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



















