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Add Runner2 res pack
Probably the easiest version 3 resolution pack to make! No viewports with some margin or half-res stuff, 2 formats for all of it's rendering (doesn't even blur by downscaling viewports)... Also added a shader edit for the background, just because. This game is also pretty cool.
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 4fe1bb2bc0611f15
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// Used for: Horizontal and vertical background blur
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float resScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) out vec4 passPixelColor0;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R9f = vec4(0.0);
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vec4 R10f = vec4(0.0);
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vec4 R11f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R124f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw);
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// 0
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PV0f.z = R0f.x + 0.5;
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PV0f.w = R0f.y + 0.5;
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// 1
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R4f.x = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].x));
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PV1f.x = R4f.x;
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R4f.y = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].y));
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PV1f.y = R4f.y;
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// 2
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R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.x) + vec3(intBitsToFloat(0xba99999a)/resScale,0.0,0.0);
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R0f.w = PV1f.y + intBitsToFloat(0xbb088889)/resScale;
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R1f.x = PV1f.x + intBitsToFloat(0x3a99999a)/resScale;
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PS0f = R1f.x;
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// 3
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R2f.x = R4f.x + 0.0;
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R1f.y = R4f.y + 0.0;
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R2f.zwy = vec3(R4f.y,R4f.x,R4f.y) + vec3(intBitsToFloat(0x3b088889)/resScale,intBitsToFloat(0xba99999a)/resScale,intBitsToFloat(0xbb088889)/resScale);
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PS1f = R2f.y;
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// 4
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R3f.x = R4f.x + intBitsToFloat(0xba99999a)/resScale;
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R3f.y = R4f.y + intBitsToFloat(0x3b088889)/resScale;
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R1f.z = R4f.x + intBitsToFloat(0x3a99999a)/resScale;
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R1f.w = R4f.y + intBitsToFloat(0xbb088889)/resScale;
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R6f.x = R4f.x + intBitsToFloat(0x3a99999a)/resScale;
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PS0f = R6f.x;
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R11f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R7f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R8f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
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R9f.xyzw = (texture(textureUnitPS0, R2f.wy).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R10f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
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// 0
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R127f.x = -(R11f.x) + R5f.x;
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R6f.y = R4f.y + intBitsToFloat(0x3b088889)/resScale;
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R123f.z = (R11f.w * 2.0 + -(1.0));
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PV0f.z = R123f.z;
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PV0f.w = R5f.w + intBitsToFloat(0x3c23d70a)/resScale;
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R127f.w = -(R11f.y) + R5f.y;
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PS0f = R127f.w;
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// 1
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R126f.x = -(R11f.z) + R5f.z;
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PV1f.y = max(PV0f.z, -(PV0f.z));
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PV1f.z = -(R11f.w) + PV0f.w;
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R126f.w = -(R11f.w) + R5f.w;
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PS1f = R0f.w + intBitsToFloat(0x3c23d70a)/resScale;
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// 2
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backupReg0f = R0f.x;
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PV0f.x = -(PV1f.y) + 1.0;
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R123f.y = intBitsToFloat(((PV1f.z >= 0.0)?(floatBitsToInt(1.0)):(0)));
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PV0f.y = R123f.y;
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R127f.z = -(R11f.w) + PS1f;
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R5f.w = R7f.w + intBitsToFloat(0x3c23d70a)/resScale;
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R1f.w = -(R11f.x) + backupReg0f;
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PS0f = R1f.w;
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// 3
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R5f.x = (mul_nonIEEE(R127f.x,PV0f.y) + R11f.x);
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R5f.y = (mul_nonIEEE(R127f.w,PV0f.y) + R11f.y);
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R5f.z = (mul_nonIEEE(R126f.x,PV0f.y) + R11f.z);
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R2f.w = max(PV0f.x, intBitsToFloat(0x3de38e39)/resScale);
