Friday, January 24, 2025

DRAGON BALL: Sparking! ZERO [DX11]













geo-11 fix for DRAGON BALL: Sparking! ZERO, running in DX11 mode.


Update (2025-01-24): fix updated to support new effects from the first DLC pack. Fixed some other minor issues.

Update (2024-12-26): fixed some regex mistakes. Fixed a minor effect during Iishinron's transformation.


Fixed
- Haloing issues.
- Aura effects.
- Shadows.
- Lighting.
- Volumetric lighting.
- Light shafts.
- Fog.
- Decals.
- Reflections.
- Radial blur.
- Motion blur.
- One-eye issues.
- Temporal antialiasing.
- Lens flares.
- Vignette and chromatic aberration (vignette is disabled by default).
- Other effects.
- Autoconvergence configured.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "DRAGON BALL Sparking! ZERO\SparkingZERO\Binaries\Win64" folder , where "SparkingZERO-Win64-Shipping.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need. 3D Vision modes not tested.
- Set the Steam launch parameter as "-dx11" (no quotes) to make the game work in DX11 mode.
- Run the game.


Known issues
- Autoconvergence won't work with some combinations of internal resolution vs output resolution.


Notes
- Using mods like unlocking fps past 60 or adding new characters, maps and music are OK to use.
- This game doesn't use EAC, so geo-11 isn't a problem when playing online (unlocking fps with mods is a problem, however).
- The "High" shadows setting is considerably more GPU demanding than "Medium". Consider using "Medium" if you need more GPU performance.
- The game is more CPU demanding than you may expect, especially at the "City" and "City Ruins" stages.


Hotkeys
F1: convergence presets (50, 320). It only works when "dm_auto_convergence" is set to 0 in "d3dxdm.ini".
F3: by default, some particles and effects interfere with autoconvergence, and the fix disables the ones that pop out too much to avoid low convergence when not desired. You can disable that modification with this hotkey.
F4: vignette toggle. Disabled by default. In my opinion, it's an annoying effect, especially in 3D.
F5: chromatic aberration toggle. Not disabled by default. The game only uses it during some intro scenes, transformations or special attacks.
F6: cel shading toggle. Not disabled by default.
F7: fake sun rays toggle. Not disabled by default. These are sun rays that appear in sunny stages, when not looking at the sky directly. They are fake (not real lighting) and I made them stick to surfaces, but if you want to disable them, use this hotkey. This doesn't affect underwater sun rays, which make more sense.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com

Thursday, January 16, 2025

DRAGON QUEST III HD-2D Remake





geo-11 fix for DRAGON QUEST III HD-2D Remake.


Fixed
- Lighting.
- Shadows.
- Reflections.
- Decals.
- Heatwave effects.
- TAA.
- Haloing issues.
- One-eye issues.
- Vignette.
- HUD and mouse cursor at dynamic depth.
- Autoconvergence configured.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "DRAGON QUEST III HD-2D Remake\Game\Binaries\Win64" folder , where "DQIIIHD2DRemake.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Run the game.


Hotkeys
F1: convergence presets (900, 1800, 2700, 3600). 1800 by default, but only if you set "dm_auto_convergence" to 0 in "d3dxdm.ini".
F2: minimap depth presets (0%, 25%, 50%, 75%, 100%). 25% by default.
- F3: by default, some particles and effects interfere with autoconvergence, and the fix disables the ones that pop out too much to avoid low convergence when not desired. You can disable that modification with this hotkey.
F4: vignette toggle. Not disabled by default, for story reasons.


Recommendations
- At high resolutions, the depth of field effect can be very GPU demanding. If you need more GPU performance, consider disabling it in the game's graphics settings.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku

Thursday, December 26, 2024

Forgive Me Father 2





geo-11 fix for Forgive Me Father 2.


Fixed
- Lighting.
- Shadows.
- Volumetric lighting.
- Light shafts.
- Skyboxes.
- Reflections.
- Decals.
- TAA, TSR and FSR.
- Haloing issues.
- One-eye issues.
- Geometry culling.
- Vignette (disabled by default).
- Chromatic aberration.
- Crosshairs at dynamic depth.


