[XCX] Add first version of V5 graphic packs

With some bug fixes (which should fix https://github.com/ActualMandM/cemu_graphic_packs/issues/494), this is basically the same as the previous V5 version. I decided that updating these in this state now (since people currently have to go out of their way to get "proper" V5 packs) would be better then having updating these in a few weeks with some small fixes.

So basically, a version 2 will follow, but I just want to get these out now!

Co-authored-by: lasyan3 <lasyan3@hotmail.com>
This commit is contained in:
Crementif 2021-01-23 01:38:00 +01:00
parent d912633a7e
commit b04550a2f3
No known key found for this signature in database
GPG Key ID: 453870E0401C94C0
205 changed files with 4597 additions and 3816 deletions

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[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Anisotropic Filtering
path = "Xenoblade Chronicles X/Enhancements/Anisotropic Filtering"
description = Requires Cemu 1.21.3 or above|Enables x16 anisotropic filtering for ground, wall and vegetation textures.|Has a minimal performance impact.
version = 6
[TextureRedefine] # Mountain Textures
width = 2048
height = 1024
formats = 0x031
overwriteAnisotropy = 16
[TextureRedefine] # Ground/Rock Textures
width = 1024
height = 1024
formats = 0x031
overwriteAnisotropy = 16
[TextureRedefine] # Ground/Sand Textures
width = 512
height = 512
formats = 0x031
overwriteAnisotropy = 16
[TextureRedefine] # Tree Textures
width = 128
height = 512
formats = 0x031
overwriteAnisotropy = 16
[TextureRedefine] # Ground/Sand/Plant Textures
width = 256
height = 256
formats = 0x031
overwriteAnisotropy = 16
[TextureRedefine] # Grass/Plant Textures
width = 256
height = 128
formats = 0x031
overwriteAnisotropy = 16
[TextureRedefine] # Grass/Plant Textures
width = 128
height = 128
formats = 0x033
overwriteAnisotropy = 16

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[XCX60fpsV16J]
moduleMatches = 0x785CA8A9
#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
#0x100D0604 = .float 0.5 # .float 1.0 # GUI animations
0x100CFAE8 = .float 0.5 # .float 1.0 # GUI animations *
0x10059514 = .float 0.5 # .float 1.0 #Title screen cutscene -
0x100144F0 = .float 0.1 # controller acceleration
0x10171070 = .float 2.0 # arbitrary 2.0 float
0x1017117C = .float 0.5 # .5 float
_halfRate = 0x10171070
_fullRate = 0x1017117C
0x027370B8 = lis r11, _halfRate@ha # Double updateEventParam cutscene
0x027370C4 = lfs f1, _halfRate@l(r11) # -
0x027A0180 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
0x027A0184 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
0x025F149C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
0x025F14A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
0x02768064 = lis r8, _fullRate@ha # sync in game cut scene
0x02768068 = lfs f31, _fullRate@l(r8) #
0x0273BBD0 = lis r7, _fullRate@ha # sync elevator, vehicles etc
0x0273BBD4 = lfs f31, _fullRate@l(r7) # Ç
# swapInterval 60
0x02FCEB9C = li r3, 1
[XCX60fpsV48J]
moduleMatches = 0x7672271D
#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
#0x100D0604 = .float 0.5 # .float 1.0 # GUI animations *
#0x1005989C = .float 0.5 # .float 1.0 #Title screen cutscene -
#0x10014528 = .float 0.1 # controller acceleration -
#0x10171980 = .float 2.0 # arbitrary 2.0 float
0x100D0070 = .float 0.5
0x1005989C = .float 0.5
0x10014528 = .float 0.1
0x10171570 = .float 2.0
_halfRate = 0x10171570
_fullRate = 0x100D0070
0x0273802C = lis r11, _halfRate@ha # Double updateEventParam cutscene, ver
0x02738038 = lfs f1, _halfRate@l(r11) # -
0x027A1120 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
0x027A1124 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
0x025F1F78 = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
0x025F1F80 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
0x02768FD4 = lis r8, _fullRate@ha # sync in game cut scene
0x02768FD8 = lfs f31, _fullRate@l(r8) #
0x0273CB44 = lis r7, _fullRate@ha # sync elevator, vehicles etc
0x0273CB48 = lfs f31, _fullRate@l(r7) # Ç
# swapInterval 60
0x02FD3F5C= li r3, 1
[XCX60fpsV100E_V101E]
moduleMatches = 0x218F6E07, 0xF882D5CF
#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
0x100D03E8 = .float 0.5 # .float 1.0 # GUI animations *
0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene -
0x10014528 = .float 0.05 # controller acceleration -
0x10171980 = .float 2.0 # arbitrary 2.0 float
_halfRate = 0x10171980
_fullRate = 0x100D03E8
#
#
0x027398B4 = lis r11, _halfRate@ha # Double updateEventParam cutscene -
0x027398C0 = lfs f1, _halfRate@l(r11) # -
0x027A33D8 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
0x027A33DC = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6Cj -
#0x02707478 = lis r7, _tmp@ha # ALT calcAdxSkip__Q2_2ev13CFrameManagerFv
#0x0270747C = lfs f1, _tmp@l(r7) # calcAdxSkip__Q2_2ev13CFrameManagerFv
#0x02707660 = lis r9, _tmp@ha # calcCpuSkip__Q2_2ev13CFrameManagerFv # SLOW down scene
#0x02707668 = lfs f31, _tmp@l(r9) # calcCpuSkip__Q2_2ev13CFrameManagerFv
0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene
0x0276A860 = lfs f31, _fullRate@l(r8) #
0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc
0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç
# swapInterval 60
0x02FD8A94 = li r3, 1
0x10012644 = .float 15.0 ; fix for soulvoices (not sure it's safe)
codeCaveSize = 0x30
; menu::MenuButtonChallenge::setup
0x00000000 = .float 15.0 ; reduces speed of animation
_setup = 0x00000000
0x02ACE40C = lis r7, _setup@ha
0x02ACE414 = lfs f0, _setup@l(r7)
_justFrame1 = 0x00000010
0x00000010 = lwz r12, 0x47C(r29)
0x00000014 = mulli r12, r12, 2
0x00000018 = blr
0x02ACE6E4 = bla _justFrame1
_justFrame2 = 0x00000020
0x00000020 = lwz r0, 0x478(r29)
0x00000024 = mulli r0, r0, 2
0x00000028 = blr
0x02ACE700 = bla _justFrame2
[XCX60fpsV102U]
moduleMatches = 0x30B6E091
#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
0x100D03D0 = .float 0.5 # .float 1.0 # GUI animations
0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene
0x10014528 = .float 0.05 # controller acceleration
0x10171980 = .float 2.0 # arbitrary 2.0 float
_halfRate = 0x10171980
_fullRate = 0x100D03D0
0x027398B4 = lis r11, _halfRate@ha # Double updateEventParam cutscene
0x027398C0 = lfs f1, _halfRate@l(r11) #
0x027A33D8 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes
0x027A33DC = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue.
0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene
0x0276A860 = lfs f31, _fullRate@l(r8) #
0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc
0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç
#Disabled, original per feature approach, severe timing issues
#0x101231F0 = .float 0.5 # .float 1.0 # ingame animation timing
#0x100D03D0 = .float 0.5 # .float 1.0 # GUI animations
#0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene
#0x1003C3A0 = .float 15.0 # .float 30.0 fight 3d animations
#0x1000F7A8 = .float 0.1 # RegistDamage_ButtonChallenge
#0x10014528 = .float 0.05 # controller acceleration
#0x100211D8 = .float 15.0 # .float 30.0 fade in
#0x10034804 = .float 15.0 # .float 30.0 bullets
#0x10035D84 = .float 15.0 # walk acceleration
#0x1003C3A0 = .float 15.0 # arts frame to sec
#0x10012368 = .float 45.0 # respawn
#0x10012644 = .float 15.0 # soulvoice
#0x1000C448 = .float 15.0 # init battle
#0x1000CB90 = .float 15.0 # init battle
#0x1003E538 = .float 0.33333335 #birds, falling leaves
#0x10171980 = .float 2.0 # arbitrary 2.0 float
#0x100955F0 = .float 60.0 # 30.0 Create avatar cam rotation
# JFF
#0x101123B4 = .float 0.03333335 # .float 0.016666668 superfast (vsync)
#0x10035D7C = .float 0.25 # .float 1.0 fast run
#0x10035E00 = .float 2.0 # jump high.float 0.5
#0x10190C7C = .float 0.75 # master FOV
#0x10012368 = .float 45.0 # seconds before respawn "cheat"
# swapInterval 60
0x02FD8A34 = li r3, 1
0x10012644 = .float 15.0 ; fix for soulvoices (not sure it's safe)
codeCaveSize = 0x30
0x00000000 = .float 15.0 ; reduces speed of animation
_setup = 0x00000000
0x02ACE3FC = lis r7, _setup@ha
0x02ACE404 = lfs f0, _setup@l(r7)
_justFrame1 = 0x00000010
0x00000010 = lwz r12, 0x47C(r29)
0x00000014 = mulli r12, r12, 2
0x00000018 = blr
0x02ACE6D4 = bla _justFrame1
_justFrame2 = 0x00000020
0x00000020 = lwz r0, 0x478(r29)
0x00000024 = mulli r0, r0, 2
0x00000028 = blr
0x02ACE6F0 = bla _justFrame2
#SNESticleNGCVERIONPP71Copyright - Sardu you magnificent bastard, we salute you!

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[XCXNOOFFV16J]
moduleMatches = 0x785CA8A9
0x100B06DC = nop # frameIn
[XCXNOFFV102J]
moduleMatches = 0x7672271D
0x100B0B28 = nop # frameIn
[XCXNOFFV100E_V101E]
moduleMatches = 0x218F6E07, 0xF882D5CF
0x100B0B50 = nop # frameIn
[XCXNOFFV102U]
moduleMatches = 0x30B6E091
0x100B0B38 = nop #

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[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = No offline tag
path = "Xenoblade Chronicles X/Mods/offline tag"
description = Removes offline blinking tag - Does not change actual offline state
version = 4

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[XCX_DAMAGES]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x14
; ----------------------------------------------------------------------------
; WHO : cfs::CfCompoPropertyEnemy::addDamage((int))
; WHAT : Multiply the ground damage (skells not included) given to enemy
0x00000000 = .byte $mult
_multiplicator = 0x00000000
_damages = 0x00000004
0x00000004 = lis r4, _multiplicator@ha
0x00000008 = lbz r4, _multiplicator@l(r4)
0x0000000C = mullw r4, r4, r31
0x00000010 = blr
0x025D896C = bla _damages
[XCX_DAMAGES_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x14
; ----------------------------------------------------------------------------
; WHO : cfs::CfCompoPropertyEnemy::addDamage((int))
; WHAT : Multiply the ground damage (skells not included) given to enemy
0x00000000 = .byte $mult
_multiplicator = 0x00000000
_damages = 0x00000004
0x00000004 = lis r4, _multiplicator@ha
0x00000008 = lbz r4, _multiplicator@l(r4)
0x0000000C = mullw r4, r4, r31
0x00000010 = blr
0x025D88FC = bla _damages

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[XCX_CHALLENGE]
moduleMatches = 0xF882D5CF, 0x30B6E091, 0xAB97DE6B ; 1.0.1E, 1.0.2U, 1.0.1U
; ----------------------------------------------------------------------------
; WHO : Battle::CSoulVoiceButtonChallenge::updateInternal((float))
; WHAT : Disable QTE (calling Battle::CButtonChallengeManager::CallUI)
# Battle::CSoulVoiceButtonChallenge::applyResult((void))
# |- SoulVoice::CSoulVoice::addStageLevel((unsigned int, float))
0x0209BA38 = li r9, 1 ; always good result
; Auto Apply QTE
_apply = 0x0209D764
0x0209D6F0 = b _apply
0x0209D720 = b _apply

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[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = "Automatic Soul Challenges"
path = "Xenoblade Chronicles X/Mods/Battle/Automatic Soul Challenges"
description = The Soul Challenges QTE are hidden and automatically successful (no preset needed).|More info and help at reddit.com/r/cemu_xenoblade.
version = 4

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[XCX_TICKETS_DLC_1E]
moduleMatches = 0xF882D5CF ; 1.0.1E
codeCaveSize = 0x60
0x0000005C = .byte $mission
_mission = 0x0000005C
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoWindow::displayInfo((menu::MenuObject *,bool))
; menu::MenuMultiQuestResult::setup((void))
; addReward__Q2_3cfs11CfSquadUtilSFUiT1
; WHAT : Override the Tickets rewarded for a DLC mission.
; By default, the number of tickets is the money divided by 100.
_shareAddr = 0x1039C180
_ticketsDispBefore = 0x00000000
0x00000000 = lwz r24, 0x47C(r30)
0x00000004 = lwz r24, 8(r24)
0x00000008 = lis r26, _mission@ha
0x0000000C = lbz r26, _mission@l(r26)
0x00000010 = cmplw r24, r26
0x00000014 = li r26, 0
0x00000018 = lis r21, _shareAddr@ha
0x0000001C = stw r26, _shareAddr@l(r21)
0x00000020 = bnelr
0x00000024 = mr r26, r23
0x00000028 = cmpwi r24, 5
0x0000002C = bne .+0xC
0x00000030 = li r24, 100
0x00000034 = divw r26, r22, r24 ; r23 = exp, r22 = money
0x00000038 = lis r21, _shareAddr@ha
0x0000003C = stw r26, _shareAddr@l(r21)
0x00000040 = blr
_ticketsDispAfter = 0x00000044
0x00000044 = lis r5, _shareAddr@ha
0x00000048 = lwz r5, _shareAddr@l(r5)
0x0000004C = blr
_ticketsValue = 0x00000050
0x00000050 = lis r27, _shareAddr@ha
0x00000054 = lwz r27, _shareAddr@l(r27)
0x00000058 = blr
0x02B94718 = bla _ticketsDispBefore
0x02B9FE2C = bla _ticketsDispAfter
0x023CC654 = bla _ticketsValue
[XCX_TICKETS_DLC_2U] ############################################################################################
moduleMatches = 0x30B6E091 ; 1.0.2U
codeCaveSize = 0x60
0x0000005C = .byte $mission
_mission = 0x0000005C
_shareAddr = 0x1039C180
_ticketsDispBefore = 0x00000000
0x00000000 = lwz r24, 0x47C(r30)
0x00000004 = lwz r24, 8(r24)
0x00000008 = lis r26, _mission@ha
0x0000000C = lbz r26, _mission@l(r26)
0x00000010 = cmplw r24, r26
0x00000014 = li r26, 0
0x00000018 = lis r21, _shareAddr@ha
0x0000001C = stw r26, _shareAddr@l(r21)
0x00000020 = bnelr
0x00000024 = mr r26, r23
0x00000028 = cmpwi r24, 5
0x0000002C = bne .+0xC
0x00000030 = li r24, 100
0x00000034 = divw r26, r22, r24 ; r23 = exp, r22 = money
0x00000038 = lis r21, _shareAddr@ha
0x0000003C = stw r26, _shareAddr@l(r21)
0x00000040 = blr
_ticketsDispAfter = 0x00000044
0x00000044 = lis r5, _shareAddr@ha
0x00000048 = lwz r5, _shareAddr@l(r5)
0x0000004C = blr
_ticketsValue = 0x00000050
0x00000050 = lis r27, _shareAddr@ha
0x00000054 = lwz r27, _shareAddr@l(r27)
0x00000058 = blr
0x02B94708 = bla _ticketsDispBefore
0x02B9FE1C = bla _ticketsDispAfter
0x023CC654 = bla _ticketsValue
[XCX_TICKETS_DLC_1U] ############################################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x60
0x0000005C = .byte $mission
_mission = 0x0000005C
_shareAddr = 0x1039C080
_ticketsDispBefore = 0x00000000
0x00000000 = lwz r24, 0x47C(r30)
0x00000004 = lwz r24, 8(r24)
0x00000008 = lis r26, _mission@ha
0x0000000C = lbz r26, _mission@l(r26)
0x00000010 = cmplw r24, r26
0x00000014 = li r26, 0
0x00000018 = lis r21, _shareAddr@ha
0x0000001C = stw r26, _shareAddr@l(r21)
0x00000020 = bnelr
0x00000024 = mr r26, r23
0x00000028 = cmpwi r24, 5
0x0000002C = bne .+0xC
0x00000030 = li r24, 100
0x00000034 = divw r26, r22, r24 ; r23 = exp, r22 = money
0x00000038 = lis r21, _shareAddr@ha
0x0000003C = stw r26, _shareAddr@l(r21)
0x00000040 = blr
_ticketsDispAfter = 0x00000044
0x00000044 = lis r5, _shareAddr@ha
0x00000048 = lwz r5, _shareAddr@l(r5)
0x0000004C = blr
_ticketsValue = 0x00000050
0x00000050 = lis r27, _shareAddr@ha
0x00000054 = lwz r27, _shareAddr@l(r27)
0x00000058 = blr
0x02B9468C = bla _ticketsDispBefore
0x02B9FD2C = bla _ticketsDispAfter
0x023CC5E4 = bla _ticketsValue

