Monday, October 26, 2026

Phoenix Wright: Ace Attorney Trilogy

  Screenshots are in L-R-L format for both free view and cross-eyed viewing

Hey pal, this is a geo-11 fix for the Phoenix Wright: Ace Attorney Trilogy

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-10-26)

    • Initial Release


General Information

Fix was created for the following build number of the game's executable:

2017.4.8.47092

Fix was tested with the following version of geo-11:

0.7.11

If either of these items change due to updates, this fix may no longer work. Any updates to this fix will be updated in this post.


Instructions

geo-11 0.7.11 is included in this archive

Download the 7z archive containing the fix:

Navigate to the game's executable "PWAAT.exe":

<path to your Steam library>\steamapps\common\Phoenix Wright Ace Attorney Trilogy\

Place all files within this archive in the same directory. Meaning in the same folder as the game's main executable, you should now have d3dx.ini, nvapi64.dll, ShaderFixes\, etc.

Adjust settings in-game or within the d3dxdm.ini to your liking, which includes the output method. By default, it is set to side-by-side output (sbs).

If using a LeiaSR display, geo-11's simulated_reality mode does not appear to work. Please use SRLoom or 3DGamebridge instead.

Control Setup

The following key/controller bindings are active:
  • Cycle through background depth values (0.6 - 1.0)
    • Header: KeyBackgroundDepth
    • 1 (in the number row)
    • This is not mapped to a controller button
  • Cycle through Character Portraits/Mid-level depth values (0.1 - 0.5)
    • Header: KeyCharacterDepth
    • 2 (in number row)
    • This is not mapped to a controller button
  • Cutscene toggle
    • This puts backgrounds and characters/mid-level items at the same depth
    • Header: KeyCutscene
    • 3 (in number row)
    • Left Stick Button/L3
  • General interactables toggle
    • For any interactable objects that are not picked up correctly by the filters I've made, so they're less painful to look at
    • 4 (in the number row)
    • Right Stick Button/R3

If you would like to permanently change the default depth for the characters and backgrounds to a specific value so you don't have to set it every time you boot the game, please edit the following variables under the [Constants] section:

; Background depth multiplier
z20=0.8

; Character depth multiplier
w20=0.3

Key bindings can be adjusted by editing the relevant sections in the d3dx.ini. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

Phoenix Wright: Ace Attorney Trilogy has depth added to it to make it appear like a pop-up book and/or paper cut outs. The game lacked any sort of stereo/depth to begin with.


Remaining issues:
  • Testimony fly-ins ("Witness Testimony," "Cross Examination," etc) are at character/mid-level depth, and due to how they are generated by the game they cannot be changed
    • It doesn't look that bad in practice, and they disappear pretty quickly
  • Interrogation rooms have the window duplicated as both part of the background and part of the middle layer
    • You can enable an override to effectively merge them into one by uncommenting the TextureOverride_InterrogationWindow_AllResBut1080 block in SpecificObjectOverrides.ini. However, characters behind the glass will weirdly be outside of it
    • Alternatively, you can use the toggle to merge the character and background layers temporarily if it's distracting
  • Various cutscenes use the mid-level layer that I used for characters to display animations, and will appear incorrectly
    • Use the cutscene toggle described in the controls section
    • There are far too many in the game to make dedicated overrides than I have patience for
      • (I am just some guy on the internet, man)
  • Certain items on screen will kill 3D for that moment (notably, the Court Record)
    • While 3D would engage again once these elements disappeared, I wanted to not have to resort to this. Perhaps in the future I'll figure out a better solution
  • The investigation section for Rise of the Ashes features 3D for the items you pick up, however, they do not actually render in 3D
    • With all the other filtering I was doing, I was afraid of trying to implement stereo here. I'll revisit this if I have to make updates to this fix
Because there are so many different interactable items in this game, I only spot checked a select number of places. I did make filters for the ones I came across, but without playing the entire game again, I'm certain I've missed some. There are two overrides contained in the BackgroundLevelOverrides.ini that are under the headers:

[TextureOverride_EverythingCouldBeBadBC1]
[TextureOverride_EverythingCouldBeBadBC3]

This will affect all other interactable items, in theory. I have only briefly tested it, so I'm not sure what other impacts it will have (a notable one is that items in the "highlight" box when talking with characters will be pushed in incorrectly). By enabling it using the toggle above, other parts of the UI or sequences may break, unfortunately, so it may need to be used only when affected items appear on screen until you interact with them. Without replaying the game, and dumping every single texture, I don't think it'd be feasible to have all this in unless there was a crowd effort to do so.

