Black The Fall (fixed shadows, halos, beam lights, etc...)
Fixed - Halos, shadows, fog, beam lights, crosshair, etc... [url]http://helixmod.blogspot.com.es/2017/07/black-fall.html[/url] Installation - Copy the content of [url]https://s3.amazonaws.com/cicicleta/Black_the_Fall.zip[/url]the zip file in C:\.......\BlackTheFall -In your Steam library, right click on "Black the Fall" and select "Properties" Click "Set Launch Options" In the box, type "-window-mode exclusive" without the "" Hotkeys [s]- "x" Disables beam lights (disable by default) I couldn't fix them.[/s] - "Y button from XBOX game pad" cycles crosshair depth between three values. - "q" cycles crosshair depth between three values. Notes - This games is much better played with gamepad. - "F2 Key" nice 3D settings separation and convergence. [url=http://www.iforce.co.nz/View.aspx?i=u4a3revs.uip.jpg] [img]http://iforce.co.nz/i/u4a3revs.uip.jpg[/img][/url] [url=http://www.iforce.co.nz/View.aspx?i=hlxgv3pn.nmk.jpg] [img]http://iforce.co.nz/i/hlxgv3pn.nmk.jpg[/img][/url]
Fixed
- Halos, shadows, fog, beam lights, crosshair, etc...

http://helixmod.blogspot.com.es/2017/07/black-fall.html

Installation
- Copy the content of https://s3.amazonaws.com/cicicleta/Black_the_Fall.zipthe zip file in C:\.......\BlackTheFall

-In your Steam library, right click on "Black the Fall" and select "Properties"
Click "Set Launch Options"
In the box, type "-window-mode exclusive" without the ""

Hotkeys
- "x" Disables beam lights (disable by default) I couldn't fix them.
- "Y button from XBOX game pad" cycles crosshair depth between three values.
- "q" cycles crosshair depth between three values.
Notes - This games is much better played with gamepad.
- "F2 Key" nice 3D settings separation and convergence.


Image


Image

#1
Posted 07/22/2017 12:02 PM   
cicicleta, Thank You for posting this wip fix, I had some "free" time this last Saturday night :-) Nice. I appreciate it.
cicicleta, Thank You for posting this wip fix, I had some "free" time this last Saturday night :-) Nice. I appreciate it.

#2
Posted 07/24/2017 04:45 PM   
Yeah - sorry for not paying attention to your fix, the Zelda fix got all mine :) Really nice to see an upcomming shader fixer again, is the read beam essential for the game, otherwise you could disable it and leave the red splash on the floor.. I think it looks great as it is, thanks for your hard work cicicleta :)
Yeah - sorry for not paying attention to your fix, the Zelda fix got all mine :)

Really nice to see an upcomming shader fixer again, is the read beam essential for the game, otherwise you could disable it and leave the red splash on the floor..

I think it looks great as it is, thanks for your hard work cicicleta :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#3
Posted 07/24/2017 06:37 PM   
Just wow Tried this game with your fix and my jaw fell to the ground.. This is the second best graphics on a platformer game after Trine 2 I ever so. On my 65 c6 oled it looks insane in 4k .. (except the little bit of crosstalk) Thank you cicicleta
Just wow
Tried this game with your fix and my jaw fell to the ground..
This is the second best graphics on a platformer game after
Trine 2 I ever so.
On my 65 c6 oled it looks insane in 4k .. (except the little bit of crosstalk)
Thank you cicicleta