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[XCX_UNLOCKPOSTSKELLS_1E] ################################################################
moduleMatches = 0xF882D5CF ; 1.0.1E
codeCaveSize = 0x1C
# menu::MenuArmsCompany::IsDollLicense(const(void))
0x02A6B838 = li r3, 1 ; always returns true
# menu::MenuArmsCompanyDevelopSelectBlueprint::InitializeItemData((void))
0x02A7B220 = li r30, 0 ; unlock everything
# menu::MenuArmsCompanyDevelopSelectBlueprint::CheckEnableDevelop(const(int, bool))
0x00000000 = .byte $miranium
0x00000001 = .byte $resource
_miranium = 0x00000000
_resource = 0x00000001
_checkMir = 0x00000004
0x00000004 = lis r3, _miranium@ha
0x00000008 = lbz r3, _miranium@l(r3)
0x0000000C = blr
0x02A7A784 = bla _checkMir
_checkRes = 0x00000010
0x00000010 = lis r3, _resource@ha
0x00000014 = lbz r3, _resource@l(r3)
0x00000018 = blr
0x02A7A954 = bla _checkRes
;0x02A7A6E8 = li r3, 0 ; 1
;0x02A7A70C = li r3, 0 ; 6
;0x02A7A75C = li r3, 0 ; 7
;0x02A7A9FC = li r3, 0 ; 4
;0x02A7AA24 = li r3, 0 ; 5
[XCX_UNLOCKPOSTSKELLS_2U] ################################################################
moduleMatches = 0x30B6E091 ; 1.0.2U
codeCaveSize = 0x1C
# menu::MenuArmsCompany::IsDollLicense(const(void))
0x02A6B828 = li r3, 1 ; always returns true
# menu::MenuArmsCompanyDevelopSelectBlueprint::InitializeItemData((void))
0x02A7B210 = li r30, 0 ; unlock everything
0x00000000 = .byte $miranium
0x00000001 = .byte $resource
_miranium = 0x00000000
_resource = 0x00000001
_checkMir = 0x00000004
0x00000004 = lis r3, _miranium@ha
0x00000008 = lbz r3, _miranium@l(r3)
0x0000000C = blr
0x02A7A774 = bla _checkMir
_checkRes = 0x00000010
0x00000010 = lis r3, _resource@ha
0x00000014 = lbz r3, _resource@l(r3)
0x00000018 = blr
0x02A7A944 = bla _checkRes
[XCX_UNLOCKPOSTSKELLS_1U] ################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x1C
0x02A6B7AC = li r3, 1 ; always returns true
0x02A7B194 = li r30, 0 ; unlock everything
0x00000000 = .byte $miranium
0x00000001 = .byte $resource
_miranium = 0x00000000
_resource = 0x00000001
_checkMir = 0x00000004
0x00000004 = lis r3, _miranium@ha
0x00000008 = lbz r3, _miranium@l(r3)
0x0000000C = blr
0x02A7A6F8 = bla _checkMir
_checkRes = 0x00000010
0x00000010 = lis r3, _resource@ha
0x00000014 = lbz r3, _resource@l(r3)
0x00000018 = blr
0x02A7A8C8 = bla _checkRes

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@ -1,134 +0,0 @@
[XCX_BLADE_MORETICKETS]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x40
0x00000000 = .short $mult
_mult = 0x00000000
0x00000004 = .byte $uncap
_uncap = 0x00000004
; ----------------------------------------------------------------------------
; WHO : cfs::CfSocialManager::addTradeTicket((int, unsigned int))
; WHAT : Multiply the reward tickets given in many occasions
_moreTickets = 0x00000008
0x00000008 = mr r30, r3
0x0000000C = lis r28, _mult@ha
0x00000010 = lhz r28, _mult@l(r28)
0x00000014 = cmpwi r4, 0
0x00000018 = bltlr
0x0000001C = mullw r4, r4, r28
0x00000020 = blr
0x022CA86C = bla _moreTickets
; ----------------------------------------------------------------------------
; WHO : cfs::CfSocialManager::addTradeTicket((int, unsigned int))
; WHAT : Ignore the max number of tickets we can get
_uncapTickets = 0x00000024
0x00000024 = lis r5, _uncap@ha
0x00000028 = lbz r5, _uncap@l(r5)
0x0000002C = cmpwi r5, 1
0x00000030 = beqlr
0x00000034 = mr r3, r25
0x00000038 = blr
0x022CAC5C = bla _uncapTickets
#####################################################################################################
[XCX_BLADE_MORETICKETS_1E]
moduleMatches = 0xF882D5CF ; 1.0.1E
codeCaveSize = 0x40
0x00000000 = .short $mult
_mult = 0x00000000
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoWindow::displayInfo((menu::MenuObject *,bool))
; WHAT :
_dispBefore = 0x00000004
0x00000004 = lhz r26, 0x8C(r1)
0x00000008 = lis r24, _mult@ha
0x0000000C = lhz r24, _mult@l(r24)
0x00000010 = mullw r26, r26, r24
0x00000014 = blr
0x02B94718 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT :
_dispAfter = 0x00000018
0x00000018 = lhz r5, 0x5778(r29)
0x0000001C = lis r3, _mult@ha
0x00000020 = lhz r3, _mult@l(r3)
0x00000024 = mullw r5, r5, r3
0x00000028 = blr
0x02B9FE2C = bla _dispAfter
; ----------------------------------------------------------------------------
; WHO : writeListTicket__Q2_4menu19MenuMultiQuestOrderFPQ2_4menu10MenuObjectiQ3_2fw9CItemType4TypeUsUiT5
; WHAT : multiply tickets from piece exchange
_pieceExchange = 0x0000002C
0x0000002C = mr r5, r29
0x00000030 = lis r29, _mult@ha
0x00000034 = lhz r29, _mult@l(r29)
0x00000038 = mullw r5, r5, r29
0x0000003C = blr
0x02B9796C = bla _pieceExchange
#####################################################################################################
[XCX_BLADE_MORETICKETS_2U]
moduleMatches = 0x30B6E091 ; 1.0.2U
codeCaveSize = 0x40
0x00000000 = .short $mult
_mult = 0x00000000
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoWindow::displayInfo((menu::MenuObject *,bool))
; WHAT :
_dispBefore = 0x00000004
0x00000004 = lhz r26, 0x8C(r1)
0x00000008 = lis r24, _mult@ha
0x0000000C = lhz r24, _mult@l(r24)
0x00000010 = mullw r26, r26, r24
0x00000014 = blr
0x02B94708 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT :
_dispAfter = 0x00000018
0x00000018 = lhz r5, 0x5778(r29)
0x0000001C = lis r3, _mult@ha
0x00000020 = lhz r3, _mult@l(r3)
0x00000024 = mullw r5, r5, r3
0x00000028 = blr
0x02B9FE1C = bla _dispAfter
; ----------------------------------------------------------------------------
; WHO : writeListTicket__Q2_4menu19MenuMultiQuestOrderFPQ2_4menu10MenuObjectiQ3_2fw9CItemType4TypeUsUiT5
; WHAT : multiply tickets from piece exchange
_pieceExchange = 0x0000002C
0x0000002C = mr r5, r29
0x00000030 = lis r29, _mult@ha
0x00000034 = lhz r29, _mult@l(r29)
0x00000038 = mullw r5, r5, r29
0x0000003C = blr
0x02B975C = bla _pieceExchange

View File

@ -1,131 +0,0 @@
[XCX_COLLECTIBLESRANGE]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x100
; ----------------------------------------------------------------------------
; WHO : cfs::CfPopManagerItem::updateTouchItem((void))
; WHAT : Initialize collectibles distance
0x00000060 = .float 40.0 ; _rangeInnerConst
0x00000064 = .float 8.0 ; _heightInnerConst
0x00000068 = .float 64.0 ; _rangeDollConst
0x0000006C = .float 64.0 ; _heightDollConst
0x00000070 = .float 64.0 ; _rangeFlightConst
0x00000074 = .float 52.0 ; _heightFlightConst
_rangeInnerConst = 0x00000060
_heightInnerConst = 0x00000064
_rangeDollConst = 0x00000068
_heightDollConst = 0x0000006C
_rangeFlightConst = 0x00000070
_heightFlightConst = 0x00000074
_itemRangeInner = 0x00000000
0x00000000 = lis r5, _rangeInnerConst@ha
0x00000004 = lfs f10, _rangeInnerConst@l(r5)
0x00000008 = fadd f10, f9, f10
0x0000000C = blr
_itemHeightInner = 0x00000010
0x00000010 = lis r5, _heightInnerConst@ha
0x00000014 = lfs f12, _heightInnerConst@l(r5)
0x00000018 = fadd f12, f10, f12
0x0000001C = blr
_itemRangeDoll = 0x00000020
0x00000020 = lis r5, _rangeDollConst@ha
0x00000024 = lfs f9, _rangeDollConst@l(r5)
0x00000028 = fadd f9, f6, f9
0x0000002C = blr
_itemHeightDoll = 0x00000030
0x00000030 = lis r5, _heightDollConst@ha
0x00000034 = lfs f10, _heightDollConst@l(r5)
0x00000038 = fadd f10, f7, f10
0x0000003C = blr
_itemRangeFlight = 0x00000040
0x00000040 = lis r5, _rangeFlightConst@ha
0x00000044 = lfs f10, _rangeFlightConst@l(r5)
0x00000048 = fadd f10, f12, f10
0x0000004C = blr
_itemHeightFlight = 0x00000050
0x00000050 = lis r5, _heightFlightConst@ha
0x00000054 = lfs f0, _heightFlightConst@l(r5)
0x00000058 = fadd f0, f13, f0
0x0000005C = blr
0x02389B80 = bla _itemRangeInner
0x02389BB8 = bla _itemHeightInner
0x02389C3C = bla _itemRangeDoll
0x02389C74 = bla _itemHeightDoll
0x02389CEC = bla _itemRangeFlight
0x02389D30 = bla _itemHeightFlight
#################################################################################################
[XCX_COLLECTIBLESRANGE_1U]
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x100
; ----------------------------------------------------------------------------
; WHO : cfs::CfPopManagerItem::updateTouchItem((void))
; WHAT : Initialize collectibles distance
0x00000060 = .float 40.0 ; _rangeInnerConst
0x00000064 = .float 8.0 ; _heightInnerConst
0x00000068 = .float 64.0 ; _rangeDollConst
0x0000006C = .float 64.0 ; _heightDollConst
0x00000070 = .float 64.0 ; _rangeFlightConst
0x00000074 = .float 52.0 ; _heightFlightConst
_rangeInnerConst = 0x00000060
_heightInnerConst = 0x00000064
_rangeDollConst = 0x00000068
_heightDollConst = 0x0000006C
_rangeFlightConst = 0x00000070
_heightFlightConst = 0x00000074
_itemRangeInner = 0x00000000
0x00000000 = lis r5, _rangeInnerConst@ha
0x00000004 = lfs f10, _rangeInnerConst@l(r5)
0x00000008 = fadd f10, f9, f10
0x0000000C = blr
_itemHeightInner = 0x00000010
0x00000010 = lis r5, _heightInnerConst@ha
0x00000014 = lfs f12, _heightInnerConst@l(r5)
0x00000018 = fadd f12, f10, f12
0x0000001C = blr
_itemRangeDoll = 0x00000020
0x00000020 = lis r5, _rangeDollConst@ha
0x00000024 = lfs f9, _rangeDollConst@l(r5)
0x00000028 = fadd f9, f6, f9
0x0000002C = blr
_itemHeightDoll = 0x00000030
0x00000030 = lis r5, _heightDollConst@ha
0x00000034 = lfs f10, _heightDollConst@l(r5)
0x00000038 = fadd f10, f7, f10
0x0000003C = blr
_itemRangeFlight = 0x00000040
0x00000040 = lis r5, _rangeFlightConst@ha
0x00000044 = lfs f10, _rangeFlightConst@l(r5)
0x00000048 = fadd f10, f12, f10
0x0000004C = blr
_itemHeightFlight = 0x00000050
0x00000050 = lis r5, _heightFlightConst@ha
0x00000054 = lfs f0, _heightFlightConst@l(r5)
0x00000058 = fadd f0, f13, f0
0x0000005C = blr
0x02389B10 = bla _itemRangeInner
0x02389B48 = bla _itemHeightInner
0x02389BCC = bla _itemRangeDoll
0x02389C04 = bla _itemHeightDoll
0x02389C7C = bla _itemRangeFlight
0x02389CC0 = bla _itemHeightFlight

View File

@ -1,87 +0,0 @@
[XCX_UPGRADENOLIMIT_1E]
moduleMatches = 0xF882D5CF ; 1.0.1E
codeCaveSize = 0x1C
0x00000000 = .byte $checkSelectItem
0x00000001 = .byte $checkStrengthen
_selectItem = 0x00000000
_strengthen = 0x00000001
_checkSelectItem = 0x00000004
0x00000004 = lis r4, _selectItem@ha
0x00000008 = lbz r3, _selectItem@l(r4)
0x0000000C = blr
_checkStrengthen = 0x00000010
0x00000010 = lis r3, _strengthen@ha
0x00000014 = lbz r3, _strengthen@l(r3)
0x00000018 = blr
; ----------------------------------------------------------------------------
; WHO : menu::MenuArmsCompanyAffixSelectItem::CheckAffixStrengthen
; WHAT : Unlimited upgrades (equipment selection menu)
0x02A6DCA8 = li r3, 0 ; Ignore upgrades counter
0x02A6DFFC = bla _checkSelectItem
; ----------------------------------------------------------------------------
; WHO : menu::MenuArmsCompanyAffixStrengthen::CheckAffixStrengthen
; WHAT : Unlimited upgrades (affix selection menu)
0x02A72134 = li r10, 99 ; Ignore upgrades counter
0x02A723B4 = bla _checkStrengthen
#####################################################################################
[XCX_UPGRADENOLIMIT_2U]
moduleMatches = 0x30B6E091 ; 1.0.2U
codeCaveSize = 0x1C
0x00000000 = .byte $checkSelectItem
0x00000001 = .byte $checkStrengthen
_selectItem = 0x00000000
_strengthen = 0x00000001
_checkSelectItem = 0x00000004
0x00000004 = lis r4, _selectItem@ha
0x00000008 = lbz r3, _selectItem@l(r4)
0x0000000C = blr
_checkStrengthen = 0x00000010
0x00000010 = lis r3, _strengthen@ha
0x00000014 = lbz r3, _strengthen@l(r3)
0x00000018 = blr
0x02A6DC98 = li r3, 0 ; Ignore upgrades counter
0x02A6DFEC = bla _checkSelectItem
0x02A72124 = li r10, 99 ; Ignore upgrades counter
0x02A723A4 = bla _checkStrengthen
#####################################################################################
[XCX_UPGRADENOLIMIT_1U]
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x1C
0x00000000 = .byte $checkSelectItem
0x00000001 = .byte $checkStrengthen
_selectItem = 0x00000000
_strengthen = 0x00000001
_checkSelectItem = 0x00000004
0x00000004 = lis r4, _selectItem@ha
0x00000008 = lbz r3, _selectItem@l(r4)
0x0000000C = blr
_checkStrengthen = 0x00000010
0x00000010 = lis r3, _strengthen@ha
0x00000014 = lbz r3, _strengthen@l(r3)
0x00000018 = blr
0x02A6DC1C = li r3, 0 ; Ignore upgrades counter
0x02A6DF70 = bla _checkSelectItem
0x02A720A8 = li r10, 99 ; Ignore upgrades counter
0x02A72328 = bla _checkStrengthen

