ThisIsMyDogKyle





Member Posts: 66

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Joined: Jan 2016 (06-30-2017, 04:27 AM) Bighead Wrote: I created and added buttons for the Nintendo Switch Pro Controller. The Switch pack uses the Wii Classic Controller tutorials since they have identical buttons. This means all buttons on the Switch Controller must be set up to use the same button layout as the Classic Controller so menus and tutorials show the correct buttons.







Downloads can be found in the usual place. Password for all archives is [color=red]xenoblade[/color] .

UltraHD [color=darkblue]DDS Links:[/color] HD

UltraHD [color=darkblue]PNG Links:[/color] HD



I am also including a link to all buttons if anyone wants to use them in their texture projects. Xenoblade does not use all available buttons so some are missing from these controller packs. I recently ported all buttons to FFX HD Remaster for PC. Link to the buttons can be found in the first image description.

http://imgur.com/a/Q0i1v

Was about to play through again using the Switch Pro, 60 FPS patch, and Ubershaders so this is awesome! Thanks! Was about to play through again using the Switch Pro, 60 FPS patch, and Ubershaders so this is awesome! Thanks! Find Reply Rickv123





Member Posts: 117

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Joined: Jul 2015



Small progress update on the upcoming custom models feature. Find Reply Mr. Parrot





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Joined: Apr 2017 (07-03-2017, 06:15 AM) Rickv123 Wrote: Small progress update on the upcoming custom models feature.





Looks Really Good Looks Really Good Find Reply hellrosarium

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(06-09-2017, 11:59 AM) One More Try Wrote: I have a work in progress 60 fps patch, but I'm not sure about the cutscenes. They don't look right to me at 60 fps. This could be lag, or they could be rendering only 30 frames despite the 60 output.



I thought someone here might have some thoughts about how the game runs cutscenes. If not, then maybe someone with a better computer and a keen eye can compare the cutscenes between vanilla and 60 fps and give me some ideas.



$gecko 60 fps

C244B468 00000001

60000000 00000000

04819e78 0000001E

04819e68 00000002

22664244 00000002

22CA54C0 00000000

04CA54C0 3F000000

04819e68 00000001

226642A0 00000000

04819e68 00000002

04CA54C0 3F800000



/edit updated to 30 fps cutscenes, remove 22664244 00000002 if you want to see janky 60 fps cutscenes.

[color=#333333]it doesn't work on[/color] Xenoblade jp SX4J01 [color=#333333]it doesn't work on[/color] Xenoblade jp SX4J01 Reply CTOBN

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(06-23-2017, 06:55 AM) One More Try Wrote: Do you mean other gecko hacks might use the gecko code register, so I should avoid it? I could use some advice on picking a free memory area. I don't want to pick a random 0 address, in case a specific area in the game starts using it.



@Admentus Thanks! It looks like it doesn't do much/anything. That's a good spot to check grass though.



/edit I forgot a 60 fps code line that affects cutscenes. Before the first 22 line, put in 04CA54C0 3F800000. That should fix cutscene speed. Also, any scene affected by this fix can run at 60 fps, so I need to make that change.



/edit2 Forget that last edit and try deleting/replacing the first 22 line with: 20664268 00000000. Should give 60 fps simple cutscenes and the more complex ones still switch to the require 30 fps.



I found a separate speed value for certain effects. If someone could test this with the Ether Rivers of Sword Valley / Galahad. I don't think I have a save with them. Use this with the 60fps patch, but I wouldn't save state with it, and you may need to load a game normally when activating if you get a crash trying to loading from a savestates. An added bonus, if you add 04819E68 00000001 (60 fps) to the top and turn off the normal 60 fps patch before loading the game, the intro splash screen will run properly at 60 fps.



$Model speed divide

04001814 40000000 //Divide by 2

C249A374 00000003 //SFX like grass waving

3E808000 62941814 //in the intro

C2940000 EC21A024

D023000C 00000000 I am using the 60 fps code with your edit for 60 fps simple cutscenes and some simple cutscenes don't work properly. I've encountered 2 so far, both in Alcamoth. The video below shows one of those cutscenes. Starting at 28 seconds in the camera is positioned incorrectly and characters are moving where they're not supposed to, although the cutscene appears to fully correct itself at 1:10. Using Dolphin Ishiiruka 957.



