[XCX] JPN v16 (1.0) 60 fps, no offline, fov. Contrasty tweaks

This commit is contained in:
getdls 2019-01-15 00:36:06 +01:00
parent 48c0e07e72
commit 5c1bbeeeb9
5 changed files with 92 additions and 36 deletions

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@ -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

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@ -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

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@ -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

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@ -1,3 +1,7 @@
[XCXNOOFFV16J]
moduleMatches = 0x785CA8A9
0x100B06DC = nop # frameIn
[XCXNOFFV102J]
moduleMatches = 0x7672271D
0x100B0B28 = nop # frameIn

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@ -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