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new XCX mods, New Donkey Kong mods #647

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merged 43 commits into from
Dec 12, 2024
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@intra0 intra0 commented Nov 8, 2024

adding some new mods. sorry the rules.txt of the character arts mod is 11000 lines.
it needs to be that way to work properly
if I had better formatting I could maybe get it down to 9000 lines but not worth it to change it now
also the conditional statements are so gnarly because I added support to change the mod behavior if another mod comes along to either equip a different weapon on the character or force unlock arts in a way this mod can't
when/if those mods get created, it will be an easy uncommening of 4 presets and this mod will be fully compatible

I was working on a similar mod for skills last year.
knew what I was doing this time and formatted it cleanly (skills are less complicated than arts anyway) so it was 5000 lines
but my harddrive died and I lost my motivation to return to it or graphics packs in general

also hid the native aa option in the antialiasing pack
that pack was all kinds of broken, aa removal didn't work, fixed that
fxaa wasn't working fixed that
tried to get native aa mod to not produce massive ammounts of artifacts but couldn't
despite that, this mod fixes #472 so remember to close that issue when this gets merged

this pr also fixes #631 and #575 so remember to close those issues as well

also adding some Donkey Kong cheat code mods
and anisotropic to WW and TP

adding some new mods. sorry the character arts mod rules.txt is 11000 lines.
it needs to be that way to work properly and it does currently work properly
if I had better formatting I may be able to get it down to 9000 lines but not worth it
also the conditional statements are so gnarly because I added support to change the mod behavior is another mod comes allong to either get a different weapon on the character or find a way arround the game preventing characters unlocking arts they shouldn't have.
all it takes to activate that support is uncomment 4 pressets

I was working on a similar mod for skills last year. knew what I was doing that time so formatted it cleanly and skills are less complicated than arts so it was 5000 lines
but my harddrive died and I lost my motivation to return to it or graphics packs in general

also hid the native aa option in the antialiasing pack
that pack was all kinds of broken, aa removal didn't work, fixed that
fxaa wasn't working fixed that
tried to get native aa mod to not produce massive ammounts of artifacts but couldn't
was version 5 and version 5 is weird and version 7 makes the code easier to read, and the moduleMatch for XCX 1.0.1U was for some reason in decimal and not hex
I merged the devisor mod with the multiplier mod
currently they only work on the US version of the game
btw is there a way to add credits for another user as the main author, not just the co-author?

Co-authored-by: Crementif <[email protected]>
Co-authored-by: lasyan3 <[email protected]>
lashoun  made the battle damage divisor mod which got deleted an merged with the multiplier mod
adding his as a coauthor to the multiplier mod

Co-authored-by: lashoun <[email protected]>
intra0 and others added 4 commits November 16, 2024 12:19
Fix a comment error

Co-authored-by: lashoun <[email protected]>
missed a default value, should be last commit
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intra0 commented Nov 18, 2024

code is ready for review

@Crementif Crementif requested a review from Copilot November 18, 2024 11:04

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Copilot reviewed 17 out of 37 changed files in this pull request and generated no suggestions.

Files not reviewed (20)
  • Enhancements/TwilightPrincessHD_Anisotropic/rules.txt: Language not supported
  • Enhancements/WindWakerHD_Anisotropic/rules.txt: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_BananaMult/patch_infbanana.asm: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_BananaMult/rules.txt: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_CoinMult/patch_infcoins.asm: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_CoinMult/rules.txt: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_LivesMult/patch_inflives.asm: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_LivesMult/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Enhancements/AntiAliasing/59df1c7e1806366c_00000000000003c9_ps.txt: Language not supported
  • src/XenobladeChroniclesX/Enhancements/AntiAliasing/patch_xcxaa.asm: Language not supported
  • src/XenobladeChroniclesX/Enhancements/ansio/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Graphics/patch_resolution.asm: Language not supported
  • src/XenobladeChroniclesX/Graphics/patches.txt: Language not supported
  • src/XenobladeChroniclesX/Graphics/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleDamageModGround/patch_dmg.asm: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleDamageModGround/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleDamageModGround2/patch_dmg.asm: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleDamageModGround2/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleEnemyStats/patch_stats.asm: Language not supported
  • src/XenobladeChroniclesX/Mods/BladeFieldSkill/patch_fieldskill.asm: Language not supported
@Crementif Crementif requested a review from Copilot November 18, 2024 11:05

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Copilot reviewed 17 out of 37 changed files in this pull request and generated no suggestions.

Files not reviewed (20)
  • Enhancements/TwilightPrincessHD_Anisotropic/rules.txt: Language not supported
  • Enhancements/WindWakerHD_Anisotropic/rules.txt: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_BananaMult/patch_infbanana.asm: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_BananaMult/rules.txt: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_CoinMult/patch_infcoins.asm: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_CoinMult/rules.txt: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_LivesMult/patch_inflives.asm: Language not supported
  • src/DKCTropicalFreeze/Cheats/DKC_LivesMult/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Enhancements/AntiAliasing/59df1c7e1806366c_00000000000003c9_ps.txt: Language not supported
  • src/XenobladeChroniclesX/Enhancements/AntiAliasing/patch_xcxaa.asm: Language not supported
  • src/XenobladeChroniclesX/Enhancements/ansio/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Graphics/patch_resolution.asm: Language not supported
  • src/XenobladeChroniclesX/Graphics/patches.txt: Language not supported
  • src/XenobladeChroniclesX/Graphics/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleDamageModGround/patch_dmg.asm: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleDamageModGround/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleDamageModGround2/patch_dmg.asm: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleDamageModGround2/rules.txt: Language not supported
  • src/XenobladeChroniclesX/Mods/BattleEnemyStats/patch_stats.asm: Language not supported
  • src/XenobladeChroniclesX/Mods/BladeFieldSkill/patch_fieldskill.asm: Language not supported
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intra0 commented Nov 22, 2024

Should I close this pull request and break it up into 4 separate PR's?
one for the WW/TP ansio, one for DKC, one for the new XCX mods, and one for the modified XCX mods?

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Crementif commented Nov 22, 2024

No, it's fine. Was just very busy, but I'll get to it today! Thanks for the reminder.

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Its really cool to see you be able to create these advanced graphic packs! There's only really some minor styling and spelling corrections (though I'm not really able to judge the quality of the very long conditions so...). I do think we need to take a serious look at the anti-aliasing one.

src/DKCTropicalFreeze/Cheats/DKC_BananaMult/rules.txt Outdated Show resolved Hide resolved
src/DKCTropicalFreeze/Cheats/DKC_CoinMult/rules.txt Outdated Show resolved Hide resolved
src/DKCTropicalFreeze/Cheats/DKC_LivesMult/rules.txt Outdated Show resolved Hide resolved
src/XenobladeChroniclesX/Enhancements/ansio/rules.txt Outdated Show resolved Hide resolved
src/XenobladeChroniclesX/Enhancements/ansio/rules.txt Outdated Show resolved Hide resolved
put a (default) and (recommended) next to some options
the recommended is what the mod was using before
the default is what was labeled as default in the variable explanation at the bottom
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intra0 commented Nov 24, 2024

just tested to make sure that removing the native AA setting didn't mess with anything and it didn't (pictures are 1440p so may have to zoom into see a difference) but there is a noticeable difference

disable AA
Screenshot_2024-11-23_20-16-13
FXAA
Screenshot_2024-11-23_20-15-16

intra0 and others added 5 commits November 23, 2024 20:22
cleans up some inconsistent tab indents. should be my last commit
had some better ideas for some of the provided custom names, so changed them.
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intra0 commented Nov 26, 2024

my code is ready for another review

@intra0 intra0 requested a review from Crementif November 28, 2024 06:33
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Looks good for the most part, I would just change these things and then everything should be good.

src/XenobladeChroniclesX/Mods/CharacterSize/rules.txt Outdated Show resolved Hide resolved
src/XenobladeChroniclesX/Mods/CharacterSize/rules.txt Outdated Show resolved Hide resolved
@@ -117,7 +117,7 @@ category = Weather
condition = $region == 3

[Preset]
name = "Rain [2]"
name = "Rain [2] "
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Suggested change
name = "Rain [2] "
name = "Rain [2]"

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the space is a bug fix for a naming conflict, it needs to be added.
back in 2023 I had someone @me about this bug in particular
I was aware of it before they even @ed me, and was already planning to fix it
if you dont believe me, try selecting the rain option under oblivia in the current gfx pack, see what happens, then add the space and see if it starts working as intended.
I tested every other option to make sure no others were affected, and none were

the reason this happened was the "", the mod used them before, and when I updated the pack, I didn't realize that the "" can cause naming conflicts that dont happen when not using the ""

so either that space needs to be added, or every " needs to be removed from the file
I chose the option that only needs one character changes, not like 100

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Maybe for future improvements it would be nice to merge this into the existing graphic pack with a toggleable mode.

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I was planning on at some later point, but for right now I think its fine to just have it as 2 gfx till I figure out how to merge them


[Default]
$addamountbna = 1

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Suggested change
[Preset]
name = x1
default = 1

It should also have a default preset, maybe?

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I tested a x1 multiplier for bananas and it makes the 5 banana bundle give you 4 which is not intended behavior for a default x1 setting. (at x2 they give 8 instead of 10, at x3, 11 instead of 15, etc.)
so I dont think it should be added for the banana multiplier because it isn't truly a x1

the x1 option works fine for lives and coins, but I would like to keep the 3 mods consistent with each other and given that I don't think a x1 would be a good idea for the banana mod code wise, I dont want to add a x1 for lives and coins to keep things the same style wise.

fix spelling mistake of recommended
fix capitalization and wordyness of height presets
@intra0 intra0 requested a review from Crementif November 30, 2024 20:19
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intra0 commented Dec 1, 2024

@getdls I have some questions about your work on the Xenoblade X brightness work around?

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getdls commented Dec 3, 2024

@getdls I have some questions about your work on the Xenoblade X brightness work around?

Sure, ask away...
mind you, it's code I haven't touched in four years and about 20 (??) Cemu releases ago :)

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intra0 commented Dec 5, 2024

@getdls so in commit b04550a a whole bunch of XCX mods were updated to version 5.
if you go to the file tree, one commit before, this is the latest commit of the brightness mod a144f58
and if you look at the file history before that commit, the mod looks very similar to the way it looks now when everything was updated to v5.

as someone who played the game a lot, your version in a144f58 works a lot better than the current version (which seems to be a v5 of the brightness fix before you touched it).
and so what looks like happened to me, is that you updated the brightness workarround, and then the fixes you made to the mod got deleted when lasyan3 updated various packs to v5 and failed to see that you had changed a pack.

I know this is 4 years ago so you might not remember, but do you think your changes in a144f58 should replace the brightness mod before it, and what was the reason for removing the 7b9f05b2bd8f3b71_0000000000000079_ps.txt and bd74794730fc559a_00000000ff249249_ps.txt (I assume they just didn't do anything?)

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getdls commented Dec 5, 2024

I can't judge whether the old or new version is better; it's subjective. The relevant reference should be default closer to the WiiU, and tweaked values accompanied by descriptive text.

Personally, I prefer the pre-v5 version. I also believe that part of the problem was that the v5 AA fix was incorrect, washing out local contrast, while the original just nuked AA, resulting in a clearer image. (Edit: Maybe "incorrect" is a bit harsh. I think the whole AA is bugged and has wrong offset values, needing a lot more than just a re-scaling of the floats.)

Since you're validating on the current Cemu version, go with what you feel is right. Why not incorporate the relevant code, set it to neutral values by default, and add the tweaked/old values as an "intra0" setting? :)

The two extra shaders were for the fade from day to night, probably redundant. It's broken if the transitions go from a yellow white point to BRIGHT, then to a blue light, instead of from normal light, fade to darker to night.

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intra0 commented Dec 5, 2024

@getdls, one last question, the last brightness workarround had a $gamma preset and yours doesn't.
is there a reason it was removed? redundant?

I see its an option in the current contrasty mod, so was it just not needed in the brightness pack?

and you are correct about the v5 AA mod being broken, (it was like very broken), this PR actually fixes it

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getdls commented Dec 5, 2024

Sorry, I just don't remember :/ nor do I have any of the dumps left to verify.

My best guess is that it's redundant if you use brightness to truncate only and contrasty for gamma, but it was built to function without contrasty to better tweak the night setting so technically gamma is useful and was forgotten... or its there but hard-coded, not as a setting/variable.

A few stylistic changes from after my conversation with getdls.
his version is better than the current version in every way except missing the ability to modify gamma

I'm gonna try to merge getdls's version and the current version into one pack, but just doing this for the moment being
I am adding the default = 1 to the brightness work around, the hide offline label, and the change time from emaual.
brightness because too many people ask how to fix xcx's brightness in the discord
hide offline label because the offline label is ugly and doesn't serve a use anymore
and change time from emaual because it prevents a really nasty soft lock that is really easy to accidentally activate
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intra0 commented Dec 6, 2024

@Crementif I made a new change to add a default = 1 to some mods, see my previous commit for details.
the talk with getdls is really helpful, I now know what functionallity I need to merge between the 2 brightness fix mods

I dont want to mess with merging the 2 mods right now, I will do it in a future PR, I think what I have is fine for rn.

as for your previous review, I made the suggested changes to the size mod
I strongly disagree about removing the space in the weather mod (look above for explanation)
and I don't think a x1 option would be a good idea for the banana multiplier mod as it isn't truely x1
a x1 would be fine for the balloon and coin multiplier though, but I want the 3 mods to be stylistically the same
if you disagree, you can add a x1 to balloon and coin

I would like this PR to be reviewed one more time and see if its ready to be merged and have the 3 issues attached to it closed.

sorry one last commit.
uses the same shader as AA, and I'm editing AA this pr, so wanted to make it more clear that the 2 mods are not compatable
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I've still got some qualms with your changes but its mostly text and style changes that would be nice to keep in mind for future PRs.

I just wanna thank you for your continued work and patience while going through my admittedly nitpicky reviews, I'm sure these changes will be appreciated by the XCX fans! Looking forward to the new packs you're planning on submitting. Eventually I want to add you as a contributor too so you can merge packs without my review :)

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Just a few notes for future packs. :float has never been supported. Only :double and :int is, but you really should only ever use :int for a very few specific use-cases. Also, when updating graphic packs, if you do minor spelling changes like name = Nvidias FXAA to name = Nvidia FXAA, it means that people's who've currently selected get setting get reset to the default preset (which is ). If you want to continue upgrading packs, we want to avoid breaking compatibility whenever possible. Also, we don't use the : suffix in any/most other graphic packs, so try to stick to that style of formatting category names whenever that makes sense. For Xenoblade we can keep it mixed for now.

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The folder using just the name "aniso" doesn't make it very easy to find. Also, I recommend using capital letters.

[Preset]
category = "FXAA discard on pixels which don't need AA:"
condition = ($Preset == 2)*($FXAAGREENASLUMA == 0) == 1
name = "On (not compatable with Green As Luma)"
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Suggested change
name = "On (not compatable with Green As Luma)"
name = "On (not compatible with Green As Luma)"

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This probably is probably much more suitable to the Workarounds section. Apparently it was already this way though, so oops...

titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = OLD Brightness Workaround
path = "Xenoblade Chronicles X/Workarounds/Brightness OLD"
description = Old version of the brightness work arround.|The new version is *significantly* more accurate to Wii U but currently does not support gamma, glare, or lift modification.
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Suggested change
description = Old version of the brightness work arround.|The new version is *significantly* more accurate to Wii U but currently does not support gamma, glare, or lift modification.
description = Old version of the brightness workaround.|The new version is *significantly* more accurate to Wii U but currently does not support gamma, glare, or lift modification.

@Crementif Crementif merged commit a7df307 into cemu-project:master Dec 12, 2024
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getdls commented Dec 12, 2024

Congrats on the merge Intra0 (ノ´ヮ`)ノ*: ・゚

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