diff --git a/Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt b/Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt deleted file mode 100644 index e81239be..00000000 --- a/Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt +++ /dev/null @@ -1,153 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader b5082db8c1a44514 -//BGblur vert -const float dither = $dither; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_uniformRegisterPS[256]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_uniformRegisterPS[256]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -// uf_fragCoordScale was moved to the ufBlock - -float lineRand(vec2 co) -{ - float a = 12.9898; - float b = 78.233; - float c = 43758.5453; - float dt = dot(co.xy, vec2(a, b)); - float sn = mod(dt, 3.14); - return fract(sin(sn) * c); -} - -int clampFI32(int v) -{ - if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); - else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); - return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ - ivec4 R0i = ivec4(0); - ivec4 R1i = ivec4(0); - ivec4 R2i = ivec4(0); - ivec4 R3i = ivec4(0); - ivec4 R4i = ivec4(0); - ivec4 R123i = ivec4(0); - int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; - ivec4 PV0i = ivec4(0), PV1i = ivec4(0); - int PS0i = 0, PS1i = 0; - ivec4 tempi = ivec4(0); - float tempResultf; - int tempResulti; - ivec4 ARi = ivec4(0); - bool predResult = true; - bool activeMaskStack[1]; - bool activeMaskStackC[2]; - activeMaskStackC[0] = false; - activeMaskStack[0] = true; - activeMaskStackC[0] = true; - activeMaskStackC[1] = true; - vec3 cubeMapSTM; - int cubeMapFaceId; - R0i = floatBitsToInt(passParameterSem0); - R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy; - if( activeMaskStackC[1] == true ) { - R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); - } - if( activeMaskStackC[1] == true ) { - // 0 - R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x))); - R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x))); - R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x))); - R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x))); - R0i.w = 0x00000001; - PS0i = R0i.w; - // 1 - R0i.z = uf_uniformRegisterPS[22].x + int(1); - } - while( activeMaskStackC[1] == true ) - { - if( activeMaskStackC[1] == true ) { - // 0 - R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0); - // 1 - predResult = (R1i.x != 0); - if( predResult == false ) break; - } - if( activeMaskStackC[1] == true ) { - // 0 - backupReg0i = R0i.w; - backupReg0i = R0i.w; - R0i.w = backupReg0i + int(1); - R3i.z = floatBitsToInt(float(backupReg0i)); - PS0i = R3i.z; - // 1 - tempResultf = intBitsToFloat(PS0i); - tempResultf = floor(tempResultf); - tempResultf = clamp(tempResultf, -256.0, 255.0); - ARi.x = int(tempResultf); - PV1i.x = floatBitsToInt(tempResultf); - // 2 - R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)))); - R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y))); - } - if( activeMaskStackC[1] == true ) { - R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); - R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); - } - if( activeMaskStackC[1] == true ) { - // 0 - tempResultf = intBitsToFloat(R3i.z); - tempResultf = floor(tempResultf); - tempResultf = clamp(tempResultf, -256.0, 255.0); - ARi.x = int(tempResultf); - PV0i.x = floatBitsToInt(tempResultf); - // 1 - R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z))); - PV1i.x = R123i.x; - R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y))); - PV1i.y = R123i.y; - R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w))); - PV1i.z = R123i.z; - R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x))); - PV1i.w = R123i.w; - // 2 - R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w))); - R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y))); - R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x))); - R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z))); - } - } - // export - passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); -} diff --git a/Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt b/Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt deleted file mode 100644 index e7d152b5..00000000 --- a/Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt +++ /dev/null @@ -1,155 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader f1f99f18ae69719b -//Bg horizontal -const float dither = $dither; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_uniformRegisterPS[256]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_uniformRegisterPS[256]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -// uf_fragCoordScale was moved to the ufBlock - -float lineRand(vec2 co) -{ - float a = 12.9898; - float b = 78.233; - float c = 43758.5453; - float dt = dot(co.xy, vec2(a, b)); - float sn = mod(dt, 3.14); - return fract(sin(sn) * c); -} - -int clampFI32(int v) -{ - if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); - else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); - return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ - ivec4 R0i = ivec4(0); - ivec4 R1i = ivec4(0); - ivec4 R2i = ivec4(0); - ivec4 R3i = ivec4(0); - ivec4 R4i = ivec4(0); - ivec4 R123i = ivec4(0); - int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; - ivec4 PV0i = ivec4(0), PV1i = ivec4(0); - int PS0i = 0, PS1i = 0; - ivec4 tempi = ivec4(0); - float tempResultf; - int tempResulti; - ivec4 ARi = ivec4(0); - bool predResult = true; - bool activeMaskStack[1]; - bool activeMaskStackC[2]; - activeMaskStackC[0] = false; - activeMaskStack[0] = true; - activeMaskStackC[0] = true; - activeMaskStackC[1] = true; - vec3 cubeMapSTM; - int cubeMapFaceId; - R0i = floatBitsToInt(passParameterSem0); -R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy; - //R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015); - - if( activeMaskStackC[1] == true ) { - R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); - } - if( activeMaskStackC[1] == true ) { - // 0 - R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x))); - R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x))); - R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x))); - R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x))); - R0i.w = 0x00000001; - PS0i = R0i.w; - // 1 - R0i.z = uf_uniformRegisterPS[22].x + int(1); - } - while( activeMaskStackC[1] == true ) - { - if( activeMaskStackC[1] == true ) { - // 0 - R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0); - // 1 - predResult = (R1i.x != 0); - if( predResult == false ) break; - } - if( activeMaskStackC[1] == true ) { - // 0 - backupReg0i = R0i.w; - backupReg0i = R0i.w; - R0i.w = backupReg0i + int(1); - R3i.z = floatBitsToInt(float(backupReg0i)); - PS0i = R3i.z; - // 1 - tempResultf = intBitsToFloat(PS0i); - tempResultf = floor(tempResultf); - tempResultf = clamp(tempResultf, -256.0, 255.0); - ARi.x = int(tempResultf); - PV1i.x = floatBitsToInt(tempResultf); - // 2 - R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)))); - R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y))); - } - if( activeMaskStackC[1] == true ) { - R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); - R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); - } - if( activeMaskStackC[1] == true ) { - // 0 - tempResultf = intBitsToFloat(R3i.z); - tempResultf = floor(tempResultf); - tempResultf = clamp(tempResultf, -256.0, 255.0); - ARi.x = int(tempResultf); - PV0i.x = floatBitsToInt(tempResultf); - // 1 - R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z))); - PV1i.x = R123i.x; - R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y))); - PV1i.y = R123i.y; - R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w))); - PV1i.z = R123i.z; - R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x))); - PV1i.w = R123i.w; - // 2 - R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w))); - R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y))); - R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x))); - R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z))); - } - } - // export - passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); -} diff --git a/Resolutions/YoshisWoollyWorld_Resolution/patches.txt b/Resolutions/YoshisWoollyWorld_Resolution/patches.txt deleted file mode 100644 index eaea8b38..00000000 --- a/Resolutions/YoshisWoollyWorld_Resolution/patches.txt +++ /dev/null @@ -1,11 +0,0 @@ -[pj023USv32] -moduleMatches = 0x6AEF65E7 -# rodata constants -0x10001A44 = .float $width/$height -0x10101398 = .float $width/$height -0x10247D7C = .float $width/$height -0x1024E7E4 = .float $width/$height -0x102740B0 = .float $width/$height -0x102740D8 = .float $width/$height -0x102A4A70 = .float $width/$height -0x1025EB2C = .float ($gameWidth/$gameHeight)/($width/$height) diff --git a/Resolutions/YoshisWoollyWorld_Resolution/rules.txt b/Resolutions/YoshisWoollyWorld_Resolution/rules.txt deleted file mode 100644 index 501c0eaa..00000000 --- a/Resolutions/YoshisWoollyWorld_Resolution/rules.txt +++ /dev/null @@ -1,252 +0,0 @@ -[Definition] -titleIds = 0005000010131F00,0005000010184E00,0005000010184D00 -name = Resolution -path = "Yoshi's Woolly World/Graphics/Resolution" -description = Changes the resolution of the game. Made by M&&M and getdls. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = 1.0 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = 1.0 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = (720.0/540.0) - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = (720.0/900.0) - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = (1440.0/1080.0) # Don't scale shadows to 150% - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.5 -$scaleShader = 1.0 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.75 -$scaleShader = (1440.0/1800.0) - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.85 -$scaleShader = 1.0 - -# Common Ultrawide Resolutions - -[Preset] -name = 2560x1080 (Ultrawide) -$width = 2560 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.1 -$scaleShader = (1440.0/1080.0) # Don't scale shadows to 150% - -[Preset] -name = 3440x1440 (Ultrawide) -$width = 3440 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.5 -$scaleShader = 1.0 - -[Preset] -name = 5120x1440 (Superwide) -$width = 5120 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.5 -$scaleShader = 1.0 - -[Preset] -name = 7680x2160 (Superwide) -$width = 7680 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$dither = 0.85 -$scaleShader = 1.0 - -[TextureRedefine] -width = 1280 -height = 720 -#formats = 0x033,0x007,0x01a -formatsExcluded = 0x033 -tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # Shadows -width = 1024 -height = 1024 -#formatsExcluded = 0x431,0x005,0x433,0x431,0x235,0x035,0x034,0x033,0x031,0x005,0x01a -formats = 0x005 -overwriteWidth = ($width/$gameWidth) * (1024*$scaleShader) -overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader) - - -[TextureRedefine] #Curtains / Shadows -width = 864 -height = 480 -#formats = 0x034 -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] #Curtains / Shadows -width = 854 -height = 480 -#formats = 0x034 -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 - - -[TextureRedefine] # 360 rounding -width = 640 -height = 368 -#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a -tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] -width = 640 -height = 360 -#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a -tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 360 - - -[TextureRedefine] #180 rounding -width = 320 -height = 192 -#formats = 0x816,0x019,0x01a,0x001 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] -width = 320 -height = 180 -#formats = 0x816,0x019,0x01a,0x001 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 180 - - -#[TextureRedefine] #skybox? -#width = 256 -#height = 256 -#depth = 1 -#formats = 0x008 -#overwriteWidth = ($width/$gameWidth) * 256 -#overwriteHeight = ($height/$gameHeight) * 256 -# -#[TextureRedefine] # haze? -#width = 160 -#height = 208 -##formats = 0x806,0x007,0x01a -#overwriteWidth = ($width/$gameWidth) * 160 -#overwriteHeight = ($height/$gameHeight) * 208 -# -#[TextureRedefine] # haze? -#width = 150 -#height = 200 -##formats = 0x806,0x007,0x01a -#overwriteWidth = ($width/$gameWidth) * 150 -#overwriteHeight = ($height/$gameHeight) * 200 - - -[TextureRedefine] #90 rounding -width = 160 -height = 96 -#formats = 0x806,0x007,0x01a -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 96 - -[TextureRedefine] -width = 160 -height = 90 -#formats = 0x806,0x007,0x01a -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 90 - - -[TextureRedefine] #45 rounding -width = 96 -height = 48 -#formats = 0x806,0x01a -overwriteWidth = ($width/$gameWidth) * 96 -overwriteHeight = ($height/$gameHeight) * 48 - -[TextureRedefine] -width = 80 -height = 45 -#formats = 0x806,0x01a -overwriteWidth = ($width/$gameWidth) * 80 -overwriteHeight = ($height/$gameHeight) * 45 - - -[TextureRedefine] # 22 rounding -width = 64 -height = 32 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 64 -overwriteHeight = ($height/$gameHeight) * 32 - -[TextureRedefine] -width = 40 -height = 22 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 40 -overwriteHeight = ($height/$gameHeight) * 22