This commit is contained in:
Pig 2021-01-22 18:03:39 +01:00
commit 1109b5b077
8 changed files with 196 additions and 63 deletions

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@ -9,7 +9,5 @@ Cemu Graphic Packs is a repository where you can find graphic packs that can ups
It's made by the Cemu community so you're also free to [contribute to the project](https://github.com/ActualMandM/cemu_graphic_packs/wiki/How-to-create-resolution-packs) if you wish. It's made by the Cemu community so you're also free to [contribute to the project](https://github.com/ActualMandM/cemu_graphic_packs/wiki/How-to-create-resolution-packs) if you wish.
Graphic packs that modify game files can be found [here](https://github.com/ActualMandM/cemu_graphic_packs/wiki/Game-Mods).
### Downloads ### Downloads
You can download the latest graphic packs via Cemu's Graphic Pack window directly or download them manually from [our website](https://ActualMandM.github.io/cemu_graphic_packs/)! You can download the latest graphic packs via Cemu's Graphic Pack window directly or download them manually from [our website](https://ActualMandM.github.io/cemu_graphic_packs/)!

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@ -25,9 +25,9 @@
#define RAINBOW_EFFECT $rainbow // [0 or 1] set it to 1 to enable rainbow beams effect. in that case, HUE_ROTATION is ignored #define RAINBOW_EFFECT $rainbow // [0 or 1] set it to 1 to enable rainbow beams effect. in that case, HUE_ROTATION is ignored
#define DISABLE_BEAMS $disableBeams // [0 or 1] set it to 1 to hide the lasers completely #define DISABLE_BEAMS $disableBeams // [0 or 1] set it to 1 to hide the lasers completely
#define HUE_ROTATION $hue //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://i.imgur.com/5UpyIGh.png #define HUE_ROTATION $hue //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://i.imgur.com/5UpyIGh.png
#define SATURATION_FACTOR 1.0 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping #define SATURATION_FACTOR $saturation //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping
#define VALUE_FACTOR 1.0 //same as above; applies to Value #define VALUE_FACTOR 1.0 //same as above; applies to Value
#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency #define ALPHA_FACTOR $alpha //same as above; applies to Transparency
const float hueRotation = HUE_ROTATION / 360.0; const float hueRotation = HUE_ROTATION / 360.0;

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@ -25,9 +25,9 @@
#define RAINBOW_EFFECT $rainbow // [0 or 1] set it to 1 to enable rainbow beams effect. in that case, HUE_ROTATION is ignored #define RAINBOW_EFFECT $rainbow // [0 or 1] set it to 1 to enable rainbow beams effect. in that case, HUE_ROTATION is ignored
#define DISABLE_BEAMS $disableBeams // [0 or 1] set it to 1 to hide the lasers completely #define DISABLE_BEAMS $disableBeams // [0 or 1] set it to 1 to hide the lasers completely
#define HUE_ROTATION $hue //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://i.imgur.com/5UpyIGh.png #define HUE_ROTATION $hue //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://i.imgur.com/5UpyIGh.png
#define SATURATION_FACTOR 1.0 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping #define SATURATION_FACTOR $saturation //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping
#define VALUE_FACTOR 1.0 //same as above; applies to Value #define VALUE_FACTOR 1.0 //same as above; applies to Value
#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency #define ALPHA_FACTOR $alpha //same as above; applies to Transparency
const float hueRotation = HUE_ROTATION / 360.0; const float hueRotation = HUE_ROTATION / 360.0;
#ifdef VULKAN #ifdef VULKAN

