R123i.w = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x3ee66666) + intBitsToFloat(R4i.y))) R123i.z = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(0x3ee66666) + intBitsToFloat(R4i.z))) R123i.y = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(0x3ee66666) + intBitsToFloat(R4i.x))) R123i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(0x3ee66666) + intBitsToFloat(R4i.w))) R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xz)).xyzw) R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).xyzw) R2i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zy)).xyzw) R1i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw) R0i.z = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(0x3bc00000))) R3i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(0x3c400000))) R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3bc00000)) R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3c400000)) R4i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(((R0i.xy)).xyzw)*bloomFactor)-0.02) Int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i įloat backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f Return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)) įloat mul_nonIEEE(float a, float b) Layout(location = 0) out vec4 passPixelColor0 Uniform sampler2D textureUnitPS1 // Tex1 addr 0xf4e11800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 #extension GL_ARB_texture_gather : enableĬonst float bloomFactor = 0.99 // bloom strength The following example can be used for all 3 game region titleIds: You will need to supply your rules.txt file with the titleId for your game version. To reduce the bloom lighting effect, first create a Graphics Pack for Bayonetta. Tester let it run for an hour and it used 6 GB of RAM with no changes. As of CEMU V1.11 the game will hang and slowly leak memory while loading.Attempting to re-access the gallery after the first preview prompts this issue. Some selections in the gallery do not display correctly. The gallery can be previewed when it is first unlocked.Setting SpeedHack to 0.5 with the external program Cheat Engine can synchronize cutscene playback.Īccessing the Gallery in the Extra menu loads to a black screen.Game progress can be resumed after exiting the game by selecting Continue from the Main menu.Ĭutscene audio and video is not synchronized Autosave functionality is unaffected by this error.Known Issues Entering the Save/Load Game interface crashes Cemu 1.4 Accessing the Gallery in the Extra menu loads to a black screen.1.3 Cutscene audio and video is not synchronized.1.1 Entering the Save/Load Game interface crashes Cemu.
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