08-27-2016, 07:43 AM
Allow Searching of non MEM1 areas through cheat search. Gecko Codes would need to be created instead of AR Codes if the memory address is not within MEM1. Searching of MEM2 would also need to be deactivated for GameCube Games.
![[Image: Dolphin005.jpg]](http://u.cubeupload.com/masterotaku/Dolphin005.jpg)
//Sky mario 64.
// ---- Created with 3Dmigoto v1.2.43 on Sat Aug 27 12:01:05 2016
cbuffer VSBlock : register(b0)
{
float4 cproj[4] : packoffset(c0);
float4 cDepth : packoffset(c4);
float4 cmtrl[4] : packoffset(c5);
float4 clights[40] : packoffset(c9);
float4 cphong[2] : packoffset(c49);
float4 ctexmtx[24] : packoffset(c51);
float4 ctrmtx[64] : packoffset(c75);
float4 cnmtx[32] : packoffset(c139);
float4 cpostmtx[64] : packoffset(c171);
float4 cPLOffset[13] : packoffset(c235);
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : COLOR0,
float2 v1 : TEXCOORD0,
float4 v2 : BLENDINDICES0,
float4 v3 : POSITION0,
out float4 o0 : SV_Position0,
out float4 o1 : COLOR0,
out float4 o2 : COLOR1,
out float4 o3 : TEXCOORD0,
out float4 o4 : TEXCOORD1)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;
float4 stereo = StereoParams.Load(0);
r0.x = 255 * v2.x;
r0.x = round(r0.x);
r0.x = (int)r0.x;
r0.yz = (int2)r0.xx + int2(1,2);
r1.x = dot(ctrmtx[r0.x].xyzw, v3.xyzw);
r1.z = dot(ctrmtx[r0.z].xyzw, v3.xyzw);
r1.y = dot(ctrmtx[r0.y].xyzw, v3.xyzw);
r1.w = 1;
r0.x = dot(cproj[0].xyzw, r1.xyzw);
//r0.x+=stereo.x;
r0.x-=stereo.x*(dot(cproj[2].xyzw, r1.xyzw)-stereo.y+0.35);
r0.y = dot(cproj[1].xyzw, r1.xyzw);
r0.z = dot(cproj[3].xyzw, r1.xyzw);
r0.w = dot(cproj[2].xyzw, r1.xyzw);
o4.xy = r1.xy;
o0.xy = r0.zz * cDepth.zw + r0.xy;
r0.x = cDepth.y * r0.w;
r0.y = -1 + cDepth.x;
r0.x = r0.y * r0.z + r0.x;
o0.z = -r0.x;
o0.w = r0.z;
o4.zw = r0.wz;
r0.xyzw = float4(255,255,255,255) * v0.xyzw;
r0.xyzw = round(r0.xyzw);
r0.xyzw = (int4)r0.xyzw;
r0.xyzw = (int4(24,24,24,24) == 0 ? 0 : (int4(24,24,24,24) + int4(0,0,0,0) < 32 ? (((int4)r0.xyzw << (32 - int4(24,24,24,24) - int4(0,0,0,0))) >> (32 - int4(24,24,24,24))) : ((int4)r0.xyzw >> int4(0,0,0,0))));
r0.xyzw = (int4)r0.xyzw;
r0.xyzw = float4(0.00392156886,0.00392156886,0.00392156886,0.00392156886) * r0.xyzw;
o1.xyzw = r0.xyzw;
o2.xyzw = r0.xyzw;
r0.xy = v1.xy;
r0.zw = float2(1,1);
r1.x = dot(r0.xyww, ctexmtx[0].xyzw);
r1.y = dot(r0.xyzw, ctexmtx[1].xyzw);
r1.z = 1;
r0.x = dot(cpostmtx[61].xyz, r1.xyz);
r0.x = cpostmtx[61].w + r0.x;
r0.z = dot(cpostmtx[62].xyz, r1.xyz);
r0.w = dot(cpostmtx[63].xyz, r1.xyz);
r0.w = cpostmtx[63].w + r0.w;
r0.y = cpostmtx[62].w + r0.z;
r1.xy = float2(0.5,0.5) * r0.xy;
r1.xy = max(float2(-1,-1), r1.xy);
r1.xy = min(float2(1,1), r1.xy);
r0.z = cmp(r0.w == 0.000000);
o3.z = r0.w;
o3.xy = r0.zz ? r1.xy : r0.xy;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.43 on Sat Aug 27 12:01:05 2016