View File

@ -1,77 +0,0 @@
[XCX_UNLOCKAUGMENTS_1E]
moduleMatches = 0xF882D5CF ; 1.0.1E
codeCaveSize = 0x1C
0x00000000 = .byte $checkIgnore
0x00000001 = .byte $checkIgnoreEnd
_ignore = 0x00000000
_end = 0x00000001
_checkIgnore = 0x00000004
0x00000004 = lis r4, _ignore@ha
0x00000008 = lbz r3, _ignore@l(r4)
0x0000000C = blr
_checkIgnoreEnd = 0x00000010
0x00000010 = lis r3, _end@ha
0x00000014 = lbz r3, _end@l(r3)
0x00000018 = blr
; ----------------------------------------------------------------------------
; WHO : menu::MenuArmsCompanyDeviceList::CheckEnableCreateByDeviceID
; WHAT : Unlimited augments
0x02A817A0 = li r3, 0 ; all augments are known
0x02A817C8 = bla _checkIgnore ; ignore requirements
0x02A81A3C = bla _checkIgnoreEnd ; ignore requirements (end game)
#####################################################################################
[XCX_UNLOCKAUGMENTS_2U]
moduleMatches = 0x30B6E091 ; 1.0.2U
codeCaveSize = 0x1C
0x00000000 = .byte $checkIgnore
0x00000001 = .byte $checkIgnoreEnd
_ignore = 0x00000000
_end = 0x00000001
_checkIgnore = 0x00000004
0x00000004 = lis r4, _ignore@ha
0x00000008 = lbz r3, _ignore@l(r4)
0x0000000C = blr
_checkIgnoreEnd = 0x00000010
0x00000010 = lis r3, _end@ha
0x00000014 = lbz r3, _end@l(r3)
0x00000018 = blr
0x02A81790 = li r3, 0 ; all augments are known
0x02A817B8 = bla _checkIgnore ; ignore requirements
0x02A81A2C = bla _checkIgnoreEnd ; ignore requirements (end game)
#####################################################################################
[XCX_UNLOCKAUGMENTS_1U]
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x1C
0x00000000 = .byte $checkIgnore
0x00000001 = .byte $checkIgnoreEnd
_ignore = 0x00000000
_end = 0x00000001
_checkIgnore = 0x00000004
0x00000004 = lis r4, _ignore@ha
0x00000008 = lbz r3, _ignore@l(r4)
0x0000000C = blr
_checkIgnoreEnd = 0x00000010
0x00000010 = lis r3, _end@ha
0x00000014 = lbz r3, _end@l(r3)
0x00000018 = blr
0x02A81714 = li r3, 0 ; all augments are known
0x02A8173C = bla _checkIgnore ; ignore requirements
0x02A819B0 = bla _checkIgnoreEnd ; ignore requirements (end game)

View File

@ -1,214 +0,0 @@
[XCX_BATTLEPOINTSX]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x50
0x00000000 = .short $mod
_mod = 0x00000000
; ----------------------------------------------------------------------------
; WHO : addClassExpChara__Q2_6Battle14CBattleManagerFUiT1
; WHAT : Multiply the battle points gained when a new class level is reached
_exp = 0x00000004
0x00000004 = lis r3, _mod@ha
0x00000008 = lhz r3, _mod@l(r3)
0x0000000C = mullw r0, r0, r3
0x00000010 = mulli r0, r0, 3
0x00000014 = blr
0x020C4A74 = bla _exp
; ----------------------------------------------------------------------------
; WHO : addInnerExpChara__Q2_6Battle14CBattleManagerFUiN21
; WHAT : Multiply the battle points gained when a new level is reached
_exp2 = 0x00000018
0x00000018 = lis r4, _mod@ha
0x0000001C = lhz r4, _mod@l(r4)
0x00000020 = mullw r9, r9, r4
0x00000024 = add r11, r11, r9
0x00000028 = blr
0x020C1C48 = bla _exp2
; ----------------------------------------------------------------------------
; WHO : addTreasure__Q2_3cfs10CfTBoxUtilSFUib
; WHAT : Multiply the battle points given by treasures or exploration
_expTreasure = 0x0000002C
0x0000002C = lis r3, _mod@ha
0x00000030 = lhz r3, _mod@l(r3)
0x00000034 = mullw r3, r31, r3
0x00000038 = blr
0x022D8EDC = bla _expTreasure
; ----------------------------------------------------------------------------
; WHO : addReward__Q2_3cfs11CfSquadUtilSFUiT1
; WHAT : Multiply the experience points given by Squad missions
_expSquadValue = 0x0000003C
0x0000003C = lis r4, _mod@ha
0x00000040 = lhz r4, _mod@l(r4)
0x00000044 = mullw r3, r3, r4
0x00000048 = stw r3, 0x1C(r1)
0x0000004C = blr
0x023CC770 = bla _expSquadValue
0x023CC834 = bla _expSquadValue
[XCX_BATTLEPOINTSX_1E] ############################################################################
moduleMatches = 0xF882D5CF ; 1.0.1E
codeCaveSize = 0x30
0x00000028 = .short $mod
_mod = 0x00000028
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoWindow::displayInfo((menu::MenuObject *,bool))
; WHAT : Multiply the battle points displayed in quest popup information.
_dispBefore = 0x00000000
0x00000000 = lhz r24, 0x90(r1)
0x00000004 = lis r25, _mod@ha
0x00000008 = lhz r25, _mod@l(r25)
0x0000000C = mullw r24, r24, r25
0x00000010 = blr
0x02B94730 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT : Multiply the battle points displayed in quest popup results.
_dispAfter = 0x00000014
0x00000014 = lis r5, _mod@ha
0x00000018 = lhz r5, _mod@l(r5)
0x0000001C = mullw r3, r3, r5
0x00000020 = stw r3, 0x7C(r1)
0x00000024 = blr
0x02B9FEE0 = bla _dispAfter
[XCX_BATTLEPOINTSX_2U] ############################################################################
moduleMatches = 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x30
0x00000028 = .short $mod
_mod = 0x00000028
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoWindow::displayInfo((menu::MenuObject *,bool))
; WHAT : Multiply the battle points displayed in quest popup information.
_dispBefore = 0x00000000
0x00000000 = lhz r24, 0x90(r1)
0x00000004 = lis r25, _mod@ha
0x00000008 = lhz r25, _mod@l(r25)
0x0000000C = mullw r24, r24, r25
0x00000010 = blr
0x02B94720 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT : Multiply the battle points displayed in quest popup results.
_dispAfter = 0x00000014
0x00000014 = lis r5, _mod@ha
0x00000018 = lhz r5, _mod@l(r5)
0x0000001C = mullw r3, r3, r5
0x00000020 = stw r3, 0x7C(r1)
0x00000024 = blr
0x02B9FED0 = bla _dispAfter
[XCX_BATTLEPOINTSX_1U] ############################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x9C
0x00000000 = .short $mod
_mod = 0x00000000
; ----------------------------------------------------------------------------
; WHO : addClassExpChara__Q2_6Battle14CBattleManagerFUiT1
; WHAT : Multiply the battle points gained when a new class level is reached
_exp = 0x00000004
0x00000004 = lis r3, _mod@ha
0x00000008 = lhz r3, _mod@l(r3)
0x0000000C = mullw r0, r0, r3
0x00000010 = mulli r0, r0, 3
0x00000014 = blr
0x020C4A74 = bla _exp
; ----------------------------------------------------------------------------
; WHO : addInnerExpChara__Q2_6Battle14CBattleManagerFUiN21
; WHAT : Multiply the battle points gained when a new level is reached
_exp2 = 0x00000018
0x00000018 = lis r4, _mod@ha
0x0000001C = lhz r4, _mod@l(r4)
0x00000020 = mullw r9, r9, r4
0x00000024 = add r11, r11, r9
0x00000028 = blr
0x020C1C48 = bla _exp2
; ----------------------------------------------------------------------------
; WHO : addTreasure__Q2_3cfs10CfTBoxUtilSFUib
; WHAT : Multiply the battle points given by treasures or exploration
_expTreasure = 0x00000050
0x00000050 = lis r3, _mod@ha
0x00000054 = lhz r3, _mod@l(r3)
0x00000058 = mullw r3, r31, r3
0x0000005C = blr
0x022D8E6C = bla _expTreasure
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoWindow::displayInfo((menu::MenuObject *,bool))
; WHAT : Multiply the battle points displayed in quest popup information.
_dispBefore = 0x00000060
0x00000060 = lhz r24, 0x90(r1)
0x00000064 = lis r25, _mod@ha
0x00000068 = lhz r25, _mod@l(r25)
0x0000006C = mullw r24, r24, r25
0x00000070 = blr
0x02B946A4 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT : Multiply the battle points displayed in quest popup results.
_dispAfter = 0x00000074
0x00000074 = lis r5, _mod@ha
0x00000078 = lhz r5, _mod@l(r5)
0x0000007C = mullw r3, r3, r5
0x00000080 = stw r3, 0x7C(r1)
0x00000084 = blr
0x02B9FDE0 = bla _dispAfter
; ----------------------------------------------------------------------------
; WHO : addReward__Q2_3cfs11CfSquadUtilSFUiT1
; WHAT : Multiply the experience points given by Squad missions
_expSquadValue = 0x00000088
0x00000088 = lis r4, _mod@ha
0x0000008C = lhz r4, _mod@l(r4)
0x00000090 = mullw r3, r3, r4
0x00000094 = stw r3, 0x1C(r1)
0x00000098 = blr
0x023CC700 = bla _expSquadValue
0x023CC700 = bla _expSquadValue

View File

@ -1,39 +0,0 @@
[XCX_BLADEX]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x10
0x00000000 = .byte $mod
_mod = 0x00000000
_exp = 0x00000004
0x00000004 = lis r3, _mod@ha
0x00000008 = lbz r3, _mod@l(r3)
0x0000000C = blr
; ----------------------------------------------------------------------------
; WHO : fw::SocialUnion::getUnionBasePoint((int))
; WHAT : Multiply the BLADE points rewarded
0x0288E610 = nop
0x0288E614 = bla _exp
[XCX_BLADEX_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x10
0x00000000 = .byte $mod
_mod = 0x00000000
_exp = 0x00000004
0x00000004 = lis r3, _mod@ha
0x00000008 = lbz r3, _mod@l(r3)
0x0000000C = blr
; ----------------------------------------------------------------------------
; WHO : fw::SocialUnion::getUnionBasePoint((int))
; WHAT : Multiply the BLADE points rewarded
0x0288E594 = nop
0x0288E598 = bla _exp

View File

@ -1,101 +0,0 @@
[XCX_CLASSEXPX]
moduleMatches = 0xF882D5CF, 0x30B6E091, 0xAB97DE6B ; 1.0.1E, 1.0.2U, 1.0.1U
codeCaveSize = 0x30
0x00000000 = .byte $mod
_mod = 0x00000000
_expBattle = 0x00000004
0x00000004 = lis r12, _mod@ha
0x00000008 = lbz r12, _mod@l(r12)
0x0000000C = mullw r31, r3, r12
0x00000010 = blr
; ----------------------------------------------------------------------------
; WHO : addClassExpChara__Q2_6Battle14CBattleManagerFUiT1
; WHAT : Multiply the class experience given during combat
0x020C4A28 = bla _expBattle
; ----------------------------------------------------------------------------
; WHO : addReward__Q2_3cfs11CfSquadUtilSFUiT1
; WHAT : Multiply the experience points given by Squad missions
_expSquadValue = 0x00000014
0x00000014 = lis r4, _mod@ha
0x00000018 = lbz r4, _mod@l(r4)
0x0000001C = mullw r3, r3, r4
0x00000020 = stw r3, 0x18(r1)
0x00000024 = blr
0x023CC750 = bla _expSquadValue
0x023CC814 = bla _expSquadValue
[XCX_CLASSEXPX_1E] ############################################################################
moduleMatches = 0xF882D5CF ; 1.0.1E
codeCaveSize = 0x30
0x00000028 = .byte $mod
_mod = 0x00000028
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoSub::displayInfoDL((menu::MenuObject *))
; WHAT :
_dispBefore = 0x00000000
0x00000000 = lis r5, _mod@ha
0x00000004 = lbz r5, _mod@l(r5)
0x00000008 = mullw r3, r3, r5
0x0000000C = stw r3, 0x34(r1)
0x00000010 = blr
0x02B91324 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT :
_dispAfter = 0x00000014
0x00000014 = lis r5, _mod@ha
0x00000018 = lbz r5, _mod@l(r5)
0x0000001C = mullw r3, r3, r5
0x00000020 = stw r3, 0x80(r1)
0x00000024 = blr
0x02B9FF44 = bla _dispAfter
[XCX_CLASSEXPX_2U] ############################################################################
moduleMatches = 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x30
0x00000028 = .byte $mod
_mod = 0x00000028
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoSub::displayInfoDL((menu::MenuObject *))
; WHAT :
_dispBefore = 0x00000000
0x00000000 = lis r5, _mod@ha
0x00000004 = lbz r5, _mod@l(r5)
0x00000008 = mullw r3, r3, r5
0x0000000C = stw r3, 0x34(r1)
0x00000010 = blr
0x02B91314 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT :
_dispAfter = 0x00000014
0x00000014 = lis r5, _mod@ha
0x00000018 = lbz r5, _mod@l(r5)
0x0000001C = mullw r3, r3, r5
0x00000020 = stw r3, 0x80(r1)
0x00000024 = blr
0x02B9FF34 = bla _dispAfter

