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push skalfates changes
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Load Diff
@ -1,53 +1,53 @@
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||||
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-- How to set up your own Clarity Preset --
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||||
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||||
===================================================================
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||||
|
||||
Hey, it's Serfrost. I'm writing this out because it's come to our attention that no matter what we really do for presets, it won't really matter in the long run. Every user has a unique monitor / display they use with their PC, yeah? A lot of them are calibrated differently, and they often come with numerous presets that alter colors, brightness, contrast, you name it. Because of this, the presets that look good to me might not look good to you--the presets that look good to Jamie might not look good to you; you get the idea. So I'm writing this hoping you'll take the time to do a few short steps to get you on your way to making the game look the way YOU want it to look on YOUR display!
|
||||
|
||||
Jamie has coded this faithfully and diligently, and he's added a lot of different functions that were previously unavailable with these newer updates. We hope you enjoy this and use it to it's fullest potential.
|
||||
|
||||
This tutorial has been shortened by Slash in order to make use of the new graphic pack to its full potential.
|
||||
|
||||
===================================================================
|
||||
|
||||
There are 6 steps total. Please read very carefully and with your full attention. As long as you do that, it's relatively just "point and click" and the rest is changing the numbers on your own and testing them to see what they do.
|
||||
|
||||
===================================================================
|
||||
|
||||
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||||
1) Open up Cemu that's at least version 1.13.0.
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||||
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||||
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||||
2) After Cemu opens itself, load the game and your save file.
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||||
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||||
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||||
3) Open up the graphic pack menu and select Clarity under Breath of the Wild.
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||||
4) Open up 37040a485a29d54e_00000000000003c9_ps.txt in the Clarity graphic pack folder.
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||||
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||||
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||||
5) You may now edit all the variables in realtime. To view your changes hit "Reload shaders"
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||||
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||||
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||||
===============\
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||||
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||||
Note: "Realtime", as in, you can view your changes by using the button. You do not have to stop the game, etc.
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||||
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||||
Pro Tip: If time changes too fast for you, you can use Cemuhook's custom timer option (Debug > Custom Timer) to slow down time to 0.125x!
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||||
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||||
MAKE SURE YOU CHECK VARIOUS AREAS IN THE GAME TO MAKE SURE YOUR COLOR / SHADOW BALANCING IS CORRECT.
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||||
|
||||
===============/
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||||
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||||
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||||
6) When you have your variables for your preset where you want them, you don't have to do anything! The file with your preset is already saved.
|
||||
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||||
-- Make backups of files before making changes. Keep track of your work! --
|
||||
|
||||
===
|
||||
|
||||
MAKE SURE YOU CHECK VARIOUS AREAS IN THE GAME TO MAKE SURE YOUR COLOR / SHADOW BALANCING IS CORRECT.
|
||||
|
||||
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||||
-- How to set up your own Clarity Preset --
|
||||
|
||||
===================================================================
|
||||
|
||||
Hey, it's Serfrost. I'm writing this out because it's come to our attention that no matter what we really do for presets, it won't really matter in the long run. Every user has a unique monitor / display they use with their PC, yeah? A lot of them are calibrated differently, and they often come with numerous presets that alter colors, brightness, contrast, you name it. Because of this, the presets that look good to me might not look good to you--the presets that look good to Jamie might not look good to you; you get the idea. So I'm writing this hoping you'll take the time to do a few short steps to get you on your way to making the game look the way YOU want it to look on YOUR display!
|
||||
|
||||
Jamie has coded this faithfully and diligently, and he's added a lot of different functions that were previously unavailable with these newer updates. We hope you enjoy this and use it to it's fullest potential.
|
||||
|
||||
This tutorial has been shortened by Slash in order to make use of the new graphic pack to its full potential.
|
||||
|
||||
===================================================================
|
||||
|
||||
There are 6 steps total. Please read very carefully and with your full attention. As long as you do that, it's relatively just "point and click" and the rest is changing the numbers on your own and testing them to see what they do.
|
||||
|
||||
===================================================================
|
||||
|
||||
|
||||
1) Open up Cemu that's at least version 1.13.0.
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||||
|
||||
|
||||
2) After Cemu opens itself, load the game and your save file.
|
||||
|
||||
|
||||
3) Open up the graphic pack menu and select Clarity under Breath of the Wild.
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4) Open up 37040a485a29d54e_00000000000003c9_ps.txt in the Clarity graphic pack folder.
|
||||
|
||||
|
||||
5) You may now edit all the variables in realtime. To view your changes hit "Reload shaders"
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||||
|
||||
|
||||
===============\
|
||||
|
||||
Note: "Realtime", as in, you can view your changes by using the button. You do not have to stop the game, etc.
|
||||
|
||||
Pro Tip: If time changes too fast for you, you can use Cemuhook's custom timer option (Debug > Custom Timer) to slow down time to 0.125x!
|
||||
|
||||
MAKE SURE YOU CHECK VARIOUS AREAS IN THE GAME TO MAKE SURE YOUR COLOR / SHADOW BALANCING IS CORRECT.
|
||||
|
||||
===============/
|
||||
|
||||
|
||||
6) When you have your variables for your preset where you want them, you don't have to do anything! The file with your preset is already saved.
