This commit is contained in:
Intra 2025-04-23 20:51:57 +02:00 committed by GitHub
commit 761b09bce7
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
44 changed files with 523 additions and 508 deletions

View file

@ -1,36 +0,0 @@
[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = Anisotropic Filtering
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Anisotropic Filtering"
description = Allows you to set the anisotropic filtering level to improve clarity for surfaces that are looked at an angle.
version = 7
[Default]
$anisoLevel = 1
[Preset]
name = x1 (Default)
[Preset]
name = x2
$anisoLevel = 2
[Preset]
name = x4
$anisoLevel = 4
[Preset]
name = x8
$anisoLevel = 8
[Preset]
name = x16 (Recommended)
$anisoLevel = 16
[Preset]
name = x32 (Overkill)
$anisoLevel = 32
[TextureRedefine]
formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
overwriteAnisotropy = $anisoLevel

View file

@ -1,33 +0,0 @@
[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = Shadow Resolution
path = "The Legend of Zelda: The Wind Waker HD/Graphics/Shadow Resolution"
description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution.
version = 4
[Preset]
name = Medium (100%, Default)
$shadowRes = 1
[Preset]
name = Low (50%)
$shadowRes = 0.5
[Preset]
name = High (200%)
$shadowRes = 2
[Preset]
name = Ultra (300%)
$shadowRes = 3
[Preset]
name = Extreme (400%, Unstable)
$shadowRes = 4
[TextureRedefine] # Shadows x3 Lods
width = 1024
height = 1024
formats = 0x005
overwriteWidth = $shadowRes * 1024
overwriteHeight = $shadowRes * 1024

View file

@ -1,115 +0,0 @@
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader d80a321ea97e9415: text shadow
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[2];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[2];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 0.0;
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
R0f = passParameterSem0;
R1f = passParameterSem2;
R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw);
// 0
PV0fx = intBitsToFloat(uf_remappedPS[0].w) * 0.99609375;
PV0fy = intBitsToFloat(uf_remappedPS[0].z) * 0.99609375;
PV0fz = intBitsToFloat(uf_remappedPS[0].y) * 0.99609375;
PV0fw = intBitsToFloat(uf_remappedPS[0].x) * 0.99609375;
// 1
PV1fx = fract(PV0fw);
R127f.y = fract(PV0fx);
R127f.z = fract(PV0fy);
PV1fw = fract(PV0fz);
R127f.w = intBitsToFloat(uf_remappedPS[1].x) * 0.99609375;
// 2
R127f.x = intBitsToFloat(uf_remappedPS[1].w) * 0.99609375;
PV0fy = intBitsToFloat(uf_remappedPS[1].z) * 0.99609375;
PV0fz = intBitsToFloat(uf_remappedPS[1].y) * 0.99609375;
R126f.w = PV1fx * intBitsToFloat(0x3f808081);
R126f.x = PV1fw * intBitsToFloat(0x3f808081);
// 3
R125f.x = R127f.y * intBitsToFloat(0x3f808081);
PV1fy = fract(R127f.w);
PV1fz = fract(PV0fz);
R127f.w = R127f.z * intBitsToFloat(0x3f808081);
PS1f = fract(PV0fy);
// 4
PV0fx = fract(R127f.x);
R123f.y = PS1f * intBitsToFloat(0x3f808081) + -(R127f.w);
R123f.z = PV1fz * intBitsToFloat(0x3f808081) + -(R126f.x);
R123f.w = PV1fy * intBitsToFloat(0x3f808081) + -(R126f.w);
// 5
backupReg0f = R123f.y;
backupReg1f = R123f.z;
R123f.x = mul_nonIEEE(R123f.w,R1f.x) + R126f.w;
R123f.x = clamp(R123f.x, 0.0, 1.0);
R123f.y = PV0fx * intBitsToFloat(0x3f808081) + -(R125f.x);
R123f.z = mul_nonIEEE(backupReg0f,R1f.z) + R127f.w;
R123f.z = clamp(R123f.z, 0.0, 1.0);
R123f.w = mul_nonIEEE(backupReg1f,R1f.y) + R126f.x;
R123f.w = clamp(R123f.w, 0.0, 1.0);
// 6
backupReg0f = R123f.x;
R123f.x = mul_nonIEEE(R123f.y,R1f.w) + R125f.x;
R123f.x = clamp(R123f.x, 0.0, 1.0);
R1f.y = mul_nonIEEE(R0f.y, R123f.w);
R1f.y = clamp(R1f.y, 0.0, 1.0);
R1f.z = mul_nonIEEE(R0f.z, R123f.z);
R1f.z = clamp(R1f.z, 0.0, 1.0);
R1f.x = mul_nonIEEE(R0f.x, backupReg0f);
R1f.x = clamp(R1f.x, 0.0, 1.0);
// 7
R1f.w = mul_nonIEEE(R0f.w, R123f.x);
R1f.w = clamp(R1f.w, 0.0, 1.0);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
}

