diff --git a/Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt b/Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt new file mode 100644 index 00000000..fdd39c92 --- /dev/null +++ b/Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt @@ -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); +} diff --git a/Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt b/Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt new file mode 100644 index 00000000..82ef8663 --- /dev/null +++ b/Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt @@ -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); +} diff --git a/Resolutions/DucktalesRemastered_Resolution/rules.txt b/Resolutions/DucktalesRemastered_Resolution/rules.txt new file mode 100644 index 00000000..74c9d649 --- /dev/null +++ b/Resolutions/DucktalesRemastered_Resolution/rules.txt @@ -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 \ No newline at end of file diff --git a/Resolutions/TaikoNoTatsujin_all_versions/rules.txt b/Resolutions/TaikoNoTatsujin_Resolution/rules.txt similarity index 100% rename from Resolutions/TaikoNoTatsujin_all_versions/rules.txt rename to Resolutions/TaikoNoTatsujin_Resolution/rules.txt diff --git a/docs/_data/GameTitles.yml b/docs/_data/GameTitles.yml index 1e0b485b..bb660a8d 100644 --- a/docs/_data/GameTitles.yml +++ b/docs/_data/GameTitles.yml @@ -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"