Hyrule Warriors Graphic Pack Clean up

This commit is contained in:
Xphalnos 2024-05-20 19:15:38 +02:00
parent 61f9a304b7
commit 6c13296446
5 changed files with 63 additions and 66 deletions

View File

@ -1,7 +1,7 @@
[HW60FPSFixv208]
moduleMatches = 0xE159AE91
# change SetBaseFramePerSec(2) calls to SetBaseFramePerSec(1), fixes UI being too fast and allows ingame to go beyond 30FPS
# Change SetBaseFramePerSec(2) calls to SetBaseFramePerSec(1), fixes UI being too fast and allows ingame to go beyond 30FPS
# (SetBaseFramePerSec divides the number 60 by the parameter to get the target framerate, so 2 = 30FPS, 1 = 60FPS)
0x0219D7B0 = li r3, 1 # Main::init
0x02438340 = li r3, 1 # CDemoEventManager::TermRead()
@ -9,13 +9,12 @@ moduleMatches = 0xE159AE91
# Set swap interval to 1 (needed since cemu 1.15.7)
0x02831FB4 = li r4, 1
0x02833B00 = nop #nopesync
0x02833B00 = nop # nopesync
#0x100995A8 = .float 200.0
[ZeldaMusou_JPNv16]
moduleMatches = 0xf290aea8
#.origin = codecave
#_fps:
#.float 120.0
@ -25,25 +24,22 @@ moduleMatches = 0xf290aea8
#stfs f0, _fps@l(r12)
#blr
#0x0221AB14 = bla _fps60
#0x0221AB1C = nop #setFramePerSec
#0x0221AB1C = nop # setFramePerSec
#0x0221AB7C = nop
#0x0221AB80 = bla _fps60
0x02788D24 = li r4, 1
##0x02788570 = li r3, 1 #
##0x02788570 = li r3, 1
0x0278A8F4 = nop # Uncomment to kill vsync
#
#
0x02186A2C = li r3, 1 # Main::init
##
#0x021BA474 = li r3, 1 #Mr, CViewModuleDefeat::lave Unstable
0x021C4148 = li r3, 1 #Mr, CViewModuleMgr::Term
0x021C6D88 = li r3, 1 #Mr, CViewModuleMotionLave
#0x0221AB18 = li r3, 1 #mr, CViewModuleDefeat infunction
#
#0x023FA0D4 = li r3, 1 # lvzCDemoEventManager switch to gameplay not neede with cor main?
#0x021BA474 = li r3, 1 # Mr, CViewModuleDefeat::lave Unstable
0x021C4148 = li r3, 1 # Mr, CViewModuleMgr::Term
0x021C6D88 = li r3, 1 # Mr, CViewModuleMotionLave
#0x0221AB18 = li r3, 1 # Mr, CViewModuleDefeat infunction
#0x023FA0D4 = li r3, 1 # lvzCDemoEventManager switch to gameplay not need with for main?
#0x023F9BEC = li r3, 1 # CDemoEventManager::TermRead()
#0x023FA07C = li r3, 1 # CDemoEventManager::ChangeFPS()

View File

@ -1,6 +1,6 @@
[Definition]
titleIds = 000500001017D800,000500001017D900,000500001017CD00
name = 60 FPS #
name = 60 FPS
path = "Hyrule Warriors/Mods/60FPS"
description = Getting under 60fps will slow down the game's speed.
description = Getting under 60 FPS will slow down the game's speed.
version = 4

View File

@ -1,29 +1,32 @@
[DrawDistance_v208]
moduleMatches = 0xE159AE91
.origin = codecave
##object clip
0x100DD06C = .float 2.5 #3.0
#0x025F0554 = nop #same as setting 0x100DD06C to 0. Fix this when instruction supported.
#0x025F02F4 = nop #
#stage clip
# Object clip
0x100DD06C = .float 2.5
#0x025F0554 = nop # Same as setting 0x100DD06C to 0. Fix this when instruction supported.
#0x025F02F4 = nop
# Stage clip
0x100DFEC4 = .float 6.0
#0x100DFEC8 = .float 6.0
##stage clip update
# Stage clip update
0x100DFECC = .float 6.0
0x100DFED8 = .float 6.0
0x100DFEDC = .float 6.0
0x100DFEE0 = .float 6.0
0x100FF060 = .float 0.99 # force high mip / texture lod
0x100DD8C4 = .float 9900.0 # some smoke / particles
0x100FF060 = .float 0.99 # Force high mip, texture LOD
0x100DD8C4 = .float 9900.0 # Some smoke, particles
# shadow draw distance (more like boundary)
# Shadow draw distance (more like boundary)
0x10000B20 = .float 8500.0
0x10000B24 = .float 40000.0
0x100DFF78 = .float 40000.0 #Dyamic object shadows ie rocks, chests etc
0x100DFF78 = .float 40000.0 # Dynamic object shadows like rocks, chests etc.
#Grass, debris. Mitigates object pop as groups switces between lods.
# Grass and debris. Mitigates object pop as groups switches between lods.
0x100DFF50 = .float 20000.0
0x100DFF54 = .float 40000.0
0x100DFF58 = .float 150000.0
@ -33,15 +36,18 @@ moduleMatches = 0xE159AE91
0x100DFF68 = .float 800000.0
0x100DFF6C = .float 80000.0
#Replace army mid LOD with high LOD
# Replace army mid LOD with high LOD
#0x022BD744 = li r12, 0
#fov
#0x10006FD0 = .float 0.015 #fov .float 0.017453292 # DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o
# scatter light (fog)
#0x1001CA64 = .float 2.5 # 2.0 default, 4.0 dark
#NPC text lod
#0x1009E134 = .float -8.0 #flt_1009E134: .float -1.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co
#0x1009E138 = .float 0.0 #flt_1009E138: .float 0.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo
##dist from link
#0x100962BC = .float 0.25 #flt_100962BC: .float 0.0
# FOV
#0x10006FD0 = .float 0.015
# Scatter light (fog)
#0x1001CA64 = .float 2.5 # 2.0 default, 4.0 dark
# NPC text LOD
#0x1009E134 = .float -8.0 # flt_1009E134: .float -1.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co
#0x1009E138 = .float 0.0 # flt_1009E138: .float 0.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo
# Distance from Link
#0x100962BC = .float 0.25 # flt_100962BC: .float 0.0

View File

@ -2,10 +2,5 @@
titleIds = 000500001017D800,000500001017D900,000500001017CD00
name = Increase draw distance
path = "Hyrule Warriors/Mods/Increase draw distance"
description = More stuff further away | Experimental, may trigger distant object timers too early.
description = Significantly increases the viewing distance of objects.
version = 4
## reminders:
#NPC rendering can be increased, but some other total nr on screen limiter kicks in
#When moving between zones, culling re-sets

View File

@ -1,7 +1,7 @@
[HyruleWarriors_219v208] #same checksum as JPNv272
[HyruleWarriors_219v208] # Same checksum as JPNv272
moduleMatches = 0xE159AE91
#rodata constant changes
# rodata constants
0x1009609C = .float ($aspectRatio)
0x10096124 = .float ($aspectRatio)