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[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.
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@ -135,25 +135,26 @@ category = Anisotropic Filtering Quality
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$anisotropy = 16
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# Resolution Changes
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# Anisotropic Filtering
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[TextureRedefine]
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tileModesExcluded = 0x001 # ignore cpu processed textures
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formatsExcluded = 0x001,0x01a,0x01f,0x122,0x219,0x21a,0x21f,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
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overwriteAnisotropy = $anisotropy
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# Texture Redefines
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[TextureRedefine]
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width = 1920
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height = 1088
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formatsExcluded = 0x219,0x01a
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formatsExcluded = 0x219,0x1a
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1088
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[TextureRedefine]
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width = 1920
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height = 1088
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formats = 0x219,0x01a
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overwriteWidth = ($width/$gameWidth) * 1920
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overwriteHeight = ($height/$gameHeight) * 1089
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[TextureRedefine]
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width = 1920
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height = 1080
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formatsExcluded = 0x219,0x1a
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1080
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@ -164,14 +165,6 @@ formatsExcluded = 0x21a
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overwriteWidth = ($width / $gameWidth) * 960
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overwriteHeight = ($height / $gameHeight) * 544
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[TextureRedefine]
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width = 960
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height = 544
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formats = 0x21a
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight ($height/$gameHeight) * 540
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# The second filter seems redundant, but it's necessary for the border fix to function properly and still upscale it.
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[TextureRedefine]
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width = 960
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height = 540
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@ -179,14 +172,6 @@ formatsExcluded = 0x21a
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overwriteWidth = ($width / $gameWidth) * 960
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overwriteHeight = ($height / $gameHeight) * 540
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[TextureRedefine]
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width = 960
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height = 540
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formats = 0x21a
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight ($height/$gameHeight) * 540
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[TextureRedefine]
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width = 960
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height = 368
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@ -374,6 +359,62 @@ overwriteHeight = ($height/$gameHeight) * 16
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# Reduce Color Banding
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[TextureRedefine] # 1920x1088, f0219
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width = 1920
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height = 1088
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formats = 0x219
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1088
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[TextureRedefine] # 1920x1088, f001a
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width = 1920
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height = 1088
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formats = 0x1a
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overwriteFormat = 0x1f
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1088
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[TextureRedefine] # 1920x1080, f0219
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width = 1920
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height = 1080
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formats = 0x219
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1080
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[TextureRedefine] # 1920x1080, f001a
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width = 1920
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height = 1080
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formats = 0x1a
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overwriteFormat = 0x1f
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1080
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[TextureRedefine] # 960x544, f021a
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width = 960
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height = 544
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formats = 0x21a
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 960
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overwriteHeight = ($height / $gameHeight) * 544
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[TextureRedefine] # 960x540, f021a
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width = 960
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height = 540
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formats = 0x21a
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 960
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overwriteHeight = ($height / $gameHeight) * 540
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[TextureRedefine] # 480x272, f021a
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width = 480
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height = 272
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formats = 0x21a
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 480
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overwriteHeight = ($height / $gameHeight) * 272
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[TextureRedefine] # 480x272, f0816
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width = 480
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height = 272
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@ -382,6 +423,14 @@ overwriteFormat = 0x823
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overwriteWidth = ($width / $gameWidth) * 480
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overwriteHeight = ($height / $gameHeight) * 272
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[TextureRedefine] # 480x270, f021a
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width = 480
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height = 270
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formats = 0x21a
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 480
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overwriteHeight = ($height / $gameHeight) * 270
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[TextureRedefine] # 480x270, f0816
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width = 480
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height = 270
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@ -459,20 +508,14 @@ overwriteHeight = ($height/$gameHeight) * 16
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[TextureRedefine] # Shadows
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width = 1024
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height = 1024
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formats = 0x005
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formats = 0x5
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overwriteWidth = $shadowQuality * 1024
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overwriteHeight = $shadowQuality * 1024
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[TextureRedefine] # Performance Shadows, Blur Pass
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width = 512
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height = 512
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formats = 0x00b,0x00f
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formats = 0xb,0xf
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overwriteWidth = $shadowQuality * 512
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overwriteHeight = $shadowQuality * 512
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# Anisotropic Filtering
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[TextureRedefine]
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tileModesExcluded = 0x001 # ignore cpu processed textures
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formatsExcluded = 0x001,0x01a,0x01f,0x122,0x219,0x21a,0x21f,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
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overwriteAnisotropy = $anisotropy
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