#include #include "api/SWA.h" #include "ui/window.h" #include "game.h" constexpr float m_baseAspectRatio = 16.0f / 9.0f; void Game::Exit() { s_isSignalExit = true; } bool GracefulLoopExitMidAsmHook() { // TODO (Sajid): investigate XAM handle closing causing assertion failure here. return Game::s_isSignalExit; } bool CameraAspectRatioMidAsmHook(PPCRegister& r31) { auto pCamera = (SWA::CCamera*)g_memory.Translate(r31.u32); auto newAspectRatio = (float)Window::s_width / (float)Window::s_height; // Dynamically adjust aspect ratio to window dimensions. pCamera->m_HorzAspectRatio = newAspectRatio; // Jump to 4:3 code for VERT+ adjustments if using a narrow aspect ratio. return newAspectRatio < m_baseAspectRatio; } void CameraBoostAspectRatioMidAsmHook(PPCRegister& r31, PPCRegister& f0) { auto pCamera = (SWA::CCamera*)g_memory.Translate(r31.u32); if (Window::s_width < Window::s_height) { // Use horizontal FOV for narrow aspect ratios. f0.f32 = pCamera->m_HorzFieldOfView; } else { // Use vertical FOV for normal aspect ratios. f0.f32 = pCamera->m_VertFieldOfView; } } void CSDAspectRatioMidAsmHook(PPCRegister& f1, PPCRegister& f2) { auto newAspectRatio = (float)Window::s_width / (float)Window::s_height; if (newAspectRatio > m_baseAspectRatio) { f1.f64 = 1280.0f / ((newAspectRatio * 720.0f) / 1280.0f); } else if (newAspectRatio < m_baseAspectRatio) { f2.f64 = 720.0f / ((1280.0f / newAspectRatio) / 720.0f); } } void CSDOffsetMidAsmHook(PPCRegister& f1, PPCRegister& f2) { auto newAspectRatio = (float)Window::s_width / (float)Window::s_height; if (newAspectRatio > m_baseAspectRatio) { *(be*)g_memory.Translate(0x8339C5D0) = ((newAspectRatio * 720.0f) - 1280.0f) / 2.0f / 1280.0f; } else { *(be*)g_memory.Translate(0x8339C5D4) = ((1280.0f / newAspectRatio) - 720.0f) / 2.0f / 720.0f; } }