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@ -1,220 +0,0 @@
[XCX_EXPX]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x60
0x00000000 = .byte $mod
_mod = 0x00000000
; ----------------------------------------------------------------------------
; WHO : cfs::CfCompoCtrlEnemy::execRequestCommon
; WHAT : Multiply the experience points given in battles
_expBattle = 0x00000004
0x00000004 = lis r30, _mod@ha
0x00000008 = lbz r30, _mod@l(r30)
0x0000000C = lwz r3, 0x3184(r28)
0x00000010 = mullw r3, r3, r30
0x00000014 = stw r3, 0x3184(r28)
0x00000018 = mr r3, r28
0x0000001C = blr
0x025624D4 = bla _expBattle
; ----------------------------------------------------------------------------
; WHO : addTreasure__Q2_3cfs10CfTBoxUtilSFUib
; WHAT : Multiply the experience points given by treasures or exploration
_expTreasure = 0x00000020
0x00000020 = lis r3, _mod@ha
0x00000024 = lbz r3, _mod@l(r3)
0x00000028 = lhz r31, 0x1C(r1)
0x0000002C = mullw r31, r31, r3
0x00000030 = blr
0x022D8E64 = bla _expTreasure
; ----------------------------------------------------------------------------
; WHO : addReward__Q2_3cfs11CfQuestUtilSFUiQ2_3cfs17CfQuestRewardType
; WHAT : Multiply the experience points given by quests ?
_expQuest = 0x00000034
0x00000034 = lis r4, _mod@ha
0x00000038 = lbz r4, _mod@l(r4)
0x0000003C = mullw r3, r3, r4
0x00000040 = stw r3, 0x60(r1)
0x00000044 = blr
0x0229560C = bla _expQuest
; ----------------------------------------------------------------------------
; WHO : addReward__Q2_3cfs11CfSquadUtilSFUiT1
; WHAT : Multiply the experience points given by Squad missions
_expSquadValue = 0x00000048
0x00000048 = lis r4, _mod@ha
0x0000004C = lbz r4, _mod@l(r4)
0x00000050 = mullw r3, r3, r4
0x00000054 = stw r3, 0x10(r1)
0x00000058 = blr
0x023CC6D4 = bla _expSquadValue
; TEST : unlimited exp (no 9999 limit)
;0x020C1BC4 = nop
[XCX_EXPX_1E] ############################################################################
moduleMatches = 0xF882D5CF ; 1.0.1E
codeCaveSize = 0x30
0x00000028 = .byte $mod
_mod = 0x00000028
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoWindow::displayInfo((menu::MenuObject *,bool))
; WHAT :
_dispBefore = 0x00000000
0x00000000 = lwz r23, 0x88(r1)
0x00000004 = lis r24, _mod@ha
0x00000008 = lbz r24, _mod@l(r24)
0x0000000C = mullw r23, r23, r24
0x00000010 = blr
0x02B94700 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT :
_dispAfter = 0x00000014
0x00000014 = lis r5, _mod@ha
0x00000018 = lbz r5, _mod@l(r5)
0x0000001C = mullw r3, r3, r5
0x00000020 = stw r3, 0x78(r1)
0x00000024 = blr
0x02B9FDD4 = bla _dispAfter
[XCX_EXPX_2U] ############################################################################
moduleMatches = 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x30
0x00000028 = .byte $mod
_mod = 0x00000028
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoWindow::displayInfo((menu::MenuObject *,bool))
; WHAT :
_dispBefore = 0x00000000
0x00000000 = lwz r23, 0x88(r1)
0x00000004 = lis r24, _mod@ha
0x00000008 = lbz r24, _mod@l(r24)
0x0000000C = mullw r23, r23, r24
0x00000010 = blr
0x02B946F0 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT :
_dispAfter = 0x00000014
0x00000014 = lis r5, _mod@ha
0x00000018 = lbz r5, _mod@l(r5)
0x0000001C = mullw r3, r3, r5
0x00000020 = stw r3, 0x78(r1)
0x00000024 = blr
0x02B9FDC4 = bla _dispAfter
[XCX_EXPX_1U] ############################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x90
0x00000000 = .byte $mod
_mod = 0x00000000
; ----------------------------------------------------------------------------
; WHO : cfs::CfCompoCtrlEnemy::execRequestCommon
; WHAT : Multiply the experience points given in battles
_expBattle = 0x00000004
0x00000004 = lis r30, _mod@ha
0x00000008 = lbz r30, _mod@l(r30)
0x0000000C = lwz r3, 0x3184(r28)
0x00000010 = mullw r3, r3, r30
0x00000014 = stw r3, 0x3184(r28)
0x00000018 = mr r3, r28
0x0000001C = blr
0x02562464 = bla _expBattle
; ----------------------------------------------------------------------------
; WHO : addTreasure__Q2_3cfs10CfTBoxUtilSFUib
; WHAT : Multiply the experience points given by treasures or exploration
_expTreasure = 0x00000020
0x00000020 = lis r3, _mod@ha
0x00000024 = lbz r3, _mod@l(r3)
0x00000028 = lhz r31, 0x1C(r1)
0x0000002C = mullw r31, r31, r3
0x00000030 = blr
0x022D8DF4 = bla _expTreasure
; ----------------------------------------------------------------------------
; WHO : addReward__Q2_3cfs11CfQuestUtilSFUiQ2_3cfs17CfQuestRewardType
; WHAT : Multiply the experience points given by quests ?
_expQuest = 0x00000034
0x00000034 = lis r4, _mod@ha
0x00000038 = lbz r4, _mod@l(r4)
0x0000003C = mullw r3, r3, r4
0x00000040 = stw r3, 0x60(r1)
0x00000044 = blr
0x0229559C = bla _expQuest
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestInfoWindow::displayInfo((menu::MenuObject *,bool))
; WHAT :
_dispBefore = 0x00000048
0x00000048 = lwz r23, 0x88(r1)
0x0000004C = lis r24, _mod@ha
0x00000050 = lbz r24, _mod@l(r24)
0x00000054 = mullw r23, r23, r24
0x00000058 = blr
0x02B94674 = bla _dispBefore
; ----------------------------------------------------------------------------
; WHO : menu::MenuMultiQuestResult::setup((void))
; WHAT :
_dispAfter = 0x0000005C
0x0000005C = lis r5, _mod@ha
0x00000060 = lbz r5, _mod@l(r5)
0x00000064 = mullw r3, r3, r5
0x00000068 = stw r3, 0x78(r1)
0x0000006C = blr
0x02B9FCD4 = bla _dispAfter
; ----------------------------------------------------------------------------
; WHO : addReward__Q2_3cfs11CfSquadUtilSFUiT1
; WHAT : Multiply the experience points given by Squad missions
_expSquadValue = 0x00000070
0x00000070 = lis r4, _mod@ha
0x00000074 = lbz r4, _mod@l(r4)
0x00000078 = mullw r3, r3, r4
0x0000007C = stw r3, 0x10(r1)
0x00000080 = blr
0x023CC664 = bla _expSquadValue

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@ -1,49 +0,0 @@
[XCX_FN_MIR_FREQ]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x24
0x00000000 = .byte $mod
_mod = 0x00000000
; ----------------------------------------------------------------------------
; WHAT : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHY : Affect the frequency of the FrontierNav income for the Miranium
; Frequency unit is 1 minute (so by default income is every 30 minutes)
_miranium = 0x00000004
0x00000004 = lis r8, _mod@ha
0x00000008 = lbz r8, _mod@l(r8)
0x0000000C = addi r10, r3, 1
0x00000010 = divwu r0, r10, r8
0x00000014 = mullw r0, r0, r8
0x00000018 = subf r3, r0, r10
0x0000001C = cmpwi r3, 0
0x00000020 = blr
0x027D5250 = bla _miranium
[XCX_FN_MIR_FREQ_1U] ##################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x24
0x00000000 = .byte $mod
_mod = 0x00000000
; ----------------------------------------------------------------------------
; WHAT : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHY : Affect the frequency of the FrontierNav income for the Miranium
; Frequency unit is 1 minute (so by default income is every 30 minutes)
_miranium = 0x00000004
0x00000004 = lis r8, _mod@ha
0x00000008 = lbz r8, _mod@l(r8)
0x0000000C = addi r10, r3, 1
0x00000010 = divwu r0, r10, r8
0x00000014 = mullw r0, r0, r8
0x00000018 = subf r3, r0, r10
0x0000001C = cmpwi r3, 0
0x00000020 = blr
0x027D51F0 = bla _miranium

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@ -1,93 +0,0 @@
[XCX_FN_MIR_QTY]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x50
0x00000000 = .short $mod
_mod = 0x00000000
_miranium = 0x00000004
0x00000004 = lwzx r31, r3, r28
0x00000008 = lis r4, _mod@ha
0x0000000C = lhz r4, _mod@l(r4)
0x00000010 = mullw r31, r31, r4
0x00000014 = blr
; ----------------------------------------------------------------------------
; WHO : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHAT : Affect the quantity of the NavFrontier income for the Miranium
0x027D526C = bla _miranium
; ----------------------------------------------------------------------------
; WHO : fnet::CFnetData::toStorage(const(unsigned int))
; WHAT : Ignore max quantity
0x00000018 = .byte $uncap
_uncap = 0x00000018
0x027D0FF8 = bla _getMiranium
_getMiranium = 0x0000001C
0x0000001C = lis r12, _uncap@ha
0x00000020 = lbz r12, _uncap@l(r12)
0x00000024 = cmpwi r12, 0
0x00000028 = addis r12, r30, 1
0x0000002C = beqlr
0x00000030 = li r3, 0
0x00000034 = blr
0x027D1030 = bla _ignoreMax
_ignoreMax = 0x00000038
0x00000038 = lis r12, _uncap@ha
0x0000003C = lbz r12, _uncap@l(r12)
0x00000040 = cmpwi r12, 1
0x00000044 = beqlr
0x00000048 = mr r31, r0
0x0000004C = blr
[XCX_FN_MIR_QTY_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x50
0x00000000 = .short $mod
_mod = 0x00000000
_miranium = 0x00000004
0x00000004 = lwzx r31, r3, r28
0x00000008 = lis r4, _mod@ha
0x0000000C = lhz r4, _mod@l(r4)
0x00000010 = mullw r31, r31, r4
0x00000014 = blr
; ----------------------------------------------------------------------------
; WHO : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHAT : Affect the quantity of the NavFrontier income for the Miranium
0x027D520C = bla _miranium
; ----------------------------------------------------------------------------
; WHO : fnet::CFnetData::toStorage(const(unsigned int))
; WHAT : Ignore max quantity
0x00000018 = .byte $uncap
_uncap = 0x00000018
0x027D0F98 = bla _getMiranium
_getMiranium = 0x0000001C
0x0000001C = lis r12, _uncap@ha
0x00000020 = lbz r12, _uncap@l(r12)
0x00000024 = cmpwi r12, 0
0x00000028 = addis r12, r30, 1
0x0000002C = beqlr
0x00000030 = li r3, 0
0x00000034 = blr
0x027D0FD0 = bla _ignoreMax
_ignoreMax = 0x00000038
0x00000038 = lis r12, _uncap@ha
0x0000003C = lbz r12, _uncap@l(r12)
0x00000040 = cmpwi r12, 1
0x00000044 = beqlr
0x00000048 = mr r31, r0
0x0000004C = blr

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@ -1,40 +0,0 @@
[XCX_FN_MNY_FREQ]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x10
0x00000000 = .byte $mod
_mod = 0x00000000
_money = 0x00000004
0x00000004 = lis r12, _mod@ha
0x00000008 = lbz r12, _mod@l(r12)
0x0000000C = blr
; ----------------------------------------------------------------------------
; WHAT : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHY : Affect the frequency of the NavFrontier income for the money
; Frequency unit is 1 minute (so by default income is every 15 minutes)
0x027D554C = bla _money
[XCX_FN_MNY_FREQ_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x10
0x00000000 = .byte $mod
_mod = 0x00000000
_money = 0x00000004
0x00000004 = lis r12, _mod@ha
0x00000008 = lbz r12, _mod@l(r12)
0x0000000C = blr
; ----------------------------------------------------------------------------
; WHAT : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHY : Affect the frequency of the NavFrontier income for the money
; Frequency unit is 1 minute (so by default income is every 15 minutes)
0x027D54EC = bla _money

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@ -1,31 +0,0 @@
[XCX_FN_MNY_QTY]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x14
0x00000000 = .byte $mod
_mod = 0x00000000
_money = 0x00000004
0x00000004 = lis r31, _mod@ha
0x00000008 = lbz r31, _mod@l(r31)
0x0000000C = mullw. r31, r31, r3
0x00000010 = blr
0x027D5588 = bla _money
[XCX_FN_MNY_QTY_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x14
0x00000000 = .byte $mod
_mod = 0x00000000
_money = 0x00000004
0x00000004 = lis r31, _mod@ha
0x00000008 = lbz r31, _mod@l(r31)
0x0000000C = mullw. r31, r31, r3
0x00000010 = blr
0x027D5528 = bla _money

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@ -1,39 +0,0 @@
[XCX_FN_RES_FREQ]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x10
0x00000000 = .byte $mod
_mod = 0x00000000
_res = 0x00000004
0x00000004 = lis r12, _mod@ha
0x00000008 = lbz r12, _mod@l(r12)
0x0000000C = blr
; ----------------------------------------------------------------------------
; WHAT : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHY : Affect the frequency of the NavFrontier income for the resources
; Frequency unit is 1 minute (so by default income is every 5 minutes)
0x027D534C = bla _res
[XCX_FN_RES_FREQ_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x10
0x00000000 = .byte $mod
_mod = 0x00000000
_res = 0x00000004
0x00000004 = lis r12, _mod@ha
0x00000008 = lbz r12, _mod@l(r12)
0x0000000C = blr
; ----------------------------------------------------------------------------
; WHAT : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHY : Affect the frequency of the NavFrontier income for the resources
; Frequency unit is 1 minute (so by default income is every 5 minutes)
0x027D52EC = bla _res

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@ -1,43 +0,0 @@
[XCX_FN_RES_QTY]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x1C
0x00000000 = .byte $mod
_mod = 0x00000000
; ----------------------------------------------------------------------------
; WHAT : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHY :
_multCount = 0x00000004
0x00000004 = lbz r0, 6(r31)
0x00000008 = lis r3, _mod@ha
0x0000000C = lbz r3, _mod@l(r3)
0x00000010 = mullw r0, r0, r3
0x00000014 = stb r0, 6(r31)
0x00000018 = blr
0x027D5428 = bla _multCount
[XCX_FN_RES_QTY_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x1C
0x00000000 = .byte $mod
_mod = 0x00000000
; ----------------------------------------------------------------------------
; WHAT : changeTime__Q2_4fnet9CFnetTaskFUiT1
; WHY :
_multCount = 0x00000004
0x00000004 = lbz r0, 6(r31)
0x00000008 = lis r3, _mod@ha
0x0000000C = lbz r3, _mod@l(r3)
0x00000010 = mullw r0, r0, r3
0x00000014 = stb r0, 6(r31)
0x00000018 = blr
0x027D53C8 = bla _multCount

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@ -1,12 +0,0 @@
[XCX_CAMERA_DIST]
moduleMatches = 0xF882D5CF, 0x30B6E091, 0xAB97DE6B ; 1.0.1E, 1.0.2U, 1.0.1U
codeCaveSize = 0x4
0x00000000 = .float $mod ; zoom (default is 0.0)
_zoom = 0x00000000
# CamData::CCamDataManager::getParamsZoomDefault((CamData::eTargetTypes, unsigned char))
0x0222A19C = lis r12, _zoom@ha
0x0222A1B0 = lfs f1, _zoom@l(r12)
0x0222A1CC = nop

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@ -1,106 +0,0 @@
[XCX_DISTMOBINFO]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x100
; ----------------------------------------------------------------------------
; WHAT : cfs::CfPopManagerMobInfo::setupZone((cfs::ZoneTypes))
; WHY : Initialize view distance for ALL the Mob information to a very high value (filter will be done in setup function)
_init_react = 0x00000000
0x00000000 = lis r3, 0x4300
0x00000004 = addi r3, r3, 0x0000
0x00000008 = mr r5, r27
0x0000000C = blr
0x02387260 = bla _init_react
; ----------------------------------------------------------------------------
; WHAT : cfs::CfMobInfo::setup((void))
; WHY : Adjust the view distance based on the information type
_info_default = 0x00000020
0x00000020 = cmpwi r6, 2
0x00000024 = beq .+0x20
0x00000028 = lhz r8, 0x20(r29)
0x0000002C = cmpwi r8, 0x4300
0x00000030 = blt .+0x14
0x00000034 = lis r8, 0x4120
0x00000038 = addi r8, r8, 0x0000
0x0000003C = stw r8, 0x20(r29)
0x00000040 = li r6, 0
0x00000044 = stw r6, 0x40(r29)
0x00000048 = blr
_info_obtained = 0x00000060
0x00000060 = lhz r8, 0x20(r29)
0x00000064 = cmpwi r8, 0x4300
0x00000068 = blt .+0x14
0x0000006C = lis r8, 0x4120
0x00000070 = addi r8, r8, 0x0000
0x00000074 = stw r8, 0x20(r29)
0x00000078 = li r10, 0
0x0000007C = stw r10, 0x40(r29)
0x00000080 = blr
0x02386F04 = bla _info_obtained
0x02386F34 = bla _info_default
; ----------------------------------------------------------------------------
; WHAT : cfs::CfPopManagerMobInfo::updatePop((ml::CVec3 const &, bool))
0x0238EEC0 = nop ; Disable the call of cfs::CfMobInfo::update function (may have side effects)
0x0238EF30 = nop ; Disable altitude check
; ----------------------------------------------------------------------------
; WHAT : cfs::CfPopManager::isCheckDoll(const(void))
; WHY : display bubbles even in skell
0x0238745C = li r3, 0
[XCX_DISTMOBINFO_1U] ###########################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x100
_init_react = 0x00000000
0x00000000 = lis r3, 0x4300
0x00000004 = addi r3, r3, 0x0000
0x00000008 = mr r5, r27
0x0000000C = blr
0x023871F0 = bla _init_react
_info_default = 0x00000020
0x00000020 = cmpwi r6, 2
0x00000024 = beq .+0x20
0x00000028 = lhz r8, 0x20(r29)
0x0000002C = cmpwi r8, 0x4300
0x00000030 = blt .+0x14
0x00000034 = lis r8, 0x4120
0x00000038 = addi r8, r8, 0x0000
0x0000003C = stw r8, 0x20(r29)
0x00000040 = li r6, 0
0x00000044 = stw r6, 0x40(r29)
0x00000048 = blr
_info_obtained = 0x00000060
0x00000060 = lhz r8, 0x20(r29)
0x00000064 = cmpwi r8, 0x4300
0x00000068 = blt .+0x14
0x0000006C = lis r8, 0x4120
0x00000070 = addi r8, r8, 0x0000
0x00000074 = stw r8, 0x20(r29)
0x00000078 = li r10, 0
0x0000007C = stw r10, 0x40(r29)
0x00000080 = blr
0x02386E94 = bla _info_obtained
0x02386EC4 = bla _info_default
0x0238EE50 = nop ; Disable the call of cfs::CfMobInfo::update function (may have side effects)
0x0238EEC0 = nop ; Disable altitude check
0x023873EC = li r3, 0

