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GraphicMods efb Tagetes
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GraphicMods efb Tagetes
07-08-2022, 06:40 PM
#1
Venomalia Offline
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The GraphicMods are really interesting, great work.
I just don't quite understand how the efb tagetes work, my tagetes in Zelda Twilight Princess Wii have completely different names.
[Image: HwsGMno.png]

are there any other actions planned?
I have seen that so far there are Move, Scale, Skip and Print.

it seems the efb scaling generally a good thing and actually only positive effects, has it ever been tested if there are negative effects when you apply it to any efb?
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07-09-2022, 06:08 AM
#2
iwubcode Offline
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Hi @Venomalia!!  *waves*

(07-08-2022, 06:40 PM)Venomalia Wrote: I just don't quite understand how the efb tagetes work, my tagetes in Zelda Twilight Princess Wii have completely different names.

EFBs are dynamically generated.  The only real values we can use to pick a target is the size and the format of the EFB.  When you dump an EFB, you also get a count.  This is just a number incremented with every EFB that is dumped.  Using a count as part of the target wouldn't be very useful because it is highly dependent on your game session.  So for the graphics mods implementation, we ignore the count.  We could have left it off in the json but I thought it'd be easier for users to just be able to copy and paste a value into the json.

(07-08-2022, 06:40 PM)Venomalia Wrote: are there any other actions planned?
I have seen that so far there are Move, Scale, Skip and Print.

Yes there are a few more actions planned.  They will be a bit more specialized but still usable by every game.  I'm trying to avoid game specific actions (that would be more suited to a scripting type solution)

(07-08-2022, 06:40 PM)Venomalia Wrote: it seems the efb scaling generally a good thing and actually only positive effects, has it ever been tested if there are negative effects when you apply it to any efb?

Do you mean scaling to native resolution?  Yes, there are two issues:

* For many effects, we want to use a high resolution copy because it actually looks better.
* Native resolution for bloom actually can cause a "shimmer" effect.  We will have a solution to this in the future.
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07-09-2022, 09:01 PM
#3
Venomalia Offline
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I thought something like that, but it could also be that there is more behind this.
really interesting what is possible, just could not test it much yet.
hope that I can soon find some time to make a few pack.

(07-09-2022, 06:08 AM)iwubcode Wrote: Yes there are a few more actions planned.  They will be a bit more specialized but still usable by every game.  I'm trying to avoid game specific actions (that would be more suited to a scripting type solution)
I am curious what comes, would you like to reveal what exactly is planned? or is it still a secret?
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07-10-2022, 07:42 AM
#4
iwubcode Offline
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(07-09-2022, 09:01 PM)Venomalia Wrote: I am curious what comes, would you like to reveal what exactly is planned? or is it still a secret?

Going to keep it mostly under wraps for now.  It's still a ways away.

But I will mention that my post processing overhaul will use this infrastructure.
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07-13-2022, 09:14 AM
#5
Snowblind Away
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(07-08-2022, 06:40 PM)Venomalia Wrote: [Image: HwsGMno.png]

Hi @Venomalia, which tool are you using to select the EFB targets? Thank you for being so supportive!
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07-13-2022, 03:58 PM
#6
Silent Hell Offline
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Dolphin has an option to dump EFB textures and you simply have to use a text editor like notepad++ to make the definition list.
My current rig.
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07-14-2022, 12:07 AM
#7
Snowblind Away
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(07-13-2022, 03:58 PM)Silent Hell Wrote: Dolphin has an option to dump EFB textures and you simply have to use a text editor like notepad++ to make the definition list.

Thank you, Silent Hell. I learn something new every day here.
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