View file

@ -1,11 +0,0 @@
[WWHDEU] ;OliveOperationMgrThread found by BenjaminLSR
moduleMatches = 0xB7E748DE
0x025AC21C = nop; SUSPEND OliveOperationMgrThread
[WWHDUS] ;Ported to US by M&M
moduleMatches = 0x475BD29F
0x025AC25C = nop; SUSPEND OliveOperationMgrThread
[WWHDJP] ;Ported to JP by Crementif
moduleMatches = 0x74BD3F6A
0x025AC24C = nop; SUSPEND OliveOperationMgrThread

View file

@ -1 +0,0 @@
For loadline versions, try looking up addresses from patches.txt in PPC debugger. Correct opcodes should be near these addresses. Changing it should be easy.

View file

@ -1,67 +1,70 @@
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 7d7d874efcc7ba4b: textbox continue icon
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 0.0;
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
R0f = passParameterSem0;
R1f = passParameterSem1;
R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw);
// 0
R0f.x = mul_nonIEEE(R0f.x, R1f.x);
R0f.x = clamp(R0f.x, 0.0, 1.0);
R0f.y = mul_nonIEEE(R0f.y, R1f.y);
R0f.y = clamp(R0f.y, 0.0, 1.0);
R0f.z = mul_nonIEEE(R0f.z, R1f.z);
R0f.z = clamp(R0f.z, 0.0, 1.0);
R0f.w = mul_nonIEEE(R0f.w, R1f.w);
R0f.w = clamp(R0f.w, 0.0, 1.0);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0);
}
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
// shader 960d3ef6662043c7
// Used for: Bloom
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
// 0
backupReg0f = R0f.x * $targetBloom;
backupReg1f = R0f.y * $targetBloom;
backupReg2f = R0f.z * $targetBloom;
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

View file

@ -0,0 +1,40 @@
[Definition]
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name = Bloom
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Bloom"
description = Modify the amount of bloom. Bloom is used to make bright things emit a glow effect to make them look bright.
#Credits: Crementif
version = 6
[Default]
$targetBloom = 1.0
[Preset]
category = Bloom
name = Extra Bloom (150%)
$targetBloom = 1.5
[Preset]
category = Bloom
name = Normal Bloom (100%, Default)
default = 1
[Preset]
category = Bloom
name = Slightly Reduced Bloom (75%)
$targetBloom = 0.75
[Preset]
category = Bloom
name = Reduced Bloom (50%)
$targetBloom = 0.5
[Preset]
category = Bloom
name = Heavily Reduced Bloom (25%)
$targetBloom = 0.25
[Preset]
category = Bloom
name = No Bloom
$targetBloom = 0.0

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -30,7 +30,7 @@ uniform vec2 uf_fragCoordScale;
#endif
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -18,9 +18,9 @@
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 53141a02b3f78921
//make gradient more white blue
//make gradient more white blue
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -20,7 +20,7 @@
// shader 8a763b05908ba4e8
//Third band horizon
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -18,9 +18,9 @@
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 90ed656e9c17616b
//make second gradient more white blue
//make second gradient more white blue
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -19,7 +19,7 @@
// shader 960d3ef6662043c7//bloom blend
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -29,7 +29,7 @@ uniform ivec4 uf_remappedPS[9];
uniform vec2 uf_fragCoordScale;
#endif
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
@ -19,7 +19,7 @@
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader c2cae30e906be2d5
//Ao scale
//Ao scale
#ifdef VULKAN
layout(set = 1, binding = 3) uniform ufBlock
{

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -29,7 +29,7 @@ uniform ivec4 uf_remappedPS[5];
uniform vec2 uf_fragCoordScale;
#endif
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
@ -20,7 +20,7 @@
// shader ef821134ed8dd294 // horizon 2 missing shader
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -19,7 +19,7 @@
// shader f1a49f43d95bec30 //skybox
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -35,8 +35,8 @@ const float hazeFactor = 0.1;
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = $exposure; // 1.0 is neutral
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
const float contrastCurve = $contrastCurve;
@ -45,18 +45,18 @@ vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adju
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
//lumasharpen
const float sharp_mix = $sharp_mix;
const float sharp_strength = 2.0;
const float sharp_strength = 2.0;
const float sharp_clamp = 0.75;
const float offset_bias = 1.0;
float Sigmoid (float x) {
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
}
#define px (1.0/1920.0*uf_fragCoordScale.x)
#define py (1.0/1080.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
float lumasharping(sampler2D tex, vec2 pos) {
vec4 colorInput = texture(tex, pos);
@ -94,8 +94,8 @@ vec3 LiftGammaGainPass(vec3 colorInput)
{ //reshade BSD https://reshade.me , Alexkiri port
vec3 color = colorInput;
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0);
color *= RGB_Gain;
color = clamp(color, 0.0, 1.0);
color *= RGB_Gain;
color = pow(color, 1.0 / RGB_Gamma);
return clamp(color, 0.0, 1.0);
}
@ -103,7 +103,7 @@ vec3 LiftGammaGainPass(vec3 colorInput)
vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
//fColour = LiftGammaGainPass(fColour);
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;

View file

@ -1,12 +1,12 @@
[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = Contrasty
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Contrasty v1.1"
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings. Made by getdls.
version = 4
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name = Contrasty v1.1
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Contrasty"
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls.
#Credits: getdls
version = 6
[Preset]
name = Default
[Default]
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -34,6 +34,9 @@ $skyboxMix = 1.05
$AO = 1.0
$beach = 1.0
[Preset]
name = Default
[Preset]
name = Less sky bloom
$redShadows = 1.0

View file

@ -1,12 +1,12 @@
[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name = Negative texture LOD bias
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Negative Texture LOD"
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Negative Texture LOD"
description = Texture LOD override, possible shimmer but sharper textures.
version = 4
#Credits: getdls
version = 6
[Preset]
name = LOD Default
[Default]
$0x031 = 0
$0x033 = 0
$0x034 = 0
@ -17,7 +17,7 @@ $0x433 = 0
$0x434 = 0
[Preset] #16x Anisotropic filter makes (ocean) textures to sharp, they should fade to blur.
name = +2 LOD 34 smooth ocean mipmap transition.
name = +2 LOD 34 smooth ocean mipmap transition.
$0x031 = 0
$0x033 = 0
$0x034 = +2
@ -27,6 +27,10 @@ $0x432 = 0
$0x433 = 0
$0x434 = 0
[Preset]
name = LOD Default
default = 1
[Preset]
name = LOD -0.5 (Sharper)
$0x031 = -.5
@ -39,7 +43,7 @@ $0x433 = -.5
$0x434 = -.5
[Preset]
name = LOD -1 (Max for gameplay)
name = LOD -1 (Super Sharp)
$0x031 = -1
$0x033 = -1
$0x034 = -1
@ -63,15 +67,15 @@ $0x434 = -4
[TextureRedefine]
formats = 0x031 #
overwriteRelativeLodBias = $0x031
overwriteRelativeLodBias = $0x031
[TextureRedefine]#Per format, possible to have separate scaling if needed
formats = 0x033
overwriteRelativeLodBias = $0x033
formats = 0x033
overwriteRelativeLodBias = $0x033
[TextureRedefine]
formats = 0x034
overwriteRelativeLodBias = $0x034
overwriteRelativeLodBias = $0x034
[TextureRedefine]
formats = 0x035

