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https://github.com/cemu-project/cemu_graphic_packs.git
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Add Lego Star Wars Resolution pack
Plus add Marvels Avengers and The Lego Movie 60FPS patches.
This commit is contained in:
parent
e0f99ada11
commit
a0232c2c6f
15
Mods/LEGOBatman3_60FPS/patches.txt
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15
Mods/LEGOBatman3_60FPS/patches.txt
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[LB360fpsVer0]
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moduleMatches = 0x0D5A630F
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0x0251b2e8 = addi r11,r12,1
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[LB360fpsVer16]
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moduleMatches = 0x0CC28EC4
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0x0251ca68 = addi r11,r12,1
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[LB360fpsVer32]
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moduleMatches = 0x5A7D0B88
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0x02521588 = addi r11,r12,1
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[LB360fpsVer48]
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moduleMatches = 0xFFE67C8E
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0x02521958 = addi r11,r12,1
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6
Mods/LEGOBatman3_60FPS/rules.txt
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6
Mods/LEGOBatman3_60FPS/rules.txt
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[Definition]
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titleIds = 000500001016AD00,000500001016A400
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name = 60FPS
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path = "Lego Batman 3: Beyond Gotham/Mods/60FPS" #by theboy181
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description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.
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version = 3
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19
Mods/LEGOMarvelsAvengers_60FPS/patches.txt
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Mods/LEGOMarvelsAvengers_60FPS/patches.txt
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[LMA60fpsVer0]
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moduleMatches = 0x266BB956
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0x024d22d8 = addi r11,r12,1
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[LMAfpsVer16]
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moduleMatches = 0x11FA1ECB
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0x024d3548 = addi r11,r12,1
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[LMAfpsVer32]
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moduleMatches = 0x69B4BA3C
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0x024e6ce0 = addi r11,r12,1
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[LMAfpsVer48]
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moduleMatches = 0xFAB53F77
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0x024eb414 = addi r11,r12,1
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[LMAfpsVer64]
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moduleMatches = 0x004C6B8C
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0x024eb5d8 = addi r11,r12,1
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6
Mods/LEGOMarvelsAvengers_60FPS/rules.txt
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6
Mods/LEGOMarvelsAvengers_60FPS/rules.txt
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[Definition]
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titleIds = 00050000101BEF00,00050000101BE900
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name = 60FPS
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path = "LEGO Marvel's Avengers/Mods/60FPS" #by theboy181
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description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.
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version = 3
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7
Mods/LEGOMovie_60FPS/patches.txt
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7
Mods/LEGOMovie_60FPS/patches.txt
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[TLM60fpsVer0]
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moduleMatches = 0x6A97DE1B
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0x0247dc8c = addi r11,r12,1
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[TLM60fpsVer16]
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moduleMatches = 0xF1C6C979
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0x02485bc8 = addi r11,r12,1
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6
Mods/LEGOMovie_60FPS/rules.txt
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6
Mods/LEGOMovie_60FPS/rules.txt
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[Definition]
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titleIds = 000500001014DE00,000500001014E000
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name = 60FPS
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path = "The LEGO Movie Videogame/Mods/60FPS" #by theboy181
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description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.
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version = 3
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 66681ef93c67091e
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// Used for: Bloom and motion blur
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const float resXScale = ($width/$gameWidth);
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uniform ivec4 uf_remappedVS[7];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem5;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem128;
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layout(location = 1) out vec4 passParameterSem129;
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layout(location = 2) out vec4 passParameterSem130;
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layout(location = 3) out vec4 passParameterSem131;
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layout(location = 4) out vec4 passParameterSem132;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem5.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.z = -(R1f.y);
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PV0f.z /= 2.0;
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PV0f.w = R1f.x;
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PV0f.w /= 2.0;
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R0f.w = intBitsToFloat(uf_remappedVS[0].w);
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PS0f = R0f.w;
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// 1
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PV1f.x = PV0f.z + 0.5;
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PV1f.y = PV0f.w + 0.5;
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R0f.z = intBitsToFloat(uf_remappedVS[0].z) * (intBitsToFloat(0x3e4cc000)/resXScale);
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R2f.w = intBitsToFloat(uf_remappedVS[1].w);
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R2f.z = intBitsToFloat(uf_remappedVS[1].z) * (intBitsToFloat(0x3e4cc000)/resXScale);
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PS1f = R2f.z;
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// 2
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R127f.y = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedVS[2].w)) + intBitsToFloat(uf_remappedVS[2].y));
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PV0f.y = R127f.y;
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R127f.z = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedVS[2].z)) + intBitsToFloat(uf_remappedVS[2].x));
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PV0f.z = R127f.z;
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// 3
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R127f.x = intBitsToFloat(uf_remappedVS[0].x) + PV0f.z;
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R126f.y = intBitsToFloat(uf_remappedVS[1].y) + PV0f.y;
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R126f.z = intBitsToFloat(uf_remappedVS[1].x) + PV0f.z;
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R127f.w = intBitsToFloat(uf_remappedVS[0].y) + PV0f.y;
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// 4
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R126f.x = intBitsToFloat(uf_remappedVS[3].x) + R127f.z;
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R125f.y = intBitsToFloat(uf_remappedVS[4].y) + R127f.y;
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R125f.z = intBitsToFloat(uf_remappedVS[4].x) + R127f.z;
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R126f.w = intBitsToFloat(uf_remappedVS[3].y) + R127f.y;
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// 5
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R125f.x = intBitsToFloat(uf_remappedVS[5].x) + R127f.z;
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R3f.z = intBitsToFloat(uf_remappedVS[3].z) * (intBitsToFloat(0x3e4cc000)/resXScale);
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R125f.w = intBitsToFloat(uf_remappedVS[5].y) + R127f.y;
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R3f.w = intBitsToFloat(uf_remappedVS[3].w);
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PS1f = R3f.w;
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// 6
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R0f.x = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z));
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R0f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w));
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R2f.x = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z));
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PS0f = R2f.x;
