[MK8] Add support for v81/v4.2 update

Also ported the patches from the legacy Cemuhook format to the Cemu patches format.
This commit is contained in:
Crementif 2023-08-03 16:57:00 +02:00
parent 943347080b
commit d803646c74
No known key found for this signature in database
GPG Key ID: 43903308F77B6C3B
6 changed files with 92 additions and 117 deletions

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[MK8_AspectRatio_Shared]
moduleMatches = 0x9F0A90B7,0xD09700CE,0x1D398493,0xBA6B1E20,0x62A5F023,0x2A2DC82C
.origin = codecave
aspectRatio:
.float ((($gameHeight/$height)*$width)/$gameWidth)
scaleAspectRatioCalc:
fdivs f9, f13, f12
lis r7, aspectRatio@ha
lfs f12, aspectRatio@l(r7)
fmuls f7, f9, f12
blr
[MK8_AspectRatio_V42]
moduleMatches = 0x9F0A90B7
0x024AEF70 = bla scaleAspectRatioCalc
0x100C359C = .float ($width/$height)
0x10121E30 = .float ($width/$height)
[MK8_AspectRatio_V41]
moduleMatches = 0xD09700CE
0x024AEBEC = bla scaleAspectRatioCalc
0x100C359C = .float ($width/$height)
0x10121E30 = .float ($width/$height)
[MK8_AspectRatio_V4]
moduleMatches = 0x1D398493
0x024AEBEC = bla scaleAspectRatioCalc
0x100C359C = .float ($width/$height)
0x10121D30 = .float ($width/$height)
[MK8_AspectRatio_V3]
moduleMatches = 0xBA6B1E20
0x024642E8 = bla scaleAspectRatioCalc
0x100AC25C = .float ($width/$height)
0x1010A730 = .float ($width/$height)
[MK8_AspectRatio_V2]
moduleMatches = 0x62A5F023
0x024376D4 = bla scaleAspectRatioCalc
0x1009E9DC = .float ($width/$height)
0x100FC030 = .float ($width/$height)
[MK8_AspectRatio_V1]
moduleMatches = 0x2A2DC82C
0x02416760 = bla scaleAspectRatioCalc
0x10097D94 = .float ($width/$height)
0x100F3430 = .float ($width/$height)

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[MK8_DisableFXAA_V42]
moduleMatches = 0x9F0A90B7
0x027DF528 = blr
[MK8_DisableFXAA_V41]
moduleMatches = 0xD09700CE
0x027DF2F4 = blr

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[MK8_LevelOfDetail_V42_V41]
moduleMatches = 0x9F0A90B7,0xD09700CE
0x10121DF0 = .float $levelOfDetail

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@ -1,114 +0,0 @@
[MK8AspectVer1]
moduleMatches = 0x2A2DC82C
0x10097D94 = .float $width/$height
0x100F3430 = .float $width/$height
#aspect scaling
codeCaveSize = 0x18
_scaleAspect = 0x00000004
0x00000000 = .float (($gameHeight/$height)*$width)/$gameWidth
_scaleAddr = 0x00000000
0x00000004 = fdivs f9, f13, f12
0x00000008 = lis r7, _scaleAddr@ha
0x0000000C = lfs f12, _scaleAddr@l(r7)
0x00000010 = fmuls f7, f9, f12
0x00000014 = blr
#replace math with branch
0x02416760 = bla _scaleAspect
[MK8AspectVer2]
moduleMatches = 0x62A5F023
0x1009E9DC = .float $width/$height
0x100FC030 = .float $width/$height
#aspect scaling
codeCaveSize = 0x18
_scaleAspect = 0x00000004
0x00000000 = .float (($gameHeight/$height)*$width)/$gameWidth
_scaleAddr = 0x00000000
0x00000004 = fdivs f9, f13, f12
0x00000008 = lis r7, _scaleAddr@ha
0x0000000C = lfs f12, _scaleAddr@l(r7)
0x00000010 = fmuls f7, f9, f12
0x00000014 = blr
#replace math with branch
0x024376D4 = bla _scaleAspect
[MK8AspectVer3]
moduleMatches = 0xBA6B1E20
0x100AC25C = .float $width/$height
0x1010A730 = .float $width/$height
#aspect scaling
codeCaveSize = 0x18
_scaleAspect = 0x00000004
0x00000000 = .float (($gameHeight/$height)*$width)/$gameWidth
_scaleAddr = 0x00000000
0x00000004 = fdivs f9, f13, f12
0x00000008 = lis r7, _scaleAddr@ha
0x0000000C = lfs f12, _scaleAddr@l(r7)
0x00000010 = fmuls f7, f9, f12
0x00000014 = blr
#replace math with branch
0x024642E8 = bla _scaleAspect
[MK8AspectVer4]
moduleMatches = 0x1D398493
0x100C359C = .float $width/$height
0x10121D30 = .float $width/$height
#aspect scaling
codeCaveSize = 0x18
_scaleAspect = 0x00000004
0x00000000 = .float (($gameHeight/$height)*$width)/$gameWidth
_scaleAddr = 0x00000000
0x00000004 = fdivs f9, f13, f12
0x00000008 = lis r7, _scaleAddr@ha
0x0000000C = lfs f12, _scaleAddr@l(r7)
0x00000010 = fmuls f7, f9, f12
0x00000014 = blr
#replace math with branch
0x024AEBEC = bla _scaleAspect
[MK8AspectVer4_1]
moduleMatches = 0xD09700CE
0x100C359C = .float $width/$height
0x10121E30 = .float $width/$height
#aspect scaling
codeCaveSize = 0x18
_scaleAspect = 0x00000004
0x00000000 = .float (($gameHeight/$height)*$width)/$gameWidth
_scaleAddr = 0x00000000
0x00000004 = fdivs f9, f13, f12
0x00000008 = lis r7, _scaleAddr@ha
0x0000000C = lfs f12, _scaleAddr@l(r7)
0x00000010 = fmuls f7, f9, f12
0x00000014 = blr
#replace math with branch
0x024AEBEC = bla _scaleAspect
# FXAA In-Game
[MK8FXAAVer4_1]
moduleMatches = 0xD09700CE
0x027DF2F4 = blr
# Level of Detail
[MK8LODVer4_1]
moduleMatches = 0xD09700CE
0x10121DF0 = .float $levelOfDetail

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[MK8_60FPSFullDraw_V42]
moduleMatches = 0x9F0A90B7
0x024AF384 = b .+0x54
[MK8_60FPSFullDraw_V41]
moduleMatches = 0xD09700CE
0x024AF000 = b .+0x54

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@ -1,3 +0,0 @@
[MK8FullDrawVer4_1]
moduleMatches = 0xD09700CE
0x24AF000 = b .+0x54