#4
Posted 07/24/2017 07:24 PM   
You're welcome guys!!! I have the beams lights almost fixed!!! There's a rare halo that shows sometimes that I'm trying to fix. Maybe some master of shader can help us!!! [url=http://www.iforce.co.nz/View.aspx?i=ffzjmi3w.wqy.jpg][img]http://iforce.co.nz/i/ffzjmi3w.wqy.jpg[/img][/url] [url=http://www.iforce.co.nz/View.aspx?i=eairgs5k.ifv.jpg][img]http://iforce.co.nz/i/eairgs5k.ifv.jpg[/img][/url] And this is the rare halo... [url=http://www.iforce.co.nz/View.aspx?i=xqoewjmq.oo4.jpg][img]http://iforce.co.nz/i/xqoewjmq.oo4.jpg[/img][/url] I'm sure it's connected to r1 or o1 [code]// all beams // ---- Created with 3Dmigoto v1.2.62 on Sun Jul 16 17:56:52 2017 cbuffer cb1 : register(b1) { float4 cb1[4]; } cbuffer cb0 : register(b0) { float4 cb0[6]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float2 v1 : TEXCOORD0, out float2 o0 : TEXCOORD0, out float2 p0 : TEXCOORD1, out float2 o1 : TEXCOORD2, out float2 p1 : TEXCOORD3, out float2 o2 : TEXCOORD4, out float4 o3 : SV_POSITION0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; float4 iniParams = IniParams.Load(0); float4 stereo = StereoParams.Load(0); float separation = stereo.x, convergence = stereo.y, eye = stereo.z; float4 _SunPosition = cb0[5]; _SunPosition.x += separation / 1.5; //look better than 2 o0.xy = v1.xy; r0.xy = -_SunPosition.xy * float2(0.5,0.5) + v1.xy; p0.xy = r0.xy; r0.z = cb0[5].x; r0.w = 0; p1.xy = r0.xy + r0.zw; r1.x = 0; //maybe r1.y = cb0[5].y; o1.xy = r1.xy + r0.xy; // maybe o2.xy = cb0[5].xy + r0.xy; r0.xyzw = cb1[1].xyzw * v0.yyyy; r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw; r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw; o3.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.62 on Sun Jul 16 17:56:52 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xy 0 NONE float xy // TEXCOORD 1 zw 0 NONE float zw // TEXCOORD 2 xy 1 NONE float xy // TEXCOORD 3 zw 1 NONE float zw // TEXCOORD 4 xy 2 NONE float xy // SV_POSITION 0 xyzw 3 POS float xyzw // vs_4_0 dcl_constantbuffer cb0[6], immediateIndexed dcl_constantbuffer cb1[4], immediateIndexed dcl_input v0.xyzw dcl_input v1.xy dcl_output o0.xy dcl_output o0.zw dcl_output o1.xy dcl_output o1.zw dcl_output o2.xy dcl_output_siv o3.xyzw, position dcl_temps 2 mov o0.xy, v1.xyxx mad r0.xy, -cb0[5].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), v1.xyxx mov o0.zw, r0.xxxy mov r0.z, cb0[5].x mov r0.w, l(0) add o1.zw, r0.zzzw, r0.xxxy mov r1.x, l(0) mov r1.y, cb0[5].y add o1.xy, r0.xyxx, r1.xyxx add o2.xy, r0.xyxx, cb0[5].xyxx mul r0.xyzw, v0.yyyy, cb1[1].xyzw mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw mad o3.xyzw, cb1[3].xyzw, v0.wwww, r0.xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
You're welcome guys!!! I have the beams lights almost fixed!!! There's a rare halo that shows sometimes that I'm trying to fix. Maybe some master of shader can help us!!!
Image
Image
And this is the rare halo...
Image
I'm sure it's connected to r1 or o1
// all beams
// ---- Created with 3Dmigoto v1.2.62 on Sun Jul 16 17:56:52 2017
cbuffer cb1 : register(b1)
{
float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
float4 cb0[6];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : POSITION0,
float2 v1 : TEXCOORD0,
out float2 o0 : TEXCOORD0,
out float2 p0 : TEXCOORD1,
out float2 o1 : TEXCOORD2,
out float2 p1 : TEXCOORD3,
out float2 o2 : TEXCOORD4,
out float4 o3 : SV_POSITION0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

float4 iniParams = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;
float4 _SunPosition = cb0[5];
_SunPosition.x += separation / 1.5; //look better than 2