Video: I am using the 60 fps code with your edit for 60 fps simple cutscenes and some simple cutscenes don't work properly. I've encountered 2 so far, both in Alcamoth. The video below shows one of those cutscenes. Starting at 28 seconds in the camera is positioned incorrectly and characters are moving where they're not supposed to, although the cutscene appears to fully correct itself at 1:10. Using Dolphin Ishiiruka 957.Video: https://youtu.be/QH9sxwF38PU



Attached Files Thumbnail(s)



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Oversized Cranium Posts: 1,863

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So rather than let them rot on my hard drive forever or be lost in failure (I just had another HDD die on me recently), I'm releasing them as they are. There are several I want to either fix more face elements or replace altogether, but I don't see myself getting back to it for awhile. It includes both PNG and DDS versions.

Here are the icons:



If anyone else wants to work on them...

Here are the GIMP files:



Credit to Mr. Parrot for supplying me with the upscaled faces, which was done one by one, and was a lot of work in itself. Awhile back, Mr. Parrot linked me upscaled Affinity icons + other filters applied. I'm not usually a fan of straight upscaling, but the results were not too bad for most icons. I figured this is probably the best we're going to get for awhile, but I also wanted to apply more fixes to them. All icons at least have a custom border, shadow, and the "gray" background redone. Some icons I redrew some elements in the faces. There's a lot of them, and I eventually lost interest, mostly because there's too many of them and fixing them is time consuming.So rather than let them rot on my hard drive forever or be lost in failure (I just had another HDD die on me recently), I'm releasing them as they are. There are several I want to either fix more face elements or replace altogether, but I don't see myself getting back to it for awhile. It includes both PNG and DDS versions.Here are the icons: http://www.mediafire.com/file/2v23pm3mkoemmkd/AffinityIcons-UpscaleRework.7z If anyone else wants to work on them...Here are the GIMP files: http://www.mediafire.com/file/0303q45soaysznp/Affinity_Icons_GIMP_Files.7z Credit to Mr. Parrot for supplying me with the upscaled faces, which was done one by one, and was a lot of work in itself. Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD Website Find Reply Rickv123





Member Posts: 117

Threads: 1

Joined: Jul 2015



-To kick off this update, I made tons of new HD textures. I've also gone though some other textures and cleaned them up a little to make them look more like the original. Here are a few comparisons between the old and the new textures.

comparison: (Show Spoiler)



Colony 9:



Gaur Plains:



Sword Valley:Colony 9:Gaur Plains:

Mirror 1 - Mirror 2



-Next up on this list is improved draw distance compatibility. After the reports made by you guys I continued my research and have found a way to fix the random freezes during gameplay in certain area's. This also means that Sync GPU to CPU is no longer required. This results in a small speedboost since they the CPU and GPU no longer have to wait for one another before being able to continue. As an added bonus I added a slider to control how much you want the draw distance to be improved so you can balance quality and performance. If you still experience random freezes please report them to me with a location of where you were at that moment.



- I also added a new feature in the installer that is called advanced light. This feature is still early in development but what is does is change some lightning indexes to make the game compatible with ishiiruka custom materials maps. While doing so it will also adjust the vertex colors of the object to match the new lightning system, however it does not "yet" take the geometry position into consideration. This can result in some area's looking "darker" as usual since the lightning can't reach that part of geometry. This feature is ishiiruka only.



-I included a few default post-processing options to get the best possible experience. These post-processing features are ishiiruka only. Also only use these post-processing features on the new ISO. On the original game there are issues in the certain menu's. These issues have been "fixed" by modifing the .glsl files aswell as some ingame properties.



- Another cool feature that will be introduced in this update are custom models. Before continuing on please note that these custom models are still restricted to the Wii's hardware, so don't expect wonders to happen. The custom models settings work as follows



- Low represents the original/unmodified game.

- Medium has some polished geometry to slighty enhance the graphical visuals. (think of stuff like deflattend stairs and such)

- High has both the polished models aswell as additional models not present in the original game (see teaser few post back)



To keep things organized and well oriented I updated the installer with an new interface.



