[xcx]Test tules build - to be reverted

This commit is contained in:
getdls 2018-01-20 18:32:48 +01:00
parent ec20dd7fff
commit 8f461c8d25
2 changed files with 205 additions and 80 deletions

View File

@ -0,0 +1,108 @@
<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = $fullWidth / 1280.0;
$scaleFactorY = $fullHeight / 720.0;
$title = get_title($fullWidth, $fullHeight);
?>
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = "Xenoblade Chronicles X - <?=$title?>"
version = 2
[TextureRedefine] # increase colour depth
formats = 0x01a,0x008
replaceFormat 0x01f
[TextureRedefine] # increase colour depth
formats = 0x816
replaceFormat 0x823
[TextureRedefine] # increase colour depth
formats = 0x0810
replaceFormat 0x81e
[TextureRedefine] # tv
width = 1280
height = 720
formatsExcluded = 0x031 #NLA flyover XCX logo screen
tileModesExcluded = 0x001
overwriteWidth = <?=round($scaleFactorX*1280)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks
width = 854
height = 480
overwriteWidth = <?=round($scaleFactorX*854)?>
overwriteHeight = <?=round($scaleFactorY*480)?>
[TextureRedefine] # half-res alpha
width = 640
height = 360
formatsExcluded = 0x41A,0x033,0x031,0x001 #dialog prompt fixes, XCX Logo NLA exclude obvious textures
tileModesExcluded = 0x001
overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround)
width = 320
height = 180
overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
[TextureRedefine] # Gear menu
width = 1024
height = 720
formatsExcluded = 0x001 #in game movies, stasis
overwriteWidth = <?=round($scaleFactorX*1024)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine] # Fog
width = 426
height = 240
overwriteWidth = <?=round($scaleFactorX*426)?>
overwriteHeight = <?=round($scaleFactorY*240)?>
// vvvv credits to Getdls & GITech vvvv //
[TextureRedefine] # Sun, Light Sources (plants, armor etc)
width = 512
height = 288
overwriteWidth = <?=round($scaleFactorX*512)?>
overwriteHeight = <?=round($scaleFactorY*288)?>
[TextureRedefine] # "God rays" stencil res, lens reflections.
width = 256
height = 144
overwriteWidth = <?=round($scaleFactorX*256)?>
overwriteHeight = <?=round($scaleFactorY*144)?>
[TextureRedefine]# Probe glow. Does not increase sample amount, only scales up
width = 160
height = 90
#formatsExcluded = 0x816 #fixed in shader
overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
[TextureRedefine]# should up-scale from 35 to keep aligment with other 16:9 buffers
width = 80
height = 46
#formatsExcluded = 0x816 #fixed in shader
overwriteWidth = <?=round($scaleFactorX*80)?>
overwriteHeight = <?=round($scaleFactorY*45)?>
[TextureRedefine] #XCX shadow
width = 1024
height = 1024
formats = 0x005
overwriteWidth = <?=round($scaleFactorX*1024)?>
overwriteHeight = <?=round($scaleFactorY*1024)?>
[TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions
width = 512
height = 512
formats = 0x005
overwriteWidth = <?=round($scaleFactorX*1024)?>
overwriteHeight = <?=round($scaleFactorY*1024)?>