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN

View file

@ -1,6 +1,7 @@
[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name = No SSAO
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/No SSAO"
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/No SSAO"
description = Removes the SSAO of the game, which are these little blurred shadows around Link when you're standing under a tree, for example.
version = 4
#Credits: MelonSpeedruns
version = 6

View file

@ -0,0 +1,84 @@
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[5];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[5];
uniform vec2 uf_fragCoordScale;
#endif
//// shader ff71dcd2ad4defdc
//uniform ivec4 uf_remappedPS[4];
//layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
//layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
//layout(location = 0) in vec4 passParameterSem2;
//layout(location = 0) out vec4 passPixelColor0;
//uniform vec2 uf_fragCoordScale;
//int clampFI32(int v)
//{
//if( v == 0x7FFFFFFF )
// return floatBitsToInt(1.0);
//else if( v == 0xFFFFFFFF )
// return floatBitsToInt(0.0);
//return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
//}
//float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
//void main()
//{
//vec4 R0f = vec4(0.0);
//vec4 R1f = vec4(0.0);
//vec4 R2f = vec4(0.0);
//vec4 R3f = vec4(0.0);
//vec4 R4f = vec4(0.0);
//vec4 R123f = vec4(0.0);
//vec4 R126f = vec4(0.0);
//vec4 R127f = vec4(0.0);
//float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
//vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
//float PS0f = 0.0, PS1f = 0.0;
//vec4 tempf = vec4(0.0);
//float tempResultf;
//int tempResulti;
//ivec4 ARi = ivec4(0);
//bool predResult = true;
//bool activeMaskStack[2];
//bool activeMaskStackC[3];
//activeMaskStack[0] = false;
//activeMaskStackC[0] = false;
//activeMaskStackC[1] = false;
//activeMaskStack[0] = true;
//activeMaskStackC[0] = true;
//activeMaskStackC[1] = true;
//vec3 cubeMapSTM;
//int cubeMapFaceId;
//R0f = passParameterSem2;
////R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
//R2f.xyzw= (texture(textureUnitPS0, R0f.xy).xyzw);
//passPixelColor0 = R2f.xyzw;
//}

View file

@ -0,0 +1,7 @@
[Definition]
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name = Remove Anti-Aliasing
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Remove AA"
description = Dissable the game's native AA.
#Credits: getdls
version = 6

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
@ -20,8 +20,8 @@
// shader 1f83c0d47b1c4c34 //box downscale
const float resXScale = (float($height)/float($gameHeight));
const float resYScale = (float($width)/float($gameWidth));
const float resXScale = (float($height)/float($gameHeight));
const float resYScale = (float($width)/float($gameWidth));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
@ -20,8 +20,8 @@
// shader 4ffa96d07cd53c34
const float resXScale = (float($height)/float($gameHeight));
const float resYScale = (float($height)/float($gameHeight));
const float resXScale = (float($height)/float($gameHeight));
const float resYScale = (float($height)/float($gameHeight));
//box low res (bloom?)
@ -99,7 +99,7 @@ backupReg0f = R2f.x;
R2f.x = backupReg0f + intBitsToFloat(uf_remappedVS[0].z)/resXScale;//hz right
R2f.y = PS0f;
PV1f.z = backupReg1f + -(intBitsToFloat(uf_remappedVS[0].w)/resYScale); ///vert
R0f.x = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].z)/resXScale); //hz left
R0f.x = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].z)/resXScale); //hz left
PS1f = R0f.x;
// 2
R0f.y = R127f.x;

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
@ -20,7 +20,7 @@
// shader 842a19b509f8b91a //vertical pass bloom
const float resYScale = (float($height)/float($gameHeight));
const float resYScale = (float($height)/float($gameHeight));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock

View file

@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
@ -20,7 +20,7 @@
// shader 8d68a0e3561ff525 //horiztontal bloom pass
const float resXScale = (float($width)/float($gameWidth));
const float resXScale = (float($width)/float($gameWidth));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock

View file

@ -1,17 +1,17 @@
[WWHDAspectEUR]
moduleMatches = 0xB7E748DE
[WindWakerHD_Aspect_EU]
moduleMatches = 0xB7E748DE ; (EU)
0x1004AAF0 = .float ($aspectRatio)
0x101417E0 = .float ($aspectRatio)
0x101658A8 = .float ($aspectRatio)
[WWHDAspectJAP]
moduleMatches = 0x74BD3F6A
[WindWakerHD_Aspect_NA]
moduleMatches = 0x475BD29F ; (NA)
0x1004AAF0 = .float ($aspectRatio)
0x101417D0 = .float ($aspectRatio)
0x10165898 = .float ($aspectRatio)
[WindWakerHD_Aspect_JP]
moduleMatches = 0x74BD3F6A ; (JP)
0x1004AAF0 = .float ($aspectRatio)
0x101417F8 = .float ($aspectRatio)
0x101658C0 = .float ($aspectRatio)
[WWHDAspectUSA]
moduleMatches = 0x475BD29F
0x1004AAF0 = .float ($aspectRatio)
0x101417D0 = .float ($aspectRatio)
0x10165898 = .float ($aspectRatio)

View file

@ -1,127 +1,124 @@
[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = Resolution
path = "The Legend of Zelda: The Wind Waker HD/Graphics/Resolution"
description = Changes the resolution of the game. Made by getdls and Morph.
version = 4
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name = Graphics Settings
path = "The Legend of Zelda: The Wind Waker HD/Graphics"
description = Changes the resolution of the game and shadow quality.|Made by getdls and Morph.
#Credits: getdls, Morph, NineKain
version = 6
[Preset]
name = 1920x1080 (Default)
[Default]
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
$shadowRes = 1
$anisoLevel = 1
[Preset]
category = Resolution
name = 320x180
$width = 320
$height = 180
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 640x360
$width = 640
$height = 360
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 960x540
$width = 960
$height = 540
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 1280x720
$width = 1280
$height = 720
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 1920x1080 (Default)
default = 1
[Preset]
category = Resolution
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 2732x1536
$width = 2732
$height = 1536
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
category = Resolution
name = 7680x4320
$width = 7680
$height = 4320
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
@ -132,145 +129,211 @@ $aspectRatio = (16.0/9.0)
#1920×800, 3840×1600, 7680×3200 |12:5 (2.4)
[Preset]
category = Resolution
name = ---- Ultra wide 21:9 ----
$width = 2560
$height = 1080
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 2.0
$lightSourceRecommened = 2.0
$scaleShader = (1920.0/2560.0)
$aspectRatio = (64.0/27.0) #LG
[Preset]
category = Resolution
name = 2560x1080 (21:9 HD)
$width = 2560
$height = 1080
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 2.0
$lightSourceRecommened = 2.0
$scaleShader = (1920.0/2560.0)
$aspectRatio = (64.0/27.0) #LG
[Preset]
category = Resolution
name = 3440x1440 (21:9)
$width = 3440
$height = 1440
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 1.5
$lightSourceRecommened = 1.5
$scaleShader = (2560.0/3440.0)
$aspectRatio = (43.0/18.0)
[Preset]
category = Resolution
name = 3840x1600 (21:9)
$width = 3840
$height = 1600
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 1.35
$lightSourceRecommened = 1.35
$scaleShader = (2844.445/3840.0)
$aspectRatio = (12.0/5.0)
[Preset]
category = Resolution
name = 5160x2160 (4k 21:9)
$width = 5160
$height = 2160
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = (3840.0/5160.0)
$aspectRatio = (64.0/27.0) #LG
[Preset]
category = Resolution
name = ---- Superwide 32:9 ----
$width = 5120
$height = 1440
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 1.5
$lightSourceRecommened = 1.5
$scaleShader = (2560.0/5120.0)
$aspectRatio = (96.0/27.0)
[Preset]
category = Resolution
name = 5120x1440 (32:9)
$width = 5120
$height = 1440
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 1.5
$lightSourceRecommened = 1.5
$scaleShader = (2560.0/5120.0)
$aspectRatio = (96.0/27.0)
[Preset]
category = Resolution
name = 7680x2160 (4k 32:9)
$width = 7680
$height = 2160
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 1.0
$lightSourceRecommened = 1.0
$scaleShader = (3840.0/7680.0)
$aspectRatio = (96.0/27.0)
[Preset]
category = Resolution
name = ---- Custom resolutions ----
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 2.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
name = 1920x1080 AO fix - Light res x2
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 2.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
name = 2560x1440 AO fix
$width = 2560
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 1.5
$scaleShader = 1.0 #(1088.0/1440.0)
$aspectRatio = (16.0/9.0)
[Preset]
name = 3840x2160 AO fix - light res x2
$width = 3840
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 2.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
name = 1920x2160 vert x2 SSAA - light res x2
category = Resolution
name = 1920x2160 vert x2 SSAA
$width = 1920
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 2.0
$lightSourceRecommened = 2.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
[Preset]
name = 3840x4320 vert x2 SSAA - light res x2
category = Resolution
name = 3840x4320 vert x2 SSAA
$width = 3840
$height = 4320 # x2
$gameWidth = 1920
$gameHeight = 1080
$lightSource = 2.0
$lightSourceRecommened = 2.0
$scaleShader = 1.0
$aspectRatio = (16.0/9.0)
# Light Resolution
[Preset]
name = 100% (Default)
category = Light Resolution
condition = $lightSourceRecommened != 1.0
[Preset]
name = 100% (Default) (Recommended)
category = Light Resolution
condition = $lightSourceRecommened == 1.0
default = 1
[Preset]
name = 135%
category = Light Resolution
condition = $lightSourceRecommened != 1.35
$lightSource = 1.35
[Preset]
name = 135% (Recommended)
category = Light Resolution
condition = $lightSourceRecommened == 1.35
$lightSource = 1.35
default = 1
[Preset]
name = 150%
category = Light Resolution
condition = $lightSourceRecommened != 1.50
$lightSource = 1.50
[Preset]
name = 150% (Recommended)
category = Light Resolution
condition = $lightSourceRecommened == 1.50
$lightSource = 1.50
default = 1
[Preset]
name = 200%
category = Light Resolution
condition = $lightSourceRecommened != 2.0
$lightSource = 2.0
[Preset]
name = 200% (Recommended)
category = Light Resolution
condition = $lightSourceRecommened == 2.0
$lightSource = 2.0
default = 1
# Shadows Resolution
[Preset]
category = Shadow Quality
name = Low (50%)
$shadowRes = 0.5
[Preset]
category = Shadow Quality
name = Medium (100%, Default)
default = 1
[Preset]
category = Shadow Quality
name = High (200%)
$shadowRes = 2
[Preset]
category = Shadow Quality
name = Ultra (300%)
$shadowRes = 3
[Preset]
category = Shadow Quality
name = Extreme (400%, Unstable)
$shadowRes = 4
# Anisotropic Filtering
[Preset]
category = Anisotropic Filtering
name = 1x (Default)
Default = 1
[Preset]
category = Anisotropic Filtering
name = 2x
$anisoLevel = 2
[Preset]
category = Anisotropic Filtering
name = 4x
$anisoLevel = 4
[Preset]
category = Anisotropic Filtering
name = 8x
$anisoLevel = 8
[Preset]
category = Anisotropic Filtering
name = 16x (Recommended)
$anisoLevel = 16
[Preset]
category = Anisotropic Filtering
name = 32x (Overkill)
$anisoLevel = 32
## Colour depth increase - Didn't see any visual improvement.
#
#[TextureRedefine]
@ -293,6 +356,17 @@ $aspectRatio = (16.0/9.0)
#formats = 0x816
#overwriteFormat = 0x820
[TextureRedefine]
formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
overwriteAnisotropy = $anisoLevel
[TextureRedefine] # Shadows x3 Lods
width = 1024
height = 1024
formats = 0x005
overwriteWidth = $shadowRes * 1024
overwriteHeight = $shadowRes * 1024
[TextureRedefine]
width = 1920
height = 1088

