diff --git a/Modifications/XenobladeX_Static60fps/patches.txt b/Modifications/XenobladeX_Static60fps/patches.txt index 146fab14..12414da8 100644 --- a/Modifications/XenobladeX_Static60fps/patches.txt +++ b/Modifications/XenobladeX_Static60fps/patches.txt @@ -3,7 +3,7 @@ moduleMatches = 0x7672271D #Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter 0x100D0604 = .float 0.5 # .float 1.0 # GUI animations * 0x1005989C = .float 0.5 # .float 1.0 #Title screen cutscene - -0x10014528 = .float 0.05 # controller acceleration - +#0x10014528 = .float 0.05 # controller acceleration - 0x10171980 = .float 2.0 # arbitrary 2.0 float _halfRate = 0x10171980 @@ -36,7 +36,7 @@ moduleMatches = 0x218F6E07, 0xF882D5CF #Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues 0x100D03E8 = .float 0.5 # .float 1.0 # GUI animations * 0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene - -0x10014528 = .float 0.05 # controller acceleration - +#0x10014528 = .float 0.05 # controller acceleration - 0x10171980 = .float 2.0 # arbitrary 2.0 float _halfRate = 0x10171980 @@ -70,7 +70,7 @@ moduleMatches = 0x30B6E091 #Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues 0x100D03D0 = .float 0.5 # .float 1.0 # GUI animations 0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene -0x10014528 = .float 0.05 # controller acceleration +#0x10014528 = .float 0.05 # controller acceleration 0x10171980 = .float 2.0 # arbitrary 2.0 float _halfRate = 0x10171980 _fullRate = 0x100D03D0 @@ -117,4 +117,4 @@ _fullRate = 0x100D03D0 # swapInterval 60 0x02FD8A34 = li r3, 1 -#SNESticleNGCVERIONPP71Copyright - Sardu you magnificent bastard, we salute you! +#SNESticleNGCVERIONPP71Copyright - Sardu you magnificent bastard, we salute you! \ No newline at end of file diff --git a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index 8cea76a1..750b73b7 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -5,7 +5,7 @@ // changes here in turn "breaks" bloom as they over or under expose depending on day/night //old contrasty, or just copy paste clarity -const float gamma = 0.92; // 1.0 is neutral +const float gamma = 0.93; // 1.0 is neutral const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float vibrance = 0.318; // 0.0 is neutral const float lift = 0.002; // 0.0 is neutral. loss of shadow detail diff --git a/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt index 3052725d..d59a9296 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt @@ -4,8 +4,8 @@ // shader 7b9f05b2bd8f3b71 //skell cockpit brigthtness fix + minor colour tweak to balance broken bloom const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float postExposure = 1.09; // 1.0 is neutral, then slightly raise exposure back up. -const float gamma = 0.92; // 1.0 is neutral +const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. +const float gamma = 0.93; // 1.0 is neutral const float vibrance = 0.3175; // 0.0 is neutral const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail diff --git a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt index 84157953..38da78e0 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -6,7 +6,7 @@ // changes here in turn "breaks" bloom as they over or under expose depending on day/night //old contrasty, or just copy paste clarity -const float gamma = 0.92; // 1.0 is neutral +const float gamma = 0.93; // 1.0 is neutral const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float vibrance = 0.318; // 0.0 is neutral const float lift = 0.002; // 0.0 is neutral. loss of shadow detail