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NTAuthority

RIL.Grading ft. colorcycle.dat

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NTAuthority

RIL.SAGrading (ft. colorcycle.dat)

What does it do?

This modification for GTA: San Andreas replaces the existing color correction RGB value fields in the CTimeCycle data file (data/timecyc.dat) with the more advanced system used in the mobile ports of San Andreas: the data/colorcycle.dat file, containing dot product vectors for every color channel that may be found in the input color.

In layman's terms, combined with the colorcycle.dat file shipped with said mobile ports, this results in more vibrant colors than the default settings of the game display, even without the use of more complex graphical modifications.

Where do I get it?

http://refint.org/files/RIL.SAGrading.zip

What does it look like?

This section is pending community screenshots.

What does it need?

The modification currently is only written to support the original (and most common) game executable, namely the 1.0 US executable, both with and without SecuROM encoding (i.e. either the HOODLUM scene version of it, or the altered 'compact' executable).

In addition, a graphics card supporting the Direct3D shader model 2.0 is required, which should be any graphics card or on-board chipset released since around the year 2003.

As for software requirements, any game plugin loader (in GTA, typically called 'ASI loader') will work to load the library into the game, as long as the libraries are loaded at an early enough point. However, it has only been tested wit "Silent's ASI Loader", which so happens to be the recommended loader to use on San Andreas at the time of this writing.

How do I install it?

Installation is performed similarly to any SA plugin, which depends highly on the way the user is already used to doing so, especially with the existence of more advanced loaders (i.e. "Mod Loader"). Therefore, installation is outside of the scope of this guide.

Compatibility with other modifications is not guaranteed, however assistance may be provided in case the modification ends up being incompatible with a popular third-party modification.

Details

This modification was developed by NTAuthority, who can be found on the GTAForums.com community under said name, and at http://refint.net/ (Referential Integrity Labs, the internal naming origin for the plugin name).

Redistribution is allowed, given attribution.

Enjoy!

Edited by TJGM
  • Like 30

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Snoops27

What the :O:O:O

Edited by snoops26

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Marty McFly

Any documentation for the content of the colorcycle.dat?

Edited by Marty McFly

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NTAuthority

Any documentation on the content of the colorcycle.dat?

One line for each line in the timecycle file, with 3 4-component vectors per line.

 

They're used in the following calculation:

 

[redOut] = [red] · [first vector]

[greenOut] = [green] · [second vector]

[blueOut] = [blue] · [last vector]

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Snoops27

Will this work in SA:MP? I don't play SA:MP anymore or have it installed but just wondering

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_CP_

vcs pc not work

bad asi

1/10

  • Like 8

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Reyks

Is this real or am i drunk ?0_0

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El Dorado

Mobile have a proper colorcycle.dat file... I think PS2 have the same kind of filter, however there are no colorcycle.dat file.

 

Any plans to research on that?

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Inadequate

This is real? :O

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Ash_735

Awesome work NTA, this is pretty damn big! Finally people can have that damn PS2 Atmosphere they've been seeking for years. :)

 

 

Mobile have a proper colorcycle.dat file... I think PS2 have the same kind of filter, however there are no colorcycle.dat file.

 

Any plans to research on that?

PS2 version would have been embedded into the (whatever the PS2 equivalent of the EXE is that I can't be bothered to check right now) where as on mobile it was extracted out and given it's own file for ease of use.

Edited by Ash_735
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Jinx.

Holy f*cking sh*t

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PerfectBlade

nice, man. :)

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Inadequate

[ASI] Failed to load module "modloader\RIL.SA.Grading\RIL.SA.Grading.asi"; errcode: 0x7F

 

I get this on the log of modloader.

Any fix or something? On game this doesn't work. :/

Edited by inadequate

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MrMateczko

Holy sheeet!

Vanilla SA + timecycp + SilentPatch + Widescreen Fix + SAGrading = this

ewVHsxl.jpg

Without SAGrading for comparasion:

fwjcF3T.jpg

 

It's like a built-in ENB Bloom :)

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NTAuthority

 

[ASI] Failed to load module "modloader\RIL.SA.Grading\RIL.SA.Grading.asi"; errcode: 0x7F

 

I get this on the log of modloader.