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@ -1,34 +0,0 @@
[XCX_LOOT_EQUIPMENT_COUNT]
moduleMatches = 0xF882D5CF, 0x30B6E091, 0xAB97DE6B ; 1.0.1E, 1.0.2U, 1.0.1U
codeCaveSize = 0x30
0x00000000 = .byte $cnt3
0x00000004 = .byte $cnt2
0x00000008 = .byte $cnt1
_cnt3 = 0x00000000
_cnt2 = 0x00000004
_cnt1 = 0x00000008
_forceLot_3 = 0x0000000C
0x0000000C = lis r3, _cnt3@ha
0x00000010 = lbz r3, _cnt3@l(r3)
0x00000014 = blr
_forceLot_2 = 0x00000018
0x00000018 = lis r3, _cnt2@ha
0x0000001C = lbz r3, _cnt2@l(r3)
0x00000020 = blr
_forceLot_1 = 0x00000024
0x00000024 = lis r3, _cnt1@ha
0x00000028 = lbz r3, _cnt1@l(r3)
0x0000002C = blr
; ----------------------------------------------------------------------------
; WHO : ItemDrop::CItemDropManager::calcItemNum((uchar))
; WHAT : Chances to loot multiples equipments (3 max)
0x021AB218 = bla _forceLot_3
0x021AB268 = bla _forceLot_2
0x021AB2B8 = bla _forceLot_1

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@ -1,71 +0,0 @@
[XCX_LOOT_EQUIPMENT_TYPE]
moduleMatches = 0xF882D5CF, 0x30B6E091, 0xAB97DE6B ; 1.0.1E, 1.0.2U, 1.0.1U
codeCaveSize = 0x7C
; ----------------------------------------------------------------------------
; WHO : __CPR98__calcItemTableID__Q2_8ItemDrop16CItemDropManagerFUcRCQ3_J20JJ29J11SCreateInfoRUs
; WHAT : Force some kind of equipment to be looted in Gold chests
; 2 = Ground weapons
; 4 = Ground armors
; 6 = Skell weapons
; 8 = Skell armors
0x00000000 = .byte $type
_type = 0x00000000
_setEquipR4 = 0x00000004
0x00000004 = lis r4, _type@ha
0x00000008 = lbz r4, _type@l(r4)
0x0000000C = blr
0x021AEB88 = bla _setEquipR4
_setEquipR27 = 0x00000010
0x00000010 = lis r27, _type@ha
0x00000014 = lbz r27, _type@l(r27)
0x00000018 = blr
0x021AEB5C = bla _setEquipR27
0x0000001C = .byte $sub
_sub = 0x0000001C
; Ground Weapons
_notRand = 0x00000020
0x00000020 = clrlwi r3, r3, 24
0x00000024 = lis r4, _sub@ha
0x00000028 = lbz r4, _sub@l(r4)
0x0000002C = cmpwi r4, 0
0x00000030 = beqlr
0x00000034 = li r3, 0x64
0x00000038 = blr
0x021AC27C = bla _notRand
_setSubGW = 0x0000003C
0x0000003C = clrlwi r30, r3, 24
0x00000040 = lis r3, _sub@ha
0x00000044 = lbz r3, _sub@l(r3)
0x00000048 = cmpwi r3, 0
0x0000004C = beqlr
0x00000050 = subi r3, r3, 1
0x00000054 = clrlwi r30, r3, 24
0x00000058 = blr
0x021AD6D8 = bla _setSubGW
_setSubGA = 0x0000005C
0x0000005C = clrlwi r4, r3, 24
0x00000060 = lis r3, _sub@ha
0x00000064 = lbz r3, _sub@l(r3)
0x00000068 = cmpwi r3, 0
0x0000006C = beqlr
0x00000070 = subi r3, r3, 1
0x00000074 = clrlwi r4, r3, 24
0x00000078 = blr
0x021ADD24 = bla _setSubGA
0x021AE41C = bla _setSubGA

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@ -1,139 +0,0 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = "Equipment - Force Type"
path = "Xenoblade Chronicles X/Mods/Loot/Equipment - Force Type"
description = Force the type of equipment looted.|More info and help at reddit.com/r/cemu_xenoblade.
version = 4
[Preset] ###########################################
name = "Ground weapons - ANY ____________________________________________"
$type = 2
$sub = 0
[Preset]
name = "Ground weapons - Photon Sabers"
$type = 2
$sub = 1
[Preset]
name = "Ground weapons - Assault Rifles"
$type = 2
$sub = 2
[Preset]
name = "Ground weapons - Sniper Rifles"
$type = 2
$sub = 3
[Preset]
name = "Ground weapons - Dual Guns"
$type = 2
$sub = 4
[Preset]
name = "Ground weapons - Gatling Guns"
$type = 2
$sub = 5
[Preset]
name = "Ground weapons - Rayguns"
$type = 2
$sub = 6
[Preset]
name = "Ground weapons - Psycho Launchers"
$type = 2
$sub = 7
[Preset]
name = "Ground weapons - Longswords"
$type = 2
$sub = 8
[Preset]
name = "Ground weapons - Javelins"
$type = 2
$sub = 9
[Preset]
name = "Ground weapons - Dual Swords"
$type = 2
$sub = 10
[Preset]
name = "Ground weapons - Shields"
$type = 2
$sub = 11
[Preset]
name = "Ground weapons - Knives"
$type = 2
$sub = 12
[Preset] ###########################################
name = "Ground armors - ANY ____________________________________________"
$type = 4
$sub = 0
[Preset]
name = "Ground armors - Head"
$type = 4
$sub = 1
[Preset]
name = "Ground armors - Torso"
$type = 4
$sub = 2
[Preset]
name = "Ground armors - Right arm"
$type = 4
$sub = 3
[Preset]
name = "Ground armors - Left arm"
$type = 4
$sub = 4
[Preset]
name = "Ground armors - Leg"
$type = 4
$sub = 5
[Preset] ###########################################
name = "Skell weapons - ANY ____________________________________________"
$type = 6
$sub = 0
[Preset] ###########################################
name = "Skell armors - ANY ____________________________________________"
$type = 8
$sub = 0
[Preset]
name = "Skell armors - Head"
$type = 8
$sub = 1
[Preset]
name = "Skell armors - Torso"
$type = 8
$sub = 2
[Preset]
name = "Skell armors - Right arm"
$type = 8
$sub = 3
[Preset]
name = "Skell armors - Left arm"
$type = 8
$sub = 4
[Preset]
name = "Skell armors - Leg"
$type = 8
$sub = 5

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@ -1,62 +0,0 @@
[XCX_LOOT_MATERIALS]
moduleMatches = 0xF882D5CF, 0x30B6E091, 0xAB97DE6B ; 1.0.1E, 1.0.2U, 1.0.1U
codeCaveSize = 0x90
; ----------------------------------------------------------------------------
; WHO : __CPR90__calcItemBronze__Q2_8ItemDrop16CItemDropManagerFRQ3_J19JJ28J9SDropInfoUc
; WHAT : Affect the drop ratio of materials
0x00000000 = .byte $mod
_ratio = 0x00000000
_minDropRate = 0x00000004
0x00000004 = lis r11, _ratio@ha
0x00000008 = lbz r11, _ratio@l(r11)
0x0000000C = li r31, 0
0x00000010 = cmpwi r11, 0
0x00000014 = beqlr
0x00000018 = cmpw r31, r11 ; this value is the default drop ratio under which we want to set a new drop ratio (logically equal or greater)
0x0000001C = blt .+0x8
0x00000020 = b .+0x8
0x00000024 = mr r31, r11 ; here you set the new drop ratio
0x00000028 = cmpw r3, r31
0x0000002C = blr
0x021AF5DC = bla _minDropRate ; modify drop ratio for bronze chests
0x021AF614 = bla _minDropRate ; modify drop ratio for silver chests
0x021AF5F8 = bla _minDropRate ; modify drop ratio for gold chests
; ----------------------------------------------------------------------------
; WHO : __CPR90__calcItemBronze__Q2_8ItemDrop16CItemDropManagerFRQ3_J19JJ28J9SDropInfoUc
; WHAT : random selection when all materials at 100% and more than 5
_saveEquipCnt = 0x00000030
0x00000030 = mr r30, r4
0x00000034 = lwz r13, 0xE0(r30)
0x00000038 = blr
0x021AF334 = bla _saveEquipCnt
_mtRand = 0x030FA650
_fixit = 0x00000040
0x00000040 = li r12, 0
0x00000044 = sub r3, r4, r13 ; r13 = equipment count, r4 = all item count, r3 = material count
0x00000048 = li r8, 4
0x0000004C = sub r8, r8, r13
0x00000050 = cmpw r3, r8 ; slots 0 to 4-r13 are used by equipment
0x00000054 = blelr
0x00000058 = li r3, 6
0x0000005C = mflr r31
0x00000060 = lis r8, _mtRand@ha
0x00000064 = addi r8, r8, _mtRand@l
0x00000068 = mtctr r8
0x0000006C = bctrl
0x00000070 = mtlr r31
0x00000074 = add r3, r3, r13 ; 0+r13 to 4
0x00000078 = cmpwi r3, 4 ; r13 to 4 are the possible slots, others are ignored
0x0000007C = bgtlr
0x00000080 = mr r4, r3
0x00000084 = blr
0x021AF620 = bla _fixit

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@ -1,41 +0,0 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = "Treasure Quality"
path = "Xenoblade Chronicles X/Mods/Loot/Treasure Quality"
description = Select the preferred treasure quality you want to loot (see readme.txt for explanation).|More info and help at reddit.com/r/cemu_xenoblade.
version = 4
[Preset]
name = "Gold quality"
$treasure = 1
$forced = -1
[Preset]
name = "Silver quality"
$treasure = 2
$forced = -1
[Preset]
name = "Bronze quality"
$treasure = 3
$forced = -1
[Preset]
name = "Gold quality (FORCED)"
$treasure = 1
$forced = 1
[Preset]
name = "Silver quality (FORCED)"
$treasure = 2
$forced = 2
[Preset]
name = "Bronze quality (FORCED)"
$treasure = 3
$forced = 3
[Preset]
name = "No treasure (FORCED)"
$treasure = 0
$forced = 0

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@ -1,55 +0,0 @@
[XCX_MOONJUMP]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x28
0x00000020 = .float $vert ; vertical velocity (default is 1.00, speedrun is 1.05)
0x00000024 = .float $horz ; horizontal velocity (default is 1.00, speedrun is 2.0)
_velocity = 0x00000020
_hvelocity = 0x00000024
_setVelocity = 0x00000000
0x00000000 = lis r3, _velocity@ha
0x00000004 = lfs f30, _velocity@l(r3)
0x00000008 = fdivs f30, f1, f30
0x0000000C = blr
0x0264A700 = bla _setVelocity
_setHorizVelocity = 0x00000010
0x00000010 = lis r12, _hvelocity@ha
0x00000014 = lfs f31, _hvelocity@l(r12)
0x00000018 = fdivs f31, f1, f31
0x0000001C = blr
0x0264C0EC = bla _setHorizVelocity
# chr::CIL_BaseJump::decideLandingType((void))
0x024714E0 = li r3, 5
[XCX_MOONJUMP_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x28
0x00000020 = .float $vert ; vertical velocity (default is 1.00, speedrun is 1.05)
0x00000024 = .float $horz ; horizontal velocity (default is 1.00, speedrun is 2.0)
_velocity = 0x00000020
_hvelocity = 0x00000024
_setVelocity = 0x00000000
0x00000000 = lis r3, _velocity@ha
0x00000004 = lfs f30, _velocity@l(r3)
0x00000008 = fdivs f30, f1, f30
0x0000000C = blr
0x0264A690 = bla _setVelocity
_setHorizVelocity = 0x00000010
0x00000010 = lis r12, _hvelocity@ha
0x00000014 = lfs f31, _hvelocity@l(r12)
0x00000018 = fdivs f31, f1, f31
0x0000001C = blr
0x0264C07C = bla _setHorizVelocity
# chr::CIL_BaseJump::decideLandingType((void))
0x02471470 = li r3, 5

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@ -1,72 +0,0 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = "Jump higher"
path = "Xenoblade Chronicles X/Mods/Physics/Jump to the Moon!"
description = Increase horizontal and vertical velocity of jump (Vanilla values are 1.0 for both).|More info and help at reddit.com/r/cemu_xenoblade.
version = 4
[Preset]
name = "Horizontal 3.0 / Vertical 1.10"
$horz = 3.0
$vert = 1.10
[Preset]
name = "Horizontal 2.0 / Vertical 1.10"
$horz = 2.0
$vert = 1.10
[Preset]
name = "Horizontal 1.5 / Vertical 1.10"
$horz = 1.5
$vert = 1.10
[Preset]
name = "Horizontal 1.5 / Vertical 1.05"
$horz = 1.5
$vert = 1.05
[Preset]
name = "Horizontal 1.5 / Vertical 1.03"
$horz = 1.5
$vert = 1.03
[Preset]
name = "Horizontal 2.0 / Vertical 1.05"
$horz = 2.0
$vert = 1.05
[Preset]
name = "[TEST] Horizontal 1.0 / Vertical 1.02"
$horz = 1.0
$vert = 1.02
[Preset]
name = "[TEST] Horizontal 1.0 / Vertical 1.05"
$horz = 1.0
$vert = 1.05
[Preset]
name = "[TEST] Horizontal 1.0 / Vertical 1.10"
$horz = 1.0
$vert = 1.10
[Preset]
name = "[TEST] Horizontal 1.0 / Vertical 2.0"
$horz = 1.0
$vert = 2.0
[Preset]
name = "[TEST] Horizontal 1.5 / Vertical 1.0"
$horz = 1.5
$vert = 1.0
[Preset]
name = "[TEST] Horizontal 2.0 / Vertical 1.0"
$horz = 2.0
$vert = 1.0
[Preset]
name = "[TEST] Horizontal 3.0 / Vertical 1.0"
$horz = 3.0
$vert = 1.0

