diff --git a/Mods/HyruleWarriors_IncreaseDrawDistance/patch_drawDistance.asm b/Mods/HyruleWarriors_IncreaseDrawDistance/patch_drawDistance.asm index 8e8bcb9b..7440bf8f 100644 --- a/Mods/HyruleWarriors_IncreaseDrawDistance/patch_drawDistance.asm +++ b/Mods/HyruleWarriors_IncreaseDrawDistance/patch_drawDistance.asm @@ -3,25 +3,24 @@ moduleMatches = 0xE159AE91 .origin = codecave ##object clip -#0x100DD068 = .float 1.5 #0.5 -0x100DD06C = .float 1.5 #3.0 +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 1.5 -#0x100DFEC8 = .float 3.0 +0x100DFEC4 = .float 6.0 +#0x100DFEC8 = .float 6.0 ##stage clip update -0x100DFECC = .float 2.0 -0x100DFED8 = .float 2.0 -0x100DFEDC = .float 2.0 -0x100DFEE0 = .float 2.0 +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 7000.0 -#0x10000B24 = .float 20000.0 +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. @@ -34,6 +33,8 @@ moduleMatches = 0xE159AE91 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)