View File

@ -4,105 +4,122 @@ $fullWidth = $argv[1];
$fullHeight = $argv[2]; $fullHeight = $argv[2];
$scaleFactorX = $fullWidth / 1280.0; $scaleFactorX = $fullWidth / 1280.0;
$scaleFactorY = $fullHeight / 720.0; $scaleFactorY = $fullHeight / 720.0;
$title = get_title($fullWidth, $fullHeight); $title = get_title($fullWidth, $fullHeight);
?> ?>
[Definition] [Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 titleIds = 050000101c4d00 # replace with fulltitleID
name = "Xenoblade Chronicles X - <?=$title?>" name = " "
version = 2 version = 2
[TextureRedefine] # increase colour depth [TextureRedefine]
formats = 0x01a,0x008
replaceFormat 0x01f
[TextureRedefine] # increase colour depth
formats = 0x816
replaceFormat 0x823
[TextureRedefine] # increase colour depth
formats = 0x0810
replaceFormat 0x81e
[TextureRedefine] # tv
width = 1280 width = 1280
height = 720 height = 720
formatsExcluded = 0x031 #NLA flyover XCX logo screen #formatsExcluded =
tileModesExcluded = 0x001 overwriteWidth = <?=round($scaleFactorX*1280?>
overwriteWidth = <?=round($scaleFactorX*1280)?> overwriteWidth = <?=round($scaleFactorY*720?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks #[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 1024
#height = 1024
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*1024?>
#overwriteWidth = <?=round($scaleFactorY*1024?>
[TextureRedefine]
width = 854 width = 854
height = 480 height = 480
overwriteWidth = <?=round($scaleFactorX*854)?> #formatsExcluded =
overwriteHeight = <?=round($scaleFactorY*480)?> overwriteWidth = <?=round($scaleFactorX*854?>
overwriteWidth = <?=round($scaleFactorY*480?>
[TextureRedefine] # half-res alpha [TextureRedefine]
width = 640 width = 640
height = 360 height = 360
formatsExcluded = 0x41A,0x033,0x031,0x001 #dialog prompt fixes, XCX Logo NLA exclude obvious textures #formatsExcluded =
tileModesExcluded = 0x001 overwriteWidth = <?=round($scaleFactorX*640?>
overwriteWidth = <?=round($scaleFactorX*640)?> overwriteWidth = <?=round($scaleFactorY*360?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround) #[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 512
#height = 512
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*512?>
#overwriteWidth = <?=round($scaleFactorY*512?>
[TextureRedefine]
width = 512
height = 288
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*512?>
overwriteWidth = <?=round($scaleFactorY*288?>
[TextureRedefine]
width = 426
height = 240
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*426?>
overwriteWidth = <?=round($scaleFactorY*240?>
[TextureRedefine]
width = 320 width = 320
height = 180 height = 180
overwriteWidth = <?=round($scaleFactorX*320)?> #formatsExcluded =
overwriteHeight = <?=round($scaleFactorY*180)?> overwriteWidth = <?=round($scaleFactorX*320?>
overwriteWidth = <?=round($scaleFactorY*180?>
[TextureRedefine] # Gear menu [TextureRedefine]
width = 1024
height = 720
formatsExcluded = 0x001 #in game movies, stasis
overwriteWidth = <?=round($scaleFactorX*1024)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine] # Fog
width = 426
height = 240
overwriteWidth = <?=round($scaleFactorX*426)?>
overwriteHeight = <?=round($scaleFactorY*240)?>
// vvvv credits to Getdls & GITech vvvv //
[TextureRedefine] # Sun, Light Sources (plants, armor etc)
width = 512
height = 288
overwriteWidth = <?=round($scaleFactorX*512)?>
overwriteHeight = <?=round($scaleFactorY*288)?>
[TextureRedefine] # "God rays" stencil res, lens reflections.
width = 256
height = 144
overwriteWidth = <?=round($scaleFactorX*256)?>
overwriteHeight = <?=round($scaleFactorY*144)?>
[TextureRedefine]# Probe glow. Does not increase sample amount, only scales up
width = 160 width = 160
height = 90 height = 90
#formatsExcluded = 0x816 #fixed in shader #formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*160)?> overwriteWidth = <?=round($scaleFactorX*160?>
overwriteHeight = <?=round($scaleFactorY*90)?> overwriteWidth = <?=round($scaleFactorY*90?>
[TextureRedefine]# should up-scale from 35 to keep aligment with other 16:9 buffers #[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 128
#height = 128
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*128?>
#overwriteWidth = <?=round($scaleFactorY*128?>
[TextureRedefine]
width = 80 width = 80
height = 46 height = 46
#formatsExcluded = 0x816 #fixed in shader #formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*80)?> overwriteWidth = <?=round($scaleFactorX*80?>
overwriteHeight = <?=round($scaleFactorY*45)?> overwriteWidth = <?=round($scaleFactorY*46?>
[TextureRedefine] #XCX shadow #[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
width = 1024 #width = 64
height = 1024 #height = 64
formats = 0x005 #formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*1024)?> #overwriteWidth = <?=round($scaleFactorX*64?>
overwriteHeight = <?=round($scaleFactorY*1024)?> #overwriteWidth = <?=round($scaleFactorY*64?>
[TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions #[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
width = 512 #width = 32
height = 512 #height = 32
formats = 0x005 #formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*1024)?> #overwriteWidth = <?=round($scaleFactorX*32?>
overwriteHeight = <?=round($scaleFactorY*1024)?> #overwriteWidth = <?=round($scaleFactorY*32?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 8
#height = 8
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*8?>
#overwriteWidth = <?=round($scaleFactorY*8?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 4
#height = 4
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*4?>
#overwriteWidth = <?=round($scaleFactorY*4?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 1
#height = 1
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*1?>
#overwriteWidth = <?=round($scaleFactorY*1?>