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@ -1,35 +0,0 @@
[XCX_MOVESPEED]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x18
0x00000000 = .float $mod ; dash speed (smallest means fastest, default is 1.0)
_speed = 0x00000000
_setSpeed = 0x00000004
0x00000004 = lis r3, _speed@ha
0x00000008 = lfs f13, _speed@l(r3)
0x0000000C = fdivs f1, f1, f13
0x00000010 = lwz r3, 0(r31)
0x00000014 = blr
# chr::CInnerLabelState::applyFieldMoveWeight((float))
0x02643330 = bla _setSpeed ; SetVariableFloat(0xBD,float)
[XCX_MOVESPEED_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x18
0x00000000 = .float $mod ; dash speed (smallest means fastest, default is 1.0)
_speed = 0x00000000
_setSpeed = 0x00000004
0x00000004 = lis r3, _speed@ha
0x00000008 = lfs f13, _speed@l(r3)
0x0000000C = fdivs f1, f1, f13
0x00000010 = lwz r3, 0(r31)
0x00000014 = blr
# chr::CInnerLabelState::applyFieldMoveWeight((float))
0x026432C0 = bla _setSpeed ; SetVariableFloat(0xBD,float)

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@ -1,39 +0,0 @@
[XCX_CHANGEWEATHER]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
codeCaveSize = 0x10
0x00000000 = .byte $wtr
_weather = 0x00000000
; cfs::CfWtrManager::setWeatherID((unsigned int, int))
0x0229F0FC = bla _forceWeather
_forceWeather = 0x00000004
0x00000004 = lis r28, _weather@ha
0x00000008 = lbz r28, _weather@l(r28)
0x0000000C = blr
; cfs::CfWtrManager::update((float))
0x022B587C = nop
[XCX_CHANGEWEATHER_1U] ######################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
codeCaveSize = 0x10
0x00000000 = .byte $wtr
_weather = 0x00000000
; cfs::CfWtrManager::setWeatherID((unsigned int, int))
0x0229F08C = bla _forceWeather
_forceWeather = 0x00000004
0x00000004 = lis r28, _weather@ha
0x00000008 = lbz r28, _weather@l(r28)
0x0000000C = blr
; cfs::CfWtrManager::update((float))
0x022B580C = nop

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@ -1,154 +0,0 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = "Force Weather"
path = "Xenoblade Chronicles X/Mods/Weather/Force Weather"
description = Force selected weather. Just select a preset and unload/reload the pack.|More info and help at reddit.com/r/cemu_xenoblade.
version = 4
[Preset]
name = "Primordia - Clear"
$wtr = 1
[Preset]
name = "Primordia - Rain"
$wtr = 2
;[Preset]
;name = "Primordia - Lightning"
;$wtr = 3
[Preset]
name = "Primordia - Heavy Rain"
$wtr = 4
[Preset]
name = "Primordia - Thunderstorms"
$wtr = 5
[Preset]
name = "Primordia - Aurora"
$wtr = 6
[Preset]
name = "Primordia - Meteor Showers"
$wtr = 7
[Preset]
name = "Primordia - Rainbow"
$wtr = 8
##########################################
[Preset]
name = "Noctilum - Clear"
$wtr = 1
[Preset]
name = "Noctilum - Dense Fog"
$wtr = 2
[Preset]
name = "Noctilum - Rain"
$wtr = 3
[Preset]
name = "Noctilum - Thunderstorms"
$wtr = 4
[Preset]
name = "Noctilum - Energy Mist"
$wtr = 5
;[Preset]
;name = "Noctilum - Rainbow1?"
;$wtr = 13
##########################################
[Preset]
name = "Oblivia - Clear"
$wtr = 1
[Preset]
name = "Oblivia - Rain"
$wtr = 2
[Preset]
name = "Oblivia - Heat Wave"
$wtr = 3
[Preset]
name = "Oblivia - Sandstorms"
$wtr = 4
;[Preset]
;name = "Oblivia - Thunderstorms (*)"
;$wtr = 5
[Preset]
name = "Oblivia - Electromagnetic Storms"
$wtr = 6
[Preset]
name = "Oblivia - Aurora"
$wtr = 7
[Preset]
name = "Oblivia - Meteor Showers"
$wtr = 8
[Preset]
name = "Oblivia - Rainbow"
$wtr = 9
##########################################
[Preset]
name = "Sylvalum - Cloudy"
$wtr = 1
;[Preset]
;name = "Sylvalum - Thunderstorms (*)"
;$wtr = 2
[Preset]
name = "Sylvalum - Rising Energy Mist"
$wtr = 3
[Preset]
name = "Sylvalum - Spores"
$wtr = 4
[Preset]
name = "Sylvalum - Crimson Aurora"
$wtr = 5
;[Preset]
;name = "Sylvalum - Brimstone Rain (*)"
;$wtr = 6
##########################################
[Preset]
name = "Cauldros - Clear"
$wtr = 1
[Preset]
name = "Cauldros - Cloudy"
$wtr = 2
;[Preset]
;name = "Cauldros - Thunderstorms (*)"
;$wtr = 3
[Preset]
name = "Cauldros - Electromagnetic Storms"
$wtr = 4
[Preset]
name = "Cauldros - Brimstone Rain"
$wtr = 5
[Preset]
name = "Cauldros - Rainbow"
$wtr = 6

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@ -1,28 +0,0 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Resolution
path = "Xenoblade Chronicles X/Graphics/Performance Resolution"
description = Changes the resolution of the game. Made by getdls.
version = 4
[Preset]
name = 320x180
$width = 320
$height = 180
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
[TextureRedefine]
width = 1280
height = 720
formatsExcluded = 0x031,0x431,0x035,0x034,0x033 #dialog prompt fixes, XCX Logo NLA
tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720

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@ -1,462 +0,0 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Resolution
path = "Xenoblade Chronicles X/Graphics/Resolution"
description = Changes the resolution of the game. Made by getdls.
version = 4
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
// Quality
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$dither = 0.1
$scaleShader = (720.0/900.0) # factor for any shader that can't handle fractional scaling
$scaleBlur = 0.5
[Preset]
name = 1920x1080 (HD)
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
$internalRes = (720.0/1080.0)
$dither = 0.15
$scaleShader = 1.0 #(1440.0/1080.0)
$scaleBlur = 0.5
[Preset]
name = 2560x1080 (21:9 HD)
$width = 2560
$height = 1080
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$dither = 0.15
$scaleShader = (1440.0/1080.0)
$scaleBlur = 0.5
[Preset]
name = 1920x1200 (10:9 HD)
$width = 1920
$height = 1200
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$dither = 0.15
$scaleShader = (1440.0/1200.0)
$scaleBlur = 0.5
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.75
$dither = 0.15
$scaleShader = (1440.0/1080.0)
$scaleBlur = 0.5
[Preset]
name = 3440x1440 (21:9)
$width = 3440
$height = 1440
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.5
[Preset]
name = 3840x1620 (21:9 4k panel 1:1 pix mapping, transition fix)
$width = 3840
$height = 1620
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.5
$dither = 0.25
$scaleShader = (1440.0/1620.0) #round 1. shadow to 2.0
$scaleBlur = 1.0
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
$internalRes = 2.0
$dither = 0.2
$scaleShader = (1440.0/1800.0)
$scaleBlur = 0.5
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.5
$dither = 0.25
$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0
$scaleBlur = 1.0
[Preset]
name = 5120x2160 (4k 21:9)
$width = 5120
$height = 2160
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.5
$dither = 0.2
$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0
$scaleBlur = 1.0
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.375
$dither = 0.25
$scaleShader = (1440.0/1080.0)
$scaleBlur = 1.0
#[Preset]
#name = 7680x4320
#$width = 7680
#$height = 4320
#$gameWidth = 1280
#$gameHeight = 720
#$internalRes = 0.5
#$dither = 0.25
#$scaleShader = 1.0
#$scaleBlur = 1.0
#
#[Preset]
#name = 10240x5760
#$width = 10240
#$height = 5760
#$gameWidth = 1280
#$gameHeight = 720
#$internalRes = 0.5
#$dither = 0.25
#$scaleShader = 1.0
#$scaleBlur = 1.0
#[TextureRedefine] #moved to fancy gfx for better compatibility
#width = 1280
#height = 720
#formats = 0x816
#overwriteFormat = 0x820
#[TextureRedefine]
#width = 640
#height = 368
#formats = 0x816
#overwriteFormat = 0x820
#[TextureRedefine]
#width = 640
#height = 360
#formats = 0x816
#overwriteFormat = 0x820
#[TextureRedefine] # Bloom, DOF
#width = 320
#height = 192
#formats = 0x816
#overwriteFormat = 0x820
#[TextureRedefine] # Bloom, DOF
#width = 320
#height = 180
#formats = 0x816
#overwriteFormat = 0x820
[TextureRedefine]
width = 1280
height = 720
formatsExcluded = 0x031,0x431,0x035,0x034,0x033 #dialog prompt fixes, XCX Logo NLA
tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = ($height/$gameHeight)* (1024*$scaleShader*$internalRes)
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
[TextureRedefine] #ingame menu
width = 1024
height = 720
tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine]
width = 864
height = 480
#formats =
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 854
height = 480
#formats =
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 640
height = 368
overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
overwriteHeight = ($height/$gameHeight) * (368*$internalRes)
[TextureRedefine]
width = 640
height = 360
formatsExcluded = 0x033,0x031 #dialog prompt fixes, XCX Logo NLA
tileModesExcluded = 0x001 # fmv sub colour
overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
overwriteHeight = ($height/$gameHeight) * (360*$internalRes)
[TextureRedefine] # shadows 1024 for smoother transition
width = 512
height = 512
formats = 0x005
overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
[TextureRedefine]
width = 512
height = 288
overwriteWidth = ($width/$gameWidth) * (512*$internalRes)
overwriteHeight = ($height/$gameHeight) * (288*$internalRes)
[TextureRedefine] # fog 1.5 match stencil
width = 448
height = 240
overwriteWidth = ($width/$gameWidth) * (448*$internalRes)
overwriteHeight = ($height/$gameHeight) * (240*$internalRes)
[TextureRedefine] # fog
width = 426
height = 240
overwriteWidth = ($width/$gameWidth) * (426*$internalRes)
overwriteHeight = ($height/$gameHeight) * (240*$internalRes)
[TextureRedefine] # #Bloom, DOF
width = 320
height = 192
overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
overwriteHeight = ($height/$gameHeight) * (192*$internalRes)
[TextureRedefine] # Bloom, DOF
width = 384
height = 192
#formats = 0x001
overwriteWidth = ($width/$gameWidth) * (384*$internalRes)
overwriteHeight = ($height/$gameHeight) * (192*$internalRes)
[TextureRedefine] # Bloom, DOF
width = 320
height = 180
overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
overwriteHeight = ($height/$gameHeight) * (180*$internalRes)
[TextureRedefine]
width = 256
height = 144
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
overwriteHeight = ($height/$gameHeight) * (144*$internalRes)
[TextureRedefine] # PR screen
width = 256
height = 256
formats = 0x810,0x01a,0x816,0x011
overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
overwriteHeight = ($height/$gameHeight) * (256*$internalRes)
[TextureRedefine]# sky, pr screen
width = 255
height = 255
formats = 0x810,0x01a,0x41a,0x816,0x011
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (255*$internalRes)
overwriteHeight = ($height/$gameHeight) * (255*$internalRes)
[TextureRedefine] # skell depth
width = 192
height = 96
overwriteWidth = ($width/$gameWidth) * (192*$internalRes)
overwriteHeight = ($height/$gameHeight) * (96*$internalRes)
[TextureRedefine] # Bloom 2nd
width = 160
height = 96
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (160*$internalRes)
overwriteHeight = ($height/$gameHeight) * (96*$internalRes)
[TextureRedefine] #bloom 2nd
width = 160
height = 90
###formats = 0x816
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (160*$internalRes)
overwriteHeight = ($height/$gameHeight) * (90*$internalRes)
[TextureRedefine] #
width = 128
height = 128
formats = 0x806 #,0x035,0x034,0x033,0x031
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine] # skell view 8
width = 128
height = 80
formats = 0x816 #,0x035,0x034,0x033,0x031
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine] # skell view
width = 128
height = 72
formats = 0x816 #,0x035,0x034,0x033,0x031
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 128
#[TextureRedefine]
#width = 127
#height = 127
#formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
#overwriteWidth = ($width/$gameWidth) * 127
#overwriteHeight = ($height/$gameHeight) * 127
[TextureRedefine] #bloom 3rd level
width = 96
height = 48
overwriteWidth = ($width/$gameWidth) * (96*$internalRes)
overwriteHeight = ($height/$gameHeight) * (48*$internalRes)
[TextureRedefine] #bloom 3rd level
width = 80
height = 46
overwriteWidth = ($width/$gameWidth) * (80*$internalRes)
overwriteHeight = ($height/$gameHeight) * (46*$internalRes)
[TextureRedefine]
width = 64
height = 64
dept = 1
formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
overwriteHeight = ($height/$gameHeight) * (64*$internalRes)
[TextureRedefine] #skell cockpit bloom 3rd level
width = 64
height = 32
formats = 0x816,0x806 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
[TextureRedefine] #skell view
width = 40
height = 24
#formats =
overwriteWidth = ($width/$gameWidth) * (40*$internalRes)
overwriteHeight = ($height/$gameHeight) * (24*$internalRes)
[TextureRedefine]
width = 32
height = 32
dept = 1
formats = 0x806 #,0x035,0x034,0x033,0x032,0x031
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
#
#[TextureRedefine] #
#width = 32
#height = 16
#formats = 0x816
##formatsExcluded = 0x431,0x035,0x034,0x033,0x031
#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
#
#[TextureRedefine] #don't scale 0x01a
#width = 16
#height = 16
#dept = 1
#formats = 0x816 #0x008 ,0x431,0x031
###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
#
#[TextureRedefine] # tilemode 2
#width = 16
#height = 8
#formats = 0x81e,0x80e,0x806 0x008 #,0x431,0x031
##formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
#[TextureRedefine] # tilemode 2
#width = 8
#height = 8
#formats = 0x806 #,0x81e,0x80e # ,0x431,0x031
###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
#overwriteWidth = ($width/$gameWidth) * (8*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
#[TextureRedefine]
#width = 4
#height = 4
####formats = 0x81e,0x80e
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
#overwriteWidth = ($width/$gameWidth) * (4*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (4*$internalRes)
#
#[TextureRedefine]
#width = 1
#height = 1
####formats = 0x008,0x81e,0x01a
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
#overwriteWidth = ($width/$gameWidth) * (1*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (1*$internalRes)

