mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-24 18:46:54 +01:00
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
Normal file
15
Mods/LEGOBatman3_60FPS/patches.txt
Normal file
@ -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
|
6
Mods/LEGOBatman3_60FPS/rules.txt
Normal file
6
Mods/LEGOBatman3_60FPS/rules.txt
Normal file
@ -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
|
19
Mods/LEGOMarvelsAvengers_60FPS/patches.txt
Normal file
19
Mods/LEGOMarvelsAvengers_60FPS/patches.txt
Normal file
@ -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
|
6
Mods/LEGOMarvelsAvengers_60FPS/rules.txt
Normal file
6
Mods/LEGOMarvelsAvengers_60FPS/rules.txt
Normal file
@ -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
|
7
Mods/LEGOMovie_60FPS/patches.txt
Normal file
7
Mods/LEGOMovie_60FPS/patches.txt
Normal file
@ -0,0 +1,7 @@
|
||||
[TLM60fpsVer0]
|
||||
moduleMatches = 0x6A97DE1B
|
||||
0x0247dc8c = addi r11,r12,1
|
||||
|
||||
[TLM60fpsVer16]
|
||||
moduleMatches = 0xF1C6C979
|
||||
0x02485bc8 = addi r11,r12,1
|
6
Mods/LEGOMovie_60FPS/rules.txt
Normal file
6
Mods/LEGOMovie_60FPS/rules.txt
Normal file
@ -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
|
@ -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);
|
||||
}
|
240
Resolutions/LegoStarWars_Resolution/rules.txt
Normal file
240
Resolutions/LegoStarWars_Resolution/rules.txt
Normal file
@ -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
|
@ -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