ROM Hack The Legend of Zelda: Tears of the Kingdom - Graphic mod plugin

cucholix

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The Legend of Zelda: Tears of the Kingdom - Graphic mod plugin
Works with all versions of the american release
(it could break if Nintendo decides to make a groundbreaking change :P)
Mod created by @ecl0674

Option 1) 900p dynamic [0100F2C0115B6000_900p_DynRes]:
  • 900p dynamic resolution (docked)
  • 720p dynamic resolution (handheld)
  • Increased shadow quality and distance (docked|handheld)
  • Increased resolution of dynamic shadows (docked|handheld)
  • Changed texture filtering from linear to aniso (docked|handheld)
  • Slightly increased mips for all textures (docked|handheld)
  • Minor changes to FXAA anti-aliasing (docked|handheld)
  • Disabled FXAA anti-aliasing on the character screen (docked|handheld)
Option 2) 1080p [0100F2C0115B6000_1080p_DynRes]:
  • 1080p dynamic resolution (docked)
  • 720p dynamic resolution (handheld)
  • Increased shadow quality and distance (docked|handheld)
  • Slightly increased resolution of dynamic shadows (there's a memory issue that doesn't allow higher res shadows + 1080p) (docked|handheld)
  • Changed texture filtering from linear to aniso (docked|handheld)
  • Slightly increased mips for all textures (docked|handheld)
  • Minor changes to FXAA anti-aliasing (docked|handheld)
  • Disabled FXAA anti-aliasing on the character screen (docked|handheld)
Higher OC will keep the game closer to target resolution, unlike the original mod I didn't force docked mode into handheld (issues when invoking amiibo)
Thanks to @masagrator for guiding me into learning Skyline plugin creation, I used his MonHunRiseResPlugin as template.

Source: https://github.com/cucholix/TotK-graphic-plugin
 

Attachments

  • 0100F2C0115B6000_900p_DynRes.rar
    29.8 KB · Views: 38
  • 0100F2C0115B6000_1080p_DynRes.rar
    30.1 KB · Views: 30
Last edited by cucholix,

Medel87

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Hi mate, it's not compatible with dynamic fps because the same files are modified, it's possible to make a version combined with it? The problem is that it must be updated every new version of dynfps
 

Ethelbert

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Everywhere I looked there was only one version of TotK (0100F2C0115B6000), so version shenanigans can be written off as a possible issue.
 

[Truth]

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There is only one global version of TotK.
It works fine on 1.1.2, thanks.
I´m using it together with the fixed resolution cheats bei Hazerou.

/Edit:
Getting crashes with fixed resolution cheat.

TotK is only 900p default docked, could you add a version with fixed/dynamic 1080p?
 
Last edited by [Truth],

masagrator

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Hi mate, it's not compatible with dynamic fps because the same files are modified, it's possible to make a version combined with it? The problem is that it must be updated every new version of dynfps
"the same files"
No file is modified. If you mean that both have the same name, change one of those "subsdk9" to "subsdk8". which main.npdm you use doesn't matter
 
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Medel87

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"the same files"
No file is modified. If you mean that both have the same name, change one of those "subsdk9" to "subsdk8". which main.npdm you use doesn't matter
I didn't know that, thanks for the clarification. So if I do that, both mods will work? How this exactly works? It's possible to use more mods like this with other name?
 

masagrator

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I didn't know that, thanks for the clarification. So if I do that, both mods will work? How this exactly works? It's possible to use more mods like this with other name?
Yes, though it depends on game how much you can use.

You can use max 10 subsdks: subsdk0-subsdk9, you cannot use names used by games themself. Never saw more than 6 though.
 
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cucholix

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There is only one global version of TotK.
It works fine on 1.1.2, thanks.
I´m using it together with the fixed resolution cheats bei Hazerou.

/Edit:
Getting crashes with fixed resolution cheat.

TotK is only 900p default docked, could you add a version with fixed/dynamic 1080p?
Can’t include those in the plugin, there’s no reliable way to patch those instructions because I would need to make a 9 bytes search, which is unsupported.
 
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cucholix

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[Truth] mentioned that only exists one global release, what BID/TID has your game?
Post automatically merged:

There is only one global version of TotK.
It works fine on 1.1.2, thanks.
I´m using it together with the fixed resolution cheats bei Hazerou.

/Edit:
Getting crashes with fixed resolution cheat.

TotK is only 900p default docked, could you add a version with fixed/dynamic 1080p?
I'm reviewing ecl 1080p mod and he downscaled graphic settings for the 1080p without dynres variant, even eliminated the shadow resolution mod, so my guess is that there's a memory limitation that could produce the crash.
 
Last edited by cucholix,
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[Truth]

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[Truth] mentioned that only exists one global release, what BID/TID has your game?
Post automatically merged:


I'm reviewing ecl 1080p mod and he downscaled graphic settings for the 1080p without dynres variant, even eliminated the shadow resolution mod, so my guess is that there's a memory limitation that could produce the crash.
Thanks for looking into it!
I only had the crashes when starting teleport or after loading screen.
When activating the cheat during play it was working fine.

Too bad really, because a overclocked Mariko (1224/1228/2502) can handle the mod + 1080p fixed with only a few slowdowns.

Edit: Perhaps a dynamic 1080p one is possible?
I would gladly test whatever you cook. 😊

Edit 2: Do you think it's possible to increase LoD or shadow quality even further?
 
Last edited by [Truth],

Deetlemore

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Played this for a few hours on my Erista last night, no slowdowns noticed with an OC of 1224 CPU, 921 GPU, 1961 MEM.

It's nice being able to walk under trees and have their shadows actually look like branches and leaves, rather than speckled blobs! I'll have to get some good before and after screenshots to show people what they're missing. Fantastic job!

Strange request, would it be possible to make a version with FXAA enabled on the character screen? I feel like it looks too sharp compared to the rest of the game.

Edit: Here's some half-assed screenshots, the compression messes them up a bit (I don't have away to do a screencap on my monitor), but the most noticeable parts are the longer render distance and resolution of shadows, plus the increased mips make trees look much crisper at a distance. The FXAA is less soft too, so everything looks sharper in general.

Before2.jpg
After2.jpg
 

Attachments

  • After1.jpg
    After1.jpg
    462.9 KB · Views: 65
  • After3.jpg
    After3.jpg
    432.6 KB · Views: 51
  • After4.jpg
    After4.jpg
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  • Before1.jpg
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  • Before3.jpg
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  • Before4.jpg
    Before4.jpg
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Last edited by Deetlemore,

carlitos2200

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The Legend of Zelda: Tears of the Kingdom - Graphic mod
Works with all versions of the american release
(it could break if Nintendo decides to make a groundbreaking change :P)
Mod created by @ecl0674
  • Increased shadow quality and distance (docked|handheld)
  • Increased resolution of dynamic shadows (docked|handheld)
  • Changed texture filtering from linear to aniso (docked|handheld)
  • Slightly increased mips for all textures (docked|handheld)
  • Minor changes to FXAA anti-aliasing (docked|handheld)
  • Disabled FXAA anti-aliasing on the character screen (docked|handheld)
More OC higher resolution, unlike the original mod I left the default resolution, and didn't force docked mode into handheld (issues when invoking amiibo)
Thanks to @masagrator for guiding me into learning Skyline plugin creation, I used his MonHunRiseResPlugin as template.

Source: https://github.com/cucholix/TotK-graphic-plugin
I'm a bit lost on some aspects of Switch modding. I have a v1 console. Will this work on the v1 without overheating it?

Edit: Can't believe I didn't see the post above mine. Forget I asked.
 
Last edited by carlitos2200,

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