Any fix or something? On game this doesn't work. :/

 

Hm, even though I'm not linking the CRT it could be I made it depend on some Vista+ API manually... I'm assuming that's XP?

 

EDIT: ah, I import D3DPERF_Begin/EndEvent for testing, and I guess your D3D proxy doesn't export it. Will rebuild and remove it.

 

EDIT2: file has been updated.

Edited by NTAuthority
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El Dorado

Wait, it is supposed to look like mobile? I'm sorry, but...

 

KLQibPx.jpg

 

fKEKYLp.jpg

 

This is default PC timecyc, do I need the mobile timecyc too?

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MrMateczko

Isn't mobile timecyc the same?

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Jinx.

Wait wait wait, isn't the Mobile one same as the PC one?

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Marty McFly

 

Any documentation on the content of the colorcycle.dat?

One line for each line in the timecycle file, with 3 4-component vectors per line.

 

They're used in the following calculation:

 

[redOut] = [red] · [first vector]

[greenOut] = [green] · [second vector]

[blueOut] = [blue] · [last vector]

 

 

So 2.124 0.000 0.000 -0.007 0.000 2.124 0.000 -0.007 0.000 0.000 2.124 -0.007

 

is

 

2.124 0.000 0.000 -0.007 for red

0.000 2.124 0.000 -0.007 for blue

0.000 0.000 2.124 -0.007 for green

 

but what does the -0.007 mean? Alpha channel? For what? And does that 2.124 in the respective RGB places mean that the original timecyc colors is multiplied with 2.124 in this case?

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Snoops27

Crash. Not using modloader either. GTA EXE 14,383,616 bytes

 

Problem Event Name: APPCRASH
Application Name: gta_sa.exe
Application Version: 0.0.0.0
Application Timestamp: 427101ca
Fault Module Name: RIL.SAGrading.asi
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 542ef896
Exception Code: c0000005
Exception Offset: 00001d62
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 2057
Additional Information 1: d68b
Additional Information 2: d68bd3b8282f5e72182bbd7e42e4d6c7
Additional Information 3: 6c49
Additional Information 4: 6c49d494190589b8dc6d7b57ccb74dfb
Edited by snoops26

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NTAuthority

Wait, it is supposed to look like mobile? I'm sorry, but...

I noticed similarly, but the code seems to match what I can make up of the ARM assembly :/

 

So 2.124 0.000 0.000 -0.007 0.000 2.124 0.000 -0.007 0.000 0.000 2.124 -0.007

 

is

 

2.124 0.000 0.000 -0.007 for red

0.000 2.124 0.000 -0.007 for blue

0.000 0.000 2.124 -0.007 for green

 

but what does the -0.007 mean? Alpha channel? For what? And does that 2.124 in the respective RGB places mean that the original timecyc colors is multiplied with 2.124 in this case?

the -0.007 is used in the original code for some other postprocessing effect (IIRC shadows?), and actually I kind of misnamed the above calculations, actually the calculation is like this for instance:

 

(example color value) [1.0 0.5 0.5] *dot product* [2.124 0.0 0.0] = output red

 

https://en.wikipedia.org/wiki/Dot_product

Edited by NTAuthority

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Marty McFly

@snoops26: shouldn't it be "a number six with extra dip"?

@NTA: I know what dot product is, analytical geometry was 3 years ago. And the 1.0 0.5 0.5 is RGB output of timecyc.dat put into 0~1 space?

Oh and could you add some kind of reloading the colorcycle file so we can see changes more easily?

Oh² and commenting something out inside the colorcycle file, does it have to be // like in the timecyc.dat?

Edited by Marty McFly
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Snoops27

@snoops26: shouldn't it be "a number six with extra dip"?

 

Damn copy and paste from another site ha ha

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Inadequate

Ok, now works correctly, but have a kind of bloom. Is needed the mobile timecyc?