(by all means, if you have some texture overrides, we can add those to the fix. Or if there's just a better way than what I've done, I'm completely open to that as well)

Credits & Thanks

  • Toggles for things by myself
  • Masterotaku for answering my questions yet again. I probably would have been stuck on this fix for awhile without your help!
    • This was also heavily inspired by the work done to create the Cuphead fix!
  • Members of the HelixMod community that have made fixes over the years. Even without that much direct documentation (and myself knowing nothing about shaders at all), it really wasn't too difficult to start putting pieces together after going through created fixes
If you want to go through the experience I had making this fix, that can be viewed here

Friday, October 23, 2026

Castlevania: Belmont's Curse




geo-11 fix for Castlevania: Belmont's Curse.


Fixed

  • Lighting.
  • Shadows.
  • Decals.
  • Character silhouette effects behind geometry.
  • Light shafts.
  • Inverted reflections.
  • Distortion effects.
  • Cracked glass screen effect.
  • Character silhouette convergence scaling.
  • Gameplay HUD at convergence dependant depth by default.
  • Autoconvergence configured.

Known issues

  • Skull ghost enemies pop out too much compared to their aura. That's the 3D position that the game gave them, and if I tried to modify it, it would have side effects. So they stay as is.
  • The mirror skill shows the reflected protagonist popping out too much. I didn't modify that because I didn't want to risk side effects.

Installation
  • geo-11 fix (with build v0.7.11): download this file and extract its contents in the "Castlevania Belmont's Curse" folder, where "Castlevania Belmont's Curse.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need (and/or upscaling). It's sbs by default. By default I set "upscaling = 0" in d3dxdm.ini.
  • Run the game.

Hotkeys
  • F2: convergence presets (50, 110, 180). They only work if you disable dm_autoconvergence in d3dxdm.ini.
  • F3: static HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% by default. Only used when you disable HUD convergence scaling, and only for gameplay.
  • F4: HUD toggle. Not disabled by default. Warning: it affects video cutscenes too.
  • F5: HUD depth style. By default, gameplay HUD scales with convergence and it should be OK as is. If you want to use the static presets, first press this key.

Notes
  • Mods should be fine, except one that enables TAA in the game options, as well as for reflections. Don't use any TAA, because I didn't fix it.


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

Friday, October 16, 2026

Natsuki Chronicles

 Screenshots are in L-R-L format for both free view and cross-eyed viewing

geo-11 fix for Natsuki Chronicles

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-09-20)

    • Initial Release

  • 1.1 (2026-10-07)

    • Updated to geo-11 0.7.11


General Information

Fix was created for the following build number of the game's executable:

Not listed in exe's properties

Fix was tested with the following version of geo-11:

0.7.11

If either of these items change due to updates, this fix may no longer work. Any updates to this fix will be updated in this post.


Instructions

geo-11 0.7.11 is included in this archive

Download the 7z archive containing the fix:

Previous versions: 1.0

Navigate to the game's executable "Natsuki_Desktop_Steam.exe":

<path to your Steam library>\steamapps\common\NatsukiChronicles\x64\Release_Steam\

Place all files within this archive in the same directory. Meaning in the same folder as the game's main executable, you should now have d3dx.ini, nvapi64.dll, ShaderFixes\, etc.

Adjust settings in-game or within the d3dxdm.ini to your liking, which includes the output method. By default, it is set to side-by-side output (sbs).

