[BotW_AspectRatio_Shared] moduleMatches = 0xD91A406D,0x0F748D9C,0x9A61FF4C,0x8E3324A9,0xD71D859D,0x6FD41A61,0x9A2CA0C7,0x29DBB52A,0xFD091F9F,0xD472D8A5,0x6267BFD0 .origin = codecave aspectRatio: .float $width/$height grassCulling: ; The grass is calculated in a weird way, but this fix seems to work. So for safety, only enable it for ultrawide resolutions. .float (($ultrawideHUDMode != 0)*(($gameWidth/$gameHeight) / ($width/$height))) + (($ultrawideHUDMode == 0)*1.0) [BotW_AspectRatio_V208] moduleMatches = 0x6267BFD0 ; rodata constants 0x101BF8E8 = .float ($width/$height) 0x1030A57C = .float ($width/$height) 0x1036DD4C = .float ($width/$height) ; 3D Rendering In Inventory (calculated every load) 0x02E2C564 = lis r9, aspectRatio@ha 0x02E2C578 = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x0386D01C = lis r28, aspectRatio@ha 0x0386D020 = lfs f12, aspectRatio@l(r28) ; Grass Culling (calculated every frame) 0x035b0a30 = lis r5, grassCulling@ha 0x035b0a38 = lfs f11, grassCulling@l(r5) ; 2nd Type Of Grass Culling (calculated every frame) ; Still kinda unsure how this should be calculated but it works 0x1047BFB8 = .float (($ultrawideHUDMode != 0)*(120*0.5) + (($ultrawideHUDMode == 0)*(120))) [BotW_AspectRatio_V176V192] moduleMatches = 0xFD091F9F,0xD472D8A5 ; rodata constants 0x101BF878 = .float $width/$height 0x1030A3F4 = .float $width/$height 0x1036DBDC = .float $width/$height ; 3D Rendering In Inventory (calculated every load) 0x02E2BFC8 = lis r9, aspectRatio@ha 0x02E2BFDC = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x0386C314 = lis r28, aspectRatio@ha 0x0386C318 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V160] moduleMatches = 0x9A2CA0C7 ; rodata constants 0x101A8A70 = .float $width/$height 0x102ECF88 = .float $width/$height 0x1034F684 = .float $width/$height ; 3D Rendering In Inventory (calculated every load) 0x02D53CF4 = lis r9, aspectRatio@ha 0x02D53D08 = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x0375AFF4 = lis r28, aspectRatio@ha 0x0375AFF8 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V144] moduleMatches = 0x9A2CA0C7 ; rodata constants 0x101A8A70 = .float $width/$height 0x102ECFD0 = .float $width/$height 0x1034F6CC = .float $width/$height ; 3D Rendering In Inventory (calculated every load) 0x02D53CF4 = lis r9, aspectRatio@ha 0x02D53D08 = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x0375B128 = lis r28, aspectRatio@ha 0x0375B12C = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V112] moduleMatches = 0x6FD41A61 ; rodata constants 0x1019F9A8 = .float $width/$height 0x102DFB38 = .float $width/$height 0x103414D4 = .float $width/$height ; 3D Rendering In Inventory (calculated every load) 0x02D2F404 = lis r9, aspectRatio@ha 0x02D2F418 = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x03726E18 = lis r28, aspectRatio@ha 0x03726E1C = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V97] moduleMatches = 0xD71D859D ; rodata constants 0x1019F980 = .float $width/$height 0x102DF8A0 = .float $width/$height 0x1034122C = .float $width/$height ; 3D Rendering In Inventory (calculated every load) 0x02D2E65C = lis r9, aspectRatio@ha 0x02D2E670 = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x03725CE8 = lis r28, aspectRatio@ha 0x03725CEC = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V80] moduleMatches = 0x8E3324A9 ; rodata constants 0x1019A5A8 = .float $width/$height 0x102D4E30 = .float $width/$height 0x103391B4 = .float $width/$height ; 3D Rendering In Inventory (calculated every load) 0x02D056C8 = lis r9, aspectRatio@ha 0x02D056DC = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x036D0324 = lis r28, aspectRatio@ha 0x036D0328 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V64] moduleMatches = 0x9A61FF4C ; rodata constants 0x10198250 = .float $width/$height 0x102CD450 = .float $width/$height 0x1033182C = .float $width/$height ; 3D Rendering In Inventory (calculated every load) 0x02CFD900 = lis r9, aspectRatio@ha 0x02CFD914 = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x036AEF04 = lis r28, aspectRatio@ha 0x036AEF08 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V48] moduleMatches = 0x0F748D9C ; rodata constants 0x10197FC0 = .float $width/$height 0x102CCFC8 = .float $width/$height 0x103313A4 = .float $width/$height ; 3D Rendering In Inventory (calculated every load) 0x02CFC2CC = lis r9, aspectRatio@ha 0x02CFC2E0 = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x036AD81C = lis r28, aspectRatio@ha 0x036AD820 = lfs f12, aspectRatio@l(r28) [BotW_AspectRatio_V33] moduleMatches = 0xD91A406D ; rodata constants 0x10197FC0 = .float $width/$height 0x102CCFC0 = .float $width/$height 0x10331374 = .float $width/$height ; 3D Rendering In Inventory (calculated every load) 0x02CFC260 = lis r9, aspectRatio@ha 0x02CFC274 = lfs f4, aspectRatio@l(r9) ; 3D Rendering (calculated every frame) 0x036AD410 = lis r28, aspectRatio@ha 0x036AD414 = lfs f12, aspectRatio@l(r28)