD_Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt similarity index 96% rename from Enhancements/TwilightPrincessHD_Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt index a63369ed4..2f72bf808 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/TwilightPrincessHD_Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt similarity index 96% rename from Enhancements/TwilightPrincessHD_Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt index 0aca94074..31ef84280 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/TwilightPrincessHD_Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt similarity index 97% rename from Enhancements/TwilightPrincessHD_Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt index 77a2fc393..fc6c8bf66 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/TwilightPrincessHD_Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt similarity index 97% rename from Enhancements/TwilightPrincessHD_Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt index a16a53f09..c7ce870d8 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader e334517825fdd599 diff --git a/Enhancements/TwilightPrincessHD_NegativeLOD/rules.txt b/src/TwilightPrincessHD/Enhancements/NegativeLOD/rules.txt similarity index 92% rename from Enhancements/TwilightPrincessHD_NegativeLOD/rules.txt rename to src/TwilightPrincessHD/Enhancements/NegativeLOD/rules.txt index 8adf83903..f8039d4ce 100644 --- a/Enhancements/TwilightPrincessHD_NegativeLOD/rules.txt +++ b/src/TwilightPrincessHD/Enhancements/NegativeLOD/rules.txt @@ -2,17 +2,28 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500 name = Level of detail path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Negative Texture LOD" -description = Sharper textures at risk of shimmering when set too high. Made by getdls. -version = 4 +description = Sharper textures at risk of shimmering when set too high.|Made by getdls. +#Credits: getdls +version = 7 -[Preset] -name = LOD Default +[Default] $0x031 = 0 $0x033 = 0 $0x034 = 0 $0x035 = 0 $0x01a = 0 +[Preset] +name = LOD +2 (Simulate WiiU LOD on higher resolution) +$0x031 = +2 +$0x033 = +2 +$0x034 = +2 +$0x035 = +2 +$0x01a = 0 + +[Preset] +name = LOD Default + [Preset] name = LOD -0.5 (Sharper) $0x031 = -.5 @@ -21,7 +32,7 @@ $0x034 = -.5 $0x035 = -.5 $0x01a = -.5 [Preset] -name = LOD -1 (Max for gameplay) +name = LOD -1 (Super Sharp) $0x031 = -1 $0x033 = -1 $0x034 = -1 @@ -36,14 +47,6 @@ $0x034 = -4 $0x035 = -4 $0x01a = -4 -[Preset] -name = LOD +2 (Simulate WiiU LOD on higher resolution) -$0x031 = +2 -$0x033 = +2 -$0x034 = +2 -$0x035 = +2 -$0x01a = 0 - [TextureRedefine] formats = 0x031 #0x431,0x432,0x433,0x434,0x435 not used. overwriteRelativeLodBias = $0x031 diff --git a/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/15e4acf324eb0912_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/15e4acf324eb0912_0000000000000000_vs.txt index 6f9ef524f..9084573d1 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/15e4acf324eb0912_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/18893ce415f2fcc7_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/18893ce415f2fcc7_0000000000000000_vs.txt index 41ea814ac..9c18c7faf 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/18893ce415f2fcc7_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/1caed2ca3d14f36b_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/1caed2ca3d14f36b_0000000000000000_vs.txt index 562791c9b..9a8c2487a 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/1caed2ca3d14f36b_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/24b09ef9b11b98d5_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/24b09ef9b11b98d5_0000000000000000_vs.txt index a20830fc3..fbf9b496c 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/24b09ef9b11b98d5_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/27b429c755f71162_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/27b429c755f71162_0000000000000000_vs.txt index ca7d04754..e52f3d170 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/27b429c755f71162_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/4f5f72f9eec53a90_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/4f5f72f9eec53a90_0000000000000000_vs.txt index 6ad4801d4..f7e09e2ee 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/4f5f72f9eec53a90_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/5f2ae4dbd2256d0c_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/5f2ae4dbd2256d0c_0000000000000000_vs.txt index 31cf05524..9b43d99b6 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/5f2ae4dbd2256d0c_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/6dc0977212eae7b3_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/6dc0977212eae7b3_0000000000000000_vs.txt index b0ab55eb1..e2fd55c03 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/6dc0977212eae7b3_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/70e776430cd020a9_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/70e776430cd020a9_0000000000000000_vs.txt index 71e0de969..2ad19b08f 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/70e776430cd020a9_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/7674f1be5f1b1e0c_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/7674f1be5f1b1e0c_0000000000000000_vs.txt index 6c6f66d60..086403c9b 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/7674f1be5f1b1e0c_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/7c5a0f2532be049f_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/7c5a0f2532be049f_0000000000000000_vs.txt index 97f9e3981..b3dbdae7f 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/7c5a0f2532be049f_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/7fc573264230ed00_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/7fc573264230ed00_0000000000000000_vs.txt index a2a649016..56cc6293f 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/7fc573264230ed00_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/827afe113fd67658_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/827afe113fd67658_0000000000000000_vs.txt index afca3cff9..8f9fc0e12 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/827afe113fd67658_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/85b15b7fe92662bb_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/85b15b7fe92662bb_0000000000000000_vs.txt index 0856326a0..54c71fbca 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/85b15b7fe92662bb_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt b/src/TwilightPrincessHD/Graphics/95a5a89d62998e0d_0000000000000079_ps.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Graphics/95a5a89d62998e0d_0000000000000079_ps.txt index b780fd7a6..52d2254e9 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Graphics/95a5a89d62998e0d_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/TPHD_Readme.md b/src/TwilightPrincessHD/Graphics/TPHD_Readme.md similarity index 100% rename from Resolutions/TwilightPrincessHD_Resolution/TPHD_Readme.md rename to src/TwilightPrincessHD/Graphics/TPHD_Readme.md diff --git a/Resolutions/TwilightPrincessHD_Resolution/_cac95df4d2d6f5b8_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/_cac95df4d2d6f5b8_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/_cac95df4d2d6f5b8_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/_cac95df4d2d6f5b8_0000000000000000_vs.txt index 76ff9dda2..a32116d82 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/_cac95df4d2d6f5b8_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/_cac95df4d2d6f5b8_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable diff --git a/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/acbedb86f89efae4_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/acbedb86f89efae4_0000000000000000_vs.txt index ea36ce3fc..04773e38e 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/acbedb86f89efae4_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/aebb1e76797684a2_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/aebb1e76797684a2_0000000000000000_vs.txt index cc91fbc66..dd412351f 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/aebb1e76797684a2_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/b5241d6db4feef42_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/b5241d6db4feef42_0000000000000000_vs.txt index c8f9b843b..ef6b7719d 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/b5241d6db4feef42_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt b/src/TwilightPrincessHD/Graphics/c14019840473ff86_00000000000003c9_ps.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt rename to src/TwilightPrincessHD/Graphics/c14019840473ff86_00000000000003c9_ps.txt index d1cacd359..eb504f1d5 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt +++ b/src/TwilightPrincessHD/Graphics/c14019840473ff86_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt b/src/TwilightPrincessHD/Graphics/c612390d4c70f430_0000000000000079_ps.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Graphics/c612390d4c70f430_0000000000000079_ps.txt index 3ca91bda7..e95d37fa9 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Graphics/c612390d4c70f430_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/ce7aa5fffc34aab0_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/ce7aa5fffc34aab0_0000000000000000_vs.txt index 7cdf23c5d..ed07293f4 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/ce7aa5fffc34aab0_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/e9d455979cba2505_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/e9d455979cba2505_0000000000000000_vs.txt index 858bf01ad..caf8375df 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/e9d455979cba2505_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/eec9403a9d54137e_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/eec9403a9d54137e_0000000000000000_vs.txt index e1f6f8429..d6797870e 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/eec9403a9d54137e_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/f017fcfaf1bd28ab_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/f017fcfaf1bd28ab_0000000000000000_vs.txt index c927d51f3..c3a9d543c 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/f017fcfaf1bd28ab_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/f5034fe4aa1fec23_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/f5034fe4aa1fec23_0000000000000000_vs.txt index 38bbc8b51..0d54534c7 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/f5034fe4aa1fec23_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/fc148873ef522f50_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/fc148873ef522f50_0000000000000000_vs.txt index 3f0108a50..b75fe79bd 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/fc148873ef522f50_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/patches.txt b/src/TwilightPrincessHD/Graphics/patch_resolution.asm similarity index 74% rename from Resolutions/TwilightPrincessHD_Resolution/patches.txt rename to src/TwilightPrincessHD/Graphics/patch_resolution.asm index 1814cb36b..98794aa02 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/patches.txt +++ b/src/TwilightPrincessHD/Graphics/patch_resolution.asm @@ -1,12 +1,7 @@ -[TPHDv81] -moduleMatches = 0x1A03E108 - -#rodata constants +[TwilightPrincessHD_Resolution] +moduleMatches = 0x1A03E108, 0xA3175EEA ; v81(EU/NA), v82(JP) 0x1005AAD8 = .float $aspectRatio _aspectAddr = 0x1006AAD8 - - -#code changes 0x028D75B8 = lis r11, _aspectAddr@h 0x028D75C0 = lfs f0, _aspectAddr@l(r11) ; Main 3d Aspect 0x029BB184 = lis r12, _aspectAddr@h diff --git a/Resolutions/TwilightPrincessHD_Resolution/rules.txt b/src/TwilightPrincessHD/Graphics/rules.txt similarity index 89% rename from Resolutions/TwilightPrincessHD_Resolution/rules.txt rename to src/TwilightPrincessHD/Graphics/rules.txt index 47732965e..b831dbc35 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/rules.txt +++ b/src/TwilightPrincessHD/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 000500001019C800,000500001019E600,000500001019E500 -name = Resolution -path = "The Legend of Zelda: Twilight Princess HD/Graphics/Resolution" -description = Changes the resolution of the game. Made by getdls. -version = 4 +name = Graphics Settings +path = "The Legend of Zelda: Twilight Princess HD/Graphics" +description = Changes the resolution of the game.|Made by getdls. +#Credits: getdls, NineKain +version = 7 -[Preset] -name = 1920x1080 (Native) +[Default] $width = 1920 $height = 1080 $gameWidth = 1920 @@ -19,8 +19,51 @@ $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 $UItransp = 1.0 +$anisoLevel = 1 + +# Performance + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 +$gameWidth = 1920 +$gameHeight = 1080 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 +$gameWidth = 1920 +$gameHeight = 1080 + +[Preset] +category = Resolution: +name = 1280x720 +$width = 1280 +$height = 720 +$gameWidth = 1920 +$gameHeight = 1080 + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 +$gameWidth = 1920 +$gameHeight = 1080 [Preset] +category = Resolution: +name = 1920x1080 (Native) +default = 1 + +# HD Resolutions + +[Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 @@ -36,6 +79,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 2732x1536 $width = 2732 $height = 1536 @@ -51,6 +95,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 @@ -66,6 +111,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 3840x2160 (4k - Native x2) $width = 3840 $height = 2160 @@ -81,6 +127,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 @@ -98,6 +145,7 @@ $UItransp = 1.0 // Enthusiast [Preset] +category = Resolution: name = 7680x4320 (8k - Native x3) $width = 7680 $height = 4320 @@ -113,6 +161,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = -- 21:9 -- resolutions $width = 2560 $height = 1080 @@ -128,6 +177,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 2560x1080 (21:9 HD) $width = 2560 $height = 1080 @@ -143,6 +193,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 3440x1440 (21:9) $width = 3440 $height = 1440 @@ -158,6 +209,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 5120x2160 (21:9) $width = 5120 $height = 2160 @@ -173,6 +225,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = -- 16:10 -- resolutions $width = 1440 $height = 900 @@ -188,6 +241,7 @@ $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) $UItransp = 1.0 [Preset] +category = Resolution: name = 1280x800 (16:10) $width = 1280 $height = 800 @@ -203,6 +257,7 @@ $UIAspectY = ( 1280.0 / 800.0 ) / (1920.0 / 1080.0) $UItransp = 1.0 [Preset] +category = Resolution: name = 1440x900 (16:10) $width = 1440 $height = 900 @@ -218,6 +273,7 @@ $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) $UItransp = 1.0 [Preset] +category = Resolution: name = 1680x1050 (16:10) $width = 1680 $height = 1050 @@ -233,6 +289,7 @@ $UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0) $UItransp = 1.0 [Preset] +category = Resolution: name = 1920x1200 (16:10) $width = 1920 $height = 1200 @@ -248,6 +305,7 @@ $UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0) $UItransp = 1.0 [Preset] +category = Resolution: name = 2560x1600 (16:10) $width = 2560 $height = 1600 @@ -263,6 +321,7 @@ $UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0) $UItransp = 1.0 [Preset] +category = Resolution: name = 2880x1800 (16:10) $width = 2880 $height = 1800 @@ -278,6 +337,7 @@ $UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0) $UItransp = 1.0 [Preset] +category = Resolution: name = 3840x2400 (16:10) $width = 3840 $height = 2400 @@ -293,6 +353,7 @@ $UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0) $UItransp = 1.0 [Preset] +category = Resolution: name = 5120x3200 (16:10) $width = 5120 $height = 3200 @@ -308,6 +369,7 @@ $UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0) $UItransp = 1.0 [Preset] +category = Resolution: name = -- 48:9 -- resolutions $width = 5760 $height = 1080 @@ -323,6 +385,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 5760x1080 (48:9) $width = 5760 $height = 1080 @@ -338,6 +401,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 7680x1440 (48:9) $width = 7680 $height = 1440 @@ -353,6 +417,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering +category = Resolution: name = -- SSAA vert res x2 - Set scaling to Stretch $width = 1920 $height = 2160 @@ -368,6 +433,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 1920x2160 (Vertical x2) $width = 1920 $height = 2160 @@ -383,6 +449,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 2560x2880 (Vertical x2 - 0.75 sub scaling) $width = 2560 $height = 2880 @@ -398,6 +465,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] # +category = Resolution: name = 3840x4320 (Vertical x2 - 0.5 sub scaling) $width = 3840 $height = 4320 @@ -413,6 +481,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 2560x2160 (21:9 Vertical x2) $width = 2560 $height = 2160 @@ -428,6 +497,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling) $width = 3440 $height = 2880 @@ -443,6 +513,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = 10240x4320 (21:9 0.5 subscale) $width = 10240 $height = 4320 @@ -459,6 +530,7 @@ $UItransp = 1.0 [Preset] +category = Resolution: name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling) $width = 5760 $height = 2160 @@ -474,6 +546,7 @@ $UIAspectY = 1.0 $UItransp = 1.0 [Preset] +category = Resolution: name = -- UI 25% transparency, reduces risk of burn in -- $width = 1920 $height = 1080 @@ -489,6 +562,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 1920x1080 (Native) - UI 25% transp $width = 1920 $height = 1080 @@ -504,6 +578,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 2560x1440 - UI 25% transp $width = 2560 $height = 1440 @@ -519,6 +594,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 2732x1536 - UI 25% transp $width = 2732 $height = 1536 @@ -534,6 +610,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 3200x1800 - UI 25% transp $width = 3200 $height = 1800 @@ -549,6 +626,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 3840x2160 (4k - Native x2) - UI 25% transp $width = 3840 $height = 2160 @@ -564,6 +642,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 5120x2880 - UI 25% transp $width = 5120 $height = 2880 @@ -581,6 +660,7 @@ $UItransp = 0.75 // Enthusiast [Preset] +category = Resolution: name = 7680x4320 (8k - Native x3) - UI 25% transp $width = 7680 $height = 4320 @@ -596,6 +676,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = -- 21:9 -- resolutions - UI 25% transp $width = 2560 $height = 1080 @@ -611,6 +692,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 2560x1080 (21:9 HD) - UI 25% transp $width = 2560 $height = 1080 @@ -626,6 +708,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 3440x1440 (21:9) - UI 25% transp $width = 3440 $height = 1440 @@ -641,6 +724,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 5120x2160 (21:9) - UI 25% transp $width = 5120 $height = 2160 @@ -656,6 +740,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 10240x4320 (21:9) - UI 25% transp $width = 10240 $height = 4320 @@ -671,6 +756,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = -- 16:10 -- resolutions - UI 25% transp $width = 1440 $height = 900 @@ -686,6 +772,7 @@ $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) $UItransp = 0.75 [Preset] +category = Resolution: name = 1280x800 (16:10) - UI 25% transp $width = 1280 $height = 800 @@ -701,6 +788,7 @@ $UIAspectY = ( 1280.0 / 800.0 ) / (1920.0 / 1080.0) $UItransp = 0.75 [Preset] +category = Resolution: name = 1440x900 (16:10) - UI 25% transp $width = 1440 $height = 900 @@ -716,6 +804,7 @@ $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) $UItransp = 0.75 [Preset] +category = Resolution: name = 1680x1050 (16:10) - UI 25% transp $width = 1680 $height = 1050 @@ -731,6 +820,7 @@ $UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0) $UItransp = 0.75 [Preset] +category = Resolution: name = 1920x1200 (16:10) - UI 25% transp $width = 1920 $height = 1200 @@ -746,6 +836,7 @@ $UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0) $UItransp = 0.75 [Preset] +category = Resolution: name = 2560x1600 (16:10) - UI 25% transp $width = 2560 $height = 1600 @@ -761,6 +852,7 @@ $UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0) $UItransp = 0.75 [Preset] +category = Resolution: name = 2880x1800 (16:10) - UI 25% transp $width = 2880 $height = 1800 @@ -776,6 +868,7 @@ $UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0) $UItransp = 0.75 [Preset] +category = Resolution: name = 3840x2400 (16:10) - UI 25% transp $width = 3840 $height = 2400 @@ -791,6 +884,7 @@ $UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0) $UItransp = 0.75 [Preset] +category = Resolution: name = 5120x3200 (16:10) - UI 25% transp $width = 5120 $height = 3200 @@ -806,6 +900,7 @@ $UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0) $UItransp = 0.75 [Preset] +category = Resolution: name = -- 48:9 -- resolutions - UI 25% transp $width = 5760 $height = 1080 @@ -821,6 +916,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 5760x1080 (48:9) - UI 25% transp $width = 5760 $height = 1080 @@ -836,6 +932,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 7680x1440 (48:9) - UI 25% transp $width = 7680 $height = 1440 @@ -851,6 +948,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering +category = Resolution: name = --- SSAA vert res x2 - Set scaling to Stretch $width = 1920 $height = 2160 @@ -866,6 +964,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 1920x2160 (Vertical x2) - UI 25% transp $width = 1920 $height = 2160 @@ -881,6 +980,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 2560x2880 (Vertical x2 - 0.75 sub scaling) - UI 25% transp $width = 2560 $height = 2880 @@ -896,6 +996,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] # +category = Resolution: name = 3840x4320 (Vertical x2 - 0.5 sub scaling) - UI 25% transp $width = 3840 $height = 4320 @@ -911,6 +1012,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 2560x2160 (21:9 Vertical x2) - UI 25% transp $width = 2560 $height = 2160 @@ -926,6 +1028,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling) - UI 25% transp $width = 3440 $height = 2880 @@ -941,6 +1044,7 @@ $UIAspectY = 1.0 $UItransp = 0.75 [Preset] +category = Resolution: name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling) - UI 25% transp $width = 5760 $height = 2160 @@ -955,6 +1059,42 @@ $UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) $UIAspectY = 1.0 $UItransp = 0.75 + +[Preset] +category = Anisotropic Filtering: +name = x1 + +[Preset] +category = Anisotropic Filtering: +name = x2 +$anisoLevel = 2 + +[Preset] +category = Anisotropic Filtering: +name = x4 +$anisoLevel = 4 + +[Preset] +category = Anisotropic Filtering: +name = x8 +$anisoLevel = 8 + +[Preset] +category = Anisotropic Filtering: +name = x16 +$anisoLevel = 16 + +[Preset] +category = Anisotropic Filtering: +name = x32 (overkill) +$anisoLevel = 32 + + +[TextureRedefine] +formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 +overwriteAnisotropy = $anisoLevel + + [TextureRedefine] width = 1920 height = 1088 diff --git a/Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt similarity index 99% rename from Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt index 180c2096f..157bd8efa 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 14e81f55c62139c7 diff --git a/Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt similarity index 99% rename from Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt index 37b1839a1..c8802eced 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 4e1d21b4863fc48c diff --git a/Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt similarity index 99% rename from Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt index 128020d94..2f64deae0 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 9f1ac253de80a927 diff --git a/Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt similarity index 99% rename from Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt index 0ebc2d812..6dcf10e1a 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader acd66e3570ee3a72 diff --git a/Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt similarity index 99% rename from Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt index 5962d0c13..010af6ef8 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader b567aed28aa42ec7 diff --git a/Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt similarity index 99% rename from Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt index ca0c2c895..03643775b 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader e264c779e7deb774 diff --git a/Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt similarity index 99% rename from Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt index ecd8c11be..d69a3a1c8 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader f6e03fd012597dda diff --git a/Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt similarity index 99% rename from Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt index 89954f83a..019c271b2 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader faace4c78d269ce1 diff --git a/Mods/TwilightPrincessHD_RemoveHUD/rules.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/rules.txt similarity index 94% rename from Mods/TwilightPrincessHD_RemoveHUD/rules.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/rules.txt index b89b4d398..c32ffb1bc 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/rules.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/rules.txt @@ -3,4 +3,5 @@ titleIds = 000500001019E500,000500001019E600,000500001019C800 name = Remove HUD path = "The Legend of Zelda: Twilight Princess HD/Mods/Remove HUD (breaks menus)" description = Hides the HUD elements like the hearts, controller buttons and rupees count.|You should only enable this graphic pack when you want to make a screenshot without the HUD. -version = 7 \ No newline at end of file +#Credits: +version = 7 diff --git a/src/TwilightPrincessHD/Mods/RemoveHaze/patch_RemoveHaze.asm b/src/TwilightPrincessHD/Mods/RemoveHaze/patch_RemoveHaze.asm new file mode 100644 index 000000000..50d831595 --- /dev/null +++ b/src/TwilightPrincessHD/Mods/RemoveHaze/patch_RemoveHaze.asm @@ -0,0 +1,9 @@ +[TwilightPrincessHD_RemoveHaze] +moduleMatches = 0x1A03E108, 0xA3175EEA ; v81(EU/NA), v82(JP) +;##exp and haze settings +0x100C3EB8 = .float $nearExp ; Near world (over)exposure +0x100C36C4 = .float $bloomExp ; Bloom npc/object (over) " +0x100C3780 = .float $distExp ; Distant world (over)exposure +;0x100C3774 = .float $distanceFog +0x1012C898 = .float $distanceFog +;0x100871C8 = .float 0.01 ;100871C8:.float 0.00050000002 ;cloud float diff --git a/Mods/TwilightPrincessHD_RemoveHaze/rules.txt b/src/TwilightPrincessHD/Mods/RemoveHaze/rules.txt similarity index 89% rename from Mods/TwilightPrincessHD_RemoveHaze/rules.txt rename to src/TwilightPrincessHD/Mods/RemoveHaze/rules.txt index dd75771fe..2b12daf1a 100644 --- a/Mods/TwilightPrincessHD_RemoveHaze/rules.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHaze/rules.txt @@ -2,16 +2,19 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500 name = Distant Fog path = "The Legend of Zelda: Twilight Princess HD/Mods/Distant Fog" -description = Sets the depth and exposure of distant fog. Possible issues with disappearing objects. Made by getdls. -version = 4 +description = Sets the depth and exposure of distant fog. Possible issues with disappearing objects.|Made by getdls. +#Credits: getdls +version = 7 -[Preset] -name = Default +[Default] $distanceFog = 21.0 $nearExp = 0.0039 $bloomExp = 0.0039 $distExp = 0.0039 +[Preset] +name = Default + [Preset] name = Half-distant fog $distanceFog = 22.0 diff --git a/Enhancements/VCGBA_Undarken/79ba8affb269f61c_0000000000000079_ps.txt b/src/VirtualConsole/VCGBA/Enhancements/Undarken/79ba8affb269f61c_0000000000000079_ps.txt similarity index 99% rename from Enhancements/VCGBA_Undarken/79ba8affb269f61c_0000000000000079_ps.txt rename to src/VirtualConsole/VCGBA/Enhancements/Undarken/79ba8affb269f61c_0000000000000079_ps.txt index 974292f8e..19fc2f4b0 100644 --- a/Enhancements/VCGBA_Undarken/79ba8affb269f61c_0000000000000079_ps.txt +++ b/src/VirtualConsole/VCGBA/Enhancements/Undarken/79ba8affb269f61c_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/VCGBA_Undarken/rules.txt b/src/VirtualConsole/VCGBA/Enhancements/Undarken/rules.txt similarity index 89% rename from Enhancements/VCGBA_Undarken/rules.txt rename to src/VirtualConsole/VCGBA/Enhancements/Undarken/rules.txt index 4e186d553..d944c2c6b 100644 --- a/Enhancements/VCGBA_Undarken/rules.txt +++ b/src/VirtualConsole/VCGBA/Enhancements/Undarken/rules.txt @@ -1,6 +1,7 @@ [Definition] titleIds = 5000010173E00,5000010174000,5000010174100,5000010176100,5000010176000,5000010176200,5000010176D00,5000010176C00,5000010176E00,500001017A000,500001017A100,500001017BA00,500001017A200,500001017BB00,500001017BC00,5000010180100,500001017A400,500001017A300,5000010156700,5000010156600,5000010156800,5000010156A00,5000010156900,5000010156B00,5000010156E00,5000010156C00,5000010156F00,5000010157100,5000010157000,5000010157200,5000010157400,5000010157300,5000010157500,500001015D800,500001015D700,500001015D900,500001015DB00,500001015DA00,500001015DC00,500001015DE00,500001015DD00,500001015DF00,500001015E000,500001015E400,500001015E300,500001015E500,500001015E100,500001015E200,500001016CF00,5000010169700,500001016D000,500001016D100,5000010169800,500001016D200,5000010169A00,5000010169900,5000010169B00,5000010169D00,5000010169C00,5000010169E00,500001016A000,5000010169F00,500001016A100,500001016F200,500001016F100,5000010170900,500001016F400,500001016F300,5000010172C00,500001016F600,500001016F500,5000010172D00,500001016F800,500001016F700,5000010172E00,500001016FA00,500001016F900,5000010172F00,5000010173600,5000010173500,5000010173700,5000010173900,5000010173800,5000010173F00,5000010173B00,5000010173A00,5000010173C00 name = Undarken -path = Virtual Console/GBA/Enhancements/Undarken -description = Undarkens the emulator output. Made by Zalnor. -version = 4 +path = "Virtual Console/GBA/Enhancements/Undarken" +description = Undarkens the emulator output.