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PV1f.w = R2f.w;
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R4f.y = (mul_nonIEEE(R126f.w,PV0f.y) + R11f.w);
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PS1f = R4f.y;
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// 4
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backupReg0f = R0f.y;
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backupReg1f = R0f.z;
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backupReg2f = R0f.w;
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R4f.x = intBitsToFloat(((R127f.z >= 0.0)?(floatBitsToInt(1.0)):(0)));
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R0f.yzw = vec3(-(R11f.y),-(PV1f.w),-(R11f.z)) + vec3(backupReg0f,1.0,backupReg1f);
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R0f.x = -(R11f.w) + backupReg2f;
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PS0f = R0f.x;
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R6f.xyzw = (texture(textureUnitPS0, R6f.xy).xyzw);
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// 0
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backupReg0f = R0f.y;
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R127f.x = R8f.w + intBitsToFloat(0x3c23d70a);
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R0f.y = R0f.z * intBitsToFloat(0x3e15f619);
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PV0f.y = R0f.y;
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R127f.z = -(R11f.w) + R5f.w;
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R126f.w = (mul_nonIEEE(backupReg0f,R4f.x) + R11f.y);
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R125f.x = (mul_nonIEEE(R0f.x,R4f.x) + R11f.w);
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PS0f = R125f.x;
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// 1
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PV1f.x = mul_nonIEEE(PV0f.y, R5f.x);
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PV1f.y = mul_nonIEEE(PV0f.y, R4f.y);
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PV1f.z = mul_nonIEEE(PV0f.y, R5f.z);
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PV1f.w = mul_nonIEEE(PV0f.y, R5f.y);
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R127f.w = (mul_nonIEEE(R1f.w,R4f.x) + R11f.x);
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PS1f = R127f.w;
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// 2
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R126f.x = (mul_nonIEEE(R11f.x,R2f.w) + PV1f.x);
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R126f.y = (mul_nonIEEE(R11f.w,R2f.w) + PV1f.y);
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R126f.z = (mul_nonIEEE(R11f.z,R2f.w) + PV1f.z);
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R125f.w = (mul_nonIEEE(R11f.y,R2f.w) + PV1f.w);
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R127f.y = (mul_nonIEEE(R0f.w,R4f.x) + R11f.z);
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PS0f = R127f.y;
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// 3
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R124f.x = -(R11f.x) + R7f.x;
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R124f.y = intBitsToFloat(((R127f.z >= 0.0)?(floatBitsToInt(1.0)):(0)));
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R127f.z = -(R11f.z) + R7f.z;
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R124f.w = -(R11f.y) + R7f.y;
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R125f.y = -(R11f.w) + R7f.w;
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PS1f = R125f.y;
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// 4
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backupReg0f = R127f.x;
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backupReg1f = R0f.y;
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backupReg2f = R126f.z;
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backupReg1f = R0f.y;
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R127f.x = (mul_nonIEEE(R0f.y,R127f.w) + R126f.x);
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PV0f.y = -(R11f.w) + backupReg0f;
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R126f.z = (mul_nonIEEE(backupReg1f,R127f.y) + backupReg2f);
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R127f.w = R9f.w + intBitsToFloat(0x3c23d70a);
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R126f.x = (mul_nonIEEE(backupReg1f,R125f.x) + R126f.y);
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PS0f = R126f.x;
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// 5
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backupReg0f = R124f.x;
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R124f.x = (mul_nonIEEE(backupReg0f,R124f.y) + R11f.x);
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R127f.y = (mul_nonIEEE(R127f.z,R124f.y) + R11f.z);
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R127f.z = (mul_nonIEEE(R0f.y,R126f.w) + R125f.w);
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R126f.w = (mul_nonIEEE(R124f.w,R124f.y) + R11f.y);
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R7f.x = intBitsToFloat(((PV0f.y >= 0.0)?(floatBitsToInt(1.0)):(0)));
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PS1f = R7f.x;
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// 6
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backupReg0f = R127f.w;
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R125f.x = -(R11f.z) + R8f.z;
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R123f.y = (mul_nonIEEE(R125f.y,R124f.y) + R11f.w);
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PV0f.y = R123f.y;
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R125f.z = -(R11f.w) + R8f.w;
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R127f.w = -(R11f.x) + R8f.x;
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R124f.z = -(R11f.w) + backupReg0f;
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PS0f = R124f.z;
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// 7
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backupReg0f = R127f.x;
