Sunday, August 16, 2026

Banjo-Kazooie [DX11]




geo-11 fix for Banjo-Kazooie, to be specific, this is for the Lighthouse PC port by the Harbour Masters group. Only for the DX11 renderer. I fully tested the main game, Nostalgia 64 (romhack), and part of Jiggies of Time (romhack).

This port is different than the DX12 recompiled port that OneUp03 adapted to 3D. Very similar if you just play the games normally, but they have different sets of features, like the randomizer in the Lighthouse port. Graphically speaking, the DX12 port is better because OneUp03 was able to deal with skybox depth directly by pushing the object to depth in the source code, while I had to compromise with texture detection and some conflicts.



Fixed
- Most skyboxes, sun and lens flares pushed to depth. With some exceptions due to conflicts. Read more details in the F4 hotkey description.
- More or less equalized HUD depth. It's convergence dependant and I didn't provide any options for it.
- First person aiming crosshair at 50% depth. geo-11 can't find any depth buffer, so it can't have dynamic depth.


Known issues
- The skyboxes vs characters issue that I mentioned before and in the F4 hotkey information.
- This is a game issue more than 3D issue, but the camera position in some indoors rooms isn't adequate for 3D, where walls can cover one entire eye when you have a high enough separation and convergence. Consider temporarily using the F2 hotkey to reduce convergence during those moments, or disable 3D with ctrl+t.


Installation
- Read the instructions about how to get Lighthouse 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 v0.7.10: download this file and extract its contents in the "Lighthouse-Split-Rock-Delta-Win64" folder (or whatever the folder is called in future versions), where "Lighthouse.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, 300, 500). 300 by default.
- F4: skybox depth toggle. Enabled by default. This makes whitelisted textures and shaders identified as skybox to be pushed to depth (most of them were too close to the camera by default). But as a side effect it also affects objects/characters that are very close to the camera, like during some cutscenes. By disabling the feature with this hotkey, you'll see them the normal way. During normal gameplay, you shouldn't feel the need to toggle this off.


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

No comments:

Post a Comment