(05-03-2017, 10:47 PM)Rickv123 Wrote: I don't know how to change the cameras viewport width at this current point in time, however I did try to make the objects spawn at an wider angle but with no luck... Dolphin keeps throwing an error "fifo is overflown by gather pipe cpu thread is too fast" resulting in a crash afterwards, probably due too way to many objects having to be displayed at the same time because of the extra width the game needs to take into account so I gave up. Perhaps I'll try and give it another shot, another time...No rush. Thanks for replying.
Xenoblade Chronicles HD Texture Pack v8.52 - (August 21, 2018)
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05-04-2017, 10:59 AM
05-04-2017, 11:53 AM
[color=#3333ff]Gecko Code for Xenoblade Chronicles NTSC-U (SX4E01)[/color]
[color=#339933]21:9 (2560x1080) Ultra Widescreen[/color] 0444A5E4 38600001 C247FF24 00000002 3DC04320 91C20000 C3E20000 00000000 C247FEF0 00000002 3DC04320 91C20000 C3E20000 00000000 C2474A24 00000002 3DC04320 91C20000 C0220000 00000000 C2475FE4 00000002 3DC04320 91C20000 C0220000 00000000 C2485F14 00000002 3DC04320 91C20000 C0220000 00000000 C2485FB0 00000002 3DC04320 91C20000 C0220000 00000000 C2137AD8 00000006 3DC03F43 91C20000 C2220000 C0030000 EC110032 D0030000 C003000C EC110032 D003000C 38800001 60000000 00000000 C244E620 00000003 3DC03FA8 91C20000 C2220000 EC5E0072 EC5100B2 00000000 *Gecko Code made by gamemasterplc More Widescreen Codes here 05-04-2017, 12:03 PM
remove the last 11 lines if you only want the culling fix without wider viewports
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
05-05-2017, 02:52 AM
Version 8.2 is out!
I apparently missed some Junks textures by Evil Jerk awhile back, so those were added along with a few more textures. The big change is that DDS packs are slightly higher quality, and now use internal mipmaps. As a result, the DDS pack now requires Dolphin 5.0-3506 or later. Mipmaps are also slightly higher quality, but I doubt any of the quality improvements will be noticeable. Some PNG textures that should not have had alpha were fixed, converting these to DDS with my script means they now use DXT1 compression. Most packs are online, the full PNG pack is uploading and will be available soon. 05-05-2017, 06:13 AM
(This post was last modified: 05-05-2017, 06:13 AM by Matrix2525.)
So, having acquired an ultrawide monitor several months back, I was pretty excited to try darkludx's 21:9 + enhanced culling code. I thought it was working perfectly at first, but after a couple minutes of running around colony nine, I noticed an "interesting" behavior...
Spoiler: And finally, thanks for yet another pack update Bighead
gamemasterplc is the creator of the Gecko Code 21:9 Ultra Widescreen for Xenoblade Chronicles NTSC-U (SX4E01), I only shared his code here.
I hope that gamemasterplc can check the behavior that Matrix2525 described and he can fix it. 05-05-2017, 01:30 PM
21:9 Gecko Code Xenoblade Chronicles NTSC-U:
0466A364 3FE00000 0466A210 3CBB9F56 Basic Aspect Fix+Clip Fix. Use last line for clip fix
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
05-06-2017, 03:18 AM
Some minor updates to the barrel I upload a while ago. A couple things bothered me that I fixed up.
If you need it immediately for whatever reason (you probably don't, because barrel), you can use Bighead's tool (hehe) to generate mipmaps or to convert to DDS. It'll make him feel special. 05-06-2017, 04:15 AM
First off, it wasn't my intention to mis-credit anyone, so sorry about that (darkludx, did you always have that asterisk at the bottom of that post? :p). Gamemasterpic, I just tried the new code you posted, and it seems like it does what it says on the tin. The 3D space renders properly in 21:9 without using dolphin's widescreen hack setting, and the clip fix seems to work properly. Detail elements render out to the borders of the screen so there's no pop-in on the edges, and the party characters aren't blinking in and out of existence. The only difference with this code is that all of the UI and other 2D elements are stretched out, which isn't a big deal. I didn't mention it in my previous post, but with the UI aspect fixed with the previous code, you could see other elements of various menus (like the party menu) at the edges of the screen, since they would normally be rendered outside of a 16:9 screenspace and then slide into the screen when they are selected. But issues like that are to be expected when making changes like these. Anyway, thanks for the great work. The new code seems to fix the culling issue completely for 21:9.
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