[Smash] Update to version 6 packs

Unfortunately due to issue #347 the TV resolution options have been severely limited. The full list will come back once we fix that issue.
This commit is contained in:
M&M 2020-11-22 19:22:13 -08:00
parent 9c39528d4a
commit 43a83f0756
11 changed files with 191 additions and 127 deletions

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@ -1,40 +0,0 @@
[Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = Shadow Resolution
path = "Super Smash Bros. for Wii U/Graphics/Shadow Resolution"
description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this increases performance but makes shadows blockier. Medium is the original resolution.
version = 4
[Preset]
name = Medium (100%, Default)
$shadowRes = 1
[Preset]
name = Low (50%)
$shadowRes = 0.5
[Preset]
name = High (200%)
$shadowRes = 2
[Preset]
name = Ultra (300%)
$shadowRes = 3
[Preset]
name = Extreme (400%, Unstable)
$shadowRes = 4
[TextureRedefine] # Shadows
width = 1024
height = 1024
formats = 0x5
overwriteWidth = $shadowRes * 1024
overwriteHeight = $shadowRes * 1024
[TextureRedefine] # Performance Shadows, Blur Pass
width = 512
height = 512
formats = 0xb,0xf
overwriteWidth = $shadowRes * 512
overwriteHeight = $shadowRes * 512

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@ -1,15 +0,0 @@
[Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = No "Pixel Mess"
path = Super Smash Bros. for Wii U/Workarounds/No "Pixel Mess"
description = Removes the "Pixel Mess" that appears on the results screen. Currently causes several effects to not appear. Made by Slashiee and Skalfate.
version = 4
# A screenshot of the issue can be seen here: https://cdn.discordapp.com/attachments/286429969104764928/335077383847673857/unknown.png
[TextureRedefine] # Pixel Mess Texture
width = 640
height = 360
formats = 0x00a
overwriteWidth = 1
overwriteHeight = 1

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@ -2,11 +2,10 @@
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = Contrasty
path = "Super Smash Bros. for Wii U/Enhancements/Contrasty"
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Made by getdls.
version = 4
description = This pack tweaks the colors and contrast to whatever preset you set it as.|You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls.
version = 6
[Preset]
name = Default
[Default]
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -14,7 +13,7 @@ $redMid = 1.0
$greenMid = 1.0
$blueMid = 1.0
$redHilight = 1.0
$greenHilight =1.0
$greenHilight = 1.0
$blueHilight = 1.0
$contrastCurve = 0.0
@ -27,6 +26,10 @@ $crushContrast = 0.0
$bleach = 1.0
$sharp_mix = 0.0
[Preset]
name = Default
default = 1
[Preset]
name = debug
$redShadows = 1.0
@ -36,7 +39,7 @@ $redMid = 0.5
$greenMid = 0.5
$blueMid = 1.0
$redHilight = 0.5
$greenHilight =1.0
$greenHilight = 1.0
$blueHilight = 1.0
$contrastCurve = 0.0
@ -58,7 +61,7 @@ $redMid = 0.98
$greenMid = 0.98
$blueMid = 0.9
$redHilight = 1.0
$greenHilight =1.0
$greenHilight = 1.0
$blueHilight = 1.0
$contrastCurve = 0.6
@ -80,7 +83,7 @@ $redMid = 1.0
$greenMid = 0.99
$blueMid = 0.99
$redHilight = 1.0
$greenHilight =0.99
$greenHilight = 0.99
$blueHilight = 0.99
$contrastCurve = 0.15
@ -102,7 +105,7 @@ $redMid = 1.0
$greenMid = 1.0
$blueMid = 1.0
$redHilight = 0.99
$greenHilight =0.99
$greenHilight = 0.99
$blueHilight = 0.99
$contrastCurve = 0.30

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@ -2,8 +2,8 @@
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = No Boxing Ring Screen
path = "Super Smash Bros. for Wii U/Enhancements/No Boxing Ring Screen"
description = Disables the screen in the Boxing Ring stage. Can be used for aesthetic or performance reasons. Made by Slashiee.
version = 4
description = Disables the screen in the Boxing Ring stage.|This can be used for aesthetic or performance reasons.|Made by Slashiee.
version = 6
[TextureRedefine]
width = 256

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@ -19,7 +19,9 @@
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 7613a0515b67d8b4
const float shadowRes = $shadowRes;
// Used for: Shadow penumbra
const float shadowRes = $shadowQuality;
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{