View file

@ -1,6 +1,7 @@
[Definition]
titleIds = 0005000010143500,0005000010143600,0005000010143400
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name = Remove HUD
path = "The Legend of Zelda: The Wind Waker HD/Mods/Remove HUD (breaks menus)"
description = Removes the HUD elements for taking screenshots.|This will break other menus making it very hard to navigate those.
version = 7
#Credits: Crementif
version = 6

View file

@ -0,0 +1,11 @@
[WindWakerHD_SlowDownFix_EU] ;OliveOperationMgrThread found by BenjaminLSR
moduleMatches = 0xB7E748DE ; (EU)
0x025AC21C = nop; SUSPEND OliveOperationMgrThread
[WindWakerHD_SlowDownFix_NA] ;Ported to US by M&&M
moduleMatches = 0x475BD29F ; (NA)
0x025AC25C = nop; SUSPEND OliveOperationMgrThread
[WindWakerHD_SlowDownFix_JP] ;Ported to JP by Crementif
moduleMatches = 0x74BD3F6A ; (JP)
0x025AC24C = nop; SUSPEND OliveOperationMgrThread

View file

@ -1,6 +1,8 @@
[Definition]
titleIds = 0005000010143400,0005000010143500,0005000010143600
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name = FPS Slowdown
path = "The Legend of Zelda: The Wind Waker HD/Workarounds/FPS Slowdown"
description = Fixes slowdown that could occur on weaker hardware.
version = 4
#Credits: BenjaminLSR, M&&M, Crementif
version = 6
default = 1

View file

@ -1,28 +1,20 @@
[WWHDEU] ;made by BenjaminLSR
moduleMatches = 0xB7E748DE
[WindWakerHD_IntelFix_EU] ;made by BenjaminLSR
moduleMatches = 0xB7E748DE ; (EU)
_emptyString = 0x10166948
;is_useSsaoDirectDraw
0x0278EED8 = lis r0, _emptyString@ha
0x0278EEE4 = addic r0, r0, _emptyString@l
[WWHDUS] ;ported to US by M&M
moduleMatches = 0x475BD29F
[WindWakerHD_IntelFix_NA] ;ported to US by M&M
moduleMatches = 0x475BD29F ; (NA)
_emptyString = 0x1016693C
;is_useSsaoDirectDraw
0x0278E618 = lis r0, _emptyString@ha
0x0278E624 = addic r0, r0, _emptyString@l
[WWHDJP] ;ported to JP by Crementif
moduleMatches = 0x74BD3F6A
[WindWakerHD_IntelFix_JP] ;ported to JP by Crementif
moduleMatches = 0x74BD3F6A ; (JP)
_emptyString = 0x1016695C
;is_useSsaoDirectDraw
0x0278F0F8 = lis r0, _emptyString@ha
0x0278F104 = addic r0, r0, _emptyString@l
0x0278F104 = addic r0, r0, _emptyString@l