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@ -2,60 +2,126 @@
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Divine Laser Beams name = Divine Laser Beams
path = "The Legend of Zelda: Breath of the Wild/Mods/Divine Laser Beams" path = "The Legend of Zelda: Breath of the Wild/Mods/Divine Laser Beams"
description = Allows customization of the color of the Divine Beasts's Laser Beams. They can also be completely hidden.||Made by Kiri. description = Customizes the appearance of the Divine Beasts's Laser Beams. They can also be completely hidden.||Made by Kiri.
version = 6 version = 6
[Default] [Default]
$hue:int = 0 $hue:int = 0
$rainbow:int = 0 $rainbow:int = 0
$disableBeams:int = 0 $disableBeams:int = 0
$saturation = 1.0
$alpha = 1.0
[Preset] [Preset]
name = Disabled (Default) name = Yes (Default)
category = Hide Laser category = Show Laser
default = 1 default = 1
$disableBeams:int = 0 $disableBeams:int = 0
[Preset] [Preset]
name = Enabled name = No
category = Hide Laser category = Show Laser
default = 1
$disableBeams:int = 1 $disableBeams:int = 1
[Preset] [Preset]
name = Red (Default) name = Red (Default)
condition = $disableBeams == 0
category = Laser Color category = Laser Color
default = 1 default = 1
$hue:int = 0 $hue:int = 0
[Preset] [Preset]
name = Rainbow name = Rainbow
condition = $disableBeams == 0
category = Laser Color category = Laser Color
$rainbow:int = 1 $rainbow:int = 1
[Preset] [Preset]
name = Purple name = Purple
condition = $disableBeams == 0
category = Laser Color category = Laser Color
$hue:int = 300 $hue:int = 300
[Preset] [Preset]
name = Blue name = Blue
condition = $disableBeams == 0
category = Laser Color category = Laser Color
$hue:int = 225 $hue:int = 225
[Preset] [Preset]
name = Cyan name = Cyan
condition = $disableBeams == 0
category = Laser Color category = Laser Color
$hue:int = 160 $hue:int = 160
[Preset] [Preset]
name = Green name = Green
condition = $disableBeams == 0
category = Laser Color category = Laser Color
$hue:int = 120 $hue:int = 120
[Preset] [Preset]
name = Yellow name = Yellow
condition = $disableBeams == 0
category = Laser Color category = Laser Color
$hue:int = 45 $hue:int = 45
[Preset]
name = 100% (Default)
condition = $disableBeams == 0
category = Color Saturation
default = 1
$saturation = 1.0
[Preset]
name = 75%
condition = $disableBeams == 0
category = Color Saturation
$saturation = 0.75
[Preset]
name = 50%
condition = $disableBeams == 0
category = Color Saturation
$saturation = 0.5
[Preset]
name = 25%
condition = $disableBeams == 0
category = Color Saturation
$saturation = 0.25
[Preset]
name = 100% (Default)
condition = $disableBeams == 0
category = Laser Transparency
default = 1
$alpha = 1.0
[Preset]
name = 75%
condition = $disableBeams == 0
category = Laser Transparency
$alpha = 0.75
[Preset]
name = 50%
condition = $disableBeams == 0
category = Laser Transparency
$alpha = 0.5
[Preset]
name = 25%
condition = $disableBeams == 0
category = Laser Transparency
$alpha = 0.25
[Preset]
name = 10%
condition = $disableBeams == 0
category = Laser Transparency
$alpha = 0.1

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@ -6,41 +6,38 @@ moduleMatches = 0x6267BFD0
actorMultiplier: actorMultiplier:
.float $actor .float $actor
_replaceDrawDistanceActorInvoke: _setActorDrawDistanceMultiplier:
lis r12, actorMultiplier@ha lis r9, actorMultiplier@ha
lfs f13, actorMultiplier@l(r12) lfs f9, actorMultiplier@l(r9)
fmuls f1, f1, f13 stfs f9, 0x13BC(r28)
lwz r12, 0x3B0(r29)
blr blr
0x037A617C = bla _replaceDrawDistanceActorInvoke 0x03857F58 = nop ; Force the draw distance used for load balancing normally to be enabled
0x03857F5C = bla _setActorDrawDistanceMultiplier
_replaceDrawDistanceActorKeepAlive_1:
lis r4, actorMultiplier@ha
lfs f6, actorMultiplier@l(r4)
fmuls f1, f1, f6
lwz r4, 0x4FC(r31)
blr
0x0379E6B8 = bla _replaceDrawDistanceActorKeepAlive_1
_replaceDrawDistanceActorKeepAlive_2:
lis r23, actorMultiplier@ha
lfs f9, actorMultiplier@l(r23)
fmuls f1, f1, f9
lfs f9, 0x280(r31)
blr
0x0379E63C = bla _replaceDrawDistanceActorKeepAlive_2
objectMultiplier: objectMultiplier:
.float $object .float $object
_replaceObjectDrawDistance: objectDivider:
lis r9, objectMultiplier@ha .float 1.0 - ($object - 1.0)
lfs f11, objectMultiplier@l(r9)
fmuls f1, f1, f11
lwz r0, 0xC(r1) _setObjectDrawDistance:
lis r12, objectMultiplier@ha
lfs f0, objectMultiplier@l(r12)
; Doesn't catch objects that don't have their traverseRadiusXZ set, so those default to 0
blr blr
0x03137F04 = bla _replaceObjectDrawDistance 0x03137ECC = nop
0x03137ED0 = bla _setObjectDrawDistance
_setObjectDrawDistanceDivider:
fmuls f13, f1, f1
lis r8, objectDivider@ha
lfs f1, objectDivider@l(r8)
fmuls f13, f13, f1
blr
0x0313A60C = bla _setObjectDrawDistanceDivider
0x0313A678 = bla _setObjectDrawDistanceDivider

