Update MK8 mods

adds v1 support to 60fps and resolution pack
adds new course unlock pack and vehicle unlock pack
This commit is contained in:
intra0 2024-12-13 18:36:16 -06:00 committed by GitHub
parent 0914ce04e0
commit cee416cfba
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GPG Key ID: B5690EEEBB952194
39 changed files with 346 additions and 130 deletions

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[MarioKart8_CourseUnlock]
moduleMatches = 0x9F0A90B7, 0xD09700CE ; v4.2(EU/NA/JP), v4.1(EU/NA/JP)
.origin = codecave
UnlockCourses:
lis r30, 0x0303
ori r30, r30, 0x0303
stw r30, 0(r11)
stw r30, 4(r11)
lbzx r30, r11, r0
blr
[MarioKart8_CourseUnlock_v42]
moduleMatches = 0x9F0A90B7 ; v4.2(EU/NA/JP)
;this mod makes every byte at 0x2e6b6668 = 3
0x024D74CC = bla UnlockCourses
[MarioKart8_CourseUnlock_v41]
moduleMatches = 0xD09700CE ; v4.1(EU/NA/JP)
0x024D7148 = bla UnlockCourses

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[Definition]
titleIds = 000500001010EC00,000500001010ED00,000500001010EB00
name = Course Unlock
path = "Mario Kart 8/Cheats/Course Unlock"
description = Unlock Every Course + Mirror Mode!
#Credits: Intra
version = 7

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[MarioKart8_UnlockVehicle]
moduleMatches = 0x9F0A90B7, 0xD09700CE ; v4.2(EU/NA/JP), v4.1(EU/NA/JP)
.origin = codecave
CheckandChangeCoinAmmount:
lwz r0, 0x14e0(r26)
cmpwi r0, $coinammount
bge CheckandChangeCoinAmmount_Exit
li r0, $coinammount
stw r0, 0x14e0(r26)
CheckandChangeCoinAmmount_Exit:
blr
[MarioKart8_UnlockVehicle_v42]
moduleMatches = 0x9F0A90B7 ; v4.2(EU/NA/JP)
;this mod makes 0x2e6b6128 = $coinammount
0x025A4038 = bla CheckandChangeCoinAmmount
[MarioKart8_UnlockVehicle_v41]
moduleMatches = 0xD09700CE ; v4.1(EU/NA/JP)
0x025A3E84 = bla CheckandChangeCoinAmmount

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[Definition]
titleIds = 000500001010EC00,000500001010ED00,000500001010EB00
name = Unlock Vehicle Parts!
path = "Mario Kart 8/Mods/Unlock Vehicle Parts"
description = Unlock every non-golden vehicle part!|Must activate by pressing (-) on the main menu to view your playstats.|Then do a race to save the new value.
#Credits: Intra
version = 7
[Default]
$coinammount = 0
[Preset]
name = Unlock all non-golden parts (sets coins to 2800)
$coinammount = 2800
[Preset]
name = Unlock Golden Glider (sets coins to 10000)
$coinammount = 10000

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#version 450
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shaders was auto-converted from OpenGL to Cemu.
// shader e90feef2bca6cb2e
const float bloomFactor = $bloom;
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[4];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[4];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem2;
R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
R4f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
R0f.x = (texture(textureUnitPS1, R0f.xy).x);
R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
// 0
backupReg0f = R0f.x;
PV0f.x = R3f.y + R1f.y;
PV0f.x /= 2.0;
PV0f.y = R3f.x + R1f.x;
PV0f.y /= 2.0;
PV0f.z = R3f.w + R1f.w;
PV0f.z /= 2.0;
PV0f.w = R3f.z + R1f.z;
PV0f.w /= 2.0;
R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
PS0f = R127f.w;
// 1
R123f.x = (R4f.y * 0.5 + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.x * 0.5 + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.w * 0.5 + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.z * 0.5 + PV0f.w);
PV1f.w = R123f.w;
R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z));
PS1f = R127f.z;
// 2
R127f.x = (R2f.x * 0.5 + PV1f.y)/2.0;
PV0f.x = R127f.x;
R127f.y = (R2f.y * 0.5 + PV1f.x)/2.0;
PV0f.y = R127f.y;
R126f.z = (R2f.z * 0.5 + PV1f.w)/2.0;
PV0f.z = R126f.z;
R126f.w = (R2f.w * 0.5 + PV1f.z)/2.0;
PV0f.w = R126f.w;
// 3
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w)));
tempf.x = clamp(tempf.x, 0.0, 1.0);
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
// 4
R123f.y = (R127f.w * R127f.z + PV1f.x);
PV0f.y = R123f.y;
// 5
PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[3].z));
// 6
R2f.x = mul_nonIEEE(R127f.x, PV1f.x * bloomFactor);
R2f.y = mul_nonIEEE(R127f.y, PV1f.x * bloomFactor);
R2f.z = mul_nonIEEE(R126f.z, PV1f.x * bloomFactor);
R2f.w = mul_nonIEEE(R126f.w, PV1f.x * bloomFactor);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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[Definition]
titleIds = 000500001010EC00,000500001010ED00,000500001010EB00
name = Bloom Adjustment
path = "Mario Kart 8/Enhancements/Bloom Adjustment"
description = Allows you to adjust how strong the bloom is. Full amount is the default intensity of bloom.
#Credits: M&&M
version = 6
[Default]
$bloom = 1.0
[Preset]
name = Full Amount (Default)
default = 1
[Preset]
name = Half Amount
$bloom = 0.5
[Preset]
name = Quarter Amount
$bloom = 0.25
[Preset]
name = Disabled
$bloom = 0.0