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backupReg1f = R126f.w;
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R127f.x = R3f.w + intBitsToFloat(0x3c23d70a);
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R125f.y = (mul_nonIEEE(R0f.y,R124f.x) + backupReg0f);
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PV1f.z = -(R11f.y) + R8f.y;
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R126f.w = (mul_nonIEEE(R0f.y,backupReg1f) + R127f.z);
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R125f.w = (mul_nonIEEE(R0f.y,PV0f.y) + R126f.x);
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PS1f = R125f.w;
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// 8
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backupReg0f = R125f.x;
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backupReg1f = R127f.y;
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backupReg2f = R126f.z;
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backupReg3f = R127f.w;
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R125f.x = (mul_nonIEEE(PV1f.z,R7f.x) + R11f.y);
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R127f.y = (mul_nonIEEE(backupReg0f,R7f.x) + R11f.z);
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R126f.z = (mul_nonIEEE(R0f.y,backupReg1f) + backupReg2f);
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R127f.w = (mul_nonIEEE(backupReg3f,R7f.x) + R11f.x);
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R126f.x = (mul_nonIEEE(R125f.z,R7f.x) + R11f.w);
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PS0f = R126f.x;
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// 9
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R124f.x = -(R11f.x) + R9f.x;
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R126f.y = intBitsToFloat(((R124f.z >= 0.0)?(floatBitsToInt(1.0)):(0)));
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R124f.zwy = vec3(-(R11f.z),-(R11f.y),-(R11f.w)) + vec3(R9f.z,R9f.y,R9f.w);
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PS1f = R124f.y;
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// 10
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backupReg0f = R127f.x;
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backupReg1f = R0f.y;
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backupReg2f = R126f.z;
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backupReg1f = R0f.y;
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R127f.x = (mul_nonIEEE(R0f.y,R127f.w) + R125f.y);
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PV0f.y = -(R11f.w) + backupReg0f;
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R126f.z = (mul_nonIEEE(backupReg1f,R127f.y) + backupReg2f);
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R127f.w = R10f.w + intBitsToFloat(0x3c23d70a);
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R9f.x = backupReg1f * intBitsToFloat(0x3f3504f3);
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PS0f = R9f.x;
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// 11
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backupReg0f = R126f.x;
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R126f.x = (mul_nonIEEE(R0f.y,backupReg0f) + R125f.w);
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R127f.y = (mul_nonIEEE(R124f.z,R126f.y) + R11f.z);
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R124f.z = (mul_nonIEEE(R0f.y,R125f.x) + R126f.w);
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R126f.w = (mul_nonIEEE(R124f.w,R126f.y) + R11f.y);
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R125f.x = intBitsToFloat(((PV0f.y >= 0.0)?(floatBitsToInt(1.0)):(0)));
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PS1f = R125f.x;
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// 12
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backupReg0f = R126f.y;
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R123f.x = (mul_nonIEEE(R124f.x,R126f.y) + R11f.x);
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PV0f.x = R123f.x;
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R126f.y = (mul_nonIEEE(R124f.y,backupReg0f) + R11f.w);
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R125f.z = -(R11f.z) + R3f.z;
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R125f.w = -(R11f.x) + R3f.x;
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R124f.x = -(R11f.w) + R3f.w;
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PS0f = R124f.x;
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// 13
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backupReg0f = R127f.y;
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backupReg1f = R126f.z;
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PV1f.x = -(R11f.w) + R127f.w;
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R127f.y = R6f.w + intBitsToFloat(0x3c23d70a);
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PV1f.z = -(R11f.y) + R3f.y;
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R127f.w = (mul_nonIEEE(R9f.x,PV0f.x) + R127f.x);
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R126f.z = (mul_nonIEEE(R9f.x,backupReg0f) + backupReg1f);
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PS1f = R126f.z;
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// 14
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backupReg0f = R126f.x;
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backupReg1f = R126f.w;
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R126f.x = (mul_nonIEEE(R9f.x,R126f.y) + backupReg0f);
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R126f.y = (mul_nonIEEE(R125f.z,R125f.x) + R11f.z);
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R125f.z = (mul_nonIEEE(PV1f.z,R125f.x) + R11f.y);
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R126f.w = (mul_nonIEEE(R9f.x,backupReg1f) + R124f.z);
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R3f.y = intBitsToFloat(((PV1f.x >= 0.0)?(floatBitsToInt(1.0)):(0)));
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PS0f = R3f.y;
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// 15
