mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
[HW] 2p res tweaks
2p res added and tweaked to scale to native res
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46
Resolutions/HyruleWarriors_Resolution/HW_Readme.md
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46
Resolutions/HyruleWarriors_Resolution/HW_Readme.md
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@ -0,0 +1,46 @@
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------
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### Hyrule Warriors / ゼルダ無双
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------
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### Graphic options
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## 3840x4320 vert x2 SSAA
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Runs the game at double vertical res balancing look and performance when super sampling. Aspect is still 16:9 so run full screen scaling in stretched and bilinear when activating this option.
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## 3840x2160 (4k - Native x3, 2p x2 res)
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Runs 2p game at x2 resolution and match FOV for player 2. Ie restores it to native 4k as the game halves resolution when running 2p mode.
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### Nice to know when creating a custom resolution
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To mitigate issues with resolutions that aren't an even factor of 720 some “sub” viewports scale evenly. XCX uses a similar approach to get smooth shadow transitions.
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Example:
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```
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[Preset]
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name = 3440x1440 (21:9)
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$width = 3440
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$height = 1440
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$gameWidth= 1920
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$gameHeight= 1080
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$lightSource = 1.5
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$scaleShader = (2560.0/3440.0)
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$aspectRatio = (43.0/18.0)
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```
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Base resolution is 2560x1440 -> Uw patch res 3440
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AO needs to be 2160 = 1440 * $lightSource = 1.5
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We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
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2560 = 3440 *$scaleShader (2560.0/3440.0)
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```
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[TextureRedefine]
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width = 1024
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height = 544
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formats = 0x001
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overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
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overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
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```
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@ -3,7 +3,7 @@ moduleMatches = 0xE159AE91
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#rodata constant changes
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0x1009609C = .float $width/$height
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0x10096124 = .float $width/$height
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0x10096948 = .float $width/$height
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0x10096974 = .float $width/$height
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0x1009609C = .float ($aspectRatio)
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0x10096124 = .float ($aspectRatio)
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0x10096948 = .float ($aspectRatio)
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0x10096974 = .float ($aspectRatio)
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@ -2,9 +2,14 @@
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titleIds = 000500001017D800,000500001017D900,000500001017CD00
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name = Resolution
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path = "Hyrule Warriors/Graphics/Resolution"
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description = Changes the resolution of the game. 1080 FX scaling runs DoF, fog etc at lower precision for better performance
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description = Changes the resolution of the game.
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version = 3
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#Resolutions |Aspect ratio
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#2560×1080, 5120×2160, 8192×3456 |64:27 (2.370)
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#3440×1440 |43:18 (2.38)
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#1920×800, 3840×1600, 7680×3200 |12:5 (2.4)
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[Preset]
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name = 1280x720 (Default)
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$width = 1280
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@ -15,6 +20,8 @@ $internalRes = 1.0
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 640x360 (0.5 x native)
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@ -26,6 +33,8 @@ $internalRes = 1.0
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 3840x720 (48:9)
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@ -37,9 +46,24 @@ $internalRes = 1.0
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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$2pScaling = 1.0
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$aspectRatio = (3840.0/720.0)
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# Quality
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[Preset]
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name = 1920x800
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$width = 1920
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$height = 800
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = (720.0/800.0) # factor for any shader that can't handle fractional scaling
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (12.0/5.0)
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[Preset]
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name = 1600x900
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$width = 1600
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@ -50,6 +74,8 @@ $internalRes = 1.0