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// 7
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R3f.x = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z));
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R2f.y = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w));
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R3f.y = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w));
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PS1f = R3f.y;
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// 8
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R4f.z = intBitsToFloat(uf_remappedVS[4].z) * (intBitsToFloat(0x3e4cc000)/resXScale);
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R4f.w = intBitsToFloat(uf_remappedVS[4].w);
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R5f.w = intBitsToFloat(uf_remappedVS[5].w);
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PS0f = R5f.w;
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// 9
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R4f.x = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z));
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R4f.y = (mul_nonIEEE(R125f.y,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w));
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R5f.x = (mul_nonIEEE(R125f.x,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z));
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PS1f = R5f.x;
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// 10
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R5f.y = (mul_nonIEEE(R125f.w,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w));
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// 11
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R5f.z = intBitsToFloat(uf_remappedVS[5].z) * (intBitsToFloat(0x3e4cc000)/resXScale);
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem128 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem129 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem130 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem131 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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// export
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passParameterSem132 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
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}
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240
Resolutions/LegoStarWars_Resolution/rules.txt
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Resolutions/LegoStarWars_Resolution/rules.txt
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[Definition]
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titleIds = 00050000101DAA00,00050000101DAB00,00050000101EA000
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name = Resolution
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path = "LEGO Star Wars: The Force Awakens/Graphics/Resolution"
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description = Changes the resolution of the game.
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version = 3
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[Preset]
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name = 1280x720 (Default)
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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// Performance
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[Preset]
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name = 320x180
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$width = 320
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$height = 180
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 960x540
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$width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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// Common HD Resolutions
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 1920x1080
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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[TextureRedefine] # TV Resolution
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width = 1280
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height = 720
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formats = 0x811,0x01a,0x80e,0x820,0x011
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine] # Gamepad Resolution
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width = 864
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height = 480
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formats = 0x811,0x01a
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 854
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height = 480
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 854
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine] # Shadow
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width = 960
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height = 960
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formats = 0x80e
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight = ($height/$gameHeight) * 960
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[TextureRedefine] # Shadow
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width = 960
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height = 3840
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formats = 0x80e
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight = ($height/$gameHeight) * 3840
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# Bloom & motion blur
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[TextureRedefine]
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width = 640
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height = 368
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 368
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[TextureRedefine]
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width = 640
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height = 360
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 360
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[TextureRedefine]
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width = 320
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height = 192
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 192
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[TextureRedefine]
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width = 320
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height = 180
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 180
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[TextureRedefine]
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width = 160
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height = 96
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 96
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[TextureRedefine]
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width = 160
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height = 90
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 90
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[TextureRedefine]
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width = 96
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height = 48
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 96
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overwriteHeight = ($height/$gameHeight) * 48
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[TextureRedefine]
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width = 80
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height = 45
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 80
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overwriteHeight = ($height/$gameHeight) * 45
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[TextureRedefine]
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width = 64
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height = 32
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formats = 0x01a
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 64
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overwriteHeight = ($height/$gameHeight) * 32
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[TextureRedefine]
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width = 40
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height = 22
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 40
|
||||
overwriteHeight = ($height/$gameHeight) * 22
|
||||
|
||||
[TextureRedefine]
|
||||
width = 24
|
||||
height = 16
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 24
|
||||
overwriteHeight = ($height/$gameHeight) * 16
|
||||
|
||||
[TextureRedefine]
|
||||
width = 20
|
||||
height = 11
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 20
|
||||
overwriteHeight = ($height/$gameHeight) * 11
|
||||
|
||||
# Misc Stuff ?
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 64
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 64
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 128
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 128
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 256
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 256
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 512
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 512
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 1024
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 1024
|
@ -150,6 +150,10 @@
|
||||
nativeRes: 720
|
||||
compatLink: "http://compat.cemu.info/wiki/LEGO_City_Undercover"
|
||||
version: 2
|
||||
"LEGO Star Wars: The Force Awakens":
|
||||
nativeRes: 720
|
||||
compatLink: "http://compat.cemu.info/wiki/LEGO_Star_Wars:_The_Force_Awakens"
|
||||
version: 3
|
||||
"Mario Party 10":
|
||||
nativeRes: 720
|
||||
compatLink: "http://compat.cemu.info/wiki/Mario_Party_10"
|
||||
|
Loading…
Reference in New Issue
Block a user