diff --git a/Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt b/Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt new file mode 100644 index 00000000..89b3002c --- /dev/null +++ b/Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt @@ -0,0 +1,114 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader b84517cef3bb49ad +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[4]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[4]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); +// 0 +backupReg0i = R1i.z; +R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); +R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w); +// 0 +PV0i.x = R1i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 1 +R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x)); +R127i.z = ((PV0i.y == 0)?(PV0i.w):(0)); +PV1i.z = R127i.z; +// 2 +R123i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x))); +PV0i.w = R123i.w; +// 3 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(uf_remappedPS[0].w)); +R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z))); +PV1i.y = R123i.y; +R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w)); +R127i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z)); +// 4 +R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV1i.y)); +R126i.y = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV1i.x)); +R123i.z = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x))); +PV0i.w = R123i.w; +// 5 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(uf_remappedPS[2].w)); +R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z))); +PV1i.y = R123i.y; +PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w)); +PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z)); +// 6 +backupReg0i = R0i.z; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV1i.x)); +R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w)); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y)); +R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z)); +PS0i = R0i.x; +// 7 +R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x)); +R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y)); +// export +passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.); +} diff --git a/Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt b/Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt new file mode 100644 index 00000000..14222ea6 --- /dev/null +++ b/Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt @@ -0,0 +1,105 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader d9953dbd7354b119 +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[4]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[4]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); +// 0 +backupReg0i = R1i.z; +R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y)); +R2i.y = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); +R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x)); +R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w); +// 0 +backupReg0i = R0i.y; +R127i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(R2i.w)); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z)); +PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(R2i.x)); +PS0i = R126i.w; +// 1 +R126i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV0i.y)); +R123i.y = ((PV0i.w == 0)?(PV0i.z):(0)); +PV1i.y = R123i.y; +PV1i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y)); +PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x)); +// 2 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(uf_remappedPS[3].w)); +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(uf_remappedPS[1].w)); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.w)); +R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(PV1i.z)); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV0i.y)); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z)); +PV1i.z = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV0i.x)); +R1i.x = ((R2i.y == 0)?(PV0i.z):(R127i.x)); +PS1i = R1i.x; +// 4 +backupReg0i = R0i.z; +R1i.y = ((R2i.y == 0)?(R127i.w):(R126i.w)); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y)); +R1i.w = ((R2i.y == 0)?(PV1i.z):(PV1i.x)); +// 5 +R1i.z = ((R2i.y == 0)?(PV0i.z):(R126i.x)); +// export +passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.); +} diff --git a/Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt b/Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt new file mode 100644 index 00000000..b37c4c34 --- /dev/null +++ b/Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt @@ -0,0 +1,103 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader d9f064ae204238df +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[4]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[4]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); +// 0 +backupReg0i = R1i.z; +R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); +R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).xyzw); +// 0 +R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x))); +PV0i.w = R123i.w; +// 1 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[0].w)); +R123i.y = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z))); +PV1i.y = R123i.y; +R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w)); +R127i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z)); +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV1i.y)); +R127i.y = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV1i.x)); +R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x))); +PV0i.w = R123i.w; +// 3 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[2].w)); +R123i.y = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z))); +PV1i.y = R123i.y; +PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w)); +PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z)); +// 4 +backupReg0i = R0i.z; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV1i.x)); +R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w)); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y)); +R0i.x = ((R2i.x == 0)?(PV1i.z):(R127i.z)); +PS0i = R0i.x; +// 5 +R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x)); +R0i.w = ((R2i.x == 0)?(PV0i.x):(R127i.y)); +// export +passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.); +} diff --git a/Mods/SuperMario3DWorld_NoHUD/rules.txt b/Mods/SuperMario3DWorld_NoHUD/rules.txt new file mode 100644 index 00000000..59735e4d --- /dev/null +++ b/Mods/SuperMario3DWorld_NoHUD/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 5000010145d00,5000010145c00 +name = Remove All HUD Elements +path = "Super Mario 3D World/Mods/No HUD (breaks menus)" +description = Disable most of the UI while playing.|Use it only for screenshots as it breaks some menus.||Made by @etra0. +version = 6 diff --git a/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt b/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt index 822d3157..b987385f 100644 --- a/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt +++ b/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt @@ -1199,12 +1199,12 @@ float DPX_Strength = 0.20; float Colorfulness = 2.5; float DPX_Strength = 0.20; -#elif (Preset == 16) // Hexaae's Clear Preset +#elif (Preset == 16) //Hexaae's Clear Preset #define adjust_bloom 1 - const float bloomFactor = 0.613; + const float bloomFactor = 0.593; #define HDRpassing 1 - const float HDRPower = 1.53; + const float HDRPower = 1.56; const float radius1 = 0.86; const float radius2 = 0.84; #define lumapassing 0 @@ -1220,10 +1220,10 @@ float DPX_Strength = 0.20; const float sat = -0.002; const float crushContrast = 0.000; #define post_process 0 - const float satFactor = 0.020; + const float satFactor = -0.006; #define blacknwhitepass 1 const int BlackPoint = 0; - const int WhitePoint = 255; + const int WhitePoint = 277; #define lggpass 0 vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); diff --git a/src/MarioKart8/Mods/NoHUD/rules.txt b/src/MarioKart8/Mods/NoHUD/rules.txt index 9c4bd32a..b7e371c2 100644 --- a/src/MarioKart8/Mods/NoHUD/rules.txt +++ b/src/MarioKart8/Mods/NoHUD/rules.txt @@ -1,6 +1,6 @@ [Definition] titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 name = Remove All HUD Elements -path = "Mario Kart 8/Mods/No HUD" -description = Disables any HUD while racing. Breaks many of the menu's so don't use this if you just want to play the game.|Made by Crementif. +path = "Mario Kart 8/Mods/No HUD (breaks menus)" +description = Disables any HUD while racing.|Breaks many of the menu's so don't use this if you just want to play the game.||Made by Crementif. version = 6