Difference between revisions of "Lesson 2 - disable effect"
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There are multiple ways to disable an effect, and you might notice that the technique described below does not match the Guide on HelixMod. The reason to change this is to show the simplest possible way to disable an effect. | There are multiple ways to disable an effect, and you might notice that the technique described below does not match the Guide on HelixMod. The reason to change this is to show the simplest possible way to disable an effect. | ||
− | Later on, we'll come back to disabling an effect, and we'll present a more complicated, but better way to do this. | + | Later on, we'll come back to disabling an effect, and we'll present a more complicated, but better way to do this.[http://wiki.bo3b.net/index.php?title=Talk:Lesson_2_-_disable_effect#Optimal_way_to_disable_an_effect] |
Revision as of 20:14, 21 August 2014
Summary
This lesson demonstrates how to make our very first fix, by disabling any specific effect in a game.
Level of difficulty: Easy
Time required: 15 minutes
Video Walkthrough on YouTube
Video Walkthrough direct download link
Objective
Using the HelixMod debugger we'll find a specific broken shader that makes the game unplayable.
We'll patch that shader using the text editor to disable the effect.
Quiz
Save and upload two screen shots. From the same view angle, show the before image, then show the fixed image.
Since our HelixMod+TheBall environment is already set up and ready to use, let's dive in and fix our very first, game breaking, 3D bug.
You probably noted when running the game before, that the bloom effect on the ball light is seriously broken, and is so annoying that it makes the game unplayable. It also changes depth when you adjust separation or convergence, so it's not really possible to find a sweet spot that is playable.
Since bloom is a low-value effect, let's disable it altogether. We won't miss it.
Let's start by hunting down the exact shader file for that effect.
- Shader hunting a specific effect
- Run The Ball, in 3D with HelixMod installed.
- Step backwards one shader with Numpad 1 and Numpad 4 to see that we have the short list of shaders to search.
- Step forward in the Pixel Shaders using Numpad 2, and cycle all the way through at least once.
- With some idea of what all happens, step through and find the specific bloom effect.
- With that effect selected and disabled, use Numpad 3 to save it into the Dumps folder.
- Quit the game.
With our target shader saved, we need to move it into a new folder, the ShaderOverride folder so that HelixMod will use our fix at game launch.
Be extra careful when naming files and folders, as HelixMod is not consistent on naming. Any misnamed items leads to silent failures that can be hard to figure out.
- Finding the shader, then moving it into ShaderOverride
- Navigate to The Ball's game directory with our shortcut.
- Continue into ..\Dumps\SingleShaders\PixelShader\
- Find your target Pixel Shader, usually the most recent item.
- Select and Copy the shader text file.
- Navigate back to the ..\The Ball\Binaries\Win32\ game directory.
- Create a new folder there, named ShaderOverride
- Open that folder, and create a new folder there named PixelShaders
- Open that folder, and Paste your copied Pixel Shader.
- Edit the file name, so that HelixMod can load it. Remove everything except the CRC number at the end.
- Make sure the CRC is 8 hex digits long, some need a leading zero.
Now we are ready to actually make the change to the ASM text.
We'll also add some comments to the code as reminders for when we come back to the code, or help other people who might use our fixes. Adding comments nearly always save you time in the long run.
There are multiple ways to disable an effect, and you might notice that the technique described below does not match the Guide on HelixMod. The reason to change this is to show the simplest possible way to disable an effect.
Later on, we'll come back to disabling an effect, and we'll present a more complicated, but better way to do this.[1]
A pixel shader is responsible for deciding what color a particular output screen pixel is supposed to be. If we set the color to transparent, then we make it invisible.
That's the idea behind this fix, we want to make the oC0.xyzw register all zeroes.[2] The last parameter there 'w', is the alpha channel in the rgba format, and is responsible for how transparent it is. Zero will make it 100% transparent.[3]
With that in mind, let's edit the source file.
- Editing shader to disable effect
- Open the shader file with the fixed name in ..\ShaderOverride\PixelShaders\
- ASM comments start with //. Put in a description comment at the first line, like // Annoying bloom on ball light
- In your text editor, look for the constants, as def c2, 3, 0, 0, 0. We'll need any zero constant.
- Scroll through the shader until you get to the bottom.
- Find the second to last line, right before the comment that says "// approximately ...".
- The convention we use is to outdent any changes we make, so they stand out from the regular code. No spaces, no tab.
- Add a comment to describe why you put in this code, like // Disable game-breaking bloom effect
- On the next line, type in the instruction mov oC0.xyzw, c2.wwww [4]
- That's it. The instruction will move that zero from c2 into oC0, making every pixel invisible.
Now that we have the shader modified the way we think it should work, we need to test it out.
While we are here, we will also look at another feature of HelixMod, which allows you to modify the ASM source code, then reload it without having to relaunch.
- Load shader to see changes
- Run The Ball.
- The bloom effect should be completely gone.
- Save and upload before and after 3D snapshots
Did you successfully disable that annoying effect? Congratulations! You can now justifiably call yourself a Shaderhacker!
Disabling effects can salvage a game from being completely unplayable, so don't discount the power of this simple technique.
If you have any questions or suggestions, please use the Discussion tab, and start a new topic.