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Hyrule Warriors tweak draw distance
Sets all mip to 0, increases texture detail, and fixes some broken lods Some extra smoke / particles General tweaks to fix some near clipping issues
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@ -1,27 +1,31 @@
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[DrawDistance_v208]
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moduleMatches = 0xE159AE91
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.origin = codecave
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##object clip
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#0x100DD068 = .float 1.5 #0.5
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0x100DD06C = .float 1.5 #3.0
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#0x025F0554 = nop #same as setting 0x100DD06C to 0. Fix this when instruction supported.
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#0x025F02F4 = nop #
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#stage clip
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0x100DFEC4 = .float 3.0
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0x100DFEC8 = .float 3.0
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##stage object lod
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0x100DFDB8 = .float 3.0
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0x100DFDBC = .float 3.0
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0x100DFDD4 = .float 3.0
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0x100DFDD8 = .float 3.0
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0x100DFDFC = .float 3.0
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#fov
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#0x10006FD0 = .float 0.015 #fov .float 0.017453292 # DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o
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# scatter light (fog)
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#0x1001CA64 = .float 2.5 # 2.0 default, 4.0 dark
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#NPC text lod
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#0x1009E134 = .float -8.0 #flt_1009E134: .float -1.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co
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#0x1009E138 = .float 0.0 #flt_1009E138: .float 0.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo
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##dist from link
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#0x100962BC = .float 0.25 #flt_100962BC: .float 0.0
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0x100DFEC4 = .float 1.5
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#0x100DFEC8 = .float 3.0
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##stage clip update
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0x100DFECC = .float 2.0
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0x100DFED8 = .float 2.0
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0x100DFEDC = .float 2.0
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0x100DFEE0 = .float 2.0
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0x100FF060 = .float 0.0 # force high mip / texture lod
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0x100DD8C4 = .float 9900.0 # some smoke / particles
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#fov
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#0x10006FD0 = .float 0.015 #fov .float 0.017453292 # DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o
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# scatter light (fog)
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#0x1001CA64 = .float 2.5 # 2.0 default, 4.0 dark
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#NPC text lod
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#0x1009E134 = .float -8.0 #flt_1009E134: .float -1.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co
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#0x1009E138 = .float 0.0 #flt_1009E138: .float 0.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo
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##dist from link
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#0x100962BC = .float 0.25 #flt_100962BC: .float 0.0
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