Known issues
- Some remaining lighting clipping.
- geo-11 is not compatible with DLSS. Don't use that.
- If you use "upscaling = 1" in "d3dxdm.ini", you are going to have some problems with the mouse cursor in windowed and fullscreen modes. Better use borderless in that case.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "Forgive Me Father 2\FMF2\Binaries\Win64" folder , where "FMF2-Win64-Shipping.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Run the game.


Hotkeys
F1: convergence presets (25, 37.5, 75). 37.5 by default.
F4: vignette toggle. Disabled by default.
F5: chromatic aberration toggle. Disabled by default.
p: weapon convergence scaling presets. The game makes weapons pop out too much, a lot more than in the first game. By default I set a preset that imitates the weapon depth of the first game. The rest of the presets (apart from the unmodified state) push weapons even further into depth. The more in depth they are, the more lighting issues they may show.


Recommendations
- You can use any antialiasing and upscaling method that you want (from the game options), except DLSS. Use what you think looks/performs best.
- Keep in mind that TSR is very GPU demanding, and that both TAA and TSR become very demanding when the output resolution is very high (like 3840x2160), even if the internal resolution percentage is low. FSR doesn't consume as much GPU as TSR. And you can always just not use any antialiasing if you don't want to.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku

Forgive Me Father




geo-11 fix for Forgive Me Father.


Fixed
- Lighting.
- Shadows.
- Volumetric lighting.
- Reflections.
- Decals.
- TAA.
- Haloing issues.
- One-eye issues.
- Vignette (disabled by default).
- Chromatic aberration.
- Crosshairs at dynamic depth.


Known issues
- Some remaining lighting clipping.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "Forgive me Father\FMF\Binaries\Win64" folder , where "FMF-Win64-Shipping.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Run the game.


Hotkeys
- F1: convergence presets (25, 50, 100). 50 by default.
- F4: vignette toggle. Disabled by default.
- F5: chromatic aberration toggle. Not disabled by default, because the game uses it for some special effects from skills and other story moments.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku

Sonic Colors: Ultimate







geo-11 fix for Sonic Colors: Ultimate.


Fixed
- Lighting.
- Haloing issues.
- One-eye issues.
- Radial blur.
- Underwater effects.
- Lock-on icons at dynamic depth.


Installation
- geo-11 fix (with build v0.6.164): download this file and extract its contents in the "SonicColorsUltimate\exec" folder , where "SonicColorsUltimate.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Run the game.


Hotkeys
F1: convergence presets (16, 24, 32). 16 by default.


Notes
- I wasn't able to make the fix work alongside HedgeModManager. Both try to use "d3d11.dll" and this time Ultimate ASI Loader didn't help. At least the last time I tried.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku

Saturday, December 7, 2024

Natsu-Mon 20th Century Summer Kid [Geo11]


Natsu-Mon is a spiritual sequel to the Boku no Natsuyasumi games about spending a summer in the Japanese countryside: Exploring, Climbing, Fishing, Bug-Catching, and doing various quests around town.

Fix based on Losti's great universal fix 

Fixed:

  • Monoized scenes with 2D backgrounds (see last photo)
  • Enabled UE4 Universal Fix's Auto Convergence and Dynamic Crosshair Depth (may want to disable the crosshair depth sometimes as it interferes with textboxes)

Instructions:

  • Run the Game once in 2D then exit
  • Download this file and extract it twice to your "Natsumon\Natsumon\Binaries\Win64" directory
  • Run the "0000_Start_GEO11.cmd" for the first run (can run the game normally afterwards) and choose your Output Mode and Normal Launch
  • You can open the UE4UF menu in game with "F2" and toggle some settings if desired
    • Setting a static UI depth greater than 0 will cause the screen border to look weird
    • Disable the dynamic crosshair depth with "~" if desired as it affects other HUD elements
  • The depth maybe stuck at 0 after setting your resolution in game, so increase it with "Ctrl + F4"
  • The auto-convergence doesn't always respond consistently

Thanks:

To the developers: Losti, DHR, masterotaku, DarkStarSword, DJ-RK, Bo3b, DaveGL1234, Flugan, and any others I missed
For help: masterotaku, SinsOfSeven, Grazaerd