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Marty McFly

 

@snoops26: shouldn't it be "a number six with extra dip"?

 

Damn copy and paste from another site ha ha

 

It's just what I remember, could be wrong. Guess a look into the GXT file will be more accurate.

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Snoops27

No. You're right

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NTAuthority

@NTA: I know what dot product is, analytical geometry was 3 years ago. And the 1.0 0.5 0.5 is RGB output of timecyc.dat put into 0~1 space?

it's the output of the rendering up to that part, which is equivalent to the output before the timecycle RGB/RGB2 are applied.

 

Oh and could you add some kind of reloading the colorcycle file so we can see changes more easily?

Will look into it after I match the code to mobile again to see if I missed something.

 

Oh² and commenting something out inside the colorcycle file, does it have to be // like in the timecyc.dat?

It uses CFileLoader::LoadLine (0x00536F80), so it should match the normal game files.

 

Ok, now works correctly, but have a kind of bloom. Is needed the mobile timecyc?

I might've missed something reading ARM code, matching up with Win8 version now.

Edited by NTAuthority

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ThirteenAG

 

 

 

Game version: GTA SA 1.0 USUnhandled exception at 0x6E89178A in RIL.SAGrading.asi (+0x178a): 0xC0000005: Access violation reading location 0x00000004.    Register dump:        EAX: 0x6E89553C  EBX: 0x00000000  ECX: 0x9176AAC8  EDX: 0x9176AAC8          EDI: 0x6E895538  ESI: 0x00000004  EBP: 0x0028F7A4  EIP: 0x6E89178A          ESP: 0x0028F7A0  EFL: 0x00210293  CS: 0x00000023   SS: 0x0000002B           GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B               Stack dump:        0x0028F7A0:  00000000 0028F7CC 6E8915E0 00000004 00000004 6E89553C        0x0028F7B8:  00000000 3F800000 00B7C4A0 6E895398 00000016 0028F7EC        0x0028F7D0:  6E891128 00000000 6E895538 00000000 3F800000 00000045        0x0028F7E8:  00B7C4A0 00000025 6E89113F 00B7C4A0 0055F875 00561003        0x0028F800:  00B7C4A0 0028F9D4 00000000 3F800000 00000000 00000000        0x0028F818:  00000000 0028FCDC 00000001 3BF12D80 00000000 00000016        0x0028F830:  00000002 3F800027 3F6D5E70 08A0D5C8 00000000 005E283C        0x0028F848:  00000000 00000000 3D950C80 3D95000E 00000001 00000000        0x0028F860:  00000000 00000000 3FD5D8E4 BF333333 BD255A2D 00000002        0x0028F878:  00000000 41B00000 41B00000 41B00000 43520000 43420000        base: 0x00090000   top: 0x0028F7A0   bottom: 0x00290000            Backtrace:        =>0x6E89178A in RIL.SAGrading.asi (+0x178a) (0x0028F7A4)           0x6E8915E0 in RIL.SAGrading.asi (+0x15e0) (0x0028F7CC)           0x6E891128 in RIL.SAGrading.asi (+0x1128) (0x0028F7EC)           0x6E89113F in RIL.SAGrading.asi (+0x113f) (0x0028F7F4)           0x0055F875 in gta_sa_hoodlum.exe (+0x15f875) (0x0028F7F8)           0x00561003 in gta_sa_hoodlum.exe (+0x161003) (0x0055F875)           0x57560824 in unknown (+0x57560824) (0x0055F879)           0x14247C8B in unknown (+0x14247c8b) (0x0055F87D)           0x850FF18B in unknown (+0x850ff18b) (0x0055F881) 

 

 

Btw, is this gonna read colorcycle located inside modloader\RIL.SAGrading\data\colorcycle.dat?

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nyolc8

Works nicely in samp (atleast in samp debug), but it will need some tweaking for my taste, it makes lights a little too bright for me :p:D Anyway, great job, thank you for this! :)

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Reyks

I guess we will need an in-game colorcycle.dat editor now :p

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