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@ -1,84 +1,182 @@
[Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = Resolution
path = "Super Smash Bros. for Wii U/Graphics/Resolution"
description = Changes the resolution of the game. Made by Slashiee.
version = 4
name = Graphic Options
path = "Super Smash Bros. for Wii U/Graphics"
description = Allows you to change the game's TV resolution, gamepad resolution, shadow quality, and anisotropic filtering quality.|Made by Slashiee.
version = 6
[Preset]
name = 1920x1080 (Default)
[Default]
$width = 1920
$height = 1080
$padWidth = 854
$padHeight = 480
$gameWidth = 1920
$gameHeight = 1080
$gamePadWidth = 854
$gamePadHeight = 480
$shadowQuality = 1
$anisotropy = 1
# Performance
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1920
$gameHeight = 1080
# TV Resolution
[Preset]
name = 960x540
category = TV Resolution
$width = 960
$height = 540
$gameWidth = 1920
$gameHeight = 1080
[Preset]
name = 1280x720
$width = 1280
$height = 720
$gameWidth = 1920
$gameHeight = 1080
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1920
$gameHeight = 1080
# Common HD Resolutions
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1920
$gameHeight = 1080
name = 1920x1080
category = TV Resolution
default = 1
[Preset]
name = 3840x2160
category = TV Resolution
$width = 3840
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1920
$gameHeight = 1080
[Preset]
name = 7680x4320
category = TV Resolution
$width = 7680
$height = 4320
$gameWidth = 1920
$gameHeight = 1080
# Gamepad Resolution
[Preset]
name = 320x180
category = Gamepad Resolution
$padWidth = 320
$padHeight = 180
[Preset]
name = 640x360
category = Gamepad Resolution
$padWidth = 640
$padHeight = 360
[Preset]
name = 854x480
category = Gamepad Resolution
default = 1
[Preset]
name = 960x540
category = Gamepad Resolution
$padWidth = 960
$padHeight = 540
[Preset]
name = 1280x720
category = Gamepad Resolution
$padWidth = 1280
$padHeight = 720
[Preset]
name = 1600x900
category = Gamepad Resolution
$padWidth = 1600
$padHeight = 900
[Preset]
name = 1920x1080
category = Gamepad Resolution
$padWidth = 1920
$padHeight = 1080
[Preset]
name = 2560x1440
category = Gamepad Resolution
$padWidth = 2560
$padHeight = 1440
[Preset]
name = 3200x1800
category = Gamepad Resolution
$padWidth = 3200
$padHeight = 1800
[Preset]
name = 3840x2160
category = Gamepad Resolution
$padWidth = 3840
$padHeight = 2160
[Preset]
name = 5120x2880
category = Gamepad Resolution
$padWidth = 5120
$padHeight = 2880
[Preset]
name = 7680x4320
category = Gamepad Resolution
$padWidth = 7680
$padHeight = 4320
# Shadow Quality
[Preset]
name = Low
category = Shadow Quality
$shadowQuality = 0.5
[Preset]
name = Medium
category = Shadow Quality
default = 1
[Preset]
name = High
category = Shadow Quality
$shadowQuality = 2
[Preset]
name = Ultra
category = Shadow Quality
$shadowQuality = 3
[Preset]
name = Extreme
category = Shadow Quality
$shadowQuality = 4
# Anisotropic Filtering Quality
[Preset]
name = 1x
category = Anisotropic Filtering Quality
default = 1
[Preset]
name = 2x
category = Anisotropic Filtering Quality
$anisotropy = 2
[Preset]
name = 4x
category = Anisotropic Filtering Quality
$anisotropy = 4
[Preset]
name = 8x
category = Anisotropic Filtering Quality
$anisotropy = 8
[Preset]
name = 16x
category = Anisotropic Filtering Quality
$anisotropy = 16
# Anisotropic Filtering
[TextureRedefine]
tileModesExcluded = 0x001 # ignore cpu processed textures
formatsExcluded = 0x001,0x01a,0x01f,0x122,0x219,0x21a,0x21f,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
overwriteAnisotropy = $anisotropy
# Texture Redefines
[TextureRedefine] # Game Resolution
width = 1920
@ -97,14 +195,14 @@ overwriteHeight = ($height / $gameHeight) * 1080
[TextureRedefine] # Gamepad Resolution
width = 864
height = 480
overwriteWidth = ($width / $gameWidth) * 864
overwriteHeight = ($height / $gameHeight) * 480
overwriteWidth = ($padWidth / $gamePadWidth) * 864
overwriteHeight = ($padHeight / $gamePadHeight) * 480
[TextureRedefine] # Gamepad Resolution
width = 854
height = 480
overwriteWidth = ($width / $gameWidth) * 854
overwriteHeight = ($height / $gameHeight) * 480
overwriteWidth = ($padWidth / $gamePadWidth) * 854
overwriteHeight = ($padHeight / $gamePadHeight) * 480
[TextureRedefine]
width = 960
@ -305,7 +403,7 @@ formatsExcluded = 0x816
overwriteWidth = ($width / $gameWidth) * 30
overwriteHeight = ($height / $gameHeight) * 16
// Reduce Color Banding
# Reduce Color Banding
[TextureRedefine] # 1920x1088, f0219
width = 1920
@ -450,3 +548,19 @@ formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 30
overwriteHeight = ($height / $gameHeight) * 16
# Shadows
[TextureRedefine] # Shadows
width = 1024
height = 1024
formats = 0x5
overwriteWidth = $shadowQuality * 1024
overwriteHeight = $shadowQuality * 1024
[TextureRedefine] # Performance Shadows, Blur Pass
width = 512
height = 512
formats = 0xb,0xf
overwriteWidth = $shadowQuality * 512
overwriteHeight = $shadowQuality * 512