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@ -48,33 +48,33 @@ $actor = 2
[Preset] [Preset]
name = Potato (0.2x) name = Potato (0.2x)
category = Trees, Bushes, Landscape And Other Objects (Experimental) category = Trees, Bushes, Landscape And Other Objects
$object = 0.2 $object = 0.2
[Preset] [Preset]
name = Very Low (0.5x) name = Very Low (0.5x)
category = Trees, Bushes, Landscape And Other Objects (Experimental) category = Trees, Bushes, Landscape And Other Objects
$object = 0.5 $object = 0.5
[Preset] [Preset]
name = Low (0.75x) name = Low (0.75x)
category = Trees, Bushes, Landscape And Other Objects (Experimental) category = Trees, Bushes, Landscape And Other Objects
$object = 0.75 $object = 0.75
[Preset] [Preset]
name = Medium (1x) name = Medium (1x)
category = Trees, Bushes, Landscape And Other Objects (Experimental) category = Trees, Bushes, Landscape And Other Objects
default = 1 default = 1
$object = 1.0 $object = 1.0
[Preset] [Preset]
name = High (1.25x) name = High (1.25x)
category = Trees, Bushes, Landscape And Other Objects (Experimental) category = Trees, Bushes, Landscape And Other Objects
$object = 1.25 $object = 1.25
[Preset] [Preset]
name = Ultra (1.5x, requires Extended Memory pack!) name = Ultra (1.5x, requires Extended Memory pack!)
category = Trees, Bushes, Landscape And Other Objects (Experimental) category = Trees, Bushes, Landscape And Other Objects
$object = 1.5 $object = 1.5

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@ -5,9 +5,11 @@ moduleMatches = 0x6267BFD0
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 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) SaveAreaHeapSize = 8 * 1024 * 1024 ; 8MiB (default is 2312KiB)
TriggerParamHeapSize = 8 * 1024 * 1024 ; 8MiB (default is around 2616KiB) 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)
; GameDataHeap ; GameDataHeap
0x032015E0 = lis r3, (SaveAreaHeapSize@ha + TriggerParamHeapSize@ha) 0x032015E0 = lis r3, (SaveAreaHeapSize@ha + TriggerParamHeapSize@ha)
@ -19,35 +21,94 @@ HavokMainHeapSize = 80 * 1024 * 1024 ; 80MiB (default is 30MiB)
; GameDataHeap -> TriggerParam ; GameDataHeap -> TriggerParam
; Uses the remaining allocatable size of GameDataHeap ; Uses the remaining allocatable size of GameDataHeap
; HavokMainHeap ; Physics Memory System -> HavokMainHeap
0x037FD6A4 = lis r6, HavokMainHeapSize@ha 0x037FD6A4 = lis r6, HavokMainHeapSize@ha
; Physics Memory System -> PhysicsTempDefault
; Physics Memory System -> PhysicsTempLow
0x037fd758 = lis r3, PhysicsTempLowHeapSize@ha
; Physics Memory System -> PhysicsSystem
0x037fd6d4 = lis r3, PhysicsSystemHeapSize@ha
; Terrain Scene
0x02C5A208 = lis r3, 0x400 #lis r3, 0x140
; KingSystem -> ForestRenderer
0x0338cdbc = lis r3,0x80 # lis r3,0x30
; KingSystem -> ForestRenderer -> ForestRenderer - WorkHeap
0x033C9D80 = lis r3, 0x20 # lis r3, 0xC
; Overlay arena ; Overlay arena
0x030AA5F4 = lis r7, 0x4000 ; expand overlay arena root heap size to 0x40000000 (1GiB) from default 0x1C000000 (448MiB). Can't make it larger due to forground bucket memory being in the way (starts at 0xE0000000) 0x030AA5F4 = lis r7, 0x4000 ; expand overlay arena root heap size to 0x40000000 (1GiB) from default 0x1C000000 (448MiB). Can't make it larger due to forground bucket memory being in the way (starts at 0xE0000000)
; Extra size for overlay arena from rules.txt is 0x24000000 (576MiB) ; Extra size for overlay arena from rules.txt is 0x24000000 (576MiB)
; Overlay arena -> FixedHeap ; Overlay arena -> FixedHeap
; FixedHeap seems to store terrain renderer among other things
0x034ED614 = lis r3, 0x0C20 + 0x1000 ; add 256MiB 0x034ED614 = lis r3, 0x0C20 + 0x1000 ; add 256MiB
; Overlay arena -> MoveableMemoryHeap ; Overlay arena -> MoveableMemoryHeap
; For resource textures?
0x034ED66C = lis r3, 0x0FD0 + 0x1000 ; add 256MiB 0x034ED66C = lis r3, 0x0FD0 + 0x1000 ; add 256MiB
; Increase the size of the resource heap for small resources. When using mods like e.g. draw distance this would likely be the reason why it would spawn panic moons. ; Overlay arena -> FixedHeap -> GameDataWork
_increaseResourceSmallHeap: 0x034ed55c = lis r3, 0x40 + 0x20;
lwz r10, 0x70(r24)
addis r10, r10, 0x500
stw r10, 0x70(r24)
blr
0x037EAADC = bla _increaseResourceSmallHeap ; Overlay arena -> FixedHeap -> TexArcWork
0x034eced8 = lis r3, 0x200 + 0x200 ; add 32MiB
; Overlay arena -> FixedHeap -> Audio(OverlayArena)
0x034ed1e4 = lis r6, 0x1a0 + 0x200 ; add 32MiB
; Overlay arena -> FixedHeap -> TexArcWork
0x034ECED8 = lis r3, 0x200 + 0x400 ; add 64MiB
; 'Main' (unsure what this is responsible for)
0x0340F31C = li r7, 0x87 + 0x20 ; add 32MiB (register stores size in MiB)
0x0340f320 = nop
0x0340f324 = nop
0x0340f328 = nop
0x0340f32C = nop
; MovableMemory
;0x0340F334 = li r9, 0xFB + 0x180 ; add 384MiB -> Too much
0x0340F334 = li r9, 0xFB + 0x100 ; add 256MiB
0x0340f338 = nop
0x0340f33C = nop
; ForResourceS
0x0340f3f4 = lis r0,0x940 + 0x1000 ; add 256MiB
; ForResourceL
; 0340F370 addis r26, r26, 0x20
; size seems to have extra space added dynamically based on unknown parameters?
; ends up as 0x10f00000
0x340F370 = lis r26, 0x2200 ; add around 288MiB
; PlacementMgr heap
0x037c0f30 = li r28,0x5a + 0x40 ; in MiB
; Increase the size of the resource heap for small resources. When using mods like e.g. draw distance this would likely be the reason why it would spawn panic moons.
;;_increaseResourceSmallHeap:
;;lwz r10, 0x70(r24)
;;addis r10, r10, 0x500
;;stw r10, 0x70(r24)
;;blr
;;0x037EAADC = bla _increaseResourceSmallHeap
; Increase the size of the resource heap for large resources. When using mods like e.g. draw distance this would likely be the reason why it would spawn panic moons. ; Increase the size of the resource heap for large resources. When using mods like e.g. draw distance this would likely be the reason why it would spawn panic moons.
_increaseResourceLargeHeap: ;;_increaseResourceLargeHeap:
lwz r11, 0x6C(r24) ;;lwz r11, 0x6C(r24)
addis r11, r11, 0x500 ;;addis r11, r11, 0x500
stw r11, 0x6C(r24) ;;stw r11, 0x6C(r24)
blr ;;blr
0x037EAB84 = bla _increaseResourceLargeHeap ;;0x037EAB84 = bla _increaseResourceLargeHeap
; Some notes on potential further heaps ; Some notes on potential further heaps

