diff --git a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt b/Enhancements/TwilightPrincessHD_Contrasty/rules.txt index 633a479e..c3c139b8 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt +++ b/Enhancements/TwilightPrincessHD_Contrasty/rules.txt @@ -95,31 +95,31 @@ $sharp_mix = 0.05 [Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discolouration of multi layer fx name = Cold contrast -$redShadows = 0.99 -$greenShadows = 1.0 -$blueSadows = 1.01 -$redMid = 0.85 -$greenMid = 0.86 +$redShadows = 0.99 #0.99 +$greenShadows = 1.0 # 1.0 +$blueSadows = 1.01 #1.0 #1.01 +$redMid = 0.89 #0.87 +$greenMid = 0.925 #0.9 #0.88 $blueMid = 1.0 -$redHilight = 0.95 -$greenHilight = 0.96 -$blueHilight = 1.05 +$redHilight = 1.0 +$greenHilight = 1.01 #.86 +$blueHilight = 1.11 #1.14 $contrastCurve = 0.25 $hazeFactor = 0.1 $bloom = 0.975 -$gamma = 1.0 -$exposure = 1.075 -$vibrance = 0.3 +$gamma = 1.025 +$exposure = 1.025 +$vibrance = 0.4 $crushContrast = 0.0 $bleach = 0.875 $sharp_mix = 0.05 [Preset] # jff name = Skyward Swordish -$redShadows = 0.99 -$greenShadows = 0.99 -$blueSadows = 1.02 +$redShadows = 0.95 +$greenShadows = 0.95 +$blueSadows = 1.0 $redMid = 0.95 $greenMid = 0.97 $blueMid = 1.04 diff --git a/Enhancements/XenobladeX_Contrasty/rules.txt b/Enhancements/XenobladeX_Contrasty/rules.txt index c49e3502..36f7f035 100644 --- a/Enhancements/XenobladeX_Contrasty/rules.txt +++ b/Enhancements/XenobladeX_Contrasty/rules.txt @@ -6,7 +6,7 @@ description = This pack tweaks the colours and contrast to whatever preset you s version = 3 [Preset] -name = High Contrasty +name = High Contrasty - shadow lift $redShadows = 1.0 $greenShadows = 1.0 $blueSadows = 1.0 @@ -27,6 +27,28 @@ $crushContrast = 0.00 $bleach = 0.85 $sharp_mix = 0.1 +[Preset] +name = High Contrasty +$redShadows = 0.98 +$greenShadows = 0.98 +$blueSadows = 0.99 +$redMid = 0.99 +$greenMid = 0.98 +$blueMid = 0.99 +$redHilight = 0.975 +$greenHilight = 0.975 +$blueHilight = 0.975 + +$contrastCurve = 0.25 +$hazeFactor = 0.25 +$bloom = 0.85 +$gamma = 1.04 +$exposure = 1.1 +$vibrance = 0.20 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.05 + [Preset] name = Colourful $redShadows = 1.0 diff --git a/Mods/XenobladeX_FOVSetting/patches.txt b/Mods/XenobladeX_FOVSetting/patches.txt index 272c3d2b..025a881d 100644 --- a/Mods/XenobladeX_FOVSetting/patches.txt +++ b/Mods/XenobladeX_FOVSetting/patches.txt @@ -1,3 +1,7 @@ +[XCXNOOFFV16J] +moduleMatches = 0x785CA8A9 +0x1019037C = .float $fov # 1.0 is default, 0.75 wider FOV + [XCXFOVV102J] moduleMatches = 0x7672271D 0x1019087C = .float $fov # 1.0 is default, 0.75 wider FOV diff --git a/Mods/XenobladeX_NoOfflineTag/patches.txt b/Mods/XenobladeX_NoOfflineTag/patches.txt index 065fa2bc..6652cc7d 100644 --- a/Mods/XenobladeX_NoOfflineTag/patches.txt +++ b/Mods/XenobladeX_NoOfflineTag/patches.txt @@ -1,3 +1,7 @@ +[XCXNOOFFV16J] +moduleMatches = 0x785CA8A9 +0x100B06DC = nop # frameIn + [XCXNOFFV102J] moduleMatches = 0x7672271D 0x100B0B28 = nop # frameIn diff --git a/Mods/XenobladeX_Static60fps/patches.txt b/Mods/XenobladeX_Static60fps/patches.txt index 3b7e2ee5..2ecea480 100644 --- a/Mods/XenobladeX_Static60fps/patches.txt +++ b/Mods/XenobladeX_Static60fps/patches.txt @@ -1,36 +1,62 @@ -[XCX60fpsV102J] +[XCX60fpsV16J] +moduleMatches = 0x785CA8A9 +#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 +0x100CFAE8 = .float 0.5 # .float 1.0 # GUI animations * +0x10059514 = .float 0.5 # .float 1.0 #Title screen cutscene - +0x100144F0 = .float 0.1 # controller acceleration +0x10171070 = .float 2.0 # arbitrary 2.0 float +0x1017117C = .float 0.5 # .5 float +_halfRate = 0x10171070 +_fullRate = 0x1017117C + +0x027370B8 = lis r11, _halfRate@ha # Double updateEventParam cutscene +0x027370C4 = lfs f1, _halfRate@l(r11) # - +0x027A0180 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes - +0x027A0184 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j - + +0x025F149C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic +0x025F14A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv # +0x02768064 = lis r8, _fullRate@ha # sync in game cut scene +0x02768068 = lfs f31, _fullRate@l(r8) # +0x0273BBD0 = lis r7, _fullRate@ha # sync elevator, vehicles etc +0x0273BBD4 = lfs f31, _fullRate@l(r7) # Ç + +# swapInterval 60 +0x02FCEB9C = li r3, 1 + + +[XCX60fpsV48J] 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 - -0x10171980 = .float 2.0 # arbitrary 2.0 float +#0x100D0604 = .float 0.5 # .float 1.0 # GUI animations * +#0x1005989C = .float 0.5 # .float 1.0 #Title screen cutscene - +#0x10014528 = .float 0.1 # controller acceleration - +#0x10171980 = .float 2.0 # arbitrary 2.0 float -_halfRate = 0x10171980 -_fullRate = 0x100D0604 +0x100D0070 = .float 0.5 +0x1005989C = .float 0.5 +0x10014528 = .float 0.1 +0x10171570 = .float 2.0 + +_halfRate = 0x10171570 +_fullRate = 0x100D0070 -0x0273802C = lis r11, _halfRate@ha # Double updateEventParam cutscene +0x0273802C = lis r11, _halfRate@ha # Double updateEventParam cutscene, ver 0x02738038 = lfs f1, _halfRate@l(r11) # - 0x027A1120 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes - 0x027A1124 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j - -#0x02707478 = lis r7, _tmp@ha # ALT calcAdxSkip__Q2_2ev13CFrameManagerFv -#0x0270747C = lfs f1, _tmp@l(r7) # calcAdxSkip__Q2_2ev13CFrameManagerFv -#0x02707660 = lis r9, _tmp@ha # calcCpuSkip__Q2_2ev13CFrameManagerFv # SLOW down -#0x02707668 = lfs f31, _tmp@l(r9) # calcCpuSkip__Q2_2ev13CFrameManagerFv - - -0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic -0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv # -0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene -0x0276A860 = lfs f31, _fullRate@l(r8) # -0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc -0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç +0x025F1F78 = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic +0x025F1F80 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv # +0x02768FD4 = lis r8, _fullRate@ha # sync in game cut scene +0x02768FD8 = lfs f31, _fullRate@l(r8) # +0x0273CB44 = lis r7, _fullRate@ha # sync elevator, vehicles etc +0x0273CB48 = lfs f31, _fullRate@l(r7) # Ç # swapInterval 60 0x02FD3F5C= li r3, 1 - [XCX60fpsV100E_V101E] moduleMatches = 0x218F6E07, 0xF882D5CF #Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues