60 lines
2.7 KiB
Plaintext
60 lines
2.7 KiB
Plaintext
gametitle=Car Racing Challenge (E)(SLES-53485)
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[Widescreen 16:9]
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author=Souzooka
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gsaspectratio=16:9
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// Horizontal FOV
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patch=0,EE,0017B460,word,3C013F40 // lui at,0x3F40
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[No Interlacing]
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author=Souzooka
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description=Removes interlacing artefacts.
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gsinterlacemode=1
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// Took a bit to find this one -- the field index is multiplied by 8 using sll 3 then added to vertical position in some custom code
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// instead of the typical daddiu 8 operation
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patch=0,EE,20164904,extended,00003021 // addu a2,zero,zero ; Replaces andi a2,a1,1
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[Increased Draw Distance]
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author=Souzooka
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description=Slightly increases draw distance for entities/cars
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// Some notes:
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// I wanted to make it so all entities are visible within the geometry (the fog culling is also nice on cars)
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// You can basically increase draw distance very very far, but some oddities occur (road, in particular, is loaded in a strip of 150 chunks,
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// a chunk being around 3-5 car lengths, I think, but at a point you can see the existing strip end and a new one loaded in,
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// probably visible at a distance of ~400 or so). Cars also only spawn so far in front of the player as well
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// (even though they spawn much further than the 100f default), but the real issue with cars is that some effects
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// (like the speed lines when near a target line) as actually triggered by those cars being visible so it's very odd
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// if that occurs when the player is very very far away.
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// Increased geometry distance
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// Reduce forced fog-based culling effect on main lanes
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// If desired, this can be set to 0, then all objects will be visible simply based on distance checks regardless of distance.
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patch=0,EE,202A36D0,extended,bf68f5c3 // Was -1.2f
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// Reduce forced fog-based culling effect on exits
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patch=0,EE,202A36D4,extended,bf68f5c3 // Was -2.0f
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// Forward lane (left)
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patch=0,EE,20147A78,extended,3C01438A // 276f (def=200f)
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// Opposite lane (right)
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patch=0,EE,20149EAC,extended,3C01438A // 276f (def=200f)
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// Shrubbery along road
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patch=0,EE,2014C5A4,extended,3C01438A // 276f (def=200f)
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// Exits/SAs/etc.
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patch=0,EE,2014B270,extended,3C01438A // 276f (def=140f (roadway (normal?)))
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patch=0,EE,2014B288,extended,3C01438A // 276f (def=200f)
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patch=0,EE,2014B164,extended,3C01438A // 276f (def=100f)
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patch=0,EE,2014B9C0,extended,3C140001 // lui s4,0x0001 (was lui s4,0x0002; lower values better -- affects walls/road markings/props)
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// Entitites
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// Police officers (+peds?)
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patch=0,EE,201407EC,extended,3C01438A // 276f (def=80f)
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// Vehicles
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// Low LOD
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patch=0,EE,2012DA60,extended,3C01438A // 276f (default seems to depend on actual car instance, but capped at 100f)
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patch=0,EE,2012DA68,extended,44816800 // mtc1 at,f13 (use hardcoded 250f)
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// Show wheels
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patch=0,EE,2012DAEC,extended,3C01438A // 276f (def=60f)
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