mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
Merge branch 'master' of https://github.com/slashiee/cemu_graphic_packs
This commit is contained in:
commit
84b5fc8d7a
27
Modifications/XenobladeX_21_9_gui/patches.txt
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Modifications/XenobladeX_21_9_gui/patches.txt
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[XCX219GUIV102J]
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moduleMatches = 0x7672271D
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0x10185C7C = .float 0.75345999
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_34th = 0x1018607C
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0x02D3BC74 = lis r7, _34th@h # Aspect
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0x02D3BC80 = lfs f29, _34th@l(r7) # Aspect
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[XCX219GUIV100E_V101E]
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moduleMatches = 0x218F6E07, 0xF882D5CF
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0x1018607C = .float 0.75345999
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_34th = 0x1018607C
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0x02D407AC = lis r7, _34th@h # Aspect
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0x02D407B8 = lfs f29, _34th@l(r7) # Aspect
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[XCX219GUIV102U]
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moduleMatches = 0x30B6E091
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0x1018607C = .float 0.75345999
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_34th = 0x1018607C
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#0x02D3EB74 = lis r12, _34th@h # Transparency
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#0x02D3EB7C = lfs f0, _34th@l(r12) # Transparency
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0x02D4074C = lis r7, _34th@h # Aspect
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0x02D40758 = lfs f29, _34th@l(r7) # Aspect
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4
Modifications/XenobladeX_21_9_gui/rules.txt
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Modifications/XenobladeX_21_9_gui/rules.txt
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[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = "Xenoblade Chronicles X 21:9 GUI patch"
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version = 2
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11
Modifications/XenobladeX_FOVSetting/patches.txt
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Modifications/XenobladeX_FOVSetting/patches.txt
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[XCXFOVV102J]
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moduleMatches = 0x7672271D
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0x1019087C = .float 0.85 # 1.0 is default, 0.75 wider FOV
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[XCXFOVV100E_V101E]
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moduleMatches = 0x218F6E07, 0xF882D5CF
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0x10190C7C = .float 0.85 # 1.0 is default, 0.75 wider FOV
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[XCXFOVV102U]
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moduleMatches = 0x30B6E091
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0x10190C7C = .float 0.85 # 1.0 is default, 0.75 wider FOV
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4
Modifications/XenobladeX_FOVSetting/rules.txt
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Modifications/XenobladeX_FOVSetting/rules.txt
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[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = "Xenoblade Chronicles X - Wider FOV" # change values in patches.txt
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version = 2
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11
Modifications/XenobladeX_NoOfflineTag/patches.txt
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Modifications/XenobladeX_NoOfflineTag/patches.txt
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[XCXNOFFV102J]
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moduleMatches = 0x7672271D
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0x100B0B28 = nop # frameIn
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[XCXNOFFV100E_V101E]
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moduleMatches = 0x218F6E07, 0xF882D5CF
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0x100B0B50 = nop # frameIn
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[XCXNOFFV102U]
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moduleMatches = 0x30B6E091
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0x100B0B38 = nop #
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4
Modifications/XenobladeX_NoOfflineTag/rules.txt
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Modifications/XenobladeX_NoOfflineTag/rules.txt
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[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = "Xenoblade Chronicles X - Removes offline blinking"
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version = 2
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120
Modifications/XenobladeX_Static60fps/patches.txt
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Modifications/XenobladeX_Static60fps/patches.txt
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[XCX60fpsV102J]
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moduleMatches = 0x7672271D
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#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
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0x100D0604 = .float 0.5 # .float 1.0 # GUI animations *
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0x1005989C = .float 0.5 # .float 1.0 #Title screen cutscene -
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0x10014528 = .float 0.05 # controller acceleration -
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0x10171980 = .float 2.0 # arbitrary 2.0 float
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_halfRate = 0x10171980
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_fullRate = 0x100D0604
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0x0273802C = lis r11, _halfRate@ha # Double updateEventParam cutscene
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0x02738038 = lfs f1, _halfRate@l(r11) # -
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0x027A1120 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
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0x027A1124 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
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#0x02707478 = lis r7, _tmp@ha # ALT calcAdxSkip__Q2_2ev13CFrameManagerFv
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#0x0270747C = lfs f1, _tmp@l(r7) # calcAdxSkip__Q2_2ev13CFrameManagerFv
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#0x02707660 = lis r9, _tmp@ha # calcCpuSkip__Q2_2ev13CFrameManagerFv # SLOW down
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#0x02707668 = lfs f31, _tmp@l(r9) # calcCpuSkip__Q2_2ev13CFrameManagerFv
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0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
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0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
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0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene
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0x0276A860 = lfs f31, _fullRate@l(r8) #
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0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc
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0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç
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# swapInterval 60