Control Setup

The following key/controller bindings are active:
  • Cutscene Depth/Convergence Toggle
    • Header: KeyCutsceneTriggerTonedDown3D
    • This will change the separation/convergence to to 25/25
    • 1 (in number row)
    • Back

Key bindings can be adjusted by editing the relevant sections in the d3dx.ini. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

Game largely works without issue with geo-11 and no updates

  • Certain screens have auto-adjustment for toning down the 3D to make it less intense
    • However, cutscenes, unfortunately, are largely manual. Use the toggle defined in the Control Setup for these moments
Remaining issues:
  • The texture used for detecting the menus and briefing sections is also used in the training sections. Thus, the training sections are locked to reduced 3D
  • Some objects are close to the sides of the screen, resulting in some things that are hard to look at. If 3D is reduced, it's not terrible
  • There are pipes for water in the second level, that appear to be not stereoized correctly, but they are minor and not noticable unless you look
    • Now that I pointed it out, you're going to look

Credits & Thanks

  • Toggles for things by myself

Pac-Man Championship Edition 2



Screenshots are in L-R-L format for both free view and cross-eyed viewing

geo-11 fix for Pac-Man Championship Edition 2

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-08-16)

    • Initial Release

  • 1.1 (2026-10-07)

    • Updated to geo-11 0.7.11


General Information

Fix was created for the following build number of the game's executable:

5.3.4.8630773

Fix was tested with the following version of geo-11:

0.7.11

If either of these items change due to updates, this fix may no longer work. Any updates to this fix will be updated in this post.


Instructions

geo-11 0.7.11 is included in this archive

Download the 7z archive containing the fix:

Previous versions: 1.0

Navigate to the game's executable "PCE2.exe":

<path to your Steam library>\steamapps\common\FLUID\

Place all files within this archive in the same directory. Meaning in the same folder as the game's main executable, you should now have d3dx.ini, nvapi64.dll, ShaderFixes\, etc.

Adjust settings in-game or within the d3dxdm.ini to your liking, which includes the output method. By default, it is set to side-by-side output (sbs).

Control Setup

If you are using a controller, you MUST remap the control buttons mentioned below in Steam Input to not be the Steam Input GAME ACTION items, rather the direct controller buttons. If you do not, the buttons will not function properly. This is due to Steam Input not identifying directly as the XInput buttons being used. For example, you must assign L3 to the L3 of your controller, and not the Steam Input item

The following key/controller bindings are active:
  • Cycle through depth and convergence presets (50, 100, 150, 200)
    • Due to how depth/convergence are automatically adjusted, you must be unpaused in-game to see the cycle occur
    • Header: KeyPresets
    • 1 (in the number row)
    • Left Stick Button/L3
  • Toggle HUD/All 2D Elements pushed in
    • Should only be used when playing at low depth/convergence
    • Header: KeyHUDDepthToggle
    • 2 (in number row)
    • Right Stick Button/R3
  • Kill 3D
    • Header: KeyKill3D
    • F
    • Back
    • This is a hold based toggle. Once you let go of the button, there is a delay until 3D is re-enabled
      • If you would like to remove this delay, remove "release_delay" from this block in the d3dx.ini

Key bindings can be adjusted by editing the relevant sections in the d3dx.ini. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

Pac-Man CE2 works during gameplay without issue. All issues pertain to dynamically adjusting the depth/convergence during gameplay
  • Removes 3D during menus
  • Tones down the 3D during ghost hunting segments
Remaining issues:
  • Maze transitions are still at full depth/separation, and can be hard to look at (the Kill 3D toggle is meant for this; if you use a controller that has back triggers, it can be useful being assigned there for easier manipulation)
    • This toggle has a built in delay before ramping back up
  • Some of the transitions for 3D ramping down and back up can happen in quick succession due to the conditionals being used to target them
    • I couldn't really find anything better, unfortunately

Credits & Thanks


If you want to go through the experience I had making this fix, that can be viewed here

The Missing: J.J. Macfield and the Island of Memories


Screenshots are in L-R-L format for both free view and cross-eyed viewing

geo-11 fix for The Missing: J.J. Macfield and the Island of Memories

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-09-20)

    • Initial Release

  • 1.1 (2026-10-07)

    • Updated to geo-11 0.7.11


General Information

Fix was created for the following build number of the game's executable:

2017.2.1.2570336

Fix was tested with the following version of geo-11:

0.7.11

If either of these items change due to updates, this fix may no longer work. Any updates to this fix will be updated in this post.


Instructions

geo-11 0.7.11 is included in this archive

Download the 7z archive containing the fix:

Previous versions: 1.0

Navigate to the game's executable "TheMISSING.exe":

<path to your Steam library>\steamapps\common\The Missing\

Place all files within this archive in the same directory. Meaning in the same folder as the game's main executable, you should now have d3dx.ini, nvapi64.dll, ShaderFixes\, etc.

