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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 17:49:17 +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]
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moduleMatches = 0xE159AE91
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.origin = codecave
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##object clip
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0x100DD06C = .float 2.5 #3.0
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#0x025F0554 = nop #same as setting 0x100DD06C to 0. Fix this when instruction supported.
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#0x025F02F4 = nop #
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#stage clip
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0x100DFEC4 = .float 6.0
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#0x100DFEC8 = .float 6.0
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##stage clip update
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0x100DFECC = .float 6.0
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0x100DFED8 = .float 6.0
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0x100DFEDC = .float 6.0
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0x100DFEE0 = .float 6.0
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0x100FF060 = .float 0.99 # force high mip / texture lod
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0x100DD8C4 = .float 9900.0 # some smoke / particles
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# shadow draw distance (more like boundary)
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0x10000B20 = .float 8500.0
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0x10000B24 = .float 40000.0
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0x100DFF78 = .float 40000.0 #Dyamic object shadows ie rocks, chests etc
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#Grass, debris. Mitigates object pop as groups switces between lods.
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0x100DFF50 = .float 20000.0
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0x100DFF54 = .float 40000.0
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0x100DFF58 = .float 150000.0
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0x100DFF5C = .float 200000.0
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0x100DFF60 = .float 300000.0
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0x100DFF64 = .float 500000.0
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0x100DFF68 = .float 800000.0
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0x100DFF6C = .float 80000.0
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#Replace army mid LOD with high LOD
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#0x022BD744 = li r12, 0
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#fov
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#0x10006FD0 = .float 0.015 #fov .float 0.017453292 # DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o
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# scatter light (fog)
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#0x1001CA64 = .float 2.5 # 2.0 default, 4.0 dark
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#NPC text lod
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#0x1009E134 = .float -8.0 #flt_1009E134: .float -1.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co
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#0x1009E138 = .float 0.0 #flt_1009E138: .float 0.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo
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##dist from link
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#0x100962BC = .float 0.25 #flt_100962BC: .float 0.0
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