- Added Time Trials Everywhere
- Added Retry in Normal Play
- Added Quickboot
- Fixed missing texture in E3 menu
- Fixed green video on staff roll
Additionally, Splatoon's map list from the Map Swap pack has been separated into its own file.
Fixes https://github.com/ActualMandM/cemu_graphic_packs/issues/501
Basically, the game uses the 512x512 for both inventory items and for the main character's rendering. So I told Exzap who added this inMEM1 variable which is perfect for cases like these. Anyway, this is basically just the implementation of that.
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 is the first graphics pack that uses categories with graphics adjustment! TV resolution, gamepad resolution, shadow quality, and anisotrophic filtering quality settings have all been merged into one pack.
* Pictograph fix
Using only this part of the code the camera returned to work correctly.
On ultrawide resolutions it remains the same before this fix
Video showing the fix:https://streamable.com/ovtvvg
* Update rules.txt
Co-authored-by: M&M <goldtextwitch@outlook.com>
Fixes https://github.com/slashiee/cemu_graphic_packs/issues/437
The aspect ratio mod apparently relied more on a shotgun approach, which caused major issues with Vulkan.
Using @getdls addresses, I found out that 2 of the addresses that were being patched to jump to the code cave were unrelated to the aspect ratio, so I had those removed.
Those random jumps probably didn't cause issues because they would jump to code that would just utilize floating point registers that were in-use and then put the result in the wrong register too. While the picked registers would work with the 3D rendering aspect ratio instruction, it wouldn't fail for the other registers since they weren't specific to those.
Anyway, the proper fix was to just make a second code cave for the aspect ratio, which outputted the culling ratio in the proper register. And also make sure it didn't use in-use registers.
I also reverted some of the shader code changes since they are inconsistent with how we've done them for all the other packs. And made them more compatible with the ultrawide resolutions.
Character Swap would crash the game due to some change in Cemu 1.15.8 apparently (no real clue why although it's probably the hex values being weird). Reported by Revan.
Hyrule Warriors resolution pack has a pretty big blending bug in the menus for a bit too. Upscaling compressed formats never goes well. Reported by MelonSpeedruns.
Solves https://github.com/slashiee/cemu_graphic_packs/issues/422
Was requested over at the Cemu discord too after we took them away while we sanitized them, and there isn't really an issue with having these. Let's just keep those presets sanitized now.
Also found out that some random workaround had appeared in our resolutions folder 🤔.
Both were fully verified, so no issues should be present. This basically means that every game that runs properly (Star Wars doesn't go in-game, Tokyo Mirage is also very buggy and the upscaling filters don't work with cemu yet) before V5 will have graphic packs at least.