Hyrule warriors - Balance drawdistance

Switches focus from long draw distance to detailed current zone
This commit is contained in:
getdls 2020-06-06 02:01:20 +02:00
parent 4c4ce94a89
commit 1caa114b03

View File

@ -3,25 +3,24 @@ moduleMatches = 0xE159AE91
.origin = codecave .origin = codecave
##object clip ##object clip
#0x100DD068 = .float 1.5 #0.5 0x100DD06C = .float 2.5 #3.0
0x100DD06C = .float 1.5 #3.0
#0x025F0554 = nop #same as setting 0x100DD06C to 0. Fix this when instruction supported. #0x025F0554 = nop #same as setting 0x100DD06C to 0. Fix this when instruction supported.
#0x025F02F4 = nop # #0x025F02F4 = nop #
#stage clip #stage clip
0x100DFEC4 = .float 1.5 0x100DFEC4 = .float 6.0
#0x100DFEC8 = .float 3.0 #0x100DFEC8 = .float 6.0
##stage clip update ##stage clip update
0x100DFECC = .float 2.0 0x100DFECC = .float 6.0
0x100DFED8 = .float 2.0 0x100DFED8 = .float 6.0
0x100DFEDC = .float 2.0 0x100DFEDC = .float 6.0
0x100DFEE0 = .float 2.0 0x100DFEE0 = .float 6.0
0x100FF060 = .float 0.99 # force high mip / texture lod 0x100FF060 = .float 0.99 # force high mip / texture lod
0x100DD8C4 = .float 9900.0 # some smoke / particles 0x100DD8C4 = .float 9900.0 # some smoke / particles
# shadow draw distance (more like boundary) # shadow draw distance (more like boundary)
0x10000B20 = .float 7000.0 0x10000B20 = .float 8500.0
#0x10000B24 = .float 20000.0 0x10000B24 = .float 40000.0
0x100DFF78 = .float 40000.0 #Dyamic object shadows ie rocks, chests etc 0x100DFF78 = .float 40000.0 #Dyamic object shadows ie rocks, chests etc
#Grass, debris. Mitigates object pop as groups switces between lods. #Grass, debris. Mitigates object pop as groups switces between lods.
@ -34,6 +33,8 @@ moduleMatches = 0xE159AE91
0x100DFF68 = .float 800000.0 0x100DFF68 = .float 800000.0
0x100DFF6C = .float 80000.0 0x100DFF6C = .float 80000.0
#Replace army mid LOD with high LOD
#0x022BD744 = li r12, 0
#fov #fov
#0x10006FD0 = .float 0.015 #fov .float 0.017453292 # DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o #0x10006FD0 = .float 0.015 #fov .float 0.017453292 # DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o
# scatter light (fog) # scatter light (fog)