Adjust settings in-game or within the d3dxdm.ini to your liking, which includes the output method. By default, it is set to side-by-side output (sbs).

Control Setup

If using a controller, you may need to reconnect it after the title screen loads

The following key/controller bindings are active:
  • Cycle through depth presets (25, 50, 100)
    • Header: KeyDepthPresets
    • 1 (in the number row)
    • Left Shoulder Button/LB/L/L1
  • Cycle through convergence presets (15, 50)
    • Header: KeyConvergencePresets
    • 2 (in the number row)
    • Right Shoulder Button/RB/R/R1
  • Toggle HUD/All 2D Elements pushed in
    • Should only be used when playing at low convergence (15 should be fine)
    • Header: KeyHUDDepthToggle
    • 3 (in number row)
    • Right Stick Button/R3
  • Cutscene Depth Toggle (pressing again will revert back to existing configuration)
    • This will set depth/convergence to 25/15
    • Header: KeyCutscene
    • T
    • Left Trigger/LB/ZL/L2
  • Outline Toggle
    • Header: KeyOutlineToggle
    • 4 (in number row)
    • Left Stick Button/L3

Key bindings can be adjusted by editing the relevant sections in the d3dx.ini. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

  • Practically everything (universal fix)
Remaining issues:
  • Some objects have a "shadow" that is really just a duplicate of the object. It can be seen when some environmental effects are active, but it's relatively minor
    • The most prominant example in game is pushing a box and seeing an outline that shouldn't be there in the dust clouds
  • When increasing depth, if the player is in an area that has a 2D background texture and/or FMV, it may get pushed too far out at high values, resulting in negative space on the sides of the screen
    • Playing at a depth of 25 avoids this. Anything higher will introduce this issue
  • When increasing depth/convergence, the outline around JJ (and a few other choice objects/characters) can get malformed and hard to look at
    • Use the provided toggle key (default: L3 or 4) to turn it on or off
  • Cutscenes will not automatically adjust depth/convergence
    • Use the provided toggle key (default Left Trigger or T) to quickly adjust. Hitting the button again will restore previously configured 3D settings
"Some janky thing happened while playing the game!"

This is your first SWERY65 game, isn't it?

Remember that the Luigi's Mansion-like interact button is for interacting with objects, and sometimes that also means interacting with things you thought would just react to the current state of your character, and the game may break when running above 60FPS

Credits & Thanks

  • Uses the 2019 Unity universal fix to fix common issues with the game (shadows, halos, etc). The bulk of the fix is in this regex
    • This fix would not exist without the Universal Unity fix (DHR, 4everawake)! Everything that is working is due to this, and I've only introduced some meager patches to finalize some small, lingering problems
    • The original release can be found here
  • Toggles for things by Zeek
  • adjust_from_depth_buffer

Tuesday, October 13, 2026

Paper Mario [DX11]


geo-11 fix for Paper Mario, to be specific, this is for the Paperboat PC port by the Harbour Masters group. Only for the DX11 renderer. At the time of making this fix, it's tested up to the 1.0.3 version of the port.


The fix supports MasterKillua's texture packs. Specifically the HD and 4K versions of the white outlines pack, and the HD version of the no outlines pack.



Fixed
- Skyboxes.
- HUD at depth, with multiple options, avoiding conflicts with skyboxes.
- HUD clipping caused by putting it at depth.


Installation
- Read the instructions about how to get Paperboat if you don't have it already. You are on your own until you get the game working by itself. By default it will be DX11, so there isn't any need to search for that option.
- geo-11, with build v0.7.11: download this file and extract its contents in the "Paperboat-Mulberry-Delta-Win64" folder (or whatever the folder is called in future versions), where "Paperboat.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's "sbs" by default. "upscaling" is already enabled in d3dx.ini because it was necessary to make the custom mouse shader work.
- Launch the game.


Hotkeys
- F2: convergence presets (50, 160, 320, 640). 320 by default.
- F3: HUD depth presets (0%, 20%, 37.5%, 60%, 100%). 37.5% by default.
- F4: HUD depth style. By default, it's convergence dependant, in a way that I think is comfortable for most cases. If you press this key, it changes to static presets that you can control with F3.


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