View File

@ -1,323 +0,0 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Brightness fix with colour and contrast
path = "Xenoblade Chronicles X/Workarounds/Brightness"
description = Fixes overbright day and too dark night. |Optionally tweaks colour and contrast.
version = 4
#[Default] #
#$contrastCurve:float = 0.0 # 0.0 no extra contrast to mix in
#$exposure:float = 1.0 # 1.0 Full range without clipping pre mix - brightness fixed
#$postExposure:float = 1.0 # 1.0 Full range without clipping - 1.1 -> slight clipping but nice
#$vibrance:float = 0.0 # 0.0 no extra vibrance
#$mixBalance:float = 1.0 # FXAA, bicubic sharpen or smooth pass -> Reserved for FX / Contrasty rework
#$glare:float = 0.95 # Reflection shader raise/lower to balance clipping -> Reserved for FX / Contrasty rework
#$lift:float = 0.002 # Raise shadows -> Reserved for FX / Contrasty rework
#$isCustom:int = 0
##Pre packed settings
[Preset]
name = WiiU default - Brightness fix only
category = Standard presets
$contrastCurve:float = 0.0
$exposure:float = 1.0
$postExposure:float = 1.0
$vibrance:float = 0.0
[Preset]
name = Increased brightness levels 1.15
category = Standard presets
$contrastCurve:float = 0
$exposure:float = 1.15
$postExposure:float = 1.0
$vibrance:float = 0.0
[Preset]
name = Increased contrast no colour change
category = Standard presets
$contrastCurve:float = 0.2
$exposure:float = 1.1
$postExposure:float = 1.05
$vibrance:float = 0.0
[Preset]
name = Saturation and contrast 1.25 - Darker nights
category = Standard presets
$contrastCurve:float = 0
$exposure:float = 1.3
$postExposure:float = 1.1
$vibrance:float = 0.3
[Preset]
name = Saturation and contrast 1.5 - Darker Nights
category = Standard presets
$contrastCurve:float = 0.0
$exposure:float = 1.55
$postExposure:float = 1.15
$vibrance:float = 0.45
#[Preset]
#name = Custom
#category = Standard presets
#$isCustom:int = 1
#
#
###exposure
#[Preset]
#name = No extra exposure - Only brightness fix
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.0
#
#[Preset]
#name = 10% less exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 0.9
#
#[Preset]
#name = 15% less exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 0.85
#
#[Preset]
#name = 20% less exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 0.8
#
#[Preset]
#name = 5% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.05
#
#[Preset]
#name = 10% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.1
#
#[Preset]
#name = 15% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.15
#
#[Preset]
#name = 20% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.2
#
#[Preset]
#name = 30% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.3
#
#[Preset]
#name = 40% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.4
#
#[Preset]
#name = 50% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.5
#
#[Preset]
#name = 75% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.5
#
#
###Saturation
#[Preset]
#name = No extra saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.0
#
#[Preset]
#name = 5% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.05
#
#[Preset]
#name = 10% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.1
#
#[Preset]
#name = 15% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.15
#
#[Preset]
#name = 20% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.2
#
#[Preset]
#name = 30% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.3
#
#[Preset]
#name = 40% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.4
#
#[Preset]
#name = 50% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.5
#
#[Preset]
#name = 75% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.75
#
#
###Contrast curve
#[Preset]
#name = No extra contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.0
#
#
#
#[Preset]
#name = 20 % less contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = -0.2
#
#[Preset]
#name = 5% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.05
#
#[Preset]
#name = 10% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.1
#
#[Preset]
#name = 15% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.15
#
#[Preset]
#name = 20% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.2
#
#[Preset]
#name = 30% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.3
#
#[Preset]
#name = 40% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.4
#
#[Preset]
#name = 50% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.5
#
#[Preset]
#name = 75% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.75
#
###postExposure curve
#[Preset]
#name = No post postExposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.0
#
#[Preset]
#name = 10% less post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 0.9
#
#[Preset]
#name = 15% less post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 0.85
#
#[Preset]
#name = 20% less post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 0.8
#
#[Preset]
#name = 5% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.05
#
#[Preset]
#name = 10% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.1
#
#[Preset]
#name = 15% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.15
#
#[Preset]
#name = 20% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.2
#
#[Preset]
#name = 30% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.3
#
#[Preset]
#name = 40% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.4
#
#[Preset]
#name = 50% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.5

View File

@ -3,7 +3,7 @@ titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Contrasty name = Contrasty
path = "Xenoblade Chronicles X/Enhancements/Contrasty" path = "Xenoblade Chronicles X/Enhancements/Contrasty"
description = This pack tweaks the colours and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings. Made by getdls. description = This pack tweaks the colours and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings. Made by getdls.
version = 4 version = 5
[Preset] [Preset]
name = High Contrasty - shadow lift name = High Contrasty - shadow lift
@ -14,7 +14,7 @@ $redMid = 0.99
$greenMid = 0.99 $greenMid = 0.99
$blueMid = 0.99 $blueMid = 0.99
$redHilight = 1.0 $redHilight = 1.0
$greenHilight =1.0 $greenHilight = 1.0
$blueHilight = 1.0 $blueHilight = 1.0
$contrastCurve = 0.4 $contrastCurve = 0.4
@ -50,7 +50,7 @@ $bleach = 0.85
$sharp_mix = 0.05 $sharp_mix = 0.05
[Preset] [Preset]
name = Colourful name = Colorful
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -58,7 +58,7 @@ $redMid = 0.99
$greenMid = 0.98 $greenMid = 0.98
$blueMid = 0.99 $blueMid = 0.99
$redHilight = 1.0 $redHilight = 1.0
$greenHilight =0.99 $greenHilight = 0.99
$blueHilight = 1.0 $blueHilight = 1.0
$contrastCurve = 0.333 $contrastCurve = 0.333
@ -80,7 +80,7 @@ $redMid = 1.0
$greenMid = 1.0 $greenMid = 1.0
$blueMid = 1.0 $blueMid = 1.0
$redHilight = 0.99 $redHilight = 0.99
$greenHilight =0.99 $greenHilight = 0.99
$blueHilight = 0.99 $blueHilight = 0.99
$contrastCurve = 0.25 $contrastCurve = 0.25
@ -102,7 +102,7 @@ $redMid = 1.0
$greenMid = 1.0 $greenMid = 1.0
$blueMid = 1.0 $blueMid = 1.0
$redHilight = 1.0 $redHilight = 1.0
$greenHilight =1.0 $greenHilight = 1.0
$blueHilight = 1.0 $blueHilight = 1.0
$contrastCurve = 0.0 $contrastCurve = 0.0

View File

@ -1,6 +1,6 @@
[Definition] [Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Fancy GFX # I would have called this RTX on, but Nvidia has trademarked it ;) name = Fancy GFX
path = "Xenoblade Chronicles X/Enhancements/Fancy FX" path = "Xenoblade Chronicles X/Enhancements/Fancy FX"
description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia. Made by getdls. description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia. Made by getdls.
version = 4 version = 4

View File

@ -0,0 +1,666 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Graphics
path = "Xenoblade Chronicles X/Graphics"
description = Changes the resolution of the game.||Made by getdls and Lemon King.
version = 5
[Default]
$width = 1280
$height = 720
$padWidth = 854
$padHeight = 480
$gameWidth = 1280
$gameHeight = 720
$gamePadWidth = 854
$gamePadHeight = 480
$internalScale = 1.0
$shadowScale = 1
$skellViewScale = 1.0
# TV Resolution
[Preset]
category = TV Resolution
name = 320x180
$width = 320
$height = 180
[Preset]
category = TV Resolution
name = 640x360
$width = 640
$height = 360
[Preset]
category = TV Resolution
name = 960x540
$width = 960
$height = 540
[Preset]
category = TV Resolution
name = 1280x720 (Default)
default = 1
[Preset]
category = TV Resolution
name = 1600x900
$width = 1600
$height = 900
[Preset]
category = TV Resolution
name = 1920x1080
$width = 1920
$height = 1080
[Preset]
category = TV Resolution
name = 2560x1440 (2k)
$width = 2560
$height = 1440
[Preset]
category = TV Resolution
name = 3200x1800
$width = 3200
$height = 1800
[Preset]
category = TV Resolution
name = 3840x2160 (4k)
$width = 3840
$height = 2160
[Preset]
category = TV Resolution
name = 5120x2880
$width = 5120
$height = 2880
[Preset]
category = TV Resolution
name = 7680x4320
$width = 7680
$height = 4320
[Preset]
category = TV Resolution
name = 10240x5760
$width = 10240
$height = 5760
[Preset]
category = TV Resolution
name = 2560x1080 (21:9)
$width = 2560
$height = 1080
[Preset]
category = TV Resolution
name = 3440x1440 (21:9)
$width = 3440
$height = 1440
[Preset]
category = TV Resolution
name = 3840x1600 (21:10)
$width = 3840
$height = 1600
[Preset]
category = TV Resolution
name = 4300x1800 (21:9)
$width = 4300
$height = 1800
[Preset]
category = TV Resolution
name = 6880x2880 (21:9)
$width = 6880
$height = 2880
[Preset]
category = TV Resolution
name = 10240x4320 (21:9)
$width = 10240
$height = 4320
[Preset]
category = TV Resolution
name = 1440x900 (16:10)
$width = 1440
$height = 900
[Preset]
category = TV Resolution
name = 1680x1050 (16:10)
$width = 1680
$height = 1050
[Preset]
category = TV Resolution
name = 1920x1200 (16:10)
$width = 1920
$height = 1200
[Preset]
category = TV Resolution
name = 2560x1600 (16:10)
$width = 2560
$height = 1600
[Preset]
category = TV Resolution
name = 2880x1800 (16:10)
$width = 2880
$height = 1800
[Preset]
category = TV Resolution
name = 3840x2400 (16:10)
$width = 3840
$height = 2400
[Preset]
category = TV Resolution
name = 5120x3200 (16:10)
$width = 5120
$height = 3200
# Gamepad Resolution
[Preset]
category = Gamepad Resolution
name = 320x180
$padWidth = 320
$padHeight = 180
[Preset]
category = Gamepad Resolution
name = 640x360
$padWidth = 640
$padHeight = 360
[Preset]
category = Gamepad Resolution
name = 960x540
$padWidth = 960
$padHeight = 540
[Preset]
category = Gamepad Resolution
name = 854x480 (Default)
default = 1
[Preset]
category = Gamepad Resolution
name = 1280x720
$padWidth = 1280
$padHeight = 720
[Preset]
category = Gamepad Resolution
name = 1600x900
$padWidth = 1600
$padHeight = 900
[Preset]
category = Gamepad Resolution
name = 1920x1080
$padWidth = 1920
$padHeight = 1080
[Preset]
category = Gamepad Resolution
name = 2560x1440
$padWidth = 2560
$padHeight = 1440
[Preset]
category = Gamepad Resolution
name = 3200x1800
$padWidth = 3200
$padHeight = 1800
[Preset]
category = Gamepad Resolution
name = 3840x2160
$padWidth = 3840
$padHeight = 2160
[Preset]
category = Gamepad Resolution
name = 5120x2880
$padWidth = 5120
$padHeight = 2880
[Preset]
category = Gamepad Resolution
name = 7680x4320
$padWidth = 7680
$padHeight = 4320
[Preset]
category = Gamepad Resolution
name = 2560x1080 (21:9)
$padWidth = 2560
$padHeight = 1080
[Preset]
category = Gamepad Resolution
name = 3440x1440 (21:9)
$padWidth = 3440
$padHeight = 1440
[Preset]
category = Gamepad Resolution
name = 3840x1600 (21:10)
$padWidth = 3840
$padHeight = 1600
[Preset]
category = Gamepad Resolution
name = 4300x1800 (21:9)
$padWidth = 4300
$padHeight = 1800
[Preset]
category = Gamepad Resolution
name = 6880x2880 (21:9)
$padWidth = 6880
$padHeight = 2880
[Preset]
category = Gamepad Resolution
name = 1440x900 (16:10)
$padWidth = 1440
$padHeight = 900
[Preset]
category = Gamepad Resolution
name = 1680x1050 (16:10)
$padWidth = 1680
$padHeight = 1050
[Preset]
category = Gamepad Resolution
name = 1920x1200 (16:10)
$padWidth = 1920
$padHeight = 1200
[Preset]
category = Gamepad Resolution
name = 2560x1600 (16:10)
$padWidth = 2560
$padHeight = 1600
[Preset]
category = Gamepad Resolution
name = 3840x2400 (16:10)
$padWidth = 3840
$padHeight = 2400
# Shadow Quality
[Preset]
category = Shadow Quality
name = Low (50%)
$shadowScale = 0.5
[Preset]
category = Shadow Quality
name = Medium (100%, Default)
default = 1
[Preset]
category = Shadow Quality
name = High (200%)
$shadowScale = 2
[Preset]
category = Shadow Quality
name = Ultra (300%)
$shadowScale = 3
[Preset]
category = Shadow Quality
name = Extreme (400%, Unstable)
$shadowScale = 4
# Post-Processing Effect Quality
[Preset]
category = Post-Processing Effect Quality
name = Very Low (50%)
$internalScale = 0.5
[Preset]
category = Post-Processing Effect Quality
name = Low (75%)
$internalScale = 0.75
[Preset]
category = Post-Processing Effect Quality
name = Medium (100%, Default)
default = 1
$internalScale = 1.0
[Preset]
category = Post-Processing Effect Quality
name = High (125%)
$internalScale = 1.25
[Preset]
category = Post-Processing Effect Quality
name = Ultra (150%)
$internalScale = 1.50
[Preset]
category = Post-Processing Effect Quality
name = Extreme (200%)
$internalScale = 2.0
# Skell View Resolution
[Preset]
category = Skell Combat View Resolution
name = Very Low (50%)
$skellViewScale = 0.50
[Preset]
category = Skell Combat View Resolution
name = Low (75%)
$skellViewScale = 0.75
[Preset]
category = Skell Combat View Resolution
name = Medium (100%, Default)
default = 1
$skellViewScale = 1.0
[Preset]
category = Skell Combat View Resolution
name = High (125%)
$skellViewScale = 1.25
[Preset]
category = Skell Combat View Resolution
name = Ultra (150%)
$skellViewScale = 1.50
[Preset]
category = Skell Combat View Resolution
name = Extreme (200%)
$skellViewScale = 2.0
# Texture Redefines
[TextureRedefine]
width = 1280
height = 720
formatsExcluded = 0x031,0x431,0x035,0x034,0x033 # Fixes dialog prompts and the XCX Logo NLA
tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # Shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = $shadowScale * 1024
overwriteHeight = $shadowScale * 1024
[TextureRedefine] # In-game menu
width = 1024
height = 720
tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine]
width = 864
height = 480
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($padWidth/$gamePadWidth) * 864
overwriteHeight = ($padHeight/$gamePadHeight) * 480
[TextureRedefine]
width = 854
height = 480
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($padWidth/$gamePadWidth) * 854
overwriteHeight = ($padHeight/$gamePadHeight) * 480
[TextureRedefine]
width = 640
height = 368
overwriteWidth = ($width/$gameWidth) * (640*$internalScale)
overwriteHeight = ($height/$gameHeight) * (368*$internalScale)
[TextureRedefine]
width = 640
height = 360
formatsExcluded = 0x033,0x031 # Fixes dialog prompts and the XCX Logo NLA
tileModesExcluded = 0x001 # Exclude tilemode 1 to exclude video cutscenes
overwriteWidth = ($width/$gameWidth) * (640*$internalScale)
overwriteHeight = ($height/$gameHeight) * (360*$internalScale)
[TextureRedefine] # Shadows 1024 for smoother transition
width = 512
height = 512
formats = 0x005
overwriteWidth = $shadowScale * 1024
overwriteHeight = $shadowScale * 1024
[TextureRedefine]
width = 512
height = 288
overwriteWidth = ($width/$gameWidth) * (512*$internalScale)
overwriteHeight = ($height/$gameHeight) * (288*$internalScale)
[TextureRedefine] # Fog 1.5 match stencil
width = 448
height = 240
overwriteWidth = ($width/$gameWidth) * (448*$internalScale)
overwriteHeight = ($height/$gameHeight) * (240*$internalScale)
[TextureRedefine] # Fog
width = 426
height = 240
overwriteWidth = ($width/$gameWidth) * (426*$internalScale)
overwriteHeight = ($height/$gameHeight) * (240*$internalScale)
[TextureRedefine] # Bloom, DOF
width = 320
height = 192
overwriteWidth = ($width/$gameWidth) * (320*$internalScale)
overwriteHeight = ($height/$gameHeight) * (192*$internalScale)
[TextureRedefine] # Bloom, DOF
width = 384
height = 192
#formats = 0x001
overwriteWidth = ($width/$gameWidth) * (384*$internalScale)
overwriteHeight = ($height/$gameHeight) * (192*$internalScale)
[TextureRedefine] # Bloom, DOF
width = 320
height = 180
overwriteWidth = ($width/$gameWidth) * (320*$internalScale)
overwriteHeight = ($height/$gameHeight) * (180*$internalScale)
[TextureRedefine]
width = 256
height = 144
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (256*$internalScale)
overwriteHeight = ($height/$gameHeight) * (144*$internalScale)
[TextureRedefine] # PR screen
width = 256
height = 256
formats = 0x810,0x01a,0x816,0x011
overwriteWidth = ($width/$gameWidth) * (256*$internalScale)
overwriteHeight = ($height/$gameHeight) * (256*$internalScale)
[TextureRedefine] # Sky, PR screen
width = 255
height = 255
formats = 0x810,0x01a,0x41a,0x816,0x011
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (255*$internalScale)
overwriteHeight = ($height/$gameHeight) * (255*$internalScale)
[TextureRedefine] # Skell depth
width = 192
height = 96
overwriteWidth = ($width/$gameWidth) * (192*$skellViewScale)
overwriteHeight = ($height/$gameHeight) * (96*$skellViewScale)
[TextureRedefine] # Bloom 2nd level
width = 160
height = 96
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (160*$internalScale)
overwriteHeight = ($height/$gameHeight) * (96*$internalScale)
[TextureRedefine] # Bloom 2nd level
width = 160
height = 90
#formats = 0x816
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (160*$internalScale)
overwriteHeight = ($height/$gameHeight) * (90*$internalScale)
[TextureRedefine]
width = 128
height = 128
formats = 0x806 #,0x035,0x034,0x033,0x031
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (128*$skellViewScale)
overwriteHeight = ($height/$gameHeight) * (128*$skellViewScale)
[TextureRedefine] # Skell view 8
width = 128
height = 80
formats = 0x816 #,0x035,0x034,0x033,0x031
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (128*$skellViewScale)
overwriteHeight = ($height/$gameHeight) * (128*$skellViewScale)
[TextureRedefine] # Skell view
width = 128
height = 72
formats = 0x816 #,0x035,0x034,0x033,0x031
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (128*$skellViewScale)
overwriteHeight = ($height/$gameHeight) * (128*$skellViewScale)
#[TextureRedefine]
#width = 127
#height = 127
#formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
#overwriteWidth = ($width/$gameWidth) * 127
#overwriteHeight = ($height/$gameHeight) * 127
[TextureRedefine] # Bloom 3rd level
width = 96
height = 48
overwriteWidth = ($width/$gameWidth) * (96*$internalScale)
overwriteHeight = ($height/$gameHeight) * (48*$internalScale)
[TextureRedefine] # Bloom 3rd level
width = 80
height = 46
overwriteWidth = ($width/$gameWidth) * (80*$internalScale)
overwriteHeight = ($height/$gameHeight) * (46*$internalScale)
[TextureRedefine]
width = 64
height = 64
dept = 1
formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (64*$internalScale)
overwriteHeight = ($height/$gameHeight) * (64*$internalScale)
[TextureRedefine] # Skell cockpit bloom 3rd level
width = 64
height = 32
formats = 0x816,0x806 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
overwriteWidth = ($width/$gameWidth) * (64*$skellViewScale)
overwriteHeight = ($height/$gameHeight) * (32*$skellViewScale)
[TextureRedefine] # Skell view
width = 40
height = 24
overwriteWidth = ($width/$gameWidth) * (40*$skellViewScale)
overwriteHeight = ($height/$gameHeight) * (24*$skellViewScale)
[TextureRedefine]
width = 32
height = 32
dept = 1
formats = 0x806 #,0x035,0x034,0x033,0x032,0x031
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (32*$internalScale)
overwriteHeight = ($height/$gameHeight) * (32*$internalScale)
#[TextureRedefine]
#width = 32
#height = 16
#formats = 0x816
##formatsExcluded = 0x431,0x035,0x034,0x033,0x031
#overwriteWidth = ($width/$gameWidth) * (32*$internalScale)
#overwriteHeight = ($height/$gameHeight) * (16*$internalScale)
#
#[TextureRedefine] #don't scale 0x01a
#width = 16
#height = 16
#dept = 1
#formats = 0x816 #0x008 ,0x431,0x031
###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
#overwriteWidth = ($width/$gameWidth) * (16*$internalScale)
#overwriteHeight = ($height/$gameHeight) * (8*$internalScale)
#
#[TextureRedefine] # tilemode 2
#width = 16
#height = 8
#formats = 0x81e,0x80e,0x806 0x008 #,0x431,0x031
##formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
#overwriteWidth = ($width/$gameWidth) * (16*$internalScale)
#overwriteHeight = ($height/$gameHeight) * (8*$internalScale)
#[TextureRedefine] # tilemode 2
#width = 8
#height = 8
#formats = 0x806 #,0x81e,0x80e # ,0x431,0x031
###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
#overwriteWidth = ($width/$gameWidth) * (8*$internalScale)
#overwriteHeight = ($height/$gameHeight) * (8*$internalScale)
#[TextureRedefine]
#width = 4
#height = 4
####formats = 0x81e,0x80e
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
#overwriteWidth = ($width/$gameWidth) * (4*$internalScale)
#overwriteHeight = ($height/$gameHeight) * (4*$internalScale)
#
#[TextureRedefine]
#width = 1
#height = 1
####formats = 0x008,0x81e,0x01a
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
#overwriteWidth = ($width/$gameWidth) * (1*$internalScale)
#overwriteHeight = ($height/$gameHeight) * (1*$internalScale)