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backupReg0f = R125f.x;
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backupReg0f = R125f.x;
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R125f.x = (mul_nonIEEE(R124f.x,backupReg0f) + R11f.w);
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R124f.y = -(R11f.y) + R10f.y;
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R124f.z = -(R11f.z) + R10f.z;
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R123f.w = (mul_nonIEEE(R125f.w,backupReg0f) + R11f.x);
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PV1f.w = R123f.w;
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R125f.y = -(R11f.w) + R10f.w;
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PS1f = R125f.y;
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// 16
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backupReg0f = R127f.w;
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backupReg1f = R126f.z;
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R124f.x = -(R11f.x) + R10f.x;
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PV0f.y = -(R11f.w) + R127f.y;
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R126f.z = (mul_nonIEEE(R9f.x,R125f.z) + R126f.w);
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R127f.w = (mul_nonIEEE(R9f.x,PV1f.w) + backupReg0f);
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R127f.y = (mul_nonIEEE(R9f.x,R126f.y) + backupReg1f);
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PS0f = R127f.y;
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// 17
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backupReg0f = R126f.x;
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backupReg1f = R124f.z;
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backupReg2f = R124f.y;
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R126f.x = (mul_nonIEEE(R9f.x,R125f.x) + backupReg0f);
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R124f.y = intBitsToFloat(((PV0f.y >= 0.0)?(floatBitsToInt(1.0)):(0)));
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PV1f.y = R124f.y;
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R124f.z = (mul_nonIEEE(backupReg1f,R3f.y) + R11f.z);
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R126f.w = (mul_nonIEEE(backupReg2f,R3f.y) + R11f.y);
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PS1f = -(R11f.z) + R6f.z;
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// 18
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R123f.x = (mul_nonIEEE(R124f.x,R3f.y) + R11f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R125f.y,R3f.y) + R11f.w);
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PV0f.y = R123f.y;
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R125f.z = -(R11f.w) + R6f.w;
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R125f.w = -(R11f.x) + R6f.x;
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R125f.y = (mul_nonIEEE(PS1f,PV1f.y) + R11f.z);
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PS0f = R125f.y;
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// 19
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backupReg0f = R126f.x;
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R126f.x = (mul_nonIEEE(R9f.x,PV0f.x) + R127f.w);
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R123f.y = (mul_nonIEEE(R9f.x,R124f.z) + R127f.y);
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PV1f.y = R123f.y;
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PV1f.z = -(R11f.y) + R6f.y;
|
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R127f.w = (mul_nonIEEE(R9f.x,R126f.w) + R126f.z);
|
||||
R126f.w = (mul_nonIEEE(R9f.x,PV0f.y) + backupReg0f);
|
||||
PS1f = R126f.w;
|
||||
// 20
|
||||
R123f.x = (mul_nonIEEE(R125f.z,R124f.y) + R11f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.z = (mul_nonIEEE(PV1f.z,R124f.y) + R11f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R125f.w,R124f.y) + R11f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R11f.z = (mul_nonIEEE(R9f.x,R125f.y) + PV1f.y);
|
||||
PS0f = R11f.z;
|
||||
// 21
|
||||
R11f.x = (mul_nonIEEE(R9f.x,PV0f.w) + R126f.x);
|
||||
R11f.y = (mul_nonIEEE(R9f.x,PV0f.z) + R127f.w);
|
||||
R11f.w = (mul_nonIEEE(R9f.x,PV0f.x) + R126f.w);
|
||||
// export
|
||||
passPixelColor0 = vec4(R11f.x, R11f.y, R11f.z, R11f.w);
|
||||
}
|
94
Resolutions/Runner2_Resolution/rules.txt
Normal file
94
Resolutions/Runner2_Resolution/rules.txt
Normal file
@ -0,0 +1,94 @@
|
||||
[Definition]
|
||||
titleIds = 000500001011AF00,0005000010136300,00050000101DD600
|
||||
name = Resolution
|
||||
path = "BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien/Graphics/Resolution"
|
||||
description = Changes the resolution of the game.
|
||||
version = 3
|
||||
|
||||
[Preset]
|
||||
name = 1280x720 (Default)
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
// Performance
|
||||
|
||||
[Preset]
|
||||
name = 320x180
|
||||
$width = 320
|
||||
$height = 180
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
// Common HD Resolutions
|
||||
|
||||
[Preset]
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 2560x1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 3840x2160
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 5120x2880
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[TextureRedefine] # TV Resolution
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x41a,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
[TextureRedefine] # Gamepad Resolution
|
||||
width = 864
|
||||
height = 480
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 864
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
@ -42,7 +42,7 @@
|
||||
"BIT.TRIP Presents… Runner2: Future Legend of Rhythm Alien":
|
||||
nativeRes: 720
|
||||
compatLink: "http://compat.cemu.info/wiki/BIT.TRIP_Presents..._Runner2:_Future_Legend_of_Rhythm_Alien"
|
||||
version: 2
|
||||
version: 3
|
||||
"Brunswick Pro Bowling":
|
||||
nativeRes: 720
|
||||
compatLink: "http://compat.cemu.info/wiki/Brunswick_Pro_Bowling"
|
||||
|
Loading…
Reference in New Issue
Block a user