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#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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@ -3,6 +3,7 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Contrasty name = Contrasty
path = "Mario Kart 8/Enhancements/Contrasty" path = "Mario Kart 8/Enhancements/Contrasty"
description = This pack tweaks the colors 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.|Made by getdls. description = This pack tweaks the colors 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.|Made by getdls.
#Credits: getdls
version = 6 version = 6
[Default] [Default]

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#version 420 #version 450
#ifdef VULKAN #ifdef VULKAN
layout(location = 0) in vec2 passUV; layout(location = 0) in vec2 passUV;

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[Definition] [Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 titleIds = 000500001010EC00,000500001010ED00,000500001010EB00
name = Debanding name = Debanding
path = "Mario Kart 8/Enhancements/Debanding" path = "Mario Kart 8/Enhancements/Debanding"
description = Adds a debanding post processing shader to the game.|This pack can only be used with OpenGL.|Made by getdls. description = Adds a debanding post processing shader to the game.|This pack can only be used with OpenGL.|Made by getdls.
#Credits: getdls
version = 6 version = 6
rendererFilter = opengl rendererFilter = opengl

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@ -3,6 +3,7 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Remove MKTV Watermark name = Remove MKTV Watermark
path = "Mario Kart 8/Enhancements/Remove MKTV Watermark" path = "Mario Kart 8/Enhancements/Remove MKTV Watermark"
description = Removes the MKTV watermark in the replays or highlight reel.|Made by Crementif. description = Removes the MKTV watermark in the replays or highlight reel.|Made by Crementif.
#Credits: Crementif
version = 6 version = 6
[TextureRedefine] [TextureRedefine]

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#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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#version 430 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 408a66d9721b1cec //Lava bowser castle, point light offset // shader 408a66d9721b1cec //Lava bowser castle, point light offset

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#version 430 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 74126253134563de // shader 74126253134563de

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#version 430 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 8e1337dde42fd224 // shader 8e1337dde42fd224

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#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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#version 430 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader be99d80628d31127 // shader be99d80628d31127

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#version 430 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader c673c0d44f779fc9 // replay DOF box blur // shader c673c0d44f779fc9 // replay DOF box blur

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#version 430 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader d5d751973ea3d3b4 // menu background box blur, initial downscaling. // shader d5d751973ea3d3b4 // menu background box blur, initial downscaling.

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#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)

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#version 430 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader f5274bda2b5e1e9f // shader f5274bda2b5e1e9f

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#version 430 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader fdf33c607cd1d737 //Radial blur replacement // shader fdf33c607cd1d737 //Radial blur replacement

