[XCX] 60fps fix controller acceleration, Brightness fix, gamma closer to default

This commit is contained in:
getdls 2018-06-03 11:50:41 +02:00
parent 84b5fc8d7a
commit 38784721f4
4 changed files with 8 additions and 8 deletions

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@ -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!

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@ -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

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@ -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

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@ -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