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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
Hyrule Warriors Graphic Pack Clean up
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commit
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@ -1,7 +1,7 @@
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[HW60FPSFixv208]
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moduleMatches = 0xE159AE91
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# change SetBaseFramePerSec(2) calls to SetBaseFramePerSec(1), fixes UI being too fast and allows ingame to go beyond 30FPS
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# Change SetBaseFramePerSec(2) calls to SetBaseFramePerSec(1), fixes UI being too fast and allows ingame to go beyond 30FPS
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# (SetBaseFramePerSec divides the number 60 by the parameter to get the target framerate, so 2 = 30FPS, 1 = 60FPS)
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0x0219D7B0 = li r3, 1 # Main::init
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0x02438340 = li r3, 1 # CDemoEventManager::TermRead()
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@ -9,13 +9,12 @@ moduleMatches = 0xE159AE91
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# Set swap interval to 1 (needed since cemu 1.15.7)
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0x02831FB4 = li r4, 1
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0x02833B00 = nop #nopesync
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0x02833B00 = nop # nopesync
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#0x100995A8 = .float 200.0
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[ZeldaMusou_JPNv16]
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moduleMatches = 0xf290aea8
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#.origin = codecave
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#_fps:
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#.float 120.0
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@ -25,25 +24,22 @@ moduleMatches = 0xf290aea8
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#stfs f0, _fps@l(r12)
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#blr
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#0x0221AB14 = bla _fps60
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#0x0221AB1C = nop #setFramePerSec
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#0x0221AB1C = nop # setFramePerSec
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#0x0221AB7C = nop
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#0x0221AB80 = bla _fps60
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0x02788D24 = li r4, 1
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##0x02788570 = li r3, 1 #
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##0x02788570 = li r3, 1
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0x0278A8F4 = nop # Uncomment to kill vsync
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#
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#
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0x02186A2C = li r3, 1 # Main::init
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##
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#0x021BA474 = li r3, 1 #Mr, CViewModuleDefeat::lave Unstable
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0x021C4148 = li r3, 1 #Mr, CViewModuleMgr::Term
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0x021C6D88 = li r3, 1 #Mr, CViewModuleMotionLave
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#0x0221AB18 = li r3, 1 #mr, CViewModuleDefeat infunction
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#
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#0x023FA0D4 = li r3, 1 # lvzCDemoEventManager switch to gameplay not neede with cor main?
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#0x021BA474 = li r3, 1 # Mr, CViewModuleDefeat::lave Unstable
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0x021C4148 = li r3, 1 # Mr, CViewModuleMgr::Term
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0x021C6D88 = li r3, 1 # Mr, CViewModuleMotionLave
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#0x0221AB18 = li r3, 1 # Mr, CViewModuleDefeat infunction
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#0x023FA0D4 = li r3, 1 # lvzCDemoEventManager switch to gameplay not need with for main?
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#0x023F9BEC = li r3, 1 # CDemoEventManager::TermRead()
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#0x023FA07C = li r3, 1 # CDemoEventManager::ChangeFPS()
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@ -1,6 +1,6 @@
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[Definition]
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titleIds = 000500001017D800,000500001017D900,000500001017CD00
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name = 60 FPS #
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name = 60 FPS
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path = "Hyrule Warriors/Mods/60FPS"
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description = Getting under 60fps will slow down the game's speed.
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description = Getting under 60 FPS will slow down the game's speed.
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version = 4
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@ -1,29 +1,32 @@
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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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0x100DD06C = .float 2.5 #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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# Object clip
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0x100DD06C = .float 2.5
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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 6.0
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#0x100DFEC8 = .float 6.0
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##stage clip update
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# Stage clip update
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0x100DFECC = .float 6.0
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0x100DFED8 = .float 6.0
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0x100DFEDC = .float 6.0
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0x100DFEE0 = .float 6.0
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0x100FF060 = .float 0.99 # force high mip / texture lod
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0x100DD8C4 = .float 9900.0 # some smoke / particles
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0x100FF060 = .float 0.99 # Force high mip, texture LOD
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0x100DD8C4 = .float 9900.0 # Some smoke, particles
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# shadow draw distance (more like boundary)
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# Shadow draw distance (more like boundary)
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0x10000B20 = .float 8500.0
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0x10000B24 = .float 40000.0
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0x100DFF78 = .float 40000.0 #Dyamic object shadows ie rocks, chests etc
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0x100DFF78 = .float 40000.0 # Dynamic object shadows like rocks, chests etc.
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#Grass, debris. Mitigates object pop as groups switces between lods.
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# Grass and debris. Mitigates object pop as groups switches between lods.
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0x100DFF50 = .float 20000.0
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0x100DFF54 = .float 40000.0
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0x100DFF58 = .float 150000.0
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@ -33,15 +36,18 @@ moduleMatches = 0xE159AE91
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0x100DFF68 = .float 800000.0
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0x100DFF6C = .float 80000.0
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#Replace army mid LOD with high LOD
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#0x022BD744 = li r12, 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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# Replace army mid LOD with high LOD
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#0x022BD744 = li r12, 0
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# FOV
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#0x10006FD0 = .float 0.015
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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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# Distance from Link
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#0x100962BC = .float 0.25 # flt_100962BC: .float 0.0
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@ -2,10 +2,5 @@
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titleIds = 000500001017D800,000500001017D900,000500001017CD00
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name = Increase draw distance
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path = "Hyrule Warriors/Mods/Increase draw distance"
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description = More stuff further away | Experimental, may trigger distant object timers too early.
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description = Significantly increases the viewing distance of objects.
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version = 4
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## reminders:
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#NPC rendering can be increased, but some other total nr on screen limiter kicks in
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#When moving between zones, culling re-sets
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[HyruleWarriors_219v208] #same checksum as JPNv272
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[HyruleWarriors_219v208] # Same checksum as JPNv272
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moduleMatches = 0xE159AE91
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#rodata constant changes
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# rodata constants
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0x1009609C = .float ($aspectRatio)
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0x10096124 = .float ($aspectRatio)
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