Add Lego Star Wars Resolution pack

Plus add Marvels Avengers and The Lego Movie 60FPS patches.
This commit is contained in:
Crementif 2019-05-24 02:14:20 +02:00
parent e0f99ada11
commit a0232c2c6f
No known key found for this signature in database
GPG Key ID: 11A98E7DE0412B33
9 changed files with 440 additions and 0 deletions

View 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

View 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

View 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

View 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

View File

@ -0,0 +1,7 @@
[TLM60fpsVer0]
moduleMatches = 0x6A97DE1B
0x0247dc8c = addi r11,r12,1
[TLM60fpsVer16]
moduleMatches = 0xF1C6C979
0x02485bc8 = addi r11,r12,1

View 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

View File

@ -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);
}

View 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

View File

@ -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"