mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-24 00:41:51 +01:00
66383aa0f5
Basically, the code previously would always replace the ratio calculation code for the 3d rendering and just load the upscaled width divided by the upscaled height. But the code gets passed other aspect ratios too, for example in the gear menu (and very likely other menus too). So, even when users didn't use an ultrawide aspect ratio it would set the aspect ratio of anything that was 3d rendered to be 16:9, basically. Comparison: http://www.framecompare.com/image-compare/screenshotcomparison/D6WDWNNX https://cdn.discordapp.com/attachments/292733452590120961/663586520531337223/unknown.png I made some assumptions about the other game versions regarding the floating point register that I use to load the scale float into, which is free to use in the EU 1.0.1 version at least. I assume that the code for all of this is would be very similar though, since the previous ratio patch only had some addresses change across versions so it's probably fine. This actually properly fixes https://github.com/slashiee/cemu_graphic_packs/issues/334 which was closed without any proper solution. Someone reported the issue in the Cemu Discord which made me fix it, since I thought the issue was addressed already.
162 lines
4.1 KiB
Plaintext
162 lines
4.1 KiB
Plaintext
[XCXAspectV100E_V101E]
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moduleMatches = 0x218F6E07, 0xF882D5CF
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# Code cave
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codeCaveSize = 0x0000028
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_widthScaleRatio = 0x0000000
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0x0000000 = .float ($width/$gameWidth)
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_heightScaleRatio = 0x0000004
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0x0000004 = .float ($height/$gameHeight)
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_aspectChangeCave = 0x0000008
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; Scale the width of the viewport that it wants to calculate the ratio for
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0x0000008 = lis r7, _widthScaleRatio@ha
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0x000000C = lfs f8, _widthScaleRatio@l(r7)
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0x0000010 = fmuls f13, f13, f8
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; Scale the height of the viewport that it wants to calculate the ratio for
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0x0000014 = lis r7, _heightScaleRatio@ha
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0x0000018 = lfs f8, _heightScaleRatio@l(r7)
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0x000001C = fmuls f9, f9, f8
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0x0000020 = fdivs f13, f13, f9 ; Original instruction that got replaced by the code cave jump, which divides the width and height to get the aspect ratio
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0x0000024 = blr ; Return to the original code
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# Code changes
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0x03160AE8 = bla _aspectChangeCave ; Modify this instruction to go to the code cave which scales the height and width to the upscale ratios
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0x1003E754 = .float ($width/$height) ; Modify constant that has a ratio in the code
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[XCXAspectV102U]
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moduleMatches = 0x30B6E091
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# Code cave
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codeCaveSize = 0x0000028
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_widthScaleRatio = 0x0000000
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0x0000000 = .float ($width/$gameWidth)
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_heightScaleRatio = 0x0000004
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0x0000004 = .float ($height/$gameHeight)
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_aspectChangeCave = 0x0000008
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0x0000008 = lis r7, _widthScaleRatio@ha
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0x000000C = lfs f8, _widthScaleRatio@l(r7)
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0x0000010 = fmuls f13, f13, f8
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0x0000014 = lis r7, _heightScaleRatio@ha
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0x0000018 = lfs f8, _heightScaleRatio@l(r7)
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0x000001C = fmuls f9, f9, f8
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0x0000020 = fdivs f13, f13, f9
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0x0000024 = blr
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# Code changes
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0x03160A68 = bla _aspectChangeCave
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0x1003E754 = .float ($width/$height)
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[XCXAspectV100U_V101U]
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moduleMatches = 2878856811, 0x676EB33E
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# Code cave
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codeCaveSize = 0x0000028
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_widthScaleRatio = 0x0000000
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0x0000000 = .float ($width/$gameWidth)
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_heightScaleRatio = 0x0000004
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0x0000004 = .float ($height/$gameHeight)
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_aspectChangeCave = 0x0000008
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0x0000008 = lis r7, _widthScaleRatio@ha
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0x000000C = lfs f8, _widthScaleRatio@l(r7)
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0x0000010 = fmuls f13, f13, f8
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0x0000014 = lis r7, _heightScaleRatio@ha
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0x0000018 = lfs f8, _heightScaleRatio@l(r7)
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0x000001C = fmuls f9, f9, f8
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0x0000020 = fdivs f13, f13, f9
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0x0000024 = blr
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# Code changes
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0x031608E8 = bla _aspectChangeCave
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0x1003E754 = .float ($width/$height)
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[XCXAspectV100J]
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moduleMatches = 0x785CA8A9
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# Code cave
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codeCaveSize = 0x0000028
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_widthScaleRatio = 0x0000000
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0x0000000 = .float ($width/$gameWidth)
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_heightScaleRatio = 0x0000004
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0x0000004 = .float ($height/$gameHeight)
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_aspectChangeCave = 0x0000008
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0x0000008 = lis r7, _widthScaleRatio@ha
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0x000000C = lfs f8, _widthScaleRatio@l(r7)
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0x0000010 = fmuls f13, f13, f8
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0x0000014 = lis r7, _heightScaleRatio@ha
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0x0000018 = lfs f8, _heightScaleRatio@l(r7)
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0x000001C = fmuls f9, f9, f8
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0x0000020 = fdivs f13, f13, f9
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0x0000024 = blr
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# Code changes
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0x03156880 = bla _aspectChangeCave
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0x1003E6C4 = .float ($width/$height)
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[XCXAspectV101J]
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moduleMatches = 0x8780C48F
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# Code cave
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codeCaveSize = 0x0000028
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_widthScaleRatio = 0x0000000
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0x0000000 = .float ($width/$gameWidth)
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_heightScaleRatio = 0x0000004
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0x0000004 = .float ($height/$gameHeight)
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_aspectChangeCave = 0x0000008
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0x0000008 = lis r7, _widthScaleRatio@ha
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0x000000C = lfs f8, _widthScaleRatio@l(r7)
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0x0000010 = fmuls f13, f13, f8
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0x0000014 = lis r7, _heightScaleRatio@ha
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0x0000018 = lfs f8, _heightScaleRatio@l(r7)
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0x000001C = fmuls f9, f9, f8
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0x0000020 = fdivs f13, f13, f9
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0x0000024 = blr
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# Code changes
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0x0315BBA8 = bla _aspectChangeCave
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0x1003E714 = .float ($width/$height)
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[XCXAspectV102J]
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moduleMatches = 0x7672271D
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# Code cave
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codeCaveSize = 0x0000028
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_widthScaleRatio = 0x0000000
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0x0000000 = .float ($width/$gameWidth)
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_heightScaleRatio = 0x0000004
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0x0000004 = .float ($height/$gameHeight)
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_aspectChangeCave = 0x0000008
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0x0000008 = lis r7, _widthScaleRatio@ha
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0x000000C = lfs f8, _widthScaleRatio@l(r7)
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0x0000010 = fmuls f13, f13, f8
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0x0000014 = lis r7, _heightScaleRatio@ha
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0x0000018 = lfs f8, _heightScaleRatio@l(r7)
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0x000001C = fmuls f9, f9, f8
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0x0000020 = fdivs f13, f13, f9
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0x0000024 = blr
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# Code changes
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0x0315BE80 = bla _aspectChangeCave
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0x1003E714 = .float $width/$height
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