mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-06 23:28:22 +01:00
Move resollutions and AAremoval into src
This commit is contained in:
parent
19fbd37179
commit
3542212718
@ -1,5 +1,5 @@
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[DKCTF_MultBanana]
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moduleMatches = 0xA37C99E1, 0x4FF15DD2 ; (EU/NA/JP)v16, (EU/NA/JP)v2
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moduleMatches = 0xA37C99E1, 0x4FF15DD2 ; v16(EU/NA/JP), v2(EU/NA/JP)
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.origin = codecave
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_addBananaMultCheat:
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@ -17,9 +17,9 @@ or r4, r29, r29
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blr
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[DKCTF_MultBanana_v16]
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moduleMatches = 0xA37C99E1 ; (EU/NA/JP)v16
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moduleMatches = 0xA37C99E1 ; v16(EU/NA/JP)
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0x020A5974 = bla _addBananaMultCheat
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[DKCTF_MultBanana_v2]
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moduleMatches = 0x4FF15DD2 ; (EU/NA/JP)v2
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moduleMatches = 0x4FF15DD2 ; v2(EU/NA/JP)
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0x020A5908 = bla _addBananaMultCheat
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@ -1,5 +1,5 @@
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[DKCTF_MultCoins]
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moduleMatches = 0xA37C99E1, 0x4FF15DD2 ; (EU/NA/JP)v16, (EU/NA/JP)v2
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moduleMatches = 0xA37C99E1, 0x4FF15DD2 ; v16(EU/NA/JP), v2(EU/NA/JP)
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.origin = codecave
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_addCoinsMultCheat:
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@ -14,9 +14,9 @@ _addCoinsMultCheatExit:
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blr
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[DKCTF_MultCoins_v16]
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moduleMatches = 0xA37C99E1 ; (EU/NA/JP)v16
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moduleMatches = 0xA37C99E1 ; v16(EU/NA/JP)
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0x020A5970 = bla _addCoinsMultCheat
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[DKCTF_MultCoins_v2]
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moduleMatches = 0x4FF15DD2 ; (EU/NA/JP)v2
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moduleMatches = 0x4FF15DD2 ; v2(EU/NA/JP)
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0x020A5904 = bla _addCoinsMultCheat
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@ -1,5 +1,5 @@
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[DKCTF_MultLives]
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moduleMatches = 0xA37C99E1, 0x4FF15DD2 ; (EU/NA/JP)v16, (EU/NA/JP)v2
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moduleMatches = 0xA37C99E1, 0x4FF15DD2 ; v16(EU/NA/JP), v2(EU/NA/JP)
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.origin = codecave
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_addLivesMultCheat:
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@ -15,9 +15,9 @@ or r3, r27, r27
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blr
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[DKCTF_MultLives_NAv16]
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moduleMatches = 0xA37C99E1 ; (EU/NA/JP)v16
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moduleMatches = 0xA37C99E1 ; v16(EU/NA/JP)
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0x020A5978 = bla _addLivesMultCheat
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[DKCTF_MultLives_NAv2]
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moduleMatches = 0x4FF15DD2 ; (EU/NA/JP)v2
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moduleMatches = 0x4FF15DD2 ; v2(EU/NA/JP)
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0x020A590C = bla _addLivesMultCheat
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@ -0,0 +1,83 @@
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#version 450
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 10ccf0cc1234d069 // AA removal cemu 1.8
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[3];
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bool activeMaskStackC[4];
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activeMaskStack[0] = false;
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activeMaskStack[1] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStackC[2] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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}
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@ -0,0 +1,83 @@
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#version 450
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader bafe6c9c37bfca4d // AA removal cemu 1.8 version
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[3];
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bool activeMaskStackC[4];
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activeMaskStack[0] = false;
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activeMaskStack[1] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStackC[2] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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}
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7
src/DKCTropicalFreeze/Enhancements/AARemoval/rules.txt
Normal file
7
src/DKCTropicalFreeze/Enhancements/AARemoval/rules.txt
Normal file
@ -0,0 +1,7 @@
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[Definition]
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titleIds = 0005000010137F00,0005000010138300,0005000010144800
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name = Remove Anti-Aliasing
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path = "Donkey Kong Country: Tropical Freeze/Enhancements/Remove AA"
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description = Dissable the game's native AA.