o0.xy = v1.xy;
r0.xy = -_SunPosition.xy * float2(0.5,0.5) + v1.xy;
p0.xy = r0.xy;
r0.z = cb0[5].x;
r0.w = 0;
p1.xy = r0.xy + r0.zw;
r1.x = 0; //maybe
r1.y = cb0[5].y;
o1.xy = r1.xy + r0.xy; // maybe
o2.xy = cb0[5].xy + r0.xy;
r0.xyzw = cb1[1].xyzw * v0.yyyy;
r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
o3.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.62 on Sun Jul 16 17:56:52 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
// TEXCOORD 1 zw 0 NONE float zw
// TEXCOORD 2 xy 1 NONE float xy
// TEXCOORD 3 zw 1 NONE float zw
// TEXCOORD 4 xy 2 NONE float xy
// SV_POSITION 0 xyzw 3 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb0[6], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output o0.xy
dcl_output o0.zw
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xy
dcl_output_siv o3.xyzw, position
dcl_temps 2
mov o0.xy, v1.xyxx
mad r0.xy, -cb0[5].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), v1.xyxx
mov o0.zw, r0.xxxy
mov r0.z, cb0[5].x
mov r0.w, l(0)
add o1.zw, r0.zzzw, r0.xxxy
mov r1.x, l(0)
mov r1.y, cb0[5].y
add o1.xy, r0.xyxx, r1.xyxx
add o2.xy, r0.xyxx, cb0[5].xyxx
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
mad o3.xyzw, cb1[3].xyzw, v0.wwww, r0.xyzw
ret
// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

#5
Posted 07/24/2017 09:31 PM   
I think I've fixed ALL the beam lights!!! I'm testing the fix, if it is all right I'll update the fix tonight.
I think I've fixed ALL the beam lights!!! I'm testing the fix, if it is all right I'll update the fix tonight.

#6
Posted 07/26/2017 01:52 PM   
Congratulations - I'm looking forward to try it :)
Congratulations - I'm looking forward to try it :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#7
Posted 07/26/2017 01:57 PM   
Thanks you so much cicicleta You've did a wonderful job even in the previous version.. now with the beams fixed that's gonna be crazy awesome Thanks !!
Thanks you so much cicicleta
You've did a wonderful job even in the previous version..
now with the beams fixed that's gonna be crazy awesome

Thanks !!

#8
Posted 07/26/2017 04:18 PM   
Give me your paypal account Ill donate for your great work
Give me your paypal account
Ill donate for your great work

#9
Posted 07/26/2017 04:23 PM   
Love puzzle games and this one looks really interesting. Thanks for the fix [b]cicicleta[/b].
Love puzzle games and this one looks really interesting. Thanks for the fix cicicleta.

Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z

#10
Posted 07/26/2017 04:25 PM   
HUGE thank you cicicleta, the game looks stunning, and the beam is spot on :)
HUGE thank you cicicleta, the game looks stunning, and the beam is spot on :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#11
Posted 07/26/2017 06:22 PM   
Thank You cicicleta for the fix, hope to try soon :)
Thank You cicicleta for the fix, hope to try soon :)

CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless

#12
Posted 07/27/2017 07:35 AM   
Amazing job Cicicleta! This has to be one of the best side scrollers I've played so far. It doesnt look quite as good as Trine. But the atmosphere it creates is absolutely mesmerizing. When I saw square enix at the intro I just knew it's gonna be awesome. The diversity of the puzzles makes it more enjoyable than Trine. Thought I'd try it out last night just to see how it is but it instantly had me captivated. It truly is a sad matter that 3d Vision never got the exposure it deserved. Im still flushed through wonder land every time I put my glasses on. Im [color="green"]truly grateful[/color] to you shaderhackers who keeps it alive.
Amazing job Cicicleta! This has to be one of the best side scrollers I've played so far. It doesnt look quite as good as Trine. But the atmosphere it creates is absolutely mesmerizing. When I saw square enix at the intro I just knew it's gonna be awesome. The diversity of the puzzles makes it more enjoyable than Trine. Thought I'd try it out last night just to see how it is but it instantly had me captivated.

It truly is a sad matter that 3d Vision never got the exposure it deserved. Im still flushed through wonder land every time I put my glasses on. Im truly grateful to you shaderhackers who keeps it alive.

#13
Posted 07/02/2018 06:37 AM   
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