cemu_graphic_packs/Source/XenobladeX/rules.txt

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = $fullWidth / 1280.0;
$scaleFactorY = $fullHeight / 720.0;
$title = get_title($fullWidth, $fullHeight);
?>
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = "Xenoblade Chronicles X - <?=$title?>"
version = 2
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[TextureRedefine] # increase colour depth, slower but less banding
formats = 0x816
overwriteFormat = 0x820
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[TextureRedefine] #
formats = 0x810
overwriteFormat = 0x81e
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[TextureRedefine] #
formats = 0x806
overwriteFormat = 0x80e
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[TextureRedefine] #
formats = 0x007
overwriteFormat = 0x00f
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formats = 0x19,0x1a
overwriteFormat = 0x1f
tileModesExcluded = 0x001
[TextureRedefine] #
width = 320
height = 180
formats = 0x19
overwriteFormat = 0x823
[TextureRedefine] #
width = 320
height = 180
formats = 0x1a
overwriteFormat = 0x823
#[TextureRedefine] #lod override, shimmer and possible sharper textures
#formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
#overwriteRelativeLodBias = -1 # don't reccomend more than -1
[TextureRedefine] # tv
width = 1280
height = 720
formatsExcluded = 0x031 #NLA flyover XCX logo screen
tileModesExcluded = 0x001
overwriteWidth = <?=round($scaleFactorX*1280)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine] #XCX shadow
width = 1024
height = 1024
formats = 0x005
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overwriteWidth = <?=round($scaleFactorY)*1024?>
overwriteHeight = <?=round($scaleFactorY)*1024?>
[TextureRedefine] # Gear menu
width = 1024
height = 720
formatsExcluded = 0x001 #in game movies, stasis
overwriteWidth = <?=round($scaleFactorX*1024)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks
width = 854
height = 480
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overwriteWidth = <?=round($scaleFactorX*854)?>
overwriteHeight = <?=round($scaleFactorY*480)?>
[TextureRedefine] # half-res alpha
width = 640
height = 360
formatsExcluded = 0x41A,0x033,0x031,0x001 #dialog prompt fixes, XCX Logo NLA exclude obvious textures
tileModesExcluded = 0x001
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overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions
width = 512
height = 512
formats = 0x005
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overwriteWidth = <?=round($scaleFactorY)*1024?>
overwriteHeight = <?=round($scaleFactorY)*1024?>
[TextureRedefine] # Sun, Light Sources (plants, armor etc)
width = 512
height = 288
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overwriteWidth = <?=round($scaleFactorX*512)?>
overwriteHeight = <?=round($scaleFactorY*288)?>
[TextureRedefine] # Fog
width = 426
height = 240
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overwriteWidth = <?=round($scaleFactorX*426)?>
overwriteHeight = <?=round($scaleFactorY*240)?>
[TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround)
width = 320
height = 180
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overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
[TextureRedefine]
width = 261
height = 223
#formatsExcluded =
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overwriteWidth = <?=round($scaleFactorX*261)?>
overwriteHeight = <?=round($scaleFactorY*223)?>
[TextureRedefine]
width = 256
height = 180
#formatsExcluded =
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overwriteWidth = <?=round($scaleFactorX*256)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
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[TextureRedefine] # "God rays" stencil res, lens reflections.
width = 256
height = 144
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overwriteWidth = <?=round($scaleFactorX*256)?>
overwriteHeight = <?=round($scaleFactorY*144)?>
#[TextureRedefine] # lod switch dithering, don't scale
#width = 256
#height = 8
#formats = 0x01a # verify not to scale.
#[TextureRedefine] # lod switch dithering, don't scale
#width = 256
#height = 4
#formats = 0x01a # verify not to scale.
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[TextureRedefine] #
width = 255
height = 255
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formats = 0x810 # 0x01a, PR screen NLA
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overwriteWidth = <?=round($scaleFactorX*255)?>
overwriteHeight = <?=round($scaleFactorY*255)?>
[TextureRedefine]# Probe glow.
width = 160
height = 90
#formatsExcluded = 0x816 #fixed in shader
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overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
[TextureRedefine]
width = 128
height = 128
formats = 0x806
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overwriteWidth = <?=round($scaleFactorX*128)?>
overwriteHeight = <?=round($scaleFactorY*128)?>
[TextureRedefine]
width = 128
height = 90
#formatsExcluded =
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overwriteWidth = <?=round($scaleFactorX*128)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
[TextureRedefine]# should up-scale from 35 to keep aligment with other 16:9 buffers
width = 80
height = 46
#formatsExcluded = 0x816 #fixed in shader
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overwriteWidth = <?=round($scaleFactorX*80)?>
overwriteHeight = <?=round($scaleFactorY*45)?>
[TextureRedefine] #
width = 64
height = 64
formats = 0x816,0x820 #001a includes cube breaks if scaled
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overwriteWidth = <?=round($scaleFactorX*64)?>
overwriteHeight = <?=round($scaleFactorY*64)?>
[TextureRedefine]
width = 64
height = 46
#formatsExcluded =
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overwriteWidth = <?=round($scaleFactorX*64)?>
overwriteHeight = <?=round($scaleFactorY*46)?>
[TextureRedefine] #
height = 32
height = 32
formats = 0x806 #001a includes cube breaks flashlight scene
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overwriteWidth = <?=round($scaleFactorX*32)?>
overwriteHeight = <?=round($scaleFactorY*32)?>
#[TextureRedefine] #grading don't scale
#width = 16
#height = 16
#formatsExcluded =
#overwriteWidth = 16
#overwriteHeight = 16
[TextureRedefine] #
width = 8
height = 8
formats = 0x806
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overwriteWidth = <?=round($scaleFactorX*8)?>
overwriteHeight = <?=round($scaleFactorY*8)?>
[TextureRedefine] #
width = 4
height = 4
formats = 0x80e,0x81e #R16,RG16
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overwriteWidth = <?=round($scaleFactorX*4)?>
overwriteHeight = <?=round($scaleFactorY*4)?>
[TextureRedefine] #
width = 1
height = 1
formats = 0x008,0x01a,081e
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overwriteWidth = <?=round($scaleFactorX*1)?>
overwriteHeight = <?=round($scaleFactorY*1)?>