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#Credits: Skalfate
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version = 6
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9
src/DKCTropicalFreeze/Graphics/patch_resolution.asm
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9
src/DKCTropicalFreeze/Graphics/patch_resolution.asm
Normal file
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[DKCTF_Resolution_v16]
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moduleMatches = 0xA37C99E1 ; v16(EU/NA/JP)
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0x100184A8 = .float $width/$height
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0x100946F8 = .float $width/$height
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[DKCTF_Resolution_v2]
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moduleMatches = 0x4FF15DD2 ; v2(EU/NA/JP)
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0x10018498 = .float $width/$height
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0x10094758 = .float $width/$height
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341
src/DKCTropicalFreeze/Graphics/rules.txt
Normal file
341
src/DKCTropicalFreeze/Graphics/rules.txt
Normal file
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[Definition]
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titleIds = 0005000010137F00,0005000010138300,0005000010144800
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name = Graphics Settings
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path = "Donkey Kong Country: Tropical Freeze/Graphics"
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description = Changes the resolution of the game.|Made by getdls and Skalfate.
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#Credits: getdls, Skalfate
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version = 6
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[Default]
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$width = 1280
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$height = 720
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$padWidth = 854
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$padHeight = 480
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$gameWidth = 1280
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$gameHeight = 720
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$gamePadWidth = 854
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$gamePadHeight = 480
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# TV Resolution
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[Preset]
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category = TV Resolution
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name = 320x180
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$width = 320
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$height = 180
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[Preset]
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category = TV Resolution
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name = 640x360
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$width = 640
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$height = 360
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[Preset]
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category = TV Resolution
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name = 960x540
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$width = 960
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$height = 540
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[Preset]
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category = TV Resolution
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name = 1280x720 (Default)
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default = 1
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[Preset]
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category = TV Resolution
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name = 1600x900
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$width = 1600
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$height = 900
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[Preset]
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category = TV Resolution
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name = 1920x1080
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$width = 1920
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$height = 1080
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[Preset]
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category = TV Resolution
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name = 2560x1440
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$width = 2560
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$height = 1440
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[Preset]
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category = TV Resolution
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name = 3200x1800
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$width = 3200
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$height = 1800
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[Preset]
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category = TV Resolution
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name = 3840x2160
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$width = 3840
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$height = 2160
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[Preset]
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category = TV Resolution
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name = 5120x2880
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$width = 5120
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$height = 2880
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[Preset]
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category = TV Resolution
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name = 7680x4320
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$width = 7680
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$height = 4320
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[Preset]
|
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category = TV Resolution