//
//
// Buffer Definitions:
//
// cbuffer VSBlock
// {
//
// float4 cproj[4]; // Offset: 0 Size: 64
// float4 cDepth; // Offset: 64 Size: 16
// float4 cmtrl[4]; // Offset: 80 Size: 64 [unused]
// float4 clights[40]; // Offset: 144 Size: 640 [unused]
// float4 cphong[2]; // Offset: 784 Size: 32 [unused]
// float4 ctexmtx[24]; // Offset: 816 Size: 384
// float4 ctrmtx[64]; // Offset: 1200 Size: 1024
// float4 cnmtx[32]; // Offset: 2224 Size: 512 [unused]
// float4 cpostmtx[64]; // Offset: 2736 Size: 1024
// float4 cPLOffset[13]; // Offset: 3760 Size: 208 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// VSBlock cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// BLENDINDICES 0 xyzw 2 NONE float x
// POSITION 0 xyzw 3 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// COLOR 1 xyzw 2 NONE float xyzw
// TEXCOORD 0 xyz 3 NONE float xyz
// TEXCOORD 1 xyzw 4 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[235], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.x
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_temps 2
mul r0.x, v2.x, l(255.000000)
round_ne r0.x, r0.x
ftoi r0.x, r0.x
iadd r0.yz, r0.xxxx, l(0, 1, 2, 0)
dp4 r1.x, cb0[r0.x + 75].xyzw, v3.xyzw
dp4 r1.z, cb0[r0.z + 75].xyzw, v3.xyzw
dp4 r1.y, cb0[r0.y + 75].xyzw, v3.xyzw
mov r1.w, l(1.000000)
dp4 r0.x, cb0[0].xyzw, r1.xyzw
dp4 r0.y, cb0[1].xyzw, r1.xyzw
dp4 r0.z, cb0[3].xyzw, r1.xyzw
dp4 r0.w, cb0[2].xyzw, r1.xyzw
mov o4.xy, r1.xyxx
mad o0.xy, r0.zzzz, cb0[4].zwzz, r0.xyxx
mul r0.x, r0.w, cb0[4].y
add r0.y, cb0[4].x, l(-1.000000)
mad r0.x, r0.y, r0.z, r0.x
mov o0.z, -r0.x
mov o0.w, r0.z
mov o4.zw, r0.wwwz
mul r0.xyzw, v0.xyzw, l(255.000000, 255.000000, 255.000000, 255.000000)
round_ne r0.xyzw, r0.xyzw
ftoi r0.xyzw, r0.xyzw
ibfe r0.xyzw, l(24, 24, 24, 24), l(0, 0, 0, 0), r0.xyzw
itof r0.xyzw, r0.xyzw
mul r0.xyzw, r0.xyzw, l(0.00392156886, 0.00392156886, 0.00392156886, 0.00392156886)
mov o1.xyzw, r0.xyzw
mov o2.xyzw, r0.xyzw
mov r0.xy, v1.xyxx
mov r0.zw, l(0,0,1.000000,1.000000)
dp4 r1.x, r0.xyww, cb0[51].xyzw
dp4 r1.y, r0.xyzw, cb0[52].xyzw
mov r1.z, l(1.000000)
dp3 r0.x, cb0[232].xyzx, r1.xyzx
add r0.x, r0.x, cb0[232].w
dp3 r0.z, cb0[233].xyzx, r1.xyzx
dp3 r0.w, cb0[234].xyzx, r1.xyzx
add r0.w, r0.w, cb0[234].w
add r0.y, r0.z, cb0[233].w
mul r1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
max r1.xy, r1.xyxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
min r1.xy, r1.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
eq r0.z, r0.w, l(0.000000)
mov o3.z, r0.w
movc o3.xy, r0.zzzz, r1.xyxx, r0.xyxx
ret
// Approximately 46 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/r0.x-=stereo.x*(dot(cproj[2].xyzw, r1.xyzw)-stereo.y+0.35);r0.x+=stereo.x;(08-27-2016, 10:10 PM)gamemasterplc Wrote: [ -> ]The sky in Super Mario 64 is drawn with Orthographic Projection.