|Made by Zalnor. +#Credits: Zanlor +version = 7 diff --git a/Resolutions/VCGBA_Resolution/rules.txt b/src/VirtualConsole/VCGBA/Graphics/rules.txt similarity index 95% rename from Resolutions/VCGBA_Resolution/rules.txt rename to src/VirtualConsole/VCGBA/Graphics/rules.txt index 9205f47bf..f59af33a6 100644 --- a/Resolutions/VCGBA_Resolution/rules.txt +++ b/src/VirtualConsole/VCGBA/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 5000010173E00,5000010174000,5000010174100,5000010176100,5000010176000,5000010176200,5000010176D00,5000010176C00,5000010176E00,500001017A000,500001017A100,500001017BA00,500001017A200,500001017BB00,500001017BC00,5000010180100,500001017A400,500001017A300,5000010156700,5000010156600,5000010156800,5000010156A00,5000010156900,5000010156B00,5000010156E00,5000010156C00,5000010156F00,5000010157100,5000010157000,5000010157200,5000010157400,5000010157300,5000010157500,500001015D800,500001015D700,500001015D900,500001015DB00,500001015DA00,500001015DC00,500001015DE00,500001015DD00,500001015DF00,500001015E000,500001015E400,500001015E300,500001015E500,500001015E100,500001015E200,500001016CF00,5000010169700,500001016D000,500001016D100,5000010169800,500001016D200,5000010169A00,5000010169900,5000010169B00,5000010169D00,5000010169C00,5000010169E00,500001016A000,5000010169F00,500001016A100,500001016F200,500001016F100,5000010170900,500001016F400,500001016F300,5000010172C00,500001016F600,500001016F500,5000010172D00,500001016F800,500001016F700,5000010172E00,500001016FA00,500001016F900,5000010172F00,5000010173600,5000010173500,5000010173700,5000010173900,5000010173800,5000010173F00,5000010173B00,5000010173A00,5000010173C00 -name = "Resolution" -path = Virtual Console/GBA/Graphics/Resolution -description = Changes the resolution of the game. Made by Zalnor. -version = 4 +name = Graphics Settings +path = "Virtual Console/GBA/Graphics" +description = Changes the resolution of the game.|Made by Zalnor. +#Credits: Zanlor +version = 7 -[Preset] -name = 1920x1080 (Default) +[Default] $width = 1920 $height = 1080 $gameWidth = 1920 @@ -14,6 +14,8 @@ $gameHeight = 1088 $GPgameWidth = 864 $GPgameHeight = 480 +[Preset] +name = 1920x1080 (Default) GBA Resolutions---------------------------- diff --git a/Enhancements/VCN64_Undarken/1494f789ce9ac901_000000000000000f_ps.txt b/src/VirtualConsole/VCN64/Enhancements/Undarken/1494f789ce9ac901_000000000000000f_ps.txt similarity index 99% rename from Enhancements/VCN64_Undarken/1494f789ce9ac901_000000000000000f_ps.txt rename to src/VirtualConsole/VCN64/Enhancements/Undarken/1494f789ce9ac901_000000000000000f_ps.txt index 9695a8a25..fa24b6f27 100644 --- a/Enhancements/VCN64_Undarken/1494f789ce9ac901_000000000000000f_ps.txt +++ b/src/VirtualConsole/VCN64/Enhancements/Undarken/1494f789ce9ac901_000000000000000f_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/VCN64_Undarken/rules.txt b/src/VirtualConsole/VCN64/Enhancements/Undarken/rules.txt similarity index 82% rename from Enhancements/VCN64_Undarken/rules.txt rename to src/VirtualConsole/VCN64/Enhancements/Undarken/rules.txt index 446eeeff7..8fe8ab6b5 100644 --- a/Enhancements/VCN64_Undarken/rules.txt +++ b/src/VirtualConsole/VCN64/Enhancements/Undarken/rules.txt @@ -1,6 +1,7 @@ [Definition] titleIds = 50000101FEA00,50000101FE900,5000010199200,5000010199100,5000010199300,5000010199500,5000010199400,5000010199700,5000010199600,5000010199800,5000010199B00,5000010199A00,5000010199C00,50000101A0E00,50000101A0D00,50000101A1000,50000101A5900,50000101A5800,50000101A5B00,50000101A5A00,50000101AC400,50000101AC600,50000101AC500,50000101B4600,50000101B4500,50000101B4800,50000101B4700,50000101BAF00,50000101BAE00,50000101BB000,50000101BB200,50000101BB100,50000101C5D00,50000101C5C00,50000101C5E00,50000101DA800,50000101DA700,50000101DA900,50000101E6500,50000101E6400,50000101E6700,50000101E6600,50000101EBB00,50000101FE800,50000101FE700 name = Undarken -path = Virtual Console/N64/Enhancements/Undarken -description = Undarkens the emulator output. Made by Zalnor. -version = 4 +path = "Virtual Console/N64/Enhancements/Undarken" +description = Undarkens the emulator output.|Made by Zalnor. +#Credits: Zanlor +version = 7 diff --git a/Resolutions/VCN64_Resolution/rules.txt b/src/VirtualConsole/VCN64/Graphics/rules.txt similarity index 89% rename from Resolutions/VCN64_Resolution/rules.txt rename to src/VirtualConsole/VCN64/Graphics/rules.txt index e4885d6c6..cde7b8523 100644 --- a/Resolutions/VCN64_Resolution/rules.txt +++ b/src/VirtualConsole/VCN64/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 50000101FEA00,50000101FE900,5000010199200,5000010199100,5000010199300,5000010199500,5000010199400,5000010199700,5000010199600,5000010199800,5000010199B00,5000010199A00,5000010199C00,50000101A0E00,50000101A0D00,50000101A1000,50000101A5900,50000101A5800,50000101A5B00,50000101A5A00,50000101AC400,50000101AC600,50000101AC500,50000101B4600,50000101B4500,50000101B4800,50000101B4700,50000101BAF00,50000101BAE00,50000101BB000,50000101BB200,50000101BB100,50000101C5D00,50000101C5C00,50000101C5E00,50000101DA800,50000101DA700,50000101DA900,50000101E6500,50000101E6400,50000101E6700,50000101E6600,50000101EBB00,50000101FE800,50000101FE700 -name = "Resolution" -path = Virtual Console/N64/Graphics/Resolution -description = Changes the resolution of the game. Made by Zalnor. -version = 4 +name = Graphics Settings +path = "Virtual Console/N64/Graphics" +description = Changes the resolution of the game.|Made by Zalnor. +#Credits: Zanlor +version = 7 -[Preset] -name = 1920x1080 (Default) +[Default] $width = 1920 $height = 1080 $gameWidth = 1920 @@ -15,9 +15,15 @@ $GPgameWidth = 864 $GPgameHeight = 480 $VCPgameWidth = 640 +[Preset] +category = Resolution: +name = 1920x1080 (Default) +default = 1 + N64 Resolutions---------------------------------- [Preset] +category = Resolution: name = ~~~Original N64 Resolutions~~~ (4:3) $width = 853 $height = 480 @@ -28,6 +34,7 @@ $GPgameHeight = 480 $VCPgameWidth = 640 [Preset] +category = Resolution: name = 640x480 (Original N64) (480i) $width = 853 $height = 480 @@ -38,6 +45,7 @@ $GPgameHeight = 480 $VCPgameWidth = 640 [Preset] +category = Resolution: name = 960x720 (720i) $width = 1280 $height = 720 @@ -48,6 +56,7 @@ $GPgameHeight = 480 $VCPgameWidth = 640 [Preset] +category = Resolution: name = 1280x960 2x $width = 1707 $height = 960 @@ -58,6 +67,7 @@ $GPgameHeight = 480 $VCPgameWidth = 640 [Preset] +category = Resolution: name = 1536x1152 (1080i) $width = 2048 $height = 1152 @@ -68,6 +78,7 @@ $GPgameHeight = 480 $VCPgameWidth = 640 [Preset] +category = Resolution: name = 1920x1440 3x (1440i) $width = 2560 $height = 1440 @@ -78,6 +89,7 @@ $GPgameHeight = 480 $VCPgameWidth = 640 [Preset] +category = Resolution: name = 2048x1536 $width = 2731 $height = 1536 @@ -88,6 +100,7 @@ $GPgameHeight = 480 $VCPgameWidth = 640 [Preset] +category = Resolution: name = 2560x1920 (1800i) $width = 3413 $height = 1920 @@ -98,6 +111,7 @@ $GPgameHeight = 480 $VCPgameWidth = 640 [Preset] +category = Resolution: name = 3200x2400 5x $width = 4267 $height = 2400 @@ -108,6 +122,7 @@ $GPgameHeight = 480 $VCPgameWidth = 640 [Preset] +category = Resolution: name = 3840x2880 6x (4k) $width = 5120 $height = 2880 @@ -117,6 +132,7 @@ $GPgameWidth = 864 $GPgameHeight = 480 $VCPgameWidth = 640 + #Game Viewports------------------------------------------- [TextureRedefine] diff --git a/Enhancements/VCNES_Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt b/src/VirtualConsole/VCNES/Enhancements/Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt similarity index 99% rename from Enhancements/VCNES_Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt rename to src/VirtualConsole/VCNES/Enhancements/Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt index b8637f5f4..ece76e08e 100644 --- a/Enhancements/VCNES_Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt +++ b/src/VirtualConsole/VCNES/Enhancements/Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/VCNES_Undarken/rules.txt b/src/VirtualConsole/VCNES/Enhancements/Undarken/rules.txt similarity index 89% rename from Enhancements/VCNES_Undarken/rules.txt rename to src/VirtualConsole/VCNES/Enhancements/Undarken/rules.txt index c667cc860..5c785fc78 100644 --- a/Enhancements/VCNES_Undarken/rules.txt +++ b/src/VirtualConsole/VCNES/Enhancements/Undarken/rules.txt @@ -1,6 +1,7 @@ [Definition] titleIds = 500001012A100,500001012DF00,500001012DE00,500001012E000,500001012E100,500001012E300,500001012E200,500001012E400,500001012E700,500001012E600,500001012E800,500001012F400,500001012F300,500001012F500,500001012F700,500001012F600,500001012F800,5000010106D00,5000010106C00,5000010106E00,5000010107000,5000010106F00,5000010107100,5000010107500,5000010107200,5000010107600,5000010107800,5000010107700,5000010107900,5000010107C00,5000010107B00,5000010107D00,5000010107F00,5000010107E00,5000010108000,5000010108200,5000010108100,5000010108300,5000010108500,5000010108400,5000010108600,5000010108800,5000010108700,5000010108900,5000010108B00,5000010108A00,5000010108C00,5000010113F00,5000010113E00,5000010114000,5000010114200,5000010114100,5000010114300,5000010114500,5000010114400,5000010114600,5000010114800,5000010114700,5000010114900,5000010114A00,5000010119200,5000010119100,5000010119300,500001011A900,5000010119400,500001011AA00,500001011AE00,5000010119500,5000010119700,5000010119800,500001011AC00,500001011AB00,500001011AD00,5000010129800,5000010129700,5000010129900,5000010129A00,5000010129C00,5000010129B00,5000010129D00,5000010129F00,5000010129E00,500001012A000 name = Undarken -path = Virtual Console/NES/Enhancements/Undarken -description = Undarkens the emulator output. Made by Zalnor. -version = 4 +path = "Virtual Console/NES/Enhancements/Undarken" +description = Undarkens the emulator output.|Made by Zalnor. +#Credits: Zalnor +version = 7 diff --git a/Resolutions/VCNES_Resolution/rules.txt b/src/VirtualConsole/VCNES/Graphics/rules.txt similarity index 95% rename from Resolutions/VCNES_Resolution/rules.txt rename to src/VirtualConsole/VCNES/Graphics/rules.txt index eb0b9edde..bec295dff 100644 --- a/Resolutions/VCNES_Resolution/rules.txt +++ b/src/VirtualConsole/VCNES/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 500001012A100,500001012DF00,500001012DE00,500001012E000,500001012E100,500001012E300,500001012E200,500001012E400,500001012E700,500001012E600,500001012E800,500001012F400,500001012F300,500001012F500,500001012F700,500001012F600,500001012F800,5000010106D00,5000010106C00,5000010106E00,5000010107000,5000010106F00,5000010107100,5000010107500,5000010107200,5000010107600,5000010107800,5000010107700,5000010107900,5000010107C00,5000010107B00,5000010107D00,5000010107F00,5000010107E00,5000010108000,5000010108200,5000010108100,5000010108300,5000010108500,5000010108400,5000010108600,5000010108800,5000010108700,5000010108900,5000010108B00,5000010108A00,5000010108C00,5000010113F00,5000010113E00,5000010114000,5000010114200,5000010114100,5000010114300,5000010114500,5000010114400,5000010114600,5000010114800,5000010114700,5000010114900,5000010114A00,5000010119200,5000010119100,5000010119300,500001011A900,5000010119400,500001011AA00,500001011AE00,5000010119500,5000010119700,5000010119800,500001011AC00,500001011AB00,500001011AD00,5000010129800,5000010129700,5000010129900,5000010129A00,5000010129C00,5000010129B00,5000010129D00,5000010129F00,5000010129E00,500001012A000 -name = "Resolution" -path = Virtual Console/NES/Graphics/Resolution -description = Changes the resolution of the game. Made by Zalnor. -version = 4 +name = Graphics Settings +path = "Virtual Console/NES/Graphics" +description = Changes the resolution of the game.|Made by Zalnor. +#Credits: Zalnor +version = 7 -[Preset] -name = 1920x1080 (Default) +[Default] $width = 1920 $height = 1080 $gameWidth = 1920 @@ -14,6 +14,9 @@ $gameHeight = 1088 $GPgameWidth = 864 $GPgameHeight = 480 +[Preset] +name = 1920x1080 (Default) +default = 1 SNES Resolutions----------------------------- diff --git a/Resolutions/VCSNES_Resolution/rules.txt b/src/VirtualConsole/VCSNES/Graphics/rules.txt similarity index 95% rename from Resolutions/VCSNES_Resolution/rules.txt rename to src/VirtualConsole/VCSNES/Graphics/rules.txt index 2bd46015a..783aa5fab 100644 --- a/Resolutions/VCSNES_Resolution/rules.txt +++ b/src/VirtualConsole/VCSNES/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] titleIds = 500001012A800,500001012E900,500001012EC00,500001012EE00,500001012ED00,500001012EF00,5000010130200,5000010130400,5000010130300,5000010130500,5000010130700,5000010130600,5000010130800,5000010130A00,5000010130900,5000010130B00,5000010108F00,5000010108E00,5000010109000,5000010109200,5000010109100,5000010109300,5000010109500,5000010109400,5000010109600,5000010109800,5000010109700,5000010109900,5000010109D00,5000010109C00,5000010109E00,5000010109F00,500001010A100,500001010A000,500001010A200,500001010A400,500001010A600,500001010A500,500001010A700,500001010A900,500001010A800,500001010AA00,5000010114C00,5000010114B00,5000010114D00,5000010115000,5000010114F00,5000010115100,5000010115300,5000010115200,5000010115400,5000010115A00,5000010115B00,5000010119A00,5000010119900,5000010119B00,5000010119D00,5000010119C00,5000010119E00,500001011A000,5000010119F00,500001011A100,500001011A200,500001011A400,500001011A300,500001011A500,500001012A200,500001012A300,500001012A600,500001012A500,500001012AD00,500001012A700,500001014B300,0500001014B300,5000010151600,5000010153D00,5000010153E00,5000010153F00,5000010154000,5000010159100,5000010159000,5000010159200,5000010159300,5000010130D00,5000010130C00,5000010130E00,5000010133400,5000010133300,5000010133500,5000010134700,5000010134600,5000010136000,5000010134B00,5000010134A00,5000010134C00,5000010134D00,5000010135C00,5000010137300,5000010137400,5000010137500,5000010137600,5000010137700,5000010137A00,5000010138000,5000010137B00,5000010140C00,5000010140E00,5000010140D00,5000010140F00,5000010141200,5000010141100,5000010141300,5000010141400,5000010141500,5000010141700,5000010141600,5000010141800,5000010141A00,5000010141900,5000010141B00,5000010141D00,5000010141C00,5000010141E00,5000010141F00,5000010143700,5000010143C00,500001014B000 -name = "Resolution" -path = Virtual Console/SNES/Graphics/Resolution -description = Changes the resolution of the game. Made by Zalnor. -version = 4 +name = Graphics Settings +path = "Virtual Console/SNES/Graphics/Resolution" +description = Changes the resolution of the game.