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[MK8_AspectRatio_Shared] [MarioKart8_AspectRatio]
moduleMatches = 0x9F0A90B7,0xD09700CE,0x1D398493,0xBA6B1E20,0x62A5F023,0x2A2DC82C moduleMatches = 0x9F0A90B7,0xD09700CE,0x1D398493,0xBA6B1E20,0x62A5F023,0x2A2DC82C
.origin = codecave .origin = codecave
aspectRatio: aspectRatio:
@ -13,56 +12,38 @@ lfs f12, aspectRatio@l(r7)
fmuls f7, f9, f12 fmuls f7, f9, f12
blr blr
[MarioKart8_AspectRatio_v42]
[MK8_AspectRatio_V42] moduleMatches = 0x9F0A90B7 ; v4.2(EU/NA/JP)
moduleMatches = 0x9F0A90B7
0x024AEF70 = bla scaleAspectRatioCalc 0x024AEF70 = bla scaleAspectRatioCalc
0x100C359C = .float ($width/$height) 0x100C359C = .float ($width/$height)
0x10121E30 = .float ($width/$height) 0x10121E30 = .float ($width/$height)
[MarioKart8_AspectRatio_v41]
[MK8_AspectRatio_V41] moduleMatches = 0xD09700CE ; v4.1(EU/NA/JP)
moduleMatches = 0xD09700CE
0x024AEBEC = bla scaleAspectRatioCalc 0x024AEBEC = bla scaleAspectRatioCalc
0x100C359C = .float ($width/$height) 0x100C359C = .float ($width/$height)
0x10121E30 = .float ($width/$height) 0x10121E30 = .float ($width/$height)
[MarioKart8_AspectRatio_v4]
[MK8_AspectRatio_V4] moduleMatches = 0x1D398493 ; v4.0(EU/NA/JP)
moduleMatches = 0x1D398493
0x024AEBEC = bla scaleAspectRatioCalc 0x024AEBEC = bla scaleAspectRatioCalc
0x100C359C = .float ($width/$height) 0x100C359C = .float ($width/$height)
0x10121D30 = .float ($width/$height) 0x10121D30 = .float ($width/$height)
[MarioKart8_AspectRatio_v3]
[MK8_AspectRatio_V3] moduleMatches = 0xBA6B1E20 ; v3.0(EU/NA/JP)
moduleMatches = 0xBA6B1E20
0x024642E8 = bla scaleAspectRatioCalc 0x024642E8 = bla scaleAspectRatioCalc
0x100AC25C = .float ($width/$height) 0x100AC25C = .float ($width/$height)
0x1010A730 = .float ($width/$height) 0x1010A730 = .float ($width/$height)
[MarioKart8_AspectRatio_v2]
[MK8_AspectRatio_V2] moduleMatches = 0x62A5F023 ; v2.0(EU/NA/JP)
moduleMatches = 0x62A5F023
0x024376D4 = bla scaleAspectRatioCalc 0x024376D4 = bla scaleAspectRatioCalc
0x1009E9DC = .float ($width/$height) 0x1009E9DC = .float ($width/$height)
0x100FC030 = .float ($width/$height) 0x100FC030 = .float ($width/$height)
[MarioKart8_AspectRatio_v1]
[MK8_AspectRatio_V1] moduleMatches = 0x2A2DC82C ; v1.0(EU/NA/JP)
moduleMatches = 0x2A2DC82C
0x02416760 = bla scaleAspectRatioCalc 0x02416760 = bla scaleAspectRatioCalc
0x10097D94 = .float ($width/$height) 0x10097D94 = .float ($width/$height)
0x100F3430 = .float ($width/$height) 0x100F3430 = .float ($width/$height)

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[MK8_DisableFXAA_V42] [MarioKart8_DisableFXAA_v42]
moduleMatches = 0x9F0A90B7 moduleMatches = 0x9F0A90B7 ; v4.2(EU/NA/JP)
0x027DF528 = blr 0x027DF528 = blr
[MarioKart8_DisableFXAA_v41]
[MK8_DisableFXAA_V41] moduleMatches = 0xD09700CE ; v4.1(EU/NA/JP)
moduleMatches = 0xD09700CE
0x027DF2F4 = blr 0x027DF2F4 = blr
[MarioKart8_DisableFXAA_v1]
moduleMatches = 0x2A2DC82C ; v1.0(EU/NA/JP)
0x0271DE0C = blr

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@ -1,4 +1,7 @@
[MK8_LevelOfDetail_V42_V41] [MarioKart8_LevelOfDetail_v42_v41]
moduleMatches = 0x9F0A90B7,0xD09700CE moduleMatches = 0x9F0A90B7, 0xD09700CE ; v4.2(EU/NA/JP), v4.1(EU/NA/JP)
0x10121DF0 = .float $levelOfDetail 0x10121DF0 = .float $levelOfDetail
[MarioKart8_LevelOfDetail_v1]
moduleMatches = 0x2A2DC82C ; v1.0(EU/NA/JP)
0x100F33F0 = .float $levelOfDetail