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0x02FD3F5C= li r3, 1
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[XCX60fpsV100E_V101E]
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moduleMatches = 0x218F6E07, 0xF882D5CF
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#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
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0x100D03E8 = .float 0.5 # .float 1.0 # GUI animations *
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0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene -
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0x10014528 = .float 0.05 # controller acceleration -
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0x10171980 = .float 2.0 # arbitrary 2.0 float
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_halfRate = 0x10171980
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_fullRate = 0x100D03E8
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#
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#
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0x027398B4 = lis r11, _halfRate@ha # Double updateEventParam cutscene -
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0x027398C0 = lfs f1, _halfRate@l(r11) # -
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0x027A33D8 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
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0x027A33DC = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6Cj -
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#0x02707478 = lis r7, _tmp@ha # ALT calcAdxSkip__Q2_2ev13CFrameManagerFv
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#0x0270747C = lfs f1, _tmp@l(r7) # calcAdxSkip__Q2_2ev13CFrameManagerFv
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#0x02707660 = lis r9, _tmp@ha # calcCpuSkip__Q2_2ev13CFrameManagerFv # SLOW down scene
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#0x02707668 = lfs f31, _tmp@l(r9) # calcCpuSkip__Q2_2ev13CFrameManagerFv
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0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
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0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
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0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene
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0x0276A860 = lfs f31, _fullRate@l(r8) #
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0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc
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0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç
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# swapInterval 60
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0x02FD8A94 = li r3, 1
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[XCX60fpsV102U]
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moduleMatches = 0x30B6E091
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#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
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0x100D03D0 = .float 0.5 # .float 1.0 # GUI animations
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0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene
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0x10014528 = .float 0.05 # controller acceleration
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0x10171980 = .float 2.0 # arbitrary 2.0 float
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_halfRate = 0x10171980
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_fullRate = 0x100D03D0
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0x027398B4 = lis r11, _halfRate@ha # Double updateEventParam cutscene
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0x027398C0 = lfs f1, _halfRate@l(r11) #
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0x027A33D8 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes
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0x027A33DC = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue.
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0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
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0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
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0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene
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0x0276A860 = lfs f31, _fullRate@l(r8) #
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0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc
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0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç
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#Disabled, original per feature approach, severe timing issues
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#0x101231F0 = .float 0.5 # .float 1.0 # ingame animation timing
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#0x100D03D0 = .float 0.5 # .float 1.0 # GUI animations
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#0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene
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#0x1003C3A0 = .float 15.0 # .float 30.0 fight 3d animations
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#0x1000F7A8 = .float 0.1 # RegistDamage_ButtonChallenge
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#0x10014528 = .float 0.05 # controller acceleration
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#0x100211D8 = .float 15.0 # .float 30.0 fade in
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#0x10034804 = .float 15.0 # .float 30.0 bullets
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#0x10035D84 = .float 15.0 # walk acceleration
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#0x1003C3A0 = .float 15.0 # arts frame to sec
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#0x10012368 = .float 45.0 # respawn
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#0x10012644 = .float 15.0 # soulvoice
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#0x1000C448 = .float 15.0 # init battle
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#0x1000CB90 = .float 15.0 # init battle
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#0x1003E538 = .float 0.33333335 #birds, falling leaves
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#0x10171980 = .float 2.0 # arbitrary 2.0 float
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#0x100955F0 = .float 60.0 # 30.0 Create avatar cam rotation
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# JFF
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#0x101123B4 = .float 0.03333335 # .float 0.016666668 superfast (vsync)
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#0x10035D7C = .float 0.25 # .float 1.0 fast run
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#0x10035E00 = .float 2.0 # jump high.float 0.5
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#0x10190C7C = .float 0.75 # master FOV
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#0x10012368 = .float 45.0 # seconds before respawn "cheat"
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# swapInterval 60
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0x02FD8A34 = li r3, 1
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#SNESticleNGCVERIONPP71Copyright - Sardu you magnificent bastard, we salute you!
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6
Modifications/XenobladeX_Static60fps/rules.txt
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Modifications/XenobladeX_Static60fps/rules.txt
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[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = "Xenoblade Chronicles X - 60fps"
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version = 2
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vsyncFrequency = 60
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