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@ -0,0 +1,153 @@
[XCX60fpsV16J] ; ########################################################
moduleMatches = 0x785CA8A9
;Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
;0x100D0604 = .float 0.5 ; .float 1.0 ; GUI animations
0x100CFAE8 = .float 0.5 ; .float 1.0 ; GUI animations *
0x10059514 = .float 0.5 ; .float 1.0 ;Title screen cutscene -
0x100144F0 = .float 0.1 ; controller acceleration
0x10171070 = .float 2.0 ; arbitrary 2.0 float
0x1017117C = .float 0.5 ; .5 float
0x10171070 = _halfRate:
0x1017117C = _fullRate:
0x027370B8 = lis r11, _halfRate@ha ; Double updateEventParam cutscene
0x027370C4 = lfs f1, _halfRate@l(r11) ; -
0x027A0180 = lis r10, _fullRate@ha ; half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
0x027A0184 = lfs f1, _fullRate@l(r10) ; but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
0x025F149C = lis r12, _fullRate@h ;;; Move__11CfSceneTaskFv ;Filter CPU, 30 fps logic
0x025F14A4 = lfs f31, _fullRate@l(r12) ;;; Move__11CfSceneTaskFv ;
0x02768064 = lis r8, _fullRate@ha ; sync in game cut scene
0x02768068 = lfs f31, _fullRate@l(r8) ;
0x0273BBD0 = lis r7, _fullRate@ha ; sync elevator, vehicles etc
0x0273BBD4 = lfs f31, _fullRate@l(r7) ; Ç
; swapInterval 60
0x02FCEB9C = li r3, 1
[XCX60fpsV48J] ; ########################################################
moduleMatches = 0x7672271D
;Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
;0x100D0604 = .float 0.5 ; .float 1.0 ; GUI animations *
;0x1005989C = .float 0.5 ; .float 1.0 ;Title screen cutscene -
;0x10014528 = .float 0.1 ; controller acceleration -
;0x10171980 = .float 2.0 ; arbitrary 2.0 float
0x100D0070 = .float 0.5
0x1005989C = .float 0.5
0x10014528 = .float 0.1
0x10171570 = .float 2.0
0x10171570 = _halfRate:
0x100D0070 = _fullRate:
0x0273802C = lis r11, _halfRate@ha ; Double updateEventParam cutscene, ver
0x02738038 = lfs f1, _halfRate@l(r11) ; -
0x027A1120 = lis r10, _fullRate@ha ; half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
0x027A1124 = lfs f1, _fullRate@l(r10) ; but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
0x025F1F78 = lis r12, _fullRate@h ;;; Move__11CfSceneTaskFv ;Filter CPU, 30 fps logic
0x025F1F80 = lfs f31, _fullRate@l(r12) ;;; Move__11CfSceneTaskFv ;
0x02768FD4 = lis r8, _fullRate@ha ; sync in game cut scene
0x02768FD8 = lfs f31, _fullRate@l(r8) ;
0x0273CB44 = lis r7, _fullRate@ha ; sync elevator, vehicles etc
0x0273CB48 = lfs f31, _fullRate@l(r7) ; Ç
; swapInterval 60
0x02FD3F5C= li r3, 1
[XCX60fpsV100E_V101E] ; ########################################################
moduleMatches = 0x218F6E07, 0xF882D5CF
;Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
0x100D03E8 = .float 0.5 ; .float 1.0 ; GUI animations *
0x100598E4 = .float 0.5 ; .float 1.0 ;Title screen cutscene -
0x10014528 = .float 0.05 ; controller acceleration -
0x10171980 = .float 2.0 ; arbitrary 2.0 float
0x10171980 = _halfRate:
0x100D03E8 = _fullRate:
0x027398B4 = lis r11, _halfRate@ha ; Double updateEventParam cutscene -
0x027398C0 = lfs f1, _halfRate@l(r11) ; -
0x027A33D8 = lis r10, _fullRate@ha ; half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
0x027A33DC = lfs f1, _fullRate@l(r10) ; but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6Cj -
;0x02707478 = lis r7, _tmp@ha ; ALT calcAdxSkip__Q2_2ev13CFrameManagerFv
;0x0270747C = lfs f1, _tmp@l(r7) ; calcAdxSkip__Q2_2ev13CFrameManagerFv
;0x02707660 = lis r9, _tmp@ha ; calcCpuSkip__Q2_2ev13CFrameManagerFv ; SLOW down scene
;0x02707668 = lfs f31, _tmp@l(r9) ; calcCpuSkip__Q2_2ev13CFrameManagerFv
0x025F299C = lis r12, _fullRate@h ;;; Move__11CfSceneTaskFv ;Filter CPU, 30 fps logic
0x025F29A4 = lfs f31, _fullRate@l(r12) ;;; Move__11CfSceneTaskFv ;
0x0276A85C = lis r8, _fullRate@ha ; sync in game cut scene
0x0276A860 = lfs f31, _fullRate@l(r8) ;
0x0273E3CC = lis r7, _fullRate@ha ; sync elevator, vehicles etc
0x0273E3D0 = lfs f31, _fullRate@l(r7) ; Ç
; swapInterval 60
0x02FD8A94 = li r3, 1
0x10012644 = .float 15.0 ; fix for soulvoices (not sure it's safe)
[XCX60fpsV102U] ; ########################################################
moduleMatches = 0x30B6E091
;Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
0x100D03D0 = .float 0.5 ; .float 1.0 ; GUI animations
0x100598E4 = .float 0.5 ; .float 1.0 ;Title screen cutscene
0x10014528 = .float 0.05 ; controller acceleration
0x10171980 = .float 2.0 ; arbitrary 2.0 float
0x10171980 = _halfRate:
0x100D03D0 = _fullRate:
0x027398B4 = lis r11, _halfRate@ha ; Double updateEventParam cutscene
0x027398C0 = lfs f1, _halfRate@l(r11) ;
0x027A33D8 = lis r10, _fullRate@ha ; half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes
0x027A33DC = lfs f1, _fullRate@l(r10) ; but introduces Shake and stutter issue.
0x025F299C = lis r12, _fullRate@h ;;; Move__11CfSceneTaskFv ;Filter CPU, 30 fps logic
0x025F29A4 = lfs f31, _fullRate@l(r12) ;;; Move__11CfSceneTaskFv ;
0x0276A85C = lis r8, _fullRate@ha ; sync in game cut scene
0x0276A860 = lfs f31, _fullRate@l(r8) ;
0x0273E3CC = lis r7, _fullRate@ha ; sync elevator, vehicles etc
0x0273E3D0 = lfs f31, _fullRate@l(r7) ; Ç
;Disabled, original per feature approach, severe timing issues
;0x101231F0 = .float 0.5 ; .float 1.0 ; ingame animation timing
;0x100D03D0 = .float 0.5 ; .float 1.0 ; GUI animations
;0x100598E4 = .float 0.5 ; .float 1.0 ;Title screen cutscene
;0x1003C3A0 = .float 15.0 ; .float 30.0 fight 3d animations
;0x1000F7A8 = .float 0.1 ; RegistDamage_ButtonChallenge
;0x10014528 = .float 0.05 ; controller acceleration
;0x100211D8 = .float 15.0 ; .float 30.0 fade in
;0x10034804 = .float 15.0 ; .float 30.0 bullets
;0x10035D84 = .float 15.0 ; walk acceleration
;0x1003C3A0 = .float 15.0 ; arts frame to sec
;0x10012368 = .float 45.0 ; respawn
;0x10012644 = .float 15.0 ; soulvoice
;0x1000C448 = .float 15.0 ; init battle
;0x1000CB90 = .float 15.0 ; init battle
;0x1003E538 = .float 0.33333335 ;birds, falling leaves
;0x10171980 = .float 2.0 ; arbitrary 2.0 float
;0x100955F0 = .float 60.0 ; 30.0 Create avatar cam rotation
; JFF
;0x101123B4 = .float 0.03333335 ; .float 0.016666668 superfast (vsync)
;0x10035D7C = .float 0.25 ; .float 1.0 fast run
;0x10035E00 = .float 2.0 ; jump high.float 0.5
;0x10190C7C = .float 0.75 ; master FOV
;0x10012368 = .float 45.0 ; seconds before respawn "cheat"
; swapInterval 60
0x02FD8A34 = li r3, 1
0x10012644 = .float 15.0 ; fix for soulvoices (not sure it's safe)
;SNESticleNGCVERIONPP71Copyright - Sardu you magnificent bastard, we salute you!

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@ -0,0 +1,16 @@
[XCX_60FPS_OVERDRIVE] ; ########################################################
moduleMatches = 0xF882D5CF, 0x30B6E091, 0xAB97DE6B ; 1.0.1E, 1.0.2U, 1.0.1U
.origin = codecave
_timePassed:
.float 0.5
_over:
fmr f31, f1
lis r31, _timePassed@ha
lfs f1, _timePassed@l(r31)
fmuls f1, f31, f1
blr
0x021BC904 = bla _over

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@ -0,0 +1,40 @@
[XCX_60FPS_QTE] ; ########################################################
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
.origin = codecave
_setup:
.float 15.0 ; reduces speed of animation
_justFrame1:
lwz r12, 0x47C(r29)
mulli r12, r12, 2
blr
_justFrame2:
lwz r0, 0x478(r29)
mulli r0, r0, 2
blr
[XCX_60FPS_QTE_1E] ; ########################################################
moduleMatches = 0xF882D5CF ; 1.0.1E
; menu::MenuButtonChallenge::setup
0x02ACE40C = lis r7, _setup@ha
0x02ACE414 = lfs f0, _setup@l(r7)
; menu::MenuButtonChallenge::move
0x02ACE6E4 = bla _justFrame1
0x02ACE700 = bla _justFrame2
[XCX_60FPS_QTE_2U] ; ########################################################
moduleMatches = 0x30B6E091 ; 1.0.2U
; menu::MenuButtonChallenge::setup
0x02ACE3FC = lis r7, _setup@ha
0x02ACE404 = lfs f0, _setup@l(r7)
; menu::MenuButtonChallenge::move
0x02ACE6D4 = bla _justFrame1
0x02ACE6F0 = bla _justFrame2

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@ -3,4 +3,4 @@ titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = 60FPS name = 60FPS
path = "Xenoblade Chronicles X/Mods/60FPS" path = "Xenoblade Chronicles X/Mods/60FPS"
description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.
version = 4 version = 5

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@ -0,0 +1,17 @@
[XCX_DAMAGES] ####################################################################################################################################
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
.origin = codecave
.int $mult
0x025D896C = mulli r4, r31, $mult
[XCX_DAMAGES_1U] ####################################################################################################################################
moduleMatches = 0xAB97DE6B ; 1.0.1U
.origin = codecave
.int $mult
0x025D88FC = mulli r4, r31, $mult

View File

@ -2,12 +2,14 @@
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = "Ground damage multiplicator" name = "Ground damage multiplicator"
path = "Xenoblade Chronicles X/Mods/Battle/Ground damage multiplicator" path = "Xenoblade Chronicles X/Mods/Battle/Ground damage multiplicator"
description = Increase the ground damage done by your team (skells not impacted).|More info and help at reddit.com/r/cemu_xenoblade. description = Increase the ground damage done by your team (skells not impacted).
version = 4 version = 5
[Default]
$mult = 2
[Preset] [Preset]
name = Damage x 2 name = Damage x 2
$mult = 2
[Preset] [Preset]
name = Damage x 10 name = Damage x 10

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