View file

@ -1,6 +1,7 @@
[Definition]
titleIds = 0005000010143400,0005000010143500,0005000010143600
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name= Graphical fixes for Intel Integrated GPUs
path = "The Legend of Zelda: The Wind Waker HD/Workarounds/Intel Integrated GPU Fixes"
description = Fixes graphical bugs while using an Intel iGPU. Don't use this if you're using a Nvidia or AMD GPU.
version = 4
#Credits: BenjaminLSR, M&&M, Crementif
version = 6

View file

@ -1,53 +1,40 @@
[WW_USA]
moduleMatches = 0x475BD29F
_sub_exit = 0x022D0138
#First picture
0x022D00E8 = nop ; cmp r0, 1
0x022D00EC = b _sub_exit ; beq 0x022D0138
#Second picture
0x022D0114 = nop ; cmp r0, 2
0x022D0118 = nop ; bne 0x022D00F0
#Third picture
0x022D0130 = nop ; cmp r0, 3
0x022D0134 = nop ; bne 0x022D00F0
[WW_EUR]
moduleMatches = 0xB7E748DE
;For loadline versions, try looking up addresses in PPC debugger. Correct opcodes should be near these addresses. Changing it should be easy.
[WindWakerHD_PictoBox_EU]
moduleMatches = 0xB7E748DE ; (EU)
_sub_exit = 0x022D013C
#First picture
;First picture
0x022D00EC = nop ; cmp r0, 1
0x022D00F0 = b _sub_exit ; beq 0x022D013C
#Second picture
;Second picture
0x022D0118 = nop ; cmp r0, 2
0x022D011C = nop ; bne 0x022D00F4
#Third picture
;Third picture
0x022D0134 = nop ; cmp r0, 3
0x022D0138 = nop ; bne 0x022D00F4
[WindWakerHD_PictoBox_NA]
moduleMatches = 0x475BD29F ; (NA)
_sub_exit = 0x022D0138
;First picture
0x022D00E8 = nop ; cmp r0, 1
0x022D00EC = b _sub_exit ; beq 0x022D0138
;Second picture
0x022D0114 = nop ; cmp r0, 2
0x022D0118 = nop ; bne 0x022D00F0
;Third picture
0x022D0130 = nop ; cmp r0, 3
0x022D0134 = nop ; bne 0x022D00F0
[WW_JPN]
moduleMatches = 0x74BD3F6A
[WindWakerHD_PictoBox_JP]
moduleMatches = 0x74BD3F6A ; (JP)
_sub_exit = 0x022D0140
#First picture
;First picture
0x022D00F0 = nop ; cmp r0, 1
0x022D00F4 = b _sub_exit ; beq 0x022D0140
#Second picture
;Second picture
0x022D011C = nop ; cmp r0, 2
0x022D0120 = nop ; bne 0x022D00F8
#Third picture
;Third picture
0x022D0138 = nop ; cmp r0, 3
0x022D013C = nop ; bne 0x022D00F8
0x022D013C = nop ; bne 0x022D00F8

View file

@ -1,6 +1,7 @@
[Definition]
titleIds = 0005000010143400,0005000010143500,0005000010143600
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
name = Picto-Box Fix
path = "The Legend of Zelda: The Wind Waker HD/Workarounds/Picto-Box Fix"
description = This is more of a cheat than workaround. Forces Lenzo to accept any pictures in the quest 'Lenzo's Research Assistant'. Made by Vladimir-1799.
version = 4
description = This is more of a cheat than workaround. Forces Lenzo to accept any pictures in the quest 'Lenzo's Research Assistant'.|Made by Vladimir-1799.
#Credits: Vladimir-1799
version = 6