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@ -58,6 +58,9 @@ averageFPS0.5:
averageFPS0.5Inv: averageFPS0.5Inv:
.float 30/(2*$fpsLimit) .float 30/(2*$fpsLimit)
averageFPS1.5:
.float 45/$fpsLimit
averageSum: averageSum:
.float $fpsLimit*$frameAverageAmount .float $fpsLimit*$frameAverageAmount
@ -253,6 +256,11 @@ fmuls f13, f13, f8 ; Multiply the flurry rush distance (stored in f1) with th
fcmpu cr0, f13, f29 ; Execute original instruction that got replaced with this codecave jump fcmpu cr0, f13, f29 ; Execute original instruction that got replaced with this codecave jump
blr ; Return to the address that's stored in the link register blr ; Return to the address that's stored in the link register
_changeVerticalSens:
lis r14, averageFPS1.5@ha ; Load average FPS...
lfs f11, averageFPS1.5@l(r14) ; ...into f11
blr
# Patches # Patches
0x1031E2C0 = .float 2 0x1031E2C0 = .float 2
@ -263,6 +271,9 @@ blr ; Return to the address that's stored in the link register
0x100775AC = .float -999.0 ; Disable something that makes thunderblight ganon yeet off 0x100775AC = .float -999.0 ; Disable something that makes thunderblight ganon yeet off
0x101B2D34 = .float $fpsLimit ; Fix vertical sensitivity of gyro while using stasis
0x02B951F0 = bla _changeVerticalSens ; Fix vertical sensitivity of stick while using stasis
0x02C6B8F8 = bla _changeFlurryRush ; Fix the flurry rush distance 0x02C6B8F8 = bla _changeFlurryRush ; Fix the flurry rush distance
0x02D5F760 = bla _changeArrowTimeDrain ; Fix the stamina drain during arrow time 0x02D5F760 = bla _changeArrowTimeDrain ; Fix the stamina drain during arrow time
0x03793328 = nop 0x03793328 = nop