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Tale of wuxia cheat engine table
Tale of wuxia cheat engine table









tale of wuxia cheat engine table

Chances are slim to none but just throwing this out there. ie this is what I got when messed about and input 2560-3840 for width with 720 for height.įirst things first I accept no responsibility if something goes wrong with your system or Valve/Square Enix come after you for using CheatEngine.

tale of wuxia cheat engine table

Bit hacked together and you're using bilinear interpolation but it works.Īnyways here's the last bit of testing from last night.įrom what I've seen the game is constrained to 16:9 and throwing at different aspect ratio at it just stretches/squashes the image. Also due to not being a proper fullscreen title and having some awful scaling options your best bet to downsample is to set your desktop resolution to the one you want to render to, make sure scaling is disabled in games, set window to 'fullscreen' and then alter the resolution values. Though there were about 17,000 addresses that didn't change while I was looking last night and I really don't have the time to go through them all one by one. Ideally you'd want to find the values that correspond with the hardcoded resolutions and then alter the executable via hex editing so you can select that option you've replaced in game and it switches resolutions without CheatEngine being needed. Bear in mind these values are for current resolution so you'd have to load up CheatEngine and alter your rendering resolution every time. I'll bundle them up into a CheatEngine table when I get in. AOE's have hitboxes that come out even before animations, at least in overclock mode. Anubis.Zaltys has a fricking immediate swipe that has no telegraph. Doesn't help that enemies have similar looking animations and can trip you up by extending an attack without warning. which makes you tweak out more, increasing your fuck ups. From inputs, to animations, to actual implementation - everything has a windup. Unlike Noctis in FFXV, Lightning's handling isn't nearly as twitch. Which normally wouldn't be much of a problem.if this was an action game. literally a split half of a handful of frames right before the attack. I wish I knew a guaranteed method to keep Light from using time wasting finishers, other than maybe switching schema continuously. That shit is consistent, even with the performance problems of Duscae. This is way harder than pulling off something like Knightsguard in FFXV. Different animations within each type seem to have different timings as well. It's also different between attacks and magic. It's like it changes slightly every time. Getting the "button tap" damage bonus timings down is really difficult. Note: I'm not using "Maximum performance" in the NVIDIA control panel. I can't get those SGSSAA settings posted earlier in the thread working. It's beautiful.this new porting method is ace tier, but I really want integrated downsampling support.











Tale of wuxia cheat engine table