Add Ducktales: Remastered res pack

Also normalized the name of a resolution pack
This commit is contained in:
Crementif 2019-05-25 22:29:53 +02:00
parent 209d464422
commit 7b47c8d45b
No known key found for this signature in database
GPG Key ID: 11A98E7DE0412B33
5 changed files with 350 additions and 2 deletions

View File

@ -0,0 +1,115 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 294904d1771460cf
// Used for: Blur
const float resScale = (float($width)/float($gameWidth));
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b14800 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem128;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem128;
R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
R127f.x = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x404ec4ec)/2);
PV0f.x = R127f.x;
PV0f.y = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x3fb13b14)/2);
R127f.z = 0.0;
PV0f.z = R127f.z;
// 1
R1f.x = PV0f.z + R0f.x;
PV1f.y = PV0f.x;
PV1f.z = -(PV0f.y);
PV1f.w = PV0f.y;
R2f.x = PV0f.z + R0f.x;
PS1f = R2f.x;
// 2
R3f.x = R127f.z + R0f.x;
R1f.y = PV1f.w + R0f.y;
R2f.z = PV1f.z + R0f.y;
R3f.w = PV1f.y + R0f.y;
PS0f = -(R127f.x);
// 3
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = R127f.z + backupReg0f;
R0f.y = PS0f + backupReg1f;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
PV0f.x = R1f.z * intBitsToFloat(0x3ea1e718);
PV0f.y = R1f.y * intBitsToFloat(0x3ea1e718);
PV0f.z = R1f.x * intBitsToFloat(0x3ea1e718);
PV0f.w = R1f.w * intBitsToFloat(0x3ea1e718);
// 1
R123f.x = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.z);
PV0f.w = R123f.w;
// 3
R123f.x = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.x);
PV1f.w = R123f.w;
// 4
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.z);
R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.y);
R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.x);
R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.w);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

View File

@ -0,0 +1,116 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 8fdd009324e987ee
// Used for: Blur
const float resScale = (float($width)/float($gameWidth));
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b94000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem128;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem128;
R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
R126f.x = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x404ec4ec)/resScale);
PV0f.x = R126f.x;
PV0f.y = 0.0;
PV0f.z = 0.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x3fb13b14)/resScale);
R127f.x = 0.0;
PS0f = R127f.x;
// 1
R1f.x = R0f.x + PV0f.w;
R1f.y = R0f.y + PV0f.y;
R2f.z = R0f.y + PV0f.z;
PV1f.w = -(PV0f.w);
R3f.x = R0f.x + PV0f.x;
PS1f = R3f.x;
// 2
R2f.x = R0f.x + PV1f.w;
R3f.y = R0f.y + R127f.x;
PV0f.z = 0.0;
PV0f.w = -(R126f.x);
// 3
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + PV0f.w;
R0f.y = backupReg1f + PV0f.z;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
PV0f.x = R1f.x * intBitsToFloat(0x3ea1e718);
PV0f.y = R1f.w * intBitsToFloat(0x3ea1e718);
PV0f.z = R1f.z * intBitsToFloat(0x3ea1e718);
PV0f.w = R1f.y * intBitsToFloat(0x3ea1e718);
// 1
R123f.x = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.w);
PV0f.w = R123f.w;
// 3
R123f.x = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.x);
PV1f.w = R123f.w;
// 4
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

View File

@ -0,0 +1,117 @@
[Definition]
titleIds = 0005000010129000,0005000010129200
name = Resolution
path = "DuckTales: Remastered/Graphics/Resolution"
description = Changes the resolution of the game.
version = 3
[Preset]
name = 1920x1080 (Default)
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
# Performance
[Preset]
name = 320x180
$width = 320
$height = 180
$gameWidth = 1920
$gameHeight = 1088
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1920
$gameHeight = 1088
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1920
$gameHeight = 1080
[Preset]
name = 1280x720
$width = 1280
$height = 720
$gameWidth = 1920
$gameHeight = 1088
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1920
$gameHeight = 1088
# Common HD Resolutions
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1920
$gameHeight = 1088
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1920
$gameHeight = 1088
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1920
$gameHeight = 1080
[TextureRedefine] # TV Resolution
width = 1920
height = 1080
formats = 0x011,0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080
[TextureRedefine] # Rendering Resolution
width = 1920
height = 1088
formats = 0x011,0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1088
[TextureRedefine] # Vignette Texture
width = 1088
height = 576
formats = 0x031
overwriteWidth = ($width/$gameWidth) * 1088
overwriteHeight = ($height/$gameHeight) * 576
# Blur
[TextureRedefine]
width = 480
height = 272
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 272
[TextureRedefine]
width = 480
height = 270
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 270

View File

@ -81,10 +81,10 @@
compatLink: "http://compat.cemu.info/wiki/Donkey_Kong_Country:_Tropical_Freeze"
version: 3
hasUltrawide: true
"DuckTales Remastered":
"DuckTales: Remastered":
nativeRes: 1080
compatLink: "http://compat.cemu.info/wiki/DuckTales_Remastered"
version: 2
version: 3
"Dr. Luigi":
nativeRes: 720
compatLink: "http://compat.cemu.info/wiki/Dr._Luigi"