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name = 1680x1050 (16:10)
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$width = 1680
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$height = 1050
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[Preset]
|
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category = TV Resolution
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name = 1920x1200 (16:10)
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||||
$width = 1920
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$height = 1200
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|
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[Preset]
|
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category = TV Resolution
|
||||
name = 2560x1080 (21:9)
|
||||
$width = 2560
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$height = 1080
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|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 3440x1440 (21:9)
|
||||
$width = 3440
|
||||
$height = 1440
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||||
|
||||
[Preset]
|
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category = TV Resolution
|
||||
name = 5120x2160 (21:9)
|
||||
$width = 5120
|
||||
$height = 2160
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||||
|
||||
[Preset]
|
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category = TV Resolution
|
||||
name = 3840x1080 (32:9)
|
||||
$width = 3840
|
||||
$height = 1080
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
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name = 5120×1440 (32:9)
|
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$width = 5120
|
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$height = 1440
|
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|
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|
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# Gamepad Resolution
|
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|
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[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 640x360
|
||||
$padWidth = 640
|
||||
$padHeight = 360
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 854x480 (Default)
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 960x540
|
||||
$padWidth = 960
|
||||
$padHeight = 540
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 1600x900
|
||||
$padWidth = 1600
|
||||
$padHeight = 900
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 1920x1080
|
||||
$padWidth = 1920
|
||||
$padHeight = 1080
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 2560x1440
|
||||
$padWidth = 2560
|
||||
$padHeight = 1440
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 3200x1800
|
||||
$padWidth = 3200
|
||||
$padHeight = 1800
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 3840x2160
|
||||
$padWidth = 3840
|
||||
$padHeight = 2160
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 5120x2880
|
||||
$padWidth = 5120
|
||||
$padHeight = 2880
|
||||
|
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[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 7680x4320
|
||||
$padWidth = 7680
|
||||
$padHeight = 4320
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 1680x1050 (16:10)
|
||||
$padWidth = 1680
|
||||
$padHeight = 1050
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 1920x1200 (16:10)
|
||||
$padWidth = 1920
|
||||
$padHeight = 1200
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 2560x1080 (21:9)
|
||||
$padWidth = 2560
|
||||
$padHeight = 1080
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 3440x1440 (21:9)
|
||||
$padWidth = 3440
|
||||
$padHeight = 1440
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 5120x2160 (21:9)
|
||||
$padWidth = 5120
|
||||
$padHeight = 2160
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 3840x1080 (32:9)
|
||||
$padWidth = 3840
|
||||
$padHeight = 1080
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 5120×1440 (32:9)
|
||||
$padWidth = 5120
|
||||
$padHeight = 1440
|
||||
|
||||
|
||||
# Texture Redefines
|
||||
|
||||
# Texture Formats Legend:
|
||||
# - 0x001=Color-Red8
|
||||
# - 0x011=Depth24_Stencil8
|
||||
# - 0x01a=Color-RGBA8
|
||||
# - 0x80e=Depth32
|
||||
|
||||
# Main Game Renderer
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x001,0x011,0x01a,0x80e
|
||||
tileModesExcluded = 0x001 # For Video Playback
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
# Loading Screen DK Running
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 256
|
||||
formats = 0x01a,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 256
|
||||
|
||||
# GamePad
|
||||
[TextureRedefine]
|
||||
width = 864
|
||||
height = 480
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($padWidth/$gamePadWidth) * 864
|
||||
overwriteHeight = ($padHeight/$gamePadHeight) * 480
|
||||
|
||||
# GamePad
|
||||
[TextureRedefine]
|
||||
width = 854
|
||||
height = 480
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($padWidth/$gamePadWidth) * 854
|
||||
overwriteHeight = ($padHeight/$gamePadHeight) * 480
|
||||
|
||||
# Half-Res
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 368
|
||||
formats = 0x01a,0x80e
|
||||
formatsExcluded = 0x007
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 368
|
||||
|
||||
# Half-Res
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x01a,0x80e
|
||||
tileModesExcluded = 0x001 # 0x007 half res hold color data and is used for video playback
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 360
|
||||
|
||||
# 1/4 Res
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 192
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 192
|
||||
|
||||
# 1/4 Res
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
|
||||
# In-game UI Top-left screen
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 128
|
||||
formats = 0x01a,0x011
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 128
|
||||
|
||||
# 1/4 Res
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 96
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 96
|
||||
|
||||
# 1/4 Res
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 90
|
||||
|
||||
|
||||
# Additonal GUI Textures
|
||||
|
||||
# Donkey Kong's Face
|
||||
[TextureRedefine]
|
||||
width = 96
|
||||
height = 108
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 96
|
||||
overwriteHeight = ($height/$gameHeight) * 108
|
Loading…
Reference in New Issue
Block a user