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[Super Mario 3D world] update to v6, new AA option #668
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I'm gonna stop submitting pull request until some of these get merged Take as much time as you need @Crementif . I actually learned how to make branches and protect myself from accidentally committing to my masterbranch. so in way less of a hurry to get these out I also have allow edits by maintainers turned on, so if any small style or spelling changes need/want to be made, just make them. And I will be going through every pack in this repo, so make changes/sugestions/problems as if you are going to fix the entire repo to perfection |
also @Crementif if you need screenshots or additional information or anything just let me know |
inspired by dr luigi
Here's the basics for a SM3D draw distance mod
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@getdls how did you go about creating this? I want to make something similar for XCX oh and massive improvement for 5-4, completely gets rid of all the pop in when roaming the level and makes the assets visable from the start, nice: |
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@getdls what do you mean by rail/"floating dinosaur" levels? |
Tested getdls's draw distance mod up to world 6 found no issues other than just nothing happening in the Plussy levels, and the game just acting like no modifications have been made has a *massive* improvement for 5-4 (the one level anyone would want a draw distance mod for) occasionally had a minor improvement for a level here or there thanks for the work and the contributation getdls I may try to figure out getting draw distance working on the Plussy levels in the future, but if not then the improvment to 5-4 is worth adding the mod
Sorry, I was a bit sleepy. SM3W loads the level and then places rooms in way off coordinates in the world to simulate transitions without loading. For the Bowser fight (train level -> on rails), they hid the final area by just culling it out. When you set the draw distance too far, you see the end of the road while the fight is still ongoing. That + Plussy levels loading was probably the reason it wasn't released. It's like Plussy loads a different set of assets. Basically, the patch preferably had tweaked values or a check disabling them when loading areas that use culling for gameplay before releasing.
I don't recommend starting with XCX, that whole game is a crunch mess. I did a basic draw distance hack, but it was unstable AF (see how BOTW gets additional memory these days) + it didn't fix character pop-in, which was the most relevant part. Alexkiri had a nice YouTube guide on basic disassembly and tracing; I can't find it :( . However, Cemu has a built-in debugger now, right? Better use that and Ghidra. If you're in a country that can use Discord, maybe ask in the channel? Sorry to be a tease, but basically, I did widescreen hacks and learned stuff as I went along... so start with a small/simple game. https://wiki.cemu.info/wiki/Cemu_patches |
can I see what you had for XCX? I might be able to get something if I know what debug symbols to look around. and I'm familliar with cemu's debugger and ghidra and asm, and all that. I just want to know how you went about finding the draw distance stuff specifically. idk how to search unknown constants. ik how to search variables and all that, I understand how all of XCX's mods work even if not dealing with a variable because the extensive debug symbols to someone who knows asm, how did you go about finding the draw distance specifically? |
Not sure what happened to my original comment... just checking. Nope, that works, maybe I just forgot to hit send.. |
Draw distance and widescreen mods are roughly the same thing. Reconnaissance
Minimize the attack area
Analysis - Iterate
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Xenoblade "raw values" before being traced back to jumps or original usage. Its probably only 3-4 of them that actually are relevant.
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update to v6
move into src
add credits comments
merge ansiotropic and shadows mod into the resolution pack to be consistent with other games
new antialiasing option