|Made by Zalnor. +#Credits: Zalnor +version = 7 -[Preset] -name = 1920x1080 (Default) +[Default] $width = 1920 $height = 1080 $gameWidth = 1920 @@ -14,6 +14,9 @@ $gameHeight = 1088 $GPgameWidth = 864 $GPgameHeight = 480 +[Preset] +name = 1920x1080 (Default) +default = 1 SNES Resolutions----------------------------- diff --git a/src/WarriorsOrochi3/Graphics/rules.txt b/src/WarriorsOrochi3/Graphics/rules.txt new file mode 100644 index 000000000..1e01c3e66 --- /dev/null +++ b/src/WarriorsOrochi3/Graphics/rules.txt @@ -0,0 +1,169 @@ +[Definition] +titleIds = 0005000010110200,0005000010112B00,000500001010EA00 +name = Graphics Settings +path = "Warriors Orochi 3 Hyper/Graphics" +description = Changes the game's resolution. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] #Game Resolution +width = 1280 +height = 720 +formatsExcluded = 0x431,0x433 +tileModesExcluded = 0x001 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] #Only saw depth in Nsight +width = 640 +height = 360 +tileModesExcluded = 0x001 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] #Lighting? +width = 322 +height = 182 +overwriteWidth = ($width/$gameWidth) * 322 +overwriteHeight = ($height/$gameHeight) * 182 + +[TextureRedefine] #Dupe of Main game +width = 320 +height = 180 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] #Lighting Blur? +width = 162 +height = 92 +overwriteWidth = ($width/$gameWidth) * 162 +overwriteHeight = ($height/$gameHeight) * 92 + +[TextureRedefine] #Lighting Blur? +width = 160 +height = 90 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 90 + +[TextureRedefine] #Gamepad +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] #Gamepad +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 + +#[TextureRedefine] #Shadows? +#width = 1024 +#height = 2048 +#formats = 0x005 +#overwriteWidth = ($width/$gameWidth) * 1024 +#overwriteHeight = ($height/$gameHeight) * 2048 + +#[TextureRedefine] #Dupe of Main Game? +#width = 64 +#height = 64 +#formats = 0x005 +#overwriteWidth = ($width/$gameWidth) * 64 +#overwriteHeight = ($height/$gameHeight) * 64 + +#[TextureRedefine] #Dupe of Main Game? +#width = 16 +#height = 16 +#formats = 0x005 +#overwriteWidth = ($width/$gameWidth) * 16 +#overwriteHeight = ($height/$gameHeight) * 16 + +#[TextureRedefine] #Dupe of Main Game? +#width = 4 +#height = 4 +#formats = 0x005 +#overwriteWidth = ($width/$gameWidth) * 4 +#overwriteHeight = ($height/$gameHeight) * 4 + +#[TextureRedefine] #Dupe of Main Game? +#width = 1 +#height = 1 +#formats = 0x005 +#overwriteWidth = ($width/$gameWidth) * 1 +#overwriteHeight = ($height/$gameHeight) * 1 diff --git a/Mods/WarriorsOrochi3_60FPS/patches.txt b/src/WarriorsOrochi3/Mods/60FPS/patch_60fps.asm similarity index 100% rename from Mods/WarriorsOrochi3_60FPS/patches.txt rename to src/WarriorsOrochi3/Mods/60FPS/patch_60fps.asm diff --git a/Mods/WarriorsOrochi3_60FPS/rules.txt b/src/WarriorsOrochi3/Mods/60FPS/rules.txt similarity index 95% rename from Mods/WarriorsOrochi3_60FPS/rules.txt rename to src/WarriorsOrochi3/Mods/60FPS/rules.txt index cb322d538..cde2ed98c 100644 --- a/Mods/WarriorsOrochi3_60FPS/rules.txt +++ b/src/WarriorsOrochi3/Mods/60FPS/rules.txt @@ -3,4 +3,4 @@ titleIds = 0005000010110200,000500001010EA00,0005000010112B00 name = 60FPS path = "Warriors Orochi 3 Hyper/Mods/60FPS" description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. Made by theboy181. -version = 4 +version = 7 diff --git a/src/WiiU/FriendList/Graphics/rules.txt b/src/WiiU/FriendList/Graphics/rules.txt index f7b85f72f..198f29d44 100644 --- a/src/WiiU/FriendList/Graphics/rules.txt +++ b/src/WiiU/FriendList/Graphics/rules.txt @@ -1,8 +1,9 @@ [Definition] titleIds = 000500301001500A,000500301001510A,000500301001520A -name = TV Resolution and Gamepad Resolution +name = Graphics Settings path = "Wii U/Friend List/Graphics" -description = Changes the TV resolution and Gamepad resolution of the application.||Made by M&&M. +description = Changes the TV resolution and Gamepad resolution of the application.|Made by M&&M. +#Credits: M&&M version = 7 [Default] @@ -19,60 +20,60 @@ $gamePadHeight = 480 # TV Resolution [Preset] -category = TV Resolution +category = TV Resolution: name = 640x360 $width = 640 $height = 360 [Preset] -category = TV Resolution +category = TV Resolution: name = 960x540 $width = 960 $height = 540 [Preset] -category = TV Resolution +category = TV Resolution: name = 1280x720 (Default) default = 1 [Preset] -category = TV Resolution +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 [Preset] -category = TV Resolution +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 [Preset] -category = TV Resolution +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 [Preset] -category = TV Resolution +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 [Preset] -category = TV Resolution +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 [Preset] -category = TV Resolution +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 @@ -81,60 +82,60 @@ $height = 4320 # Gamepad Resolution [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 640x360 $padWidth = 640 $padHeight = 360 [Preset] +category = Gamepad Resolution: name = 854x480 (Default) -category = Gamepad Resolution default = 1 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 960x540 $padWidth = 960 $padHeight = 540 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1600x900 $padWidth = 1600 $padHeight = 900 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1920x1080 $padWidth = 1920 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 2560x1440 $padWidth = 2560 $padHeight = 1440 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3200x1800 $padWidth = 3200 $padHeight = 1800 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3840x2160 $padWidth = 3840 $padHeight = 2160 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 5120x2880 $padWidth = 5120 $padHeight = 2880 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 7680x4320 $padWidth = 7680 $padHeight = 4320 diff --git a/src/WiiU/InternetBrowser/Graphics/rules.txt b/src/WiiU/InternetBrowser/Graphics/rules.txt index ca57a2f88..3be974bba 100644 --- a/src/WiiU/InternetBrowser/Graphics/rules.txt +++ b/src/WiiU/InternetBrowser/Graphics/rules.txt @@ -1,8 +1,9 @@ [Definition] titleIds = 000500301001200A,000500301001210A,000500301001220A -name = App Resolution +name = Graphics Settings path = "Wii U/Internet Browser/Graphics" -description = Changes the resolution of the application.||Made by M&&M. +description = Changes the resolution of the application.|Made by M&&M. +#Credits: M&&M version = 7 [Default] @@ -15,60 +16,60 @@ $gameHeight = 720 # Resolution [Preset] -category = Resolution +category = Resolution: name = 640x360 $width = 640 $height = 360 [Preset] -category = Resolution +category = Resolution: name = 960x540 $width = 960 $height = 540 [Preset] -category = Resolution +category = Resolution: name = 1280x720 (Default) default = 1 [Preset] -category = Resolution +category = Resolution: name = 1600x900 $width = 1600 $height = 900 [Preset] -category = Resolution +category = Resolution: name = 1920x1080 $width = 1920 $height = 1080 [Preset] -category = Resolution +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 [Preset] -category = Resolution +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 [Preset] -category = Resolution +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 [Preset] -category = Resolution +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 [Preset] -category = Resolution +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 diff --git a/src/WiiU/Menu/Graphics/rules.txt b/src/WiiU/Menu/Graphics/rules.txt index cc16b6259..a228d6321 100644 --- a/src/WiiU/Menu/Graphics/rules.txt +++ b/src/WiiU/Menu/Graphics/rules.txt @@ -2,7 +2,8 @@ titleIds = 0005001010040000,0005001010040100,0005001010040200 name = TV Resolution and Gamepad Resolution path = "Wii U/Menu/Graphics" -description = Changes the TV resolution and Gamepad resolution of the application.||Made by M&&M. +description = Changes the TV resolution and Gamepad resolution of the application.|Made by M&&M. +#Credits: M&&M version = 7 [Default] @@ -19,60 +20,60 @@ $gamePadHeight = 480 # TV Resolution [Preset] -category = TV Resolution +category = TV Resolution: name = 640x360 $width = 640 $height = 360 [Preset] -category = TV Resolution +category = TV Resolution: name = 960x540 $width = 960 $height = 540 [Preset] -category = TV Resolution +category = TV Resolution: name = 1280x720 (Default) default = 1 [Preset] -category = TV Resolution +category = TV Resolution: name = 1600x900 $width = 1600 $height = 900 [Preset] -category = TV Resolution +category = TV Resolution: name = 1920x1080 $width = 1920 $height = 1080 [Preset] -category = TV Resolution +category = TV Resolution: name = 2560x1440 $width = 2560 $height = 1440 [Preset] -category = TV Resolution +category = TV Resolution: name = 3200x1800 $width = 3200 $height = 1800 [Preset] -category = TV Resolution +category = TV Resolution: name = 3840x2160 $width = 3840 $height = 2160 [Preset] -category = TV Resolution +category = TV Resolution: name = 5120x2880 $width = 5120 $height = 2880 [Preset] -category = TV Resolution +category = TV Resolution: name = 7680x4320 $width = 7680 $height = 4320 @@ -81,60 +82,60 @@ $height = 4320 # Gamepad Resolution [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 640x360 $padWidth = 640 $padHeight = 360 [Preset] +category = Gamepad Resolution: name = 854x480 (Default) -category = Gamepad Resolution default = 1 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 960x540 $padWidth = 960 $padHeight = 540 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1600x900 $padWidth = 1600 $padHeight = 900 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 1920x1080 $padWidth = 1920 $padHeight = 1080 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 2560x1440 $padWidth = 2560 $padHeight = 1440 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3200x1800 $padWidth = 3200 $padHeight = 1800 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 3840x2160 $padWidth = 3840 $padHeight = 2160 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 5120x2880 $padWidth = 5120 $padHeight = 2880 [Preset] -category = Gamepad Resolution +category = Gamepad Resolution: name = 7680x4320 $padWidth = 7680 $padHeight = 4320 diff --git a/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/fcd26205b94e11ca_000000000000001f_ps.txt b/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/fcd26205b94e11ca_000000000000001f_ps.txt index 1d78522c0..8bbae18aa 100644 --- a/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/fcd26205b94e11ca_000000000000001f_ps.txt +++ b/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/fcd26205b94e11ca_000000000000001f_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/fcd26205b94e11ca_0000000000000079_ps.txt b/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/fcd26205b94e11ca_0000000000000079_ps.txt index 9410f81eb..c6b96172f 100644 --- a/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/fcd26205b94e11ca_0000000000000079_ps.txt +++ b/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/fcd26205b94e11ca_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/rules.txt b/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/rules.txt index a57c494f4..65644172d 100644 --- a/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/rules.txt +++ b/src/WiiU/eShop/Workarounds/RemoveGrayOverlay/rules.txt @@ -2,5 +2,7 @@ titleIds = 000500301001400a,000500301001410a,000500301001420a name = Remove Gray Overlay path = "Wii U/Nintendo eShop/Workarounds/Remove Gray Overlay" -description = Hides the gray overlay covering the lower half of the screen.||Made by Exzap. +description = Hides the gray overlay covering the lower half of the screen.