【工具】《尼尔:人工生命》解锁60帧、21:9画面

解锁60帧:

尼尔:复制体 《尼尔:复制体》帧数上限解锁补丁 Mod V3.3.2 下载- 3DM Mod站
《尼尔:复制体》帧数上限解锁补丁解压到游戏目录(尼尔:复制体 《尼尔:复制体》帧数上限解锁补丁 Mod V3.3.2 下载- 3DM Mod站
Special K也解压在游戏目录(游戏Mod工具 Special K Mod V0.9.19 下载- 3DM Mod站

21:9:

转自:真正准完美超宽修复21比9,32比9,ui不变形。更新具体方法!! – 《尼尔:人工生命》 – 3DMGAME论坛 – Powered by Discuz!
之前的方法只是简单的拉伸,并不是真正的超宽支持。这个方法才能正确显示超宽的范围。转自:https://www.reddit.com/r/widescr … _resolution_aspect/
1.-用十六进制编辑器打开“nier Replicant ver.1.22474487139.exe”。
-搜索所有“39 8E E3 3F”,并替换为以下选项之一:
21:9(2560×1080)26 B4 17 40。
32:9:39 8E 63 40。
其他分辨率:https://www.wsgf.org/article/common-hex-values 点击查看脚注1
多搜几次,有好几处都要修改。
2.继续搜索00 00 10 41 00 00 50 41 00 00 80 41 00 00 00 00
改为
21:9:00 00 10 41 00 00 50 41 00 00 AC 41 00 00 00 00
32:9:00 00 10 41 00 00 50 41 00 00 00 42 00 00 00 00

3.下载Nier_Replicant_SQRT1.5_UI.rar
文件默认32比9分辨率,需修改的话,在ShaderFixes文件夹内分别修改0a2c2125f4a421a5-vs_replace.txt 和 dc88834b3469cba8-vs_replace.txt
// Our aspects for scaling
float new_aspect_width = 32.0
float new_aspect_height = 9.0

4.打开游戏享受吧

分享名称:尼尔
分享链接:https://kb.itpno.com/#s/_TvrPMdQ
访问密码:iTPno.

  1. 分辨率 ↩︎

Aspect Ratios

To calculate your aspect ratio decimal, divide the resolution’s width by its height. Note that ultra-widescreen is marketed as 21:9 but the aspect ratio actually varies slightly between resolutions (these are listed separately below).

Common Name Decimal Formatted Value
5:4 1.25 00 00 A0 3F
4:3 1.33 AB AA AA 3F
3:2 1.5 00 00 C0 3F
16:10 1.6 CD CC CC 3F
15:9 ~1.66 55 55 D5 3F
16:9 ~1.77 39 8E E3 3F
1.85:1 1.85 CD CC EC 3F
21:9 (2560×1080) ~2.37 26 B4 17 40
21:9 (3440×1440) ~2.38 8E E3 18 40
2.39:1 2.39 C3 F5 18 40
21:9 (3840×1600) 2.4 9A 99 19 40
2.76:1 2.76 D7 A3 30 40
32:10 3.2 CD CC 4C 40
32:9 ~3.55 39 8E 63 40
3×5:4 3.75 00 00 70 40
3×4:3 4 00 00 80 40
3×16:10 4.8 9A 99 99 40
3×15:9 5 00 00 A0 40
3×16:9 ~5.33 AB AA AA 40



Resolutions

Value Hex
Value
Formatted Value
200 0x0C8 C800
240 0x0F0 F000
320 0x140 4001
480 0x1E0 E001
525 0x20D 0D02
540 0x21C 1C02
576 0x240 4002
600 0x258 5802
640 0x280 8002
704 0x2C0 C002
720 0x2D0 D002
768 0x300 0003
800 0x320 2003
840 0x348 4803
848 0x350 5003
854 0x356 5603
900 0x384 8403
960 0x3C0 C003
992 0x3E0 E003
1000 0x3E8 E803
1024 0x400 0004
1050 0x41A 1A04
1080 0x438 3804
1152 0x480 8004
1200 0x4B0 B004
1280 0x500 0005
1360 0x550 5005
1366 0x556 5605
1368 0x558 5805
1440 0x5A0 A005
1536 0x600 0006
1600 0x640 4006
1680 0x690 9006
1768 0x6E8 E806
1776 0x6F0 F006
1800 0x708 0807
1920 0x780 8007
2048 0x800 0008
2160 0x870 7008
2400 0x960 6009
2560 0xA00 000A
2720 0xAA0 A00A
2880 0xB40 400B
3072 0xC00 000C
3200 0xC80 800C
3360 0xD20 200D
3440 0xD70 700D
3840 0xF00 000F
4080 0xFF0 F00F
4320 0x10E0 E010
4800 0x12C0 C012
5040 0x13B0 B013
5120 0x1400 0014
5760 0x1680 8016







Notes

Sometimes the field of view (fov) for a game can be found in hexadecimal form in one of the game’s files. The format you will most likely see is the IEEE 754 standard which is comprised of four hexadecimal pairs.

For example an FOV of 60.0 would be the following in hexadecimal.

42 70 00 00

This will almost always be formatted to be read from right to left in the game’s files. So 42 70 00 00 becomes the following in the file.

00 00 70 42

You can use a IEEE 754 calculator to get your FOV value into hexadecimal format. Simply paste your FOV in the decimal field and click the Rounded or Not Rounded button (should not matter) and look at the hexadecimal result under the single precision fields.

Think of the hexadecimal value in this format.

ST UV WX YZ

You will be using it in this format.

YZ WX UV ST

Remember you can calculate the field of view by using the FOV Calc tool on this site along with any of several other methods for calculating the field of view.

When re-calculating fov based on aspect ratio, it can be done using trigonometric tangent functions to convert the angle to radians divided into half, then converted into a zoomable angle that can be divided or multiplied by the zoom factor and converted back into degrees.

For example, the current display ratio is 4:3 and the conditional aspect ratio is 16:9, the fov degrees of 45.0 would become 57.822402 from dividing the aspect ratio by the conditional aspect after converting the angle into a tangent angle:

Degrees:
Arctan(Tan(Fovy * PI / 360) / (4/3) * (16/9)) * 360 / PI

Degrees converted from radians:
Arctan(Tan(Fovyradians / 2) / (4/3) * (16/9)) * 360 / PI

Radians:
2 x Arctan(Tan(Fovyradians / 2) / (4/3) * (16/9))

Radians converted from Degrees:
2 x Arctan(Tan(Fovy * PI / 360) / (4/3) * (16/9))

(Above information provided by Tanuki)

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