This will install the most important features this entire project has to offer in one central location. However I know there are veterans out there who already have everything setup and configured to their liking. For those people I included an extra option in the installer. On the first window while holding Lshift and clicking on next you will enter restriction mode. This mode will only install the modifications and post-processing features, so you don't have to worry about the installer changing you're dolphin settings. You'll see message on the screen that will notify that you've entered restriction mode.



A few facts about the installer that are important to note



- The installer supports both NTSC and PAL but not NTSC-J due to different file architecture.

- The installer contains the Core texture-pack but not the optional/controller textures.

- The installer will overwrite both the .glsl files aswell as your post-processing configurations only if necessary, even in restriction mode.

- The installer obviously doesn't provide a copy of Xenobalde Chronicles as that is illegal.



And finally you can download the latest version of my installer here

Mirror 1 - Mirror 2



screenshots: (Show Spoiler)

Xenoblade Chronicles Update 7/24/2017 changelog-To kick off this update, I made tons of new HD textures. I've also gone though some other textures and cleaned them up a little to make them look more like the original. Here are a few comparisons between the old and the new textures.You can download the new textures here-Next up on this list is improved draw distance compatibility. After the reports made by you guys I continued my research and have found a way to fix the random freezes during gameplay in certain area's. This also means thatThis results in a small speedboost since they the CPU and GPU no longer have to wait for one another before being able to continue. As an added bonus I added a slider to control how much you want the draw distance to be improved so you can balance quality and performance. If you still experience random freezes please report them to me with a location of where you were at that moment.- I also added a new feature in the installer that is called advanced light. This feature is still early in development but what is does is change some lightning indexes to make the game compatible with ishiiruka custom materials maps. While doing so it will also adjust the vertex colors of the object to match the new lightning system, however it does not "yet" take the geometry position into consideration. This can result in some area's looking "darker" as usual since the lightning can't reach that part of geometry. This feature is-I included a few default post-processing options to get the best possible experience. These post-processing features areAlso only use these post-processing features on theOn the original game there are issues in the certain menu's. These issues have been "fixed" by modifing the .glsl files aswell as some ingame properties.- Another cool feature that will be introduced in this update are custom models. Before continuing on please note that these custom models are still restricted to the Wii's hardware, so don't expect wonders to happen. The custom models settings work as follows- Low represents the original/unmodified game.- Medium has some polished geometry to slighty enhance the graphical visuals. (think of stuff like deflattend stairs and such)- High has both the polished models aswell as additional models not present in the original game (see teaser few post back)To keep things organized and well oriented I updated the installer with an new interface.This will install the most important features this entire project has to offer in one central location. However I know there are veterans out there who already have everything setup and configured to their liking. For those people I included an extra option in the installer. On the first window while holding Lshift and clicking on next you will enter restriction mode. This mode will only install the modifications and post-processing features, so you don't have to worry about the installer changing you're dolphin settings. You'll see message on the screen that will notify that you've entered restriction mode.A few facts about the installer that are important to note- The installer supports both NTSC and PAL but not NTSC-J due to different file architecture.- The installer contains the Core texture-pack but not the optional/controller textures.- The installer will overwrite both the .glsl files aswell as your post-processing configurations only if necessary, even in restriction mode.- The installer obviously doesn't provide a copy of Xenobalde Chronicles as that is illegal.And finally you can download the latest version of my installer here Find Reply ThisIsMyDogKyle





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Joined: Jan 2016 Um... Holy shit 0_o this is all amazing! Find Reply Anna_Senpai

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Does this have to be a completely fresh ISO to modify? Or can we just patch this on top of your previous patch? Reply Rickv123





Member Posts: 117

Threads: 1

Joined: Jul 2015 (07-24-2017, 07:47 PM) Anna_Senpai Wrote: Does this have to be a completely fresh ISO to modify? Or can we just patch this on top of your previous patch?

The patch has been designed to work with every copy of Xenoblade Chronicles, including the previously patched versions of the game. The patch has been designed to work with every copy of Xenoblade Chronicles, including the previously patched versions of the game. Find Reply