mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-27 18:31:50 +01:00
1caa114b03
Switches focus from long draw distance to detailed current zone
48 lines
1.6 KiB
NASM
48 lines
1.6 KiB
NASM
[DrawDistance_v208]
|
||
moduleMatches = 0xE159AE91
|
||
.origin = codecave
|
||
|
||
##object clip
|
||
0x100DD06C = .float 2.5 #3.0
|
||
#0x025F0554 = nop #same as setting 0x100DD06C to 0. Fix this when instruction supported.
|
||
#0x025F02F4 = nop #
|
||
#stage clip
|
||
0x100DFEC4 = .float 6.0
|
||
#0x100DFEC8 = .float 6.0
|
||
##stage clip update
|
||
0x100DFECC = .float 6.0
|
||
0x100DFED8 = .float 6.0
|
||
0x100DFEDC = .float 6.0
|
||
0x100DFEE0 = .float 6.0
|
||
|
||
0x100FF060 = .float 0.99 # force high mip / texture lod
|
||
0x100DD8C4 = .float 9900.0 # some smoke / particles
|
||
|
||
# shadow draw distance (more like boundary)
|
||
0x10000B20 = .float 8500.0
|
||
0x10000B24 = .float 40000.0
|
||
0x100DFF78 = .float 40000.0 #Dyamic object shadows ie rocks, chests etc
|
||
|
||
#Grass, debris. Mitigates object pop as groups switces between lods.
|
||
0x100DFF50 = .float 20000.0
|
||
0x100DFF54 = .float 40000.0
|
||
0x100DFF58 = .float 150000.0
|
||
0x100DFF5C = .float 200000.0
|
||
0x100DFF60 = .float 300000.0
|
||
0x100DFF64 = .float 500000.0
|
||
0x100DFF68 = .float 800000.0
|
||
0x100DFF6C = .float 80000.0
|
||
|
||
#Replace army mid LOD with high LOD
|
||
#0x022BD744 = li r12, 0
|
||
#fov
|
||
#0x10006FD0 = .float 0.015 #fov .float 0.017453292 # DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o
|
||
# scatter light (fog)
|
||
#0x1001CA64 = .float 2.5 # 2.0 default, 4.0 dark
|
||
#NPC text lod
|
||
#0x1009E134 = .float -8.0 #flt_1009E134: .float -1.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co
|
||
#0x1009E138 = .float 0.0 #flt_1009E138: .float 0.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo
|
||
##dist from link
|
||
#0x100962BC = .float 0.25 #flt_100962BC: .float 0.0
|
||
|