diff --git a/Mods/LEGOBatman3_60FPS/patches.txt b/Mods/LEGOBatman3_60FPS/patches.txt new file mode 100644 index 00000000..79ec6387 --- /dev/null +++ b/Mods/LEGOBatman3_60FPS/patches.txt @@ -0,0 +1,15 @@ +[LB360fpsVer0] +moduleMatches = 0x0D5A630F +0x0251b2e8 = addi r11,r12,1 + +[LB360fpsVer16] +moduleMatches = 0x0CC28EC4 +0x0251ca68 = addi r11,r12,1 + +[LB360fpsVer32] +moduleMatches = 0x5A7D0B88 +0x02521588 = addi r11,r12,1 + +[LB360fpsVer48] +moduleMatches = 0xFFE67C8E +0x02521958 = addi r11,r12,1 \ No newline at end of file diff --git a/Mods/LEGOBatman3_60FPS/rules.txt b/Mods/LEGOBatman3_60FPS/rules.txt new file mode 100644 index 00000000..2fa04db3 --- /dev/null +++ b/Mods/LEGOBatman3_60FPS/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 000500001016AD00,000500001016A400 +name = 60FPS +path = "Lego Batman 3: Beyond Gotham/Mods/60FPS" #by theboy181 +description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. +version = 3 \ No newline at end of file diff --git a/Mods/LEGOMarvelsAvengers_60FPS/patches.txt b/Mods/LEGOMarvelsAvengers_60FPS/patches.txt new file mode 100644 index 00000000..a9ac161f --- /dev/null +++ b/Mods/LEGOMarvelsAvengers_60FPS/patches.txt @@ -0,0 +1,19 @@ +[LMA60fpsVer0] +moduleMatches = 0x266BB956 +0x024d22d8 = addi r11,r12,1 + +[LMAfpsVer16] +moduleMatches = 0x11FA1ECB +0x024d3548 = addi r11,r12,1 + +[LMAfpsVer32] +moduleMatches = 0x69B4BA3C +0x024e6ce0 = addi r11,r12,1 + +[LMAfpsVer48] +moduleMatches = 0xFAB53F77 +0x024eb414 = addi r11,r12,1 + +[LMAfpsVer64] +moduleMatches = 0x004C6B8C +0x024eb5d8 = addi r11,r12,1 \ No newline at end of file diff --git a/Mods/LEGOMarvelsAvengers_60FPS/rules.txt b/Mods/LEGOMarvelsAvengers_60FPS/rules.txt new file mode 100644 index 00000000..886c84e2 --- /dev/null +++ b/Mods/LEGOMarvelsAvengers_60FPS/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 00050000101BEF00,00050000101BE900 +name = 60FPS +path = "LEGO Marvel's Avengers/Mods/60FPS" #by theboy181 +description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. +version = 3 \ No newline at end of file diff --git a/Mods/LEGOMovie_60FPS/patches.txt b/Mods/LEGOMovie_60FPS/patches.txt new file mode 100644 index 00000000..5cca6ed9 --- /dev/null +++ b/Mods/LEGOMovie_60FPS/patches.txt @@ -0,0 +1,7 @@ +[TLM60fpsVer0] +moduleMatches = 0x6A97DE1B +0x0247dc8c = addi r11,r12,1 + +[TLM60fpsVer16] +moduleMatches = 0xF1C6C979 +0x02485bc8 = addi r11,r12,1 \ No newline at end of file diff --git a/Mods/LEGOMovie_60FPS/rules.txt b/Mods/LEGOMovie_60FPS/rules.txt new file mode 100644 index 00000000..781869a6 --- /dev/null +++ b/Mods/LEGOMovie_60FPS/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 000500001014DE00,000500001014E000 +name = 60FPS +path = "The LEGO Movie Videogame/Mods/60FPS" #by theboy181 +description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. +version = 3 \ No newline at end of file diff --git a/Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt b/Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt new file mode 100644 index 00000000..2b329517 --- /dev/null +++ b/Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt @@ -0,0 +1,137 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 66681ef93c67091e +// Used for: Bloom and motion blur +const float resXScale = ($width/$gameWidth); + +uniform ivec4 uf_remappedVS[7]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem5; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem128; +layout(location = 1) out vec4 passParameterSem129; +layout(location = 2) out vec4 passParameterSem130; +layout(location = 3) out vec4 passParameterSem131; +layout(location = 4) out vec4 passParameterSem132; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem5.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +PV0f.z = -(R1f.y); +PV0f.z /= 2.0; +PV0f.w = R1f.x; +PV0f.w /= 2.0; +R0f.w = intBitsToFloat(uf_remappedVS[0].w); +PS0f = R0f.w; +// 1 +PV1f.x = PV0f.z + 0.5; +PV1f.y = PV0f.w + 0.5; +R0f.z = intBitsToFloat(uf_remappedVS[0].z) * (intBitsToFloat(0x3e4cc000)/resXScale); +R2f.w = intBitsToFloat(uf_remappedVS[1].w); +R2f.z = intBitsToFloat(uf_remappedVS[1].z) * (intBitsToFloat(0x3e4cc000)/resXScale); +PS1f = R2f.z; +// 2 +R127f.y = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedVS[2].w)) + intBitsToFloat(uf_remappedVS[2].y)); +PV0f.y = R127f.y; +R127f.z = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedVS[2].z)) + intBitsToFloat(uf_remappedVS[2].x)); +PV0f.z = R127f.z; +// 3 +R127f.x = intBitsToFloat(uf_remappedVS[0].x) + PV0f.z; +R126f.y = intBitsToFloat(uf_remappedVS[1].y) + PV0f.y; +R126f.z = intBitsToFloat(uf_remappedVS[1].x) + PV0f.z; +R127f.w = intBitsToFloat(uf_remappedVS[0].y) + PV0f.y; +// 4 +R126f.x = intBitsToFloat(uf_remappedVS[3].x) + R127f.z; +R125f.y = intBitsToFloat(uf_remappedVS[4].y) + R127f.y; +R125f.z = intBitsToFloat(uf_remappedVS[4].x) + R127f.z; +R126f.w = intBitsToFloat(uf_remappedVS[3].y) + R127f.y; +// 5 +R125f.x = intBitsToFloat(uf_remappedVS[5].x) + R127f.z; +R3f.z = intBitsToFloat(uf_remappedVS[3].z) * (intBitsToFloat(0x3e4cc000)/resXScale); +R125f.w = intBitsToFloat(uf_remappedVS[5].y) + R127f.y; +R3f.w = intBitsToFloat(uf_remappedVS[3].w); +PS1f = R3f.w; +// 6 +R0f.x = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z)); +R0f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w)); +R2f.x = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z)); +PS0f = R2f.x; +// 7 +R3f.x = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z)); +R2f.y = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w)); +R3f.y = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w)); +PS1f = R3f.y; +// 8 +R4f.z = intBitsToFloat(uf_remappedVS[4].z) * (intBitsToFloat(0x3e4cc000)/resXScale); +R4f.w = intBitsToFloat(uf_remappedVS[4].w); +R5f.w = intBitsToFloat(uf_remappedVS[5].w); +PS0f = R5f.w; +// 9 +R4f.x = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z)); +R4f.y = (mul_nonIEEE(R125f.y,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w)); +R5f.x = (mul_nonIEEE(R125f.x,intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(uf_remappedVS[6].z)); +PS1f = R5f.x; +// 10 +R5f.y = (mul_nonIEEE(R125f.w,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(uf_remappedVS[6].w)); +// 11 +R5f.z = intBitsToFloat(uf_remappedVS[5].z) * (intBitsToFloat(0x3e4cc000)/resXScale); +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem128 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem129 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem130 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem131 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +// export +passParameterSem132 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); +} diff --git a/Resolutions/LegoStarWars_Resolution/rules.txt b/Resolutions/LegoStarWars_Resolution/rules.txt new file mode 100644 index 00000000..87639e24 --- /dev/null +++ b/Resolutions/LegoStarWars_Resolution/rules.txt @@ -0,0 +1,240 @@ +[Definition] +titleIds = 00050000101DAA00,00050000101DAB00,00050000101EA000 +name = Resolution +path = "LEGO Star Wars: The Force Awakens/Graphics/Resolution" +description = Changes the resolution of the game. +version = 3 + +[Preset] +name = 1280x720 (Default) +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +// Performance + +[Preset] +name = 320x180 +$width = 320 +$height = 180 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 640x360 +$width = 640 +$height = 360 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 960x540 +$width = 960 +$height = 540 +$gameWidth = 1280 +$gameHeight = 720 + +// Common HD Resolutions + +[Preset] +name = 1600x900 +$width = 1600 +$height = 900 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 1920x1080 +$width = 1920 +$height = 1080 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 2560x1440 +$width = 2560 +$height = 1440 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 3200x1800 +$width = 3200 +$height = 1800 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 3840x2160 +$width = 3840 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 5120x2880 +$width = 5120 +$height = 2880 +$gameWidth = 1280 +$gameHeight = 720 + + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +formats = 0x811,0x01a,0x80e,0x820,0x011 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Gamepad Resolution +width = 864 +height = 480 +formats = 0x811,0x01a +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] # Shadow +width = 960 +height = 960 +formats = 0x80e +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 960 + +[TextureRedefine] # Shadow +width = 960 +height = 3840 +formats = 0x80e +overwriteWidth = ($width/$gameWidth) * 960 +overwriteHeight = ($height/$gameHeight) * 3840 + +# Bloom & motion blur + +[TextureRedefine] +width = 640 +height = 368 +formats = 0x820 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +formats = 0x820 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 320 +height = 192 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] +width = 320 +height = 180 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 160 +height = 96 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 96 + +[TextureRedefine] +width = 160 +height = 90 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 90 + +[TextureRedefine] +width = 96 +height = 48 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 96 +overwriteHeight = ($height/$gameHeight) * 48 + +[TextureRedefine] +width = 80 +height = 45 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 80 +overwriteHeight = ($height/$gameHeight) * 45 + +[TextureRedefine] +width = 64 +height = 32 +formats = 0x01a +tileModesExcluded = 0x001 +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] +width = 40 +height = 22 +formats = 0x01a +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 \ No newline at end of file diff --git a/docs/_data/GameTitles.yml b/docs/_data/GameTitles.yml index c5f10dda..095864d2 100644 --- a/docs/_data/GameTitles.yml +++ b/docs/_data/GameTitles.yml @@ -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"