[Smash 4] Revert border fix

Apparently this border fix is exploiting some undefined behavior or something because it crashes, misrenders GUIs or just shows black on some APIs. Just reverted it to the previous state, except that I kept the resolutions in.

Hopefully a better border fix, or potentially just a workaround, can be found.
This commit is contained in:
Crementif 2021-01-29 00:25:31 +01:00
parent 327e85ecfa
commit 519ea6ebb1
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@ -135,25 +135,26 @@ category = Anisotropic Filtering Quality
$anisotropy = 16 $anisotropy = 16
# Resolution Changes # 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 = $anisotropy
# Texture Redefines
[TextureRedefine] [TextureRedefine]
width = 1920 width = 1920
height = 1088 height = 1088
formatsExcluded = 0x219,0x01a formatsExcluded = 0x219,0x1a
overwriteWidth = ($width / $gameWidth) * 1920 overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1088 overwriteHeight = ($height / $gameHeight) * 1088
[TextureRedefine]
width = 1920
height = 1088
formats = 0x219,0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1089
[TextureRedefine] [TextureRedefine]
width = 1920 width = 1920
height = 1080 height = 1080
formatsExcluded = 0x219,0x1a
overwriteWidth = ($width / $gameWidth) * 1920 overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1080 overwriteHeight = ($height / $gameHeight) * 1080
@ -164,14 +165,6 @@ formatsExcluded = 0x21a
overwriteWidth = ($width / $gameWidth) * 960 overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 544 overwriteHeight = ($height / $gameHeight) * 544
[TextureRedefine]
width = 960
height = 544
formats = 0x21a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight ($height/$gameHeight) * 540
# The second filter seems redundant, but it's necessary for the border fix to function properly and still upscale it.
[TextureRedefine] [TextureRedefine]
width = 960 width = 960
height = 540 height = 540
@ -179,14 +172,6 @@ formatsExcluded = 0x21a
overwriteWidth = ($width / $gameWidth) * 960 overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 540 overwriteHeight = ($height / $gameHeight) * 540
[TextureRedefine]
width = 960
height = 540
formats = 0x21a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight ($height/$gameHeight) * 540
[TextureRedefine] [TextureRedefine]
width = 960 width = 960
height = 368 height = 368
@ -374,6 +359,62 @@ overwriteHeight = ($height/$gameHeight) * 16
# Reduce Color Banding # Reduce Color Banding
[TextureRedefine] # 1920x1088, f0219
width = 1920
height = 1088
formats = 0x219
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1088
[TextureRedefine] # 1920x1088, f001a
width = 1920
height = 1088
formats = 0x1a
overwriteFormat = 0x1f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1088
[TextureRedefine] # 1920x1080, f0219
width = 1920
height = 1080
formats = 0x219
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1080
[TextureRedefine] # 1920x1080, f001a
width = 1920
height = 1080
formats = 0x1a
overwriteFormat = 0x1f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1080
[TextureRedefine] # 960x544, f021a
width = 960
height = 544
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 544
[TextureRedefine] # 960x540, f021a
width = 960
height = 540
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 540
[TextureRedefine] # 480x272, f021a
width = 480
height = 272
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 272
[TextureRedefine] # 480x272, f0816 [TextureRedefine] # 480x272, f0816
width = 480 width = 480
height = 272 height = 272
@ -382,6 +423,14 @@ overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 480 overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 272 overwriteHeight = ($height / $gameHeight) * 272
[TextureRedefine] # 480x270, f021a
width = 480
height = 270
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 270
[TextureRedefine] # 480x270, f0816 [TextureRedefine] # 480x270, f0816
width = 480 width = 480
height = 270 height = 270
@ -459,20 +508,14 @@ overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine] # Shadows [TextureRedefine] # Shadows
width = 1024 width = 1024
height = 1024 height = 1024
formats = 0x005 formats = 0x5
overwriteWidth = $shadowQuality * 1024 overwriteWidth = $shadowQuality * 1024
overwriteHeight = $shadowQuality * 1024 overwriteHeight = $shadowQuality * 1024
[TextureRedefine] # Performance Shadows, Blur Pass [TextureRedefine] # Performance Shadows, Blur Pass
width = 512 width = 512
height = 512 height = 512
formats = 0x00b,0x00f formats = 0xb,0xf
overwriteWidth = $shadowQuality * 512 overwriteWidth = $shadowQuality * 512
overwriteHeight = $shadowQuality * 512 overwriteHeight = $shadowQuality * 512
# 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