|Made by Exzap. +#Credits: Exzap version = 7 +default = 1 diff --git a/src/WindWakerHD/Enhancements/Bloom/960d3ef6662043c7_0000000000000079_ps.txt b/src/WindWakerHD/Enhancements/Bloom/960d3ef6662043c7_0000000000000079_ps.txt new file mode 100644 index 000000000..916fb0258 --- /dev/null +++ b/src/WindWakerHD/Enhancements/Bloom/960d3ef6662043c7_0000000000000079_ps.txt @@ -0,0 +1,70 @@ +#version 460 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif + +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform vec4 uf_fragCoordScale; +}; +#else +uniform vec2 uf_fragCoordScale; +#endif + + + + + + + + +// shader 960d3ef6662043c7 +// Used for: Bloom + +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// 0 +backupReg0f = R0f.x * $targetBloom; +backupReg1f = R0f.y * $targetBloom; +backupReg2f = R0f.z * $targetBloom; +R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f); + +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/src/WindWakerHD/Enhancements/Bloom/rules.txt b/src/WindWakerHD/Enhancements/Bloom/rules.txt new file mode 100644 index 000000000..fd9c84cbf --- /dev/null +++ b/src/WindWakerHD/Enhancements/Bloom/rules.txt @@ -0,0 +1,40 @@ +[Definition] +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 +name = Bloom +path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Bloom" +description = Modify the amount of bloom. Bloom is used to make bright things emit a glow effect to make them look bright. +#Credits: M&&M +version = 7 + +[Default] +$targetBloom = 1.0 + +[Preset] +category = Bloom +name = Extra Bloom (150%) +$targetBloom = 1.5 + +[Preset] +category = Bloom +name = Normal Bloom (100%, Default) +default = 1 + +[Preset] +category = Bloom +name = Slightly Reduced Bloom (75%) +$targetBloom = 0.75 + +[Preset] +category = Bloom +name = Reduced Bloom (50%) +$targetBloom = 0.5 + +[Preset] +category = Bloom +name = Heavily Reduced Bloom (25%) +$targetBloom = 0.25 + +[Preset] +category = Bloom +name = No Bloom +$targetBloom = 0.0 diff --git a/Enhancements/WindWakerHD_Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt index fdc1bf171..8c286e085 100644 --- a/Enhancements/WindWakerHD_Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Enhancements/WindWakerHD_Contrasty/53141a02b3f78921_00000000000000ff_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/53141a02b3f78921_00000000000000ff_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/53141a02b3f78921_00000000000000ff_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/53141a02b3f78921_00000000000000ff_ps.txt index a5e4f22d8..5eb1b2e7e 100644 --- a/Enhancements/WindWakerHD_Contrasty/53141a02b3f78921_00000000000000ff_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/53141a02b3f78921_00000000000000ff_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Enhancements/WindWakerHD_Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt index 0971b308f..aa148d1c4 100644 --- a/Enhancements/WindWakerHD_Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Enhancements/WindWakerHD_Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt index 9e81e5b6e..3bce670c0 100644 --- a/Enhancements/WindWakerHD_Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Enhancements/WindWakerHD_Contrasty/92d5cf316124c301_00000000007fd249_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/92d5cf316124c301_00000000007fd249_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/92d5cf316124c301_00000000007fd249_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/92d5cf316124c301_00000000007fd249_ps.txt index cf717b529..e86ec28bf 100644 --- a/Enhancements/WindWakerHD_Contrasty/92d5cf316124c301_00000000007fd249_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/92d5cf316124c301_00000000007fd249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/WindWakerHD_Contrasty/960d3ef6662043c7_0000000000000079_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/960d3ef6662043c7_0000000000000079_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/960d3ef6662043c7_0000000000000079_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/960d3ef6662043c7_0000000000000079_ps.txt index 0537b14c3..3c6c15bf2 100644 --- a/Enhancements/WindWakerHD_Contrasty/960d3ef6662043c7_0000000000000079_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/960d3ef6662043c7_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Enhancements/WindWakerHD_Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt index 0bc971fcd..a25d335e5 100644 --- a/Enhancements/WindWakerHD_Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Enhancements/WindWakerHD_Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt index 39ccdd403..2a9ea65c9 100644 --- a/Enhancements/WindWakerHD_Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/WindWakerHD_Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt index 22bedeb03..1abaccdaf 100644 --- a/Enhancements/WindWakerHD_Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Enhancements/WindWakerHD_Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt index 4b89d2012..56af5c702 100644 --- a/Enhancements/WindWakerHD_Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/WindWakerHD_Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt index 338125946..fbba8a2f1 100644 --- a/Enhancements/WindWakerHD_Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Enhancements/WindWakerHD_Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/src/WindWakerHD/Enhancements/Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt rename to src/WindWakerHD/Enhancements/Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt index 67fc99330..d8f4a4bf4 100644 --- a/Enhancements/WindWakerHD_Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) diff --git a/Enhancements/WindWakerHD_Contrasty/rules.txt b/src/WindWakerHD/Enhancements/Contrasty/rules.txt similarity index 94% rename from Enhancements/WindWakerHD_Contrasty/rules.txt rename to src/WindWakerHD/Enhancements/Contrasty/rules.txt index f6ab21be5..19a41e02e 100644 --- a/Enhancements/WindWakerHD_Contrasty/rules.txt +++ b/src/WindWakerHD/Enhancements/Contrasty/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 0005000010143400,0005000010143600,0005000010143500 -name = Contrasty -path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Contrasty v1.1" -description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings. Made by getdls. -version = 4 - -[Preset] -name = Default +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 +name = Contrasty v1.1 +path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Contrasty" +description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls. +#Credits: getdls +version = 7 + +[Default] $redShadows = 1.0 $greenShadows = 1.0 $blueSadows = 1.0 @@ -34,6 +34,9 @@ $skyboxMix = 1.05 $AO = 1.0 $beach = 1.0 +[Preset] +name = Default + [Preset] name = Less sky bloom $redShadows = 1.0 diff --git a/Enhancements/WindWakerHD_LODBias/rules.txt b/src/WindWakerHD/Enhancements/LODBias/rules.txt similarity index 91% rename from Enhancements/WindWakerHD_LODBias/rules.txt rename to src/WindWakerHD/Enhancements/LODBias/rules.txt index 8090bc980..2a8ae94e7 100644 --- a/Enhancements/WindWakerHD_LODBias/rules.txt +++ b/src/WindWakerHD/Enhancements/LODBias/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 0005000010143400,0005000010143600,0005000010143500 +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 name = Negative texture LOD bias path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Negative Texture LOD" description = Texture LOD override, possible shimmer but sharper textures. -version = 4 +#Credits: +version = 7 -[Preset] -name = LOD Default +[Default] $0x031 = 0 $0x033 = 0 $0x034 = 0 @@ -27,6 +27,10 @@ $0x432 = 0 $0x433 = 0 $0x434 = 0 +[Preset] +name = LOD Default +default = 1 + [Preset] name = LOD -0.5 (Sharper) $0x031 = -.5 @@ -39,7 +43,7 @@ $0x433 = -.5 $0x434 = -.5 [Preset] -name = LOD -1 (Max for gameplay) +name = LOD -1 (Super Sharp) $0x031 = -1 $0x033 = -1 $0x034 = -1 diff --git a/Enhancements/WindWakerHD_NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt b/src/WindWakerHD/Enhancements/NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt similarity index 99% rename from Enhancements/WindWakerHD_NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt rename to src/WindWakerHD/Enhancements/NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt index c875276e7..989db685a 100644 --- a/Enhancements/WindWakerHD_NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt +++ b/src/WindWakerHD/Enhancements/NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/WindWakerHD_NoSSAO/rules.txt b/src/WindWakerHD/Enhancements/NoSSAO/rules.txt similarity index 70% rename from Enhancements/WindWakerHD_NoSSAO/rules.txt rename to src/WindWakerHD/Enhancements/NoSSAO/rules.txt index 01acd3135..3018d37b2 100644 --- a/Enhancements/WindWakerHD_NoSSAO/rules.txt +++ b/src/WindWakerHD/Enhancements/NoSSAO/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010143400,0005000010143600,0005000010143500 +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 name = No SSAO path = "The Legend of Zelda: The Wind Waker HD/Enhancements/No SSAO" description = Removes the SSAO of the game, which are these little blurred shadows around Link when you're standing under a tree, for example. -version = 4 \ No newline at end of file +#Credits: +version = 7 diff --git a/src/WindWakerHD/Enhancements/RemoveAA/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/src/WindWakerHD/Enhancements/RemoveAA/ff71dcd2ad4defdc_00000000000003c9_ps.txt new file mode 100644 index 000000000..827a46678 --- /dev/null +++ b/src/WindWakerHD/Enhancements/RemoveAA/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -0,0 +1,84 @@ +#version 460 +#extension GL_ARB_texture_gather : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif + +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[5]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[5]; +uniform vec2 uf_fragCoordScale; +#endif + + + + + + + +//// shader ff71dcd2ad4defdc +//uniform ivec4 uf_remappedPS[4]; +//layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +//layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +//layout(location = 0) in vec4 passParameterSem2; +//layout(location = 0) out vec4 passPixelColor0; +//uniform vec2 uf_fragCoordScale; +//int clampFI32(int v) +//{ +//if( v == 0x7FFFFFFF ) +// return floatBitsToInt(1.0); +//else if( v == 0xFFFFFFFF ) +// return floatBitsToInt(0.0); +//return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +//} +//float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +//void main() +//{ +//vec4 R0f = vec4(0.0); +//vec4 R1f = vec4(0.0); +//vec4 R2f = vec4(0.0); +//vec4 R3f = vec4(0.0); +//vec4 R4f = vec4(0.0); +//vec4 R123f = vec4(0.0); +//vec4 R126f = vec4(0.0); +//vec4 R127f = vec4(0.0); +//float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +//vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +//float PS0f = 0.0, PS1f = 0.0; +//vec4 tempf = vec4(0.0); +//float tempResultf; +//int tempResulti; +//ivec4 ARi = ivec4(0); +//bool predResult = true; +//bool activeMaskStack[2]; +//bool activeMaskStackC[3]; +//activeMaskStack[0] = false; +//activeMaskStackC[0] = false; +//activeMaskStackC[1] = false; +//activeMaskStack[0] = true; +//activeMaskStackC[0] = true; +//activeMaskStackC[1] = true; +//vec3 cubeMapSTM; +//int cubeMapFaceId; +//R0f = passParameterSem2; +////R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); +//R2f.xyzw= (texture(textureUnitPS0, R0f.xy).xyzw); +//passPixelColor0 = R2f.xyzw; +//} diff --git a/src/WindWakerHD/Enhancements/RemoveAA/rules.txt b/src/WindWakerHD/Enhancements/RemoveAA/rules.txt new file mode 100644 index 000000000..2da6296a6 --- /dev/null +++ b/src/WindWakerHD/Enhancements/RemoveAA/rules.txt @@ -0,0 +1,7 @@ +[Definition] +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 +name = Remove Anti-Aliasing +path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Remove AA" +description = Dissable the game's native AA. +#Credits: getdls +version = 7 diff --git a/Resolutions/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt b/src/WindWakerHD/Graphics/1f83c0d47b1c4c34_0000000000000000_vs.txt similarity index 99% rename from Resolutions/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt rename to src/WindWakerHD/Graphics/1f83c0d47b1c4c34_0000000000000000_vs.txt index 71f875ed2..3b085a775 100644 --- a/Resolutions/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/src/WindWakerHD/Graphics/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt b/src/WindWakerHD/Graphics/4ffa96d07cd53c34_0000000000000000_vs.txt similarity index 99% rename from Resolutions/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt rename to src/WindWakerHD/Graphics/4ffa96d07cd53c34_0000000000000000_vs.txt index d47a50599..75e3c67e6 100644 --- a/Resolutions/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt +++ b/src/WindWakerHD/Graphics/4ffa96d07cd53c34_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt b/src/WindWakerHD/Graphics/842a19b509f8b91a_0000000000000000_vs.txt similarity index 99% rename from Resolutions/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt rename to src/WindWakerHD/Graphics/842a19b509f8b91a_0000000000000000_vs.txt index a67be7412..55f060654 100644 --- a/Resolutions/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt +++ b/src/WindWakerHD/Graphics/842a19b509f8b91a_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt b/src/WindWakerHD/Graphics/8d68a0e3561ff525_0000000000000000_vs.txt similarity index 99% rename from Resolutions/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt rename to src/WindWakerHD/Graphics/8d68a0e3561ff525_0000000000000000_vs.txt index 872921924..bfe05f89a 100644 --- a/Resolutions/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/src/WindWakerHD/Graphics/8d68a0e3561ff525_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/WindWakerHD_Resolution/WWHD_Readme.md b/src/WindWakerHD/Graphics/WWHD_Readme.md similarity index 100% rename from Resolutions/WindWakerHD_Resolution/WWHD_Readme.md rename to src/WindWakerHD/Graphics/WWHD_Readme.md diff --git a/Resolutions/WindWakerHD_Resolution/patches.txt b/src/WindWakerHD/Graphics/patch_resolution.asm similarity index 57% rename from Resolutions/WindWakerHD_Resolution/patches.txt rename to src/WindWakerHD/Graphics/patch_resolution.asm index 7ec3b999a..b1551d769 100644 --- a/Resolutions/WindWakerHD_Resolution/patches.txt +++ b/src/WindWakerHD/Graphics/patch_resolution.asm @@ -1,17 +1,17 @@ -[WWHDAspectEUR] -moduleMatches = 0xB7E748DE +[WindWakerHD_Aspect_EU] +moduleMatches = 0xB7E748DE ; (EU) 0x1004AAF0 = .float ($aspectRatio) 0x101417E0 = .float ($aspectRatio) 0x101658A8 = .float ($aspectRatio) -[WWHDAspectJAP] -moduleMatches = 0x74BD3F6A +[WindWakerHD_Aspect_NA] +moduleMatches = 0x475BD29F ; (NA) 0x1004AAF0 = .float ($aspectRatio) -0x101417F8 = .float ($aspectRatio) -0x101658C0 = .float ($aspectRatio) +0x101417D0 = .float ($aspectRatio) +0x10165898 = .float ($aspectRatio) -[WWHDAspectUSA] -moduleMatches = 0x475BD29F +[WindWakerHD_Aspect_JP] +moduleMatches = 0x74BD3F6A ; (JP) 0x1004AAF0 = .float ($aspectRatio) -0x101417D0 = .float ($aspectRatio) -0x10165898 = .float ($aspectRatio) \ No newline at end of file +0x101417F8 = .float ($aspectRatio) +0x101658C0 = .float ($aspectRatio) diff --git a/Resolutions/WindWakerHD_Resolution/rules.txt b/src/WindWakerHD/Graphics/rules.txt similarity index 81% rename from Resolutions/WindWakerHD_Resolution/rules.txt rename to src/WindWakerHD/Graphics/rules.txt index a3f1057ae..918bb93bc 100644 --- a/Resolutions/WindWakerHD_Resolution/rules.txt +++ b/src/WindWakerHD/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 0005000010143400,0005000010143600,0005000010143500 -name = Resolution -path = "The Legend of Zelda: The Wind Waker HD/Graphics/Resolution" -description = Changes the resolution of the game. Made by getdls and Morph. -version = 4 - -[Preset] -name = 1920x1080 (Default) +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 +name = Graphics Settings +path = "The Legend of Zelda: The Wind Waker HD/Graphics" +description = Changes the resolution of the game and shadow quality.