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[NG3] Ultrawide patch, [TPHD] Res tweaks for better alpha
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@ -98,8 +98,8 @@ name = Cold contrast
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$redShadows = 0.99 #0.99
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$redShadows = 0.99 #0.99
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$greenShadows = 1.0 # 1.0
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$greenShadows = 1.0 # 1.0
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$blueSadows = 1.01 #1.0 #1.01
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$blueSadows = 1.01 #1.0 #1.01
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$redMid = 0.89 #0.87
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$redMid = 0.88 #0.87
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$greenMid = 0.95 #0.9 #0.88
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$greenMid = 0.925 #0.9 #0.88
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$blueMid = 1.0
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$blueMid = 1.0
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$redHilight = 1.0
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$redHilight = 1.0
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$greenHilight = 1.01 #.86
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$greenHilight = 1.01 #.86
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9
Resolutions/NinjaGaiden3_Resolution/patches.txt
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9
Resolutions/NinjaGaiden3_Resolution/patches.txt
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@ -0,0 +1,9 @@
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[NG3_EU_v0]
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moduleMatches = 0x57D3605F
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#rodata constants
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0x1007F304 = .float $width/$height
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0x1007F354 = .float $width/$height
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0x1017F164 = .float $width/$height
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0x102248F0 = .float $width/$height
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0x102CAEEC = .float $width/$height
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@ -152,9 +152,9 @@ $internalRes = 0.5
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$aspectRatio = (16.0/9.0)
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$aspectRatio = (16.0/9.0)
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[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering
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[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering
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name = ---- Custom res - SSAA Tweaks ----
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name = --- SSAA res Tweaks - Set scaling to Stretch
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$width = 1920
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$width = 1920
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$height = 1080
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$height = 2160
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$gameWidth = 1920
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$gameWidth = 1920
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$gameHeight = 1080
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$gameHeight = 1080
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$dither = 0.01
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$dither = 0.01
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@ -164,7 +164,7 @@ $internalRes = 1.0
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$aspectRatio = (16.0/9.0)
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$aspectRatio = (16.0/9.0)
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[Preset]
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[Preset]
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name = 1920x2160 (Vertical x2
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name = 1920x2160 (Vertical x2)
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$width = 1920
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$width = 1920
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$height = 2160
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$height = 2160
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$gameWidth = 1920
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$gameWidth = 1920
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@ -199,6 +199,7 @@ $scaleBlur = 0.5
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$internalRes = 0.75
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$internalRes = 0.75
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$aspectRatio = (16.0/9.0)
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$aspectRatio = (16.0/9.0)
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[TextureRedefine]
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[TextureRedefine]
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width = 1920
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width = 1920
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height = 1088
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height = 1088
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@ -216,16 +217,30 @@ overwriteHeight = ($height/$gameHeight) * 1080
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[TextureRedefine]
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[TextureRedefine]
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width = 960
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width = 960
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height = 544
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height = 544
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#formats = 0x01a,0x011
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
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overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (544*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (544*$internalRes*2.0) #x2 .y improve alpha blend shimmer
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[TextureRedefine]
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[TextureRedefine]
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width = 960
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width = 960
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height = 540
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height = 540
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#formats = 0x01a
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
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overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (540*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (540*$internalRes*2.0)
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[TextureRedefine]
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width = 960
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height = 544
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formats = 0x011
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overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (544*$internalRes*2.0)
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[TextureRedefine]
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width = 960
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height = 540
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formats = 0x011
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overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (540*$internalRes*2.0)
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#[TextureRedefine]
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#[TextureRedefine]
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#width = 864
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#width = 864
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