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$dither = 0.1
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$scaleShader = (720.0/900.0) # factor for any shader that can't handle fractional scaling
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 1920x1080 (HD)
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@ -61,6 +87,8 @@ $internalRes = 1.0
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$dither = 0.15
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 2560x1080 (21:9 HD)
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@ -72,6 +100,8 @@ $internalRes = 1.0
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$dither = 0.15
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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$2pScaling = 2.0
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$aspectRatio = (64.0/27.0) #LG
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[Preset]
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name = 5760x1080 (48:9 HD)
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@ -83,6 +113,8 @@ $internalRes = 1.0
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$dither = 0.15
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 1920x1200 (10:9 HD)
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@ -94,6 +126,8 @@ $internalRes = 1.0
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$dither = 0.15
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$scaleShader = (720.0/1200.0)
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 2560x1440 (Native x2)
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@ -105,6 +139,8 @@ $internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 3440x1440 (21:9)
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@ -116,6 +152,8 @@ $internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (43.0/18.0)
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[Preset]
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name = 7680x1440 (48:9)
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@ -127,6 +165,8 @@ $internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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#[Preset]
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#name = 2560x1440 (Native x2) 1080 FX scaling
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@ -138,6 +178,21 @@ $scaleBlur = 0.5
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#$dither = 0.15
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#$scaleShader = (720.0/1080.0)
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#$scaleBlur = 0.5
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#$2pScaling = 1.0
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#$aspectRatio = (16.0/9.0)
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[Preset]
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name = 3940x1600
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 2.0
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$dither = 0.2
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$scaleShader = (1440.0/1600.0)
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (12.0/5.0)
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[Preset]
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name = 3200x1800
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@ -149,6 +204,8 @@ $internalRes = 2.0
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$dither = 0.2
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$scaleShader = (1440.0/1800.0)
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$scaleBlur = 0.5
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 3840x2160 (4k - Native x3)
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@ -160,6 +217,8 @@ $internalRes = 1.0
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 5120x2160 (4k 21:9)
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@ -171,6 +230,8 @@ $internalRes = 1.0
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$2pScaling = 1.0
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$aspectRatio = (64.0/27.0)
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[Preset]
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name = 115200x2160 (4k 48:9)
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@ -182,6 +243,8 @@ $internalRes = 1.0
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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#[Preset]
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#name = 3840x2160 (4k - 1080 FX scaling)
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@ -193,6 +256,8 @@ $scaleBlur = 1.0
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#$dither = 0.25
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#$scaleShader = 1.0 # (1440.0/2160.0)
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#$scaleBlur = 2.0
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#$2pScaling = 1.0
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#$aspectRatio = (16.0/9.0)
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[Preset]
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name = 5120x2880 (Native 4x)
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@ -204,6 +269,8 @@ $internalRes = 1.0
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$2pScaling = 1.0
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$aspectRatio = (16.0/9.0)
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#[Preset]
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#name = 5120x2880 (1080 FX scaling)
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@ -215,6 +282,8 @@ $scaleBlur = 1.0
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#$dither = 0.25
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#$scaleShader = (720.0/1080.0)
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#$scaleBlur = 1.0
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#$2pScaling = 1.0
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#$aspectRatio = (16.0/9.0)
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# Enthusiast
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@ -228,6 +297,8 @@ $scaleBlur = 1.0
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#$dither = 0.25
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#$scaleShader = 1.0
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#$scaleBlur = 1.0
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#$2pScaling = 1.0
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#$aspectRatio = (16.0/9.0)
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#[Preset]
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#name = 10240x5760
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@ -239,7 +310,151 @@ $scaleBlur = 1.0
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#$dither = 0.25
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#$scaleShader = 1.0
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#$scaleBlur = 1.0
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#$2pScaling = 1.0