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@ -1,8 +1,9 @@
[Definition] [Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 titleIds = 000500001010EC00,000500001010ED00,000500001010EB00
name = Graphic Options name = Graphic Options
path = "Mario Kart 8/Graphics" path = "Mario Kart 8/Graphics"
description = Allows you to change the game's TV resolution, gamepad resolution, shadow quality, anti-aliasing, bloom intensity, motion blur quality, level of detail and anisotropic filtering quality.|Made by Crementif, theboy181 and M&&M. description = Allows you to change the game's TV resolution, gamepad resolution, shadow quality, anti-aliasing, bloom intensity, motion blur quality, level of detail and anisotropic filtering quality.|Made by Crementif, theboy181, and M&&M.
#Credits: Crementif, theboy181, M&&M
version = 6 version = 6
[Default] [Default]
@ -855,6 +856,11 @@ name = 16x
category = Anisotropic Filtering category = Anisotropic Filtering
$anisotropy = 16 $anisotropy = 16
[Preset]
name = 32x
category = Anisotropic Filtering
$anisotropy = 32
# Advanced Options # Advanced Options

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[MK8_60FPSFullDraw_V42] [MarioKart8_60FPSFullDraw_v42]
moduleMatches = 0x9F0A90B7 moduleMatches = 0x9F0A90B7 ; v4.2(EU/NA/JP)
0x024AF384 = b .+0x54 0x024AF384 = b .+0x54
[MarioKart8_60FPSFullDraw_v41]
[MK8_60FPSFullDraw_V41] moduleMatches = 0xD09700CE ; v4.1(EU/NA/JP)
moduleMatches = 0xD09700CE
0x024AF000 = b .+0x54 0x024AF000 = b .+0x54
[MarioKart8_60FPSFullDraw_v1]
moduleMatches = 0x2A2DC82C ; v1.0(EU/NA/JP)
0x02416B74 = b .+0x54

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@ -3,4 +3,5 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = 60FPS for 3/4 Player Splitscreen name = 60FPS for 3/4 Player Splitscreen
path = "Mario Kart 8/Mods/60FPS Splitscreen" path = "Mario Kart 8/Mods/60FPS Splitscreen"
description = Forces the game to run at 60FPS instead of 30FPS in 3/4 player splitscreen.|In those splitscreen modes, it normally alternates which screen is being updated each frame. This mod forces it to draw all the screens every frame instead.|Made by theboy181 and Xalphenos. description = Forces the game to run at 60FPS instead of 30FPS in 3/4 player splitscreen.|In those splitscreen modes, it normally alternates which screen is being updated each frame. This mod forces it to draw all the screens every frame instead.|Made by theboy181 and Xalphenos.
#Credits: theboy181, Xalphenos
version = 6 version = 6

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#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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@ -1,4 +1,4 @@
#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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@ -1,4 +1,4 @@
#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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@ -1,4 +1,4 @@
#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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@ -1,4 +1,4 @@
#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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@ -1,4 +1,4 @@
#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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@ -1,4 +1,4 @@
#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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@ -1,4 +1,4 @@
#version 420 #version 450
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN #ifdef VULKAN

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@ -3,4 +3,5 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Remove All HUD Elements name = Remove All HUD Elements
path = "Mario Kart 8/Mods/No HUD (breaks menus)" path = "Mario Kart 8/Mods/No HUD (breaks menus)"
description = Disables any HUD while racing.|Breaks many of the menu's so don't use this if you just want to play the game.||Made by Crementif. description = Disables any HUD while racing.|Breaks many of the menu's so don't use this if you just want to play the game.||Made by Crementif.
#Credits: Crementif
version = 6 version = 6

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@ -1,7 +1,6 @@
[MarioKart8_ForceMultiplayerPortNumber_v81] [MarioKart8_ForceMultiplayerPortNumber_v42]
moduleMatches = 0x9F0A90B7 moduleMatches = 0x9F0A90B7 ; v4.2(EU/NA/JP)
; min port range
# min port range
0x101a9a52 = .short $port 0x101a9a52 = .short $port
# max port range ; max port range
0x101a9a54 = .short $port 0x101a9a54 = .short $port