【工具】《尼尔:人工生命》解锁60帧、21:9画面

AI 文章摘要

本文介绍了如何解锁《尼尔:人工生命》游戏的60帧和21:9宽屏画面。通过下载并应用特定的补丁和修改游戏文件,玩家可以体验到更高的帧率和更宽的画面比例。文章详细介绍了修改步骤,包括使用十六进制编辑器调整游戏文件中的分辨率值,以及如何下载并应用相应的UI调整文件。...

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 NameDecimalFormatted Value
5:41.2500 00 A0 3F
4:31.33AB AA AA 3F
3:21.500 00 C0 3F
16:101.6CD CC CC 3F
15:9~1.6655 55 D5 3F
16:9~1.7739 8E E3 3F
1.85:11.85CD CC EC 3F
21:9 (2560×1080)~2.3726 B4 17 40
21:9 (3440×1440)~2.388E E3 18 40
2.39:12.39C3 F5 18 40
21:9 (3840×1600)2.49A 99 19 40
2.76:12.76D7 A3 30 40
32:103.2CD CC 4C 40
32:9~3.5539 8E 63 40
3×5:43.7500 00 70 40
3×4:3400 00 80 40
3×16:104.89A 99 99 40
3×15:9500 00 A0 40
3×16:9~5.33AB AA AA 40

Resolutions

ValueHex
Value
Formatted Value
2000x0C8C800
2400x0F0F000
3200x1404001
4800x1E0E001
5250x20D0D02
5400x21C1C02
5760x2404002
6000x2585802
6400x2808002
7040x2C0C002
7200x2D0D002
7680x3000003
8000x3202003
8400x3484803
8480x3505003
8540x3565603
9000x3848403
9600x3C0C003
9920x3E0E003
10000x3E8E803
10240x4000004
10500x41A1A04
10800x4383804
11520x4808004
12000x4B0B004
12800x5000005
13600x5505005
13660x5565605
13680x5585805
14400x5A0A005
15360x6000006
16000x6404006
16800x6909006
17680x6E8E806
17760x6F0F006
18000x7080807
19200x7808007
20480x8000008
21600x8707008
24000x9606009
25600xA00000A
27200xAA0A00A
28800xB40400B
30720xC00000C
32000xC80800C
33600xD20200D
34400xD70700D
38400xF00000F
40800xFF0F00F
43200x10E0E010
48000x12C0C012
50400x13B0B013
51200x14000014
57600x16808016

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)

评论

  1. lsq
    Windows Edge 122.0.0.0 来自 中国–广东–广州 珠江宽频
    2 周前
    2025-10-20 14:23:31

    非常谢谢博主啊 在网上找了好多修改21:9的方法都不适用,都是要修改成14 AE 17 40的,看到博主这里的不一样试了一下就真的可以了,感谢!

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