|Made by getdls and Morph. +#Credits: getdls, Morph, NineKain +version = 7 + +[Default] $width = 1920 $height = 1080 $gameWidth = 1920 @@ -14,8 +14,11 @@ $gameHeight = 1080 $lightSource = 1.0 $scaleShader = 1.0 $aspectRatio = (16.0/9.0) +$shadowRes = 1 +$anisoLevel = 1 [Preset] +category = Resolution: name = 320x180 $width = 320 $height = 180 @@ -26,6 +29,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 640x360 $width = 640 $height = 360 @@ -36,6 +40,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 960x540 $width = 960 $height = 540 @@ -46,6 +51,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 1280x720 $width = 1280 $height = 720 @@ -56,6 +62,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 1600x900 $width = 1600 $height = 900 @@ -66,6 +73,12 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: +name = 1920x1080 (Default) +default = 1 + +[Preset] +category = Resolution: name = 2560x1440 $width = 2560 $height = 1440 @@ -76,6 +89,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 2732x1536 $width = 2732 $height = 1536 @@ -86,6 +100,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3200x1800 $width = 3200 $height = 1800 @@ -96,6 +111,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3840x2160 $width = 3840 $height = 2160 @@ -106,6 +122,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 5120x2880 $width = 5120 $height = 2880 @@ -116,6 +133,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 7680x4320 $width = 7680 $height = 4320 @@ -132,6 +150,7 @@ $aspectRatio = (16.0/9.0) #1920×800, 3840×1600, 7680×3200 |12:5 (2.4) [Preset] +category = Resolution: name = ---- Ultra wide 21:9 ---- $width = 2560 $height = 1080 @@ -142,6 +161,7 @@ $scaleShader = (1920.0/2560.0) $aspectRatio = (64.0/27.0) #LG [Preset] +category = Resolution: name = 2560x1080 (21:9 HD) $width = 2560 $height = 1080 @@ -152,6 +172,7 @@ $scaleShader = (1920.0/2560.0) $aspectRatio = (64.0/27.0) #LG [Preset] +category = Resolution: name = 3440x1440 (21:9) $width = 3440 $height = 1440 @@ -162,6 +183,7 @@ $scaleShader = (2560.0/3440.0) $aspectRatio = (43.0/18.0) [Preset] +category = Resolution: name = 3840x1600 (21:9) $width = 3840 $height = 1600 @@ -172,6 +194,7 @@ $scaleShader = (2844.445/3840.0) $aspectRatio = (12.0/5.0) [Preset] +category = Resolution: name = 5160x2160 (4k 21:9) $width = 5160 $height = 2160 @@ -182,6 +205,7 @@ $scaleShader = (3840.0/5160.0) $aspectRatio = (64.0/27.0) #LG [Preset] +category = Resolution: name = ---- Superwide 32:9 ---- $width = 5120 $height = 1440 @@ -192,6 +216,7 @@ $scaleShader = (2560.0/5120.0) $aspectRatio = (96.0/27.0) [Preset] +category = Resolution: name = 5120x1440 (32:9) $width = 5120 $height = 1440 @@ -202,6 +227,7 @@ $scaleShader = (2560.0/5120.0) $aspectRatio = (96.0/27.0) [Preset] +category = Resolution: name = 7680x2160 (4k 32:9) $width = 7680 $height = 2160 @@ -212,6 +238,7 @@ $scaleShader = (3840.0/7680.0) $aspectRatio = (96.0/27.0) [Preset] +category = Resolution: name = ---- Custom resolutions ---- $width = 1920 $height = 1080 @@ -222,6 +249,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 1920x1080 AO fix - Light res x2 $width = 1920 $height = 1080 @@ -232,6 +260,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 2560x1440 AO fix $width = 2560 $height = 1440 @@ -242,6 +271,7 @@ $scaleShader = 1.0 #(1088.0/1440.0) $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3840x2160 AO fix - light res x2 $width = 3840 $height = 2160 @@ -252,6 +282,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 1920x2160 vert x2 SSAA - light res x2 $width = 1920 $height = 2160 @@ -262,6 +293,7 @@ $scaleShader = 1.0 $aspectRatio = (16.0/9.0) [Preset] +category = Resolution: name = 3840x4320 vert x2 SSAA - light res x2 $width = 3840 $height = 4320 # x2 @@ -271,6 +303,63 @@ $lightSource = 2.0 $scaleShader = 1.0 $aspectRatio = (16.0/9.0) + +[Preset] +category = Shadow Quality: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality: +name = Extreme (400%, Unstable) +$shadowRes = 4 + +[Preset] +category = Anisotropic Filtering: +name = x1 (Default) +Default = 1 + +[Preset] +category = Anisotropic Filtering: +name = x2 +$anisoLevel = 2 + +[Preset] +category = Anisotropic Filtering: +name = x4 +$anisoLevel = 4 + +[Preset] +category = Anisotropic Filtering: +name = x8 +$anisoLevel = 8 + +[Preset] +category = Anisotropic Filtering: +name = x16 +$anisoLevel = 16 + +[Preset] +category = Anisotropic Filtering: +name = x32 (overkill) +$anisoLevel = 32 + + ## Colour depth increase - Didn't see any visual improvement. # #[TextureRedefine] @@ -293,6 +382,17 @@ $aspectRatio = (16.0/9.0) #formats = 0x816 #overwriteFormat = 0x820 +[TextureRedefine] +formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 +overwriteAnisotropy = $anisoLevel + +[TextureRedefine] # Shadows x3 Lods +width = 1024 +height = 1024 +formats = 0x005 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 + [TextureRedefine] width = 1920 height = 1088 diff --git a/Mods/WindWakerHD_RemoveHUD/2802e519ac163806_0000000000000079_ps.txt b/src/WindWakerHD/Mods/RemoveHUD/2802e519ac163806_0000000000000079_ps.txt similarity index 99% rename from Mods/WindWakerHD_RemoveHUD/2802e519ac163806_0000000000000079_ps.txt rename to src/WindWakerHD/Mods/RemoveHUD/2802e519ac163806_0000000000000079_ps.txt index 87dd52c3e..25ba62b21 100644 --- a/Mods/WindWakerHD_RemoveHUD/2802e519ac163806_0000000000000079_ps.txt +++ b/src/WindWakerHD/Mods/RemoveHUD/2802e519ac163806_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 2802e519ac163806 diff --git a/Mods/WindWakerHD_RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt b/src/WindWakerHD/Mods/RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt similarity index 99% rename from Mods/WindWakerHD_RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt rename to src/WindWakerHD/Mods/RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt index 727fffd40..2951a6ac9 100644 --- a/Mods/WindWakerHD_RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt +++ b/src/WindWakerHD/Mods/RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 62b20d3dab5b31f4 diff --git a/Mods/WindWakerHD_RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt b/src/WindWakerHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt similarity index 99% rename from Mods/WindWakerHD_RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt rename to src/WindWakerHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt index 7c4cfa860..17c71c537 100644 --- a/Mods/WindWakerHD_RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt +++ b/src/WindWakerHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable diff --git a/Mods/WindWakerHD_RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt b/src/WindWakerHD/Mods/RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt similarity index 99% rename from Mods/WindWakerHD_RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt rename to src/WindWakerHD/Mods/RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt index bc921a92e..363894283 100644 --- a/Mods/WindWakerHD_RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt +++ b/src/WindWakerHD/Mods/RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader b84517cef3bb49ad diff --git a/Mods/WindWakerHD_RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt b/src/WindWakerHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt similarity index 99% rename from Mods/WindWakerHD_RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt rename to src/WindWakerHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt index 65abeebfb..1bc84179b 100644 --- a/Mods/WindWakerHD_RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt +++ b/src/WindWakerHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable diff --git a/Mods/WindWakerHD_RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt b/src/WindWakerHD/Mods/RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt similarity index 99% rename from Mods/WindWakerHD_RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt rename to src/WindWakerHD/Mods/RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt index f04257659..937c13807 100644 --- a/Mods/WindWakerHD_RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt +++ b/src/WindWakerHD/Mods/RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d9953dbd7354b119 diff --git a/Mods/WindWakerHD_RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt b/src/WindWakerHD/Mods/RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt similarity index 99% rename from Mods/WindWakerHD_RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt rename to src/WindWakerHD/Mods/RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt index 53a7b51d2..3c6efdf4b 100644 --- a/Mods/WindWakerHD_RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt +++ b/src/WindWakerHD/Mods/RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader fcd26205b94e11ca diff --git a/Mods/WindWakerHD_RemoveHUD/rules.txt b/src/WindWakerHD/Mods/RemoveHUD/rules.txt similarity index 70% rename from Mods/WindWakerHD_RemoveHUD/rules.txt rename to src/WindWakerHD/Mods/RemoveHUD/rules.txt index 63c066c3f..f04bf8e3c 100644 --- a/Mods/WindWakerHD_RemoveHUD/rules.txt +++ b/src/WindWakerHD/Mods/RemoveHUD/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010143500,0005000010143600,0005000010143400 +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 name = Remove HUD path = "The Legend of Zelda: The Wind Waker HD/Mods/Remove HUD (breaks menus)" description = Removes the HUD elements for taking screenshots.|This will break other menus making it very hard to navigate those. -version = 7 \ No newline at end of file +#Credits: +version = 7 diff --git a/src/WindWakerHD/Workarounds/FPSSlowdownFix/patch_fpsSlowDown.asm b/src/WindWakerHD/Workarounds/FPSSlowdownFix/patch_fpsSlowDown.asm new file mode 100644 index 000000000..b08d21a88 --- /dev/null +++ b/src/WindWakerHD/Workarounds/FPSSlowdownFix/patch_fpsSlowDown.asm @@ -0,0 +1,11 @@ +[WindWakerHD_SlowDownFix_EU] ;OliveOperationMgrThread found by BenjaminLSR +moduleMatches = 0xB7E748DE ; (EU) +0x025AC21C = nop; SUSPEND OliveOperationMgrThread + +[WindWakerHD_SlowDownFix_NA] ;Ported to US by M&M +moduleMatches = 0x475BD29F ; (NA) +0x025AC25C = nop; SUSPEND OliveOperationMgrThread + +[WindWakerHD_SlowDownFix_JP] ;Ported to JP by Crementif +moduleMatches = 0x74BD3F6A ; (JP) +0x025AC24C = nop; SUSPEND OliveOperationMgrThread diff --git a/Workarounds/WindWakerHD_FPSSlowdownFix/rules.txt b/src/WindWakerHD/Workarounds/FPSSlowdownFix/rules.txt similarity index 54% rename from Workarounds/WindWakerHD_FPSSlowdownFix/rules.txt rename to src/WindWakerHD/Workarounds/FPSSlowdownFix/rules.txt index 55929d6c7..37c088d73 100644 --- a/Workarounds/WindWakerHD_FPSSlowdownFix/rules.txt +++ b/src/WindWakerHD/Workarounds/FPSSlowdownFix/rules.txt @@ -1,6 +1,8 @@ [Definition] -titleIds = 0005000010143400,0005000010143500,0005000010143600 +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 name = FPS Slowdown path = "The Legend of Zelda: The Wind Waker HD/Workarounds/FPS Slowdown" description = Fixes slowdown that could occur on weaker hardware. -version = 4 +#Credits: BenjaminLSR, M&&M, Crementif +version = 7 +default = 1 diff --git a/Workarounds/WindWakerHD_IntelFixes/patches.txt b/src/WindWakerHD/Workarounds/IntelFixes/patch_IntelFixes.asm similarity index 53% rename from Workarounds/WindWakerHD_IntelFixes/patches.txt rename to src/WindWakerHD/Workarounds/IntelFixes/patch_IntelFixes.asm index 6d9aa51f3..66beecff2 100644 --- a/Workarounds/WindWakerHD_IntelFixes/patches.txt +++ b/src/WindWakerHD/Workarounds/IntelFixes/patch_IntelFixes.asm @@ -1,28 +1,20 @@ -[WWHDEU] ;made by BenjaminLSR -moduleMatches = 0xB7E748DE - +[WindWakerHD_IntelFix_EU] ;made by BenjaminLSR +moduleMatches = 0xB7E748DE ; (EU) _emptyString = 0x10166948 - ;is_useSsaoDirectDraw 0x0278EED8 = lis r0, _emptyString@ha 0x0278EEE4 = addic r0, r0, _emptyString@l - -[WWHDUS] ;ported to US by M&M -moduleMatches = 0x475BD29F - +[WindWakerHD_IntelFix_NA] ;ported to US by M&M +moduleMatches = 0x475BD29F ; (NA) _emptyString = 0x1016693C - ;is_useSsaoDirectDraw 0x0278E618 = lis r0, _emptyString@ha 0x0278E624 = addic r0, r0, _emptyString@l - -[WWHDJP] ;ported to JP by Crementif -moduleMatches = 0x74BD3F6A - +[WindWakerHD_IntelFix_JP] ;ported to JP by Crementif +moduleMatches = 0x74BD3F6A ; (JP) _emptyString = 0x1016695C - ;is_useSsaoDirectDraw 0x0278F0F8 = lis r0, _emptyString@ha -0x0278F104 = addic r0, r0, _emptyString@l \ No newline at end of file +0x0278F104 = addic r0, r0, _emptyString@l diff --git a/Workarounds/WindWakerHD_IntelFixes/rules.txt b/src/WindWakerHD/Workarounds/IntelFixes/rules.txt similarity index 67% rename from Workarounds/WindWakerHD_IntelFixes/rules.txt rename to src/WindWakerHD/Workarounds/IntelFixes/rules.txt index 0b753dac9..e4b63cd1c 100644 --- a/Workarounds/WindWakerHD_IntelFixes/rules.txt +++ b/src/WindWakerHD/Workarounds/IntelFixes/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010143400,0005000010143500,0005000010143600 +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 name= Graphical fixes for Intel Integrated GPUs path = "The Legend of Zelda: The Wind Waker HD/Workarounds/Intel Integrated GPU Fixes" description = Fixes graphical bugs while using an Intel iGPU. Don't use this if you're using a Nvidia or AMD GPU. -version = 4 +#Credits: BenjaminLSR, M&&M, Crementif +version = 7 diff --git a/Workarounds/WindWakerHD_PictoBox/patches.txt b/src/WindWakerHD/Workarounds/PictoBox/patch_PictoBox.asm similarity index 60% rename from Workarounds/WindWakerHD_PictoBox/patches.txt rename to src/WindWakerHD/Workarounds/PictoBox/patch_PictoBox.asm index a52c3eb79..1be9e755f 100644 --- a/Workarounds/WindWakerHD_PictoBox/patches.txt +++ b/src/WindWakerHD/Workarounds/PictoBox/patch_PictoBox.asm @@ -1,53 +1,40 @@ -[WW_USA] -moduleMatches = 0x475BD29F - -_sub_exit = 0x022D0138 - -#First picture -0x022D00E8 = nop ; cmp r0, 1 -0x022D00EC = b _sub_exit ; beq 0x022D0138 - -#Second picture -0x022D0114 = nop ; cmp r0, 2 -0x022D0118 = nop ; bne 0x022D00F0 - -#Third picture -0x022D0130 = nop ; cmp r0, 3 -0x022D0134 = nop ; bne 0x022D00F0 - - -[WW_EUR] -moduleMatches = 0xB7E748DE +;For loadline versions, try looking up addresses in PPC debugger. Correct opcodes should be near these addresses. Changing it should be easy. +[WindWakerHD_PictoBox_EU] +moduleMatches = 0xB7E748DE ; (EU) _sub_exit = 0x022D013C - -#First picture +;First picture 0x022D00EC = nop ; cmp r0, 1 0x022D00F0 = b _sub_exit ; beq 0x022D013C - -#Second picture +;Second picture 0x022D0118 = nop ; cmp r0, 2 0x022D011C = nop ; bne 0x022D00F4 - -#Third picture +;Third picture 0x022D0134 = nop ; cmp r0, 3 0x022D0138 = nop ; bne 0x022D00F4 +[WindWakerHD_PictoBox_NA] +moduleMatches = 0x475BD29F ; (NA) +_sub_exit = 0x022D0138 +;First picture +0x022D00E8 = nop ; cmp r0, 1 +0x022D00EC = b _sub_exit ; beq 0x022D0138 +;Second picture +0x022D0114 = nop ; cmp r0, 2 +0x022D0118 = nop ; bne 0x022D00F0 +;Third picture +0x022D0130 = nop ; cmp r0, 3 +0x022D0134 = nop ; bne 0x022D00F0 -[WW_JPN] -moduleMatches = 0x74BD3F6A - +[WindWakerHD_PictoBox_JP] +moduleMatches = 0x74BD3F6A ; (JP) _sub_exit = 0x022D0140 - -#First picture +;First picture 0x022D00F0 = nop ; cmp r0, 1 0x022D00F4 = b _sub_exit ; beq 0x022D0140 - - -#Second picture +;Second picture 0x022D011C = nop ; cmp r0, 2 0x022D0120 = nop ; bne 0x022D00F8 - -#Third picture +;Third picture 0x022D0138 = nop ; cmp r0, 3 -0x022D013C = nop ; bne 0x022D00F8 \ No newline at end of file +0x022D013C = nop ; bne 0x022D00F8 diff --git a/Workarounds/WindWakerHD_PictoBox/rules.txt b/src/WindWakerHD/Workarounds/PictoBox/rules.txt similarity index 62% rename from Workarounds/WindWakerHD_PictoBox/rules.txt rename to src/WindWakerHD/Workarounds/PictoBox/rules.txt index c61b489c6..962f67112 100644 --- a/Workarounds/WindWakerHD_PictoBox/rules.txt +++ b/src/WindWakerHD/Workarounds/PictoBox/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010143400,0005000010143500,0005000010143600 +titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400 name = Picto-Box Fix path = "The Legend of Zelda: The Wind Waker HD/Workarounds/Picto-Box Fix" -description = This is more of a cheat than workaround. Forces Lenzo to accept any pictures in the quest 'Lenzo's Research Assistant'. Made by Vladimir-1799. -version = 4 +description = This is more of a cheat than workaround. Forces Lenzo to accept any pictures in the quest 'Lenzo's Research Assistant'.