cemu_graphic_packs/Mods/HyruleWarriors_IncreaseDrawDistance/patch_drawDistance.asm

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[DrawDistance_v208]
moduleMatches = 0xE159AE91
.origin = codecave
##object clip
#0x100DD068 = .float 1.5 #0.5
0x100DD06C = .float 1.5 #3.0
#0x025F0554 = nop #same as setting 0x100DD06C to 0. Fix this when instruction supported.
#0x025F02F4 = nop #
#stage clip
0x100DFEC4 = .float 1.5
#0x100DFEC8 = .float 3.0
##stage clip update
0x100DFECC = .float 2.0
0x100DFED8 = .float 2.0
0x100DFEDC = .float 2.0
0x100DFEE0 = .float 2.0
0x100FF060 = .float 0.99 # force high mip / texture lod
0x100DD8C4 = .float 9900.0 # some smoke / particles
# shadow draw distance (more like boundary)
0x10000B20 = .float 7000.0
#0x10000B24 = .float 20000.0
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
#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