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#$aspectRatio = (16.0/9.0)
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[Preset]
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name = --- 2p x2 res scaling, normally runs at half res ---
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 1280x720 (2p x2 res)
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 1920x1080 (HD 2p x2 res)
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 2560x1080 (21:9 HD, 2p x2 res)
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$width = 2560
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = 1.0 #(720.0/1080.0)
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$scaleBlur = 1.0
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 2560x1440 (Native x2, 2p x2 res)
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 3840x2160 (4k - Native x3, 2p x2 res)
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = --- Custom - Vertical res x2 "SSAA" ---
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$width = 1920
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 1920x2160 - Use stretch for aspect ratio
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$width = 1920
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 2560x2880 - Use stretch for aspect ratio
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$width = 2560
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 3840x4320 - Use stretch for aspect ratio
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$width = 3840
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$height = 4320
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$2pScaling = 2.0
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$aspectRatio = (16.0/9.0)
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#[TextureRedefine]
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#width = 1280
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#height = 720
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#formats = 0x816
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#overwriteFormat = 0x820
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#[TextureRedefine]
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#width = 1280
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#height = 720
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#formats = 0x01a
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#overwriteFormat = 0x01f
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[TextureRedefine]
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width = 1280
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@ -257,45 +472,67 @@ overwriteHeight = ($height/$gameHeight) * 720
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#overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (2048*$scaleShader*$internalRes)
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[TextureRedefine]
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[TextureRedefine] #2p base res tv, scaled to match main tv to fix multiplayer being half res
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width = 864
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height = 480
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#formats =
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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#formats = 0x41a
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overwriteWidth = ($width/$gameWidth) * 1296 # #864
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overwriteHeight = ($height/$gameHeight) * 720 #480
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[TextureRedefine]
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[TextureRedefine] #2p 3d res
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width = 672
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height = 368
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overwriteWidth = ($width/$gameWidth) * (672)
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overwriteHeight = ($height/$gameHeight) * (368)
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overwriteWidth = ($width/$gameWidth) * (672*$2pScaling )
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overwriteHeight = ($height/$gameHeight) * (368*$2pScaling )
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[TextureRedefine]
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[TextureRedefine] #2p and 1p
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width = 648
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height = 360
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overwriteWidth = ($width/$gameWidth) * (648*$2pScaling )
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||||
overwriteHeight = ($height/$gameHeight) * (360*$2pScaling )
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||||
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[TextureRedefine]#rounding
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width = 640
|
||||
height = 368
|
||||
#formats = 0x816,0x80e,0x035,0x033,0x007
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * (640)
|
||||
overwriteHeight = ($height/$gameHeight) * (368)
|
||||
overwriteWidth = ($width/$gameWidth) * (640*$2pScaling )
|
||||
overwriteHeight = ($height/$gameHeight) * (368*$2pScaling )
|
||||
|
||||
[TextureRedefine]
|
||||
width = 648
|
||||
height = 360
|
||||
overwriteWidth = ($width/$gameWidth) * (648)
|
||||
overwriteHeight = ($height/$gameHeight) * (360)
|
||||
|
||||
[TextureRedefine]
|
||||
[TextureRedefine]#2p and 1p
|
||||
width = 640
|
||||
height = 360
|
||||
#formats = 0x816,0x80e,0x035,0x033,0x007
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * (640)
|
||||
overwriteHeight = ($height/$gameHeight) * (360)
|
||||
overwriteWidth = ($width/$gameWidth) * (640*$2pScaling )
|
||||
overwriteHeight = ($height/$gameHeight) * (360*$2pScaling )
|
||||
|
||||
[TextureRedefine] #2p depth 0x41a mp
|
||||
width = 512
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
#formatsExcluded = 0x433,0x431,0x035,0x033,0x031,0x005
|
||||
overwriteWidth = ($width/$gameWidth) * (512*$scaleShader*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
|
||||
|
||||
#[TextureRedefine] ##
|
||||
#width = 583
|
||||
#height = 320
|
||||
##formats =
|
||||
#overwriteWidth = ($width/$gameWidth) * 583
|
||||
#overwriteHeight = ($height/$gameHeight) * 320
|
||||
#
|
||||
#[TextureRedefine] ##
|
||||
#width = 512
|
||||
#height = 511
|
||||
##formats =
|
||||
#overwriteWidth = ($width/$gameWidth) * 512
|
||||
#overwriteHeight = ($height/$gameHeight) * 511
|
||||
|
||||
[TextureRedefine]
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x005
|
||||
formats = 0x005,0x41a
|
||||
#formatsExcluded = 0x433,0x431,0x035,0x033,0x031,0x005
|
||||
overwriteWidth = ($width/$gameWidth) * (512*$scaleShader*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (512*$scaleShader*$internalRes)
|
||||
|
Loading…
Reference in New Issue
Block a user