|Made by Vladimir-1799. +#Credits: Vladimir-1799 +version = 7 diff --git a/src/Wipeout3CreateandCrash/Graphics/rules.txt b/src/Wipeout3CreateandCrash/Graphics/rules.txt new file mode 100644 index 000000000..e7cef6018 --- /dev/null +++ b/src/Wipeout3CreateandCrash/Graphics/rules.txt @@ -0,0 +1,115 @@ +[Definition] +titleIds = 000500001010E800,0005000010145500 +name = Graphics Settings +path = "Wipeout 3 + Wipeout Create & Crash/Graphics" +description = Changes the game's resolution. +#Credits: ActualMandM +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +category = Resolution: +name = 320x180 +$width = 320 +$height = 180 + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +[TextureRedefine] +width = 1280 +height = 720 +tileModesExcluded = 0x001 # fix for the green intro video +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 360 +tileModesExcluded = 0x001 # fix for the green intro video +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 320 +height = 180 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/src/Wonderful101/Graphics/rules.txt b/src/Wonderful101/Graphics/rules.txt new file mode 100644 index 000000000..d235c6b7c --- /dev/null +++ b/src/Wonderful101/Graphics/rules.txt @@ -0,0 +1,225 @@ +[Definition] +titleIds = 0005000010116300,000500001012DC00,0005000010135300,0005000210116300,000500021012DC00,0005000210135300 +name = Graphics Settings +path = "The Wonderful 101/Graphics" +description = Changes the resolution of the game.|Made by M&&M. +#Credits: M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + + +# Texture Redefines + +[TextureRedefine] # Game Resolution +width = 1280 +height = 720 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Depth of Field Pass? Bloom Pass? +width = 640 +height = 368 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] # Depth of Field Pass? Bloom Pass? +width = 640 +height = 360 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] # Bloom Pass +width = 320 +height = 192 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] # Bloom Pass +width = 320 +height = 180 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] # Bloom Pass Mip +width = 160 +height = 96 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 96 + +[TextureRedefine] # Bloom Pass Mip +width = 160 +height = 90 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 90 + +[TextureRedefine] # Bloom Pass Mip +width = 96 +height = 48 +overwriteWidth = ($width/$gameWidth) * 96 +overwriteHeight = ($height/$gameHeight) * 48 + +[TextureRedefine] # Bloom Pass Mip +width = 80 +height = 45 +overwriteWidth = ($width/$gameWidth) * 80 +overwriteHeight = ($height/$gameHeight) * 45 + +[TextureRedefine] # Bloom Pass Mip +width = 64 +height = 32 +formats = 0x1a +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] # Bloom Pass Mip +width = 40 +height = 22 +overwriteWidth = ($width/$gameWidth) * 40 +overwriteHeight = ($height/$gameHeight) * 22 + +[TextureRedefine] # Gamepad Resolution +width = 864 +height = 480 +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] # Gamepad Resolution +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 diff --git a/Workarounds/Wonderful101_ShadowRemoval/26fce328b9a08709_0000000000000000_vs.txt b/src/Wonderful101/Workarounds/ShadowRemoval/26fce328b9a08709_0000000000000000_vs.txt similarity index 99% rename from Workarounds/Wonderful101_ShadowRemoval/26fce328b9a08709_0000000000000000_vs.txt rename to src/Wonderful101/Workarounds/ShadowRemoval/26fce328b9a08709_0000000000000000_vs.txt index e8a3fe166..4ca64ed45 100644 --- a/Workarounds/Wonderful101_ShadowRemoval/26fce328b9a08709_0000000000000000_vs.txt +++ b/src/Wonderful101/Workarounds/ShadowRemoval/26fce328b9a08709_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 26fce328b9a08709 diff --git a/Workarounds/Wonderful101_ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt b/src/Wonderful101/Workarounds/ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt similarity index 99% rename from Workarounds/Wonderful101_ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt rename to src/Wonderful101/Workarounds/ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt index 68b303bed..6707547f5 100644 --- a/Workarounds/Wonderful101_ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt +++ b/src/Wonderful101/Workarounds/ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 2a8afa64e98f2977 diff --git a/Workarounds/Wonderful101_ShadowRemoval/c0b8d87995253e8e_0000000000000000_vs.txt b/src/Wonderful101/Workarounds/ShadowRemoval/c0b8d87995253e8e_0000000000000000_vs.txt similarity index 99% rename from Workarounds/Wonderful101_ShadowRemoval/c0b8d87995253e8e_0000000000000000_vs.txt rename to src/Wonderful101/Workarounds/ShadowRemoval/c0b8d87995253e8e_0000000000000000_vs.txt index 8268d53a9..eb2bb63ef 100644 --- a/Workarounds/Wonderful101_ShadowRemoval/c0b8d87995253e8e_0000000000000000_vs.txt +++ b/src/Wonderful101/Workarounds/ShadowRemoval/c0b8d87995253e8e_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 430 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader c0b8d87995253e8e diff --git a/Workarounds/Wonderful101_ShadowRemoval/rules.txt b/src/Wonderful101/Workarounds/ShadowRemoval/rules.txt similarity index 50% rename from Workarounds/Wonderful101_ShadowRemoval/rules.txt rename to src/Wonderful101/Workarounds/ShadowRemoval/rules.txt index b98fe7a85..ab9417014 100644 --- a/Workarounds/Wonderful101_ShadowRemoval/rules.txt +++ b/src/Wonderful101/Workarounds/ShadowRemoval/rules.txt @@ -1,6 +1,7 @@ [Definition] -titleIds = 0005000010116300,000500001012DC00,0005000010135300 +titleIds = 0005000010116300,000500001012DC00,0005000010135300,0005000210116300,000500021012DC00,0005000210135300 name = Shadow Removal path = "The Wonderful 101/Workarounds/Shadow Removal" description = This removes all broken shadows. -version = 4 +#Credits: +version = 7 diff --git a/Resolutions/WorldOfKeflings_Resolution/rules.txt b/src/WorldOfKeflings/Graphics/rules.txt similarity index 65% rename from Resolutions/WorldOfKeflings_Resolution/rules.txt rename to src/WorldOfKeflings/Graphics/rules.txt index 16defd822..0761c30cd 100644 --- a/Resolutions/WorldOfKeflings_Resolution/rules.txt +++ b/src/WorldOfKeflings/Graphics/rules.txt @@ -1,12 +1,12 @@ [Definition] -titleIds = 000500001017b300 -name = Resolution -path = "A World of Keflings/Graphics/Resolution" +titleIds = 000500001017B300 +name = Graphics Settings +path = "A World of Keflings/Graphics" description = Changes the resolution of the game. -version = 4 +#Credits: +version = 7 -[Preset] -name = 1280x720 (Default) +[Default] $width = 1280 $height = 720 $gameWidth = 1280 @@ -18,15 +18,15 @@ $gameHeight = 720 name = 640x360 $width = 640 $height = 360 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 960x540 $width = 960 $height = 540 -$gameWidth = 1280 -$gameHeight = 720 + +[Preset] +name = 1280x720 (Default) +default = 1 # Common HD Resolutions @@ -34,50 +34,37 @@ $gameHeight = 720 name = 1600x900 $width = 1600 $height = 900 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 1920x1080 $width = 1920 $height = 1080 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 2560x1440 $width = 2560 $height = 1440 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 3200x1800 $width = 3200 $height = 1800 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 3840x2160 $width = 3840 $height = 2160 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 5120x2880 $width = 5120 $height = 2880 -$gameWidth = 1280 -$gameHeight = 720 [Preset] name = 7680x4320 $width = 7680 $height = 4320 -$gameWidth = 1280 -$gameHeight = 720 + [TextureRedefine] width = 1280 diff --git a/Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt b/src/YoshiWoolyWorld/Graphics/b5082db8c1a44514_0000000000000079_ps.txt similarity index 99% rename from Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt rename to src/YoshiWoolyWorld/Graphics/b5082db8c1a44514_0000000000000079_ps.txt index e81239be9..9a640dfa3 100644 --- a/Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt +++ b/src/YoshiWoolyWorld/Graphics/b5082db8c1a44514_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt b/src/YoshiWoolyWorld/Graphics/f1f99f18ae69719b_0000000000000079_ps.txt similarity index 99% rename from Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt rename to src/YoshiWoolyWorld/Graphics/f1f99f18ae69719b_0000000000000079_ps.txt index e7d152b56..7884f40ea 100644 --- a/Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt +++ b/src/YoshiWoolyWorld/Graphics/f1f99f18ae69719b_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/YoshiWoolyWorld/Graphics/patch_resolution.asm b/src/YoshiWoolyWorld/Graphics/patch_resolution.asm new file mode 100644 index 000000000..e88e84f50 --- /dev/null +++ b/src/YoshiWoolyWorld/Graphics/patch_resolution.asm @@ -0,0 +1,23 @@ +[YoshiWoolyWorld_Resolution_v110] +moduleMatches = 0x6AEF65E7 ; v1.1.0(EU/NA/JP) +; rodata constants +0x10001A44 = .float $width/$height +0x10101398 = .float $width/$height +0x10247D7C = .float $width/$height +0x1024E7E4 = .float $width/$height +0x102740B0 = .float $width/$height +0x102740D8 = .float $width/$height +0x102A4A70 = .float $width/$height +0x1025EB2C = .float ($gameWidth/$gameHeight)/($width/$height) + +[YoshiWoolyWorld_Resolution_v100] +moduleMatches = 0x363CA665 ; v1.0.0(EU/NA/JP) +; rodata constants +0x10001A44 = .float $width/$height +0x10101398 = .float $width/$height +0x10247D7C = .float $width/$height +0x1024E7E4 = .float $width/$height +0x10274058 = .float $width/$height +0x10274080 = .float $width/$height +0x102A4970 = .float $width/$height +0x1025EAD4 = .float ($gameWidth/$gameHeight)/($width/$height) diff --git a/src/YoshiWoolyWorld/Graphics/rules.txt b/src/YoshiWoolyWorld/Graphics/rules.txt new file mode 100644 index 000000000..0cb7901ae --- /dev/null +++ b/src/YoshiWoolyWorld/Graphics/rules.txt @@ -0,0 +1,382 @@ +[Definition] +titleIds = 0005000010131F00,0005000010184E00,0005000010184D00 +name = Graphics Settings +path = "Yoshi's Woolly World/Graphics" +description = Changes the resolution of the game, quality of the shadows and the amount of dithering for the background blur.|Using a higher amount of dithering removes the banding (stripes) that the background blur has.|Made by M&&M and getdls. +#Credits: M&&M, getdls +version = 7 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 +$shadowRes = 1 + +$ditherRecommended = 1 +$dither = 0.1 + + +# Resolution + +[Preset] +category = Resolution: +name = 640x360 +$width = 640 +$height = 360 +$ditherRecommended = 1 + +[Preset] +category = Resolution: +name = 960x540 +$width = 960 +$height = 540 +$ditherRecommended = 1 + +[Preset] +category = Resolution: +name = 1280x720 (Default) +default = 1 +$ditherRecommended = 1 + +[Preset] +category = Resolution: +name = 1600x900 +$width = 1600 +$height = 900 +$ditherRecommended = 1 + +[Preset] +category = Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 +$ditherRecommended = 2 + +[Preset] +category = Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 +$ditherRecommended = 3 + +[Preset] +category = Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 +$ditherRecommended = 3 + +[Preset] +category = Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 +$ditherRecommended = 4 + +[Preset] +category = Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 +$ditherRecommended = 5 + +[Preset] +category = Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 +$ditherRecommended = 5 + +[Preset] +category = Resolution: +name = 1680x1050 (16:10) +$width = 1680 +$height = 1050 +$ditherRecommended = 1 + +[Preset] +category = Resolution: +name = 1920x1200 (16:10) +$width = 1920 +$height = 1200 +$ditherRecommended = 2 + +[Preset] +category = Resolution: +name = 2560x1080 (21:9) +$width = 2560 +$height = 1080 +$ditherRecommended = 2 + +[Preset] +category = Resolution: +name = 3440x1440 (21:9) +$width = 3440 +$height = 1440 +$ditherRecommended = 3 + +[Preset] +category = Resolution: +name = 5120x2160 (21:9) +$width = 5120 +$height = 2160 +$ditherRecommended = 4 + +[Preset] +category = Resolution: +name = 3840x1080 (32:9) +$width = 3840 +$height = 1080 +$ditherRecommended = 5 + +[Preset] +category = Resolution: +name = 5120×1440 (32:9) +$width = 5120 +$height = 1440 +$ditherRecommended = 5 + +[Preset] +category = Resolution: +name = 7680x2160 (32:9) +$width = 7680 +$height = 2160 +$ditherRecommended = 5 + + +# Shadow Quality + +[Preset] +category = Shadow Quality: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality: +name = Extreme (400%, Unstable) +$shadowRes = 4 + + +# Blur Dithering + +[Preset] +category = Blur Dithering: +name = Low (Recommended) +condition = $ditherRecommended == 1 +$dither = 0.1 + +[Preset] +category = Blur Dithering: +name = Medium (Recommended) +condition = $ditherRecommended == 2 +$dither = 0.25 + +[Preset] +category = Blur Dithering: +name = High (Recommended) +condition = $ditherRecommended == 3 +$dither = 0.75 + +[Preset] +category = Blur Dithering: +name = Ultra (Recommended) +condition = $ditherRecommended == 4 +$dither = 0.85 + +[Preset] +category = Blur Dithering: +name = Extreme (Recommended) +condition = $ditherRecommended == 5 +$dither = 0.95 + + +[Preset] +category = Blur Dithering: +name = Low (for 900p and lower) +condition = $ditherRecommended != 1 +$dither = 0.1 + +[Preset] +category = Blur Dithering: +name = Medium (for 1080p and higher) +condition = $ditherRecommended != 2 +$dither = 0.5 + +[Preset] +category = Blur Dithering: +name = High (for 1440p and higher) +condition = $ditherRecommended != 3 +$dither = 0.75 + +[Preset] +category = Blur Dithering: +name = Ultra (for 2160p and higher) +condition = $ditherRecommended != 4 +$dither = 0.85 + +[Preset] +category = Blur Dithering: +name = Extreme (for 2880p and higher) +condition = $ditherRecommended != 5 +$dither = 0.95 + + + +# Texture Redefines + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +#formats = 0x033,0x007,0x01a +formatsExcluded = 0x033 +tileModesExcluded = 0x1 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Shadows +width = 1024 +height = 1024 +formats = 0x005 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 + +[TextureRedefine] # Curtains, Shadows +width = 864 +height = 480 +#formats = 0x034 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] # Curtains, Shadows +width = 854 +height = 480 +#formats = 0x034 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 + + +# 1/2 res + +[TextureRedefine] +width = 640 +height = 368 +#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a +tileModesExcluded = 0x001 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a +tileModesExcluded = 0x001 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + + +# 1/4 res + +[TextureRedefine] +width = 320 +height = 192 +#formats = 0x816,0x019,0x01a,0x001 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] +width = 320 +height = 180 +#formats = 0x816,0x019,0x01a,0x001 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + + +# 1/8 res + +[TextureRedefine] +width = 160 +height = 96 +#formats = 0x806,0x007,0x01a +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 96 + +[TextureRedefine] +width = 160 +height = 90 +#formats = 0x806,0x007,0x01a +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 90 + + +# 1/16 res + +[TextureRedefine] +width = 96 +height = 48 +#formats = 0x806,0x01a +overwriteWidth = ($width/$gameWidth) * 96 +overwriteHeight = ($height/$gameHeight) * 48 + +[TextureRedefine] +width = 80 +height = 45 +#formats = 0x806,0x01a +overwriteWidth = ($width/$gameWidth) * 80 +overwriteHeight = ($height/$gameHeight) * 45 + +# 1/32 res + +[TextureRedefine] +width = 64 +height = 32 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] +width = 40 +height = 22 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 40 +overwriteHeight = ($height/$gameHeight) * 22 + + +# These cause unwanted textures to be upscaled and cause issues. + +#[TextureRedefine] #skybox? +#width = 256 +#height = 256 +#depth = 1 +#formats = 0x008 +#overwriteWidth = ($width/$gameWidth) * 256 +#overwriteHeight = ($height/$gameHeight) * 256 +# +#[TextureRedefine] # haze? +#width = 160 +#height = 208 +##formats = 0x806,0x007,0x01a +#overwriteWidth = ($width/$gameWidth) * 160 +#overwriteHeight = ($height/$gameHeight) * 208 +# +#[TextureRedefine] # haze? +#width = 150 +#height = 200 +##formats = 0x806,0x007,0x01a +#overwriteWidth = ($width/$gameWidth) * 150 +#overwriteHeight = ($height/$gameHeight) * 200 diff --git a/src/YoshiWoolyWorld/Mods/60fpsMap/patch_FPSWorldMap.asm b/src/YoshiWoolyWorld/Mods/60fpsMap/patch_FPSWorldMap.asm new file mode 100644 index 000000000..2681ce8d7 --- /dev/null +++ b/src/YoshiWoolyWorld/Mods/60fpsMap/patch_FPSWorldMap.asm @@ -0,0 +1,9 @@ +[YoshiWoolyWorld_FPSWorldMap_v110] +moduleMatches = 0x6AEF65E7 ; v1.1.0(EU/NA/JP) +;prevent going to 30 fps mode +0x02B38D7C = b .+0x20 + +[YoshiWoolyWorld_FPSWorldMap_v100] +moduleMatches = 0x363CA665 ; v1.0.0(EU/NA/JP) +;prevent going to 30 fps mode +0x02B38940 = b .+0x20 diff --git a/Mods/YoshisWoollyWorld_60fpsMap/rules.txt b/src/YoshiWoolyWorld/Mods/60fpsMap/rules.txt similarity index 90% rename from Mods/YoshisWoollyWorld_60fpsMap/rules.txt rename to src/YoshiWoolyWorld/Mods/60fpsMap/rules.txt index df3b9f3bd..f86c91132 100644 --- a/Mods/YoshisWoollyWorld_60fpsMap/rules.txt +++ b/src/YoshiWoolyWorld/Mods/60fpsMap/rules.txt @@ -3,4 +3,5 @@ titleIds = 0005000010131F00,0005000010184E00,0005000010184D00 name = 60 FPS World Map path = "Yoshi's Woolly World/Mods/60FPS World Map" description = Prevents 30 fps mode in the world map. -version = 4 +#Credits: +version = 7 diff --git a/Enhancements/ZombiU_ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt b/src/ZombiU/Enhancements/ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt similarity index 99% rename from Enhancements/ZombiU_ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt rename to src/ZombiU/Enhancements/ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt index 2950a79b4..3330e85d1 100644 --- a/Enhancements/ZombiU_ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt +++ b/src/ZombiU/Enhancements/ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/ZombiU_ChromaticAberration/rules.txt b/src/ZombiU/Enhancements/ChromaticAberration/rules.txt similarity index 83% rename from Enhancements/ZombiU_ChromaticAberration/rules.txt rename to src/ZombiU/Enhancements/ChromaticAberration/rules.txt index 26bfbefc8..f05fdac51 100644 --- a/Enhancements/ZombiU_ChromaticAberration/rules.txt +++ b/src/ZombiU/Enhancements/ChromaticAberration/rules.txt @@ -1,15 +1,18 @@ [Definition] -titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300 +titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301 name = Chromatic Aberration path = "ZombiU/Enhancements/Chromatic Aberration" description = Changes the intensity of horizontal chromatic aberration. (the red/green/blue edges) -version = 4 +#Credits: +version = 7 -[Preset] -name = CA Default +[Default] $redHz = 1.0 $blueHz = 1.0 +[Preset] +name = CA Default + [Preset] name = CA 0.75 $redHz = 1.00125 diff --git a/Enhancements/ZombiU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt b/src/ZombiU/Enhancements/LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt similarity index 99% rename from Enhancements/ZombiU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt rename to src/ZombiU/Enhancements/LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt index 504dec822..090d9f320 100644 --- a/Enhancements/ZombiU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt +++ b/src/ZombiU/Enhancements/LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 450 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/ZombiU_LessLensDirt/rules.txt b/src/ZombiU/Enhancements/LessLensDirt/rules.txt similarity index 81% rename from Enhancements/ZombiU_LessLensDirt/rules.txt rename to src/ZombiU/Enhancements/LessLensDirt/rules.txt index 07323d95d..d31c6543a 100644 --- a/Enhancements/ZombiU_LessLensDirt/rules.txt +++ b/src/ZombiU/Enhancements/LessLensDirt/rules.txt @@ -1,13 +1,16 @@ [Definition] -titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300 +titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301 name = Lens Dirt Adjustment path = "ZombiU/Enhancements/Lens Dirt Adjustment" description = Changes the intensity of the lens dirt effect. -version = 4 +#Credits: +version = 7 + +[Default] +$dirt = 1.0 [Preset] name = Lens Dirt Default -$dirt = 1.0 [Preset] name = Lens Dirt 0.85 diff --git a/Resolutions/ZombiU_Resolution/9993b65e9eb6bb1d_0000000000000079_ps.txt b/src/ZombiU/Graphics/9993b65e9eb6bb1d_0000000000000079_ps.txt similarity index 99% rename from Resolutions/ZombiU_Resolution/9993b65e9eb6bb1d_0000000000000079_ps.txt rename to src/ZombiU/Graphics/9993b65e9eb6bb1d_0000000000000079_ps.txt index 5790f8321..33f9e7c74 100644 --- a/Resolutions/ZombiU_Resolution/9993b65e9eb6bb1d_0000000000000079_ps.txt +++ b/src/ZombiU/Graphics/9993b65e9eb6bb1d_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/ZombiU_Resolution/d121b990e877579c_0000000000079249_ps.txt b/src/ZombiU/Graphics/d121b990e877579c_0000000000079249_ps.txt similarity index 99% rename from Resolutions/ZombiU_Resolution/d121b990e877579c_0000000000079249_ps.txt rename to src/ZombiU/Graphics/d121b990e877579c_0000000000079249_ps.txt index 0a3895509..4888c58a1 100644 --- a/Resolutions/ZombiU_Resolution/d121b990e877579c_0000000000079249_ps.txt +++ b/src/ZombiU/Graphics/d121b990e877579c_0000000000079249_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 460 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/src/ZombiU/Graphics/rules.txt b/src/ZombiU/Graphics/rules.txt new file mode 100644 index 000000000..79c90c661 --- /dev/null +++ b/src/ZombiU/Graphics/rules.txt @@ -0,0 +1,286 @@ +[Definition] +titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301 +name = Graphics Settings +path = "ZombiU/Graphics" +description = Changes the TV resolution and Gamepad resolution of the game. You can also change the quality of the shadows.|Made by getdls and M&&M. +#Credits: getdls, M&&M +version = 7 + +[Default] +$width = 1280 +$height = 720 +$padWidth = 854 +$padHeight = 480 +$gameWidth = 1280 +$gameHeight = 720 +$gamePadWidth = 854 +$gamePadHeight = 480 +$shadowRes = 1 + + +# TV Resolution + +[Preset] +category = TV Resolution: +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = TV Resolution: +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = TV Resolution: +name = 1280x720 (Default) +default = 1 + +[Preset] +category = TV Resolution: +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = TV Resolution: +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = TV Resolution: +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = TV Resolution: +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = TV Resolution: +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = TV Resolution: +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = TV Resolution: +name = 7680x4320 +$width = 7680 +$height = 4320 + + +# Gamepad Resolution + +[Preset] +category = Gamepad Resolution: +name = 640x360 +$padWidth = 640 +$padHeight = 360 + +[Preset] +category = Gamepad Resolution: +name = 854x480 (Default) +default = 1 + +[Preset] +category = Gamepad Resolution: +name = 960x540 +$padWidth = 960 +$padHeight = 540 + +[Preset] +category = Gamepad Resolution: +name = 1600x900 +$padWidth = 1600 +$padHeight = 900 + +[Preset] +category = Gamepad Resolution: +name = 1920x1080 +$padWidth = 1920 +$padHeight = 1080 + +[Preset] +category = Gamepad Resolution: +name = 2560x1440 +$padWidth = 2560 +$padHeight = 1440 + +[Preset] +category = Gamepad Resolution: +name = 3200x1800 +$padWidth = 3200 +$padHeight = 1800 + +[Preset] +category = Gamepad Resolution: +name = 3840x2160 +$padWidth = 3840 +$padHeight = 2160 + +[Preset] +category = Gamepad Resolution: +name = 5120x2880 +$padWidth = 5120 +$padHeight = 2880 + +[Preset] +category = Gamepad Resolution: +name = 7680x4320 +$padWidth = 7680 +$padHeight = 4320 + + +# Shadow Quality + +[Preset] +category = Shadow Quality: +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadow Quality: +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadow Quality: +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadow Quality: +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadow Quality: +name = Extreme (400%, Unstable) +$shadowRes = 4 + + + +# Texture Redefines + +[TextureRedefine] +width = 1280 +height = 720 +#formats = 0x80e,0x019,0x001,0x01a +formatsExcluded = 0x034,0x031 # Exclude Lens Dirt +tileModesExcluded = 0x1 # For Video Playback +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 368 +#formatsExcluded = 0x431 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +#formats = 0x01a,0x001 +tileModesExcluded = 0x1 # For Video Playback +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 320 +height = 192 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] +width = 320 +height = 180 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +# Dynamic Shadows + +[TextureRedefine] +width = 1024 +height = 1024 +formats = 0x005 +#formatsExcluded = 0x033,0x031 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 + +[TextureRedefine] +width = 512 +height = 512 +formats = 0x005 +#formatsExcluded = 0x431,0x035,0x034,0x033,0x031 +overwriteWidth = $shadowRes * 512 +overwriteHeight = $shadowRes * 512 + +[TextureRedefine] +width = 256 +height = 256 +formats = 0x005 +#formatsExcluded = 0x431,0x035,0x034,0x033,0x031 +overwriteWidth = $shadowRes * 256 +overwriteHeight = $shadowRes * 256 + +# Gamepad + +[TextureRedefine] +width = 864 +height = 480 +#formats = 0x019,0x01a +overwriteWidth = ($padWidth/$gamePadWidth) * 864 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +#formats = 0x019,0x01a +overwriteWidth = ($padWidth/$gamePadWidth) * 854 +overwriteHeight = ($padHeight/$gamePadHeight) * 480 + +# Use more accurate texture formats to reduce banding + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] +width = 320 +height = 192 +formats = 0x01a,0x019 +overwriteFormat = 0x01f + +[TextureRedefine] +width = 320 +height = 180 +formats = 0x01a,0x019 +overwriteFormat = 0x01f + +#[TextureRedefine] +#width = 640 +#height = 368 +#formats = 0x019 +#overwriteFormat = 0x01f +# +#[TextureRedefine] +#width = 640 +#height = 360 +#formats = 0x019 +#overwriteFormat = 0x01f diff --git a/src/ZombiU/Mods/FOVSetting/patch_fov.asm b/src/ZombiU/Mods/FOVSetting/patch_fov.asm new file mode 100644 index 000000000..253a0071b --- /dev/null +++ b/src/ZombiU/Mods/FOVSetting/patch_fov.asm @@ -0,0 +1,15 @@ +[ZombiU_FOV_v32] +moduleMatches = 0xC7039B04 ; v32(EU/NA/JP) +0x100902A8 = .float $fov ;1.0 is default, 0.75 wider FOV + +[ZombiU_FOV_v0] +moduleMatches = 0xA4959FE1 ; v0(EU/NA) +0x1008FA68 = .float $fov ;1.0 is default, 0.75 wider FOV + +[ZombiU_FOV_JPv0] +moduleMatches = 0x89CEBCD5 ; v0(JP) +0x1008FDC8 = .float $fov ;1.0 is default, 0.75 wider FOV + +[ZombiU_FOV_vDemo] +moduleMatches = 0x85FB745A ; demo(EU/NA/JP) +0x1008FEE8 = .float $fov ;1.0 is default, 0.75 wider FOV diff --git a/Mods/ZombiU_FOVSetting/rules.txt b/src/ZombiU/Mods/FOVSetting/rules.txt similarity index 88% rename from Mods/ZombiU_FOVSetting/rules.txt rename to src/ZombiU/Mods/FOVSetting/rules.txt index 3572ad00d..44730d108 100644 --- a/Mods/ZombiU_FOVSetting/rules.txt +++ b/src/ZombiU/Mods/FOVSetting/rules.txt @@ -1,13 +1,16 @@ [Definition] -titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300 +titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301 name = Field of View path = "ZombiU/Mods/Field of View" description = Changes the field of view (FOV). Fixes edge framing for 21:9 cinematics and other FOV tweaks. -version = 4 +#Credits: +version = 7 + +[Default] +$fov = 1.0 [Preset] name = Default FOV -$fov = 1.0 [Preset] name = Match 16:9 horizontal FOV to 21:9 (1.3125)