|
||||
|
||||
-- Make backups of files before making changes. Keep track of your work! --
|
||||
|
||||
===
|
||||
|
||||
MAKE SURE YOU CHECK VARIOUS AREAS IN THE GAME TO MAKE SURE YOUR COLOR / SHADOW BALANCING IS CORRECT.
|
||||
|
||||
===
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@ -1,50 +1,50 @@
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "Clarity (NOT COMPATIBLE WITH MONOCHROMIA)"
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path = "The Legend of Zelda: Breath of the Wild/Enhancements/Clarity"
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description = "NOT COMPATIBLE WITH MONOCHROMIA! Select the visual look of the game that you'll like with these hand-made presets that adjusts saturation, vibrance, colors and more. You can select a preset. Selecting "User Defined" requires having made your own preset, check the "BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt" file in your graphicPack folder to create one."
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version = 3
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[Preset]
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name = Serfrost Preset (Default)
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$preset:int = 10
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[Preset]
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name = Serfrost Preset (Dim Display)
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$preset:int = 9
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[Preset]
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name = Serfrost Preset (Bright Display)
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$preset:int = 8
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||||
[Preset]
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name = Bruz Preset
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$preset:int = 1
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[Preset]
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name = CellHunter Preset
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$preset:int = 7
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[Preset]
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name = Jamie Preset
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$preset:int = 3
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||||
[Preset]
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name = BSoD Gaming Preset
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$preset:int = 2
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[Preset]
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name = The Complaining Gamer Preset
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$preset:int = 5
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||||
|
||||
[Preset]
|
||||
name = Contrasty Preset
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$preset:int = 4
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[Preset]
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name = Filmic Preset Preset
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$preset:int = 6
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||||
|
||||
[Preset]
|
||||
name = User Defined Preset
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||||
$preset:int = 0
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||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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||||
name = "Clarity (NOT COMPATIBLE WITH MONOCHROMIA)"
|
||||
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Clarity"
|
||||
description = "NOT COMPATIBLE WITH MONOCHROMIA! Select the visual look of the game that you'll like with these hand-made presets that adjusts saturation, vibrance, colors and more. You can select a preset. Selecting "User Defined" requires having made your own preset, check the "BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt" file in your graphicPack folder to create one."
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||||
version = 3
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||||
|
||||
[Preset]
|
||||
name = Serfrost Preset (Default)
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$preset:int = 10
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||||
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||||
[Preset]
|
||||
name = Serfrost Preset (Dim Display)
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||||
$preset:int = 9
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||||
|
||||
[Preset]
|
||||
name = Serfrost Preset (Bright Display)
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||||
$preset:int = 8
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||||
|
||||
[Preset]
|
||||
name = Bruz Preset
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||||
$preset:int = 1
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||||
|
||||
[Preset]
|
||||
name = CellHunter Preset
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||||
$preset:int = 7
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||||
|
||||
[Preset]
|
||||
name = Jamie Preset
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||||
$preset:int = 3
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||||
|
||||
[Preset]
|
||||
name = BSoD Gaming Preset
|
||||
$preset:int = 2
|
||||
|
||||
[Preset]
|
||||
name = The Complaining Gamer Preset
|
||||
$preset:int = 5
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||||
|
||||
[Preset]
|
||||
name = Contrasty Preset
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||||
$preset:int = 4
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||||
|
||||
[Preset]
|
||||
name = Filmic Preset Preset
|
||||
$preset:int = 6
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||||
|
||||
[Preset]
|
||||
name = User Defined Preset
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||||
$preset:int = 0
|
||||
|
40
Enhancements/BreathOfTheWild_LODBias/rules.txt
Normal file
40
Enhancements/BreathOfTheWild_LODBias/rules.txt
Normal file
@ -0,0 +1,40 @@
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||||
[Definition]
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||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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||||
name = "Level Of Detail Bias"
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||||
path = "The Legend of Zelda: Breath of the Wild/Enhancements/LOD Bias"
|
||||
description = "Level of details adjustment"
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||||
version = 3
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||||
|
||||
[Preset]
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||||
name = Normal (Default)
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||||
$lodBias = 0
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||||
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||||
[Preset]
|
||||
name = Lowest
|
||||
$lodBias = +16
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||||
|
||||
[Preset]
|
||||
name = Very Low
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||||
$lodBias = +8
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||||
|
||||
[Preset]
|
||||
name = Low
|
||||
$lodBias = +4
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||||
|
||||
[Preset]
|
||||
name = High
|
||||
$lodBias = -4
|
||||
|
||||
[Preset]
|
||||
name = Ultra
|
||||
$lodBias = -8
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||||
|
||||
[Preset]
|
||||
name = Extreme
|
||||
$lodBias = -16
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||||
|
||||
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x31,0x32,0x34,0x35,0x431,0x432,0x433,0x234,0x235
|
||||
overwriteRelativeLodBias = $lodBias
|
50
Enhancements/FatalFrameProjectZero_FilmGrain/rules.txt
Normal file
50
Enhancements/FatalFrameProjectZero_FilmGrain/rules.txt
Normal file
@ -0,0 +1,50 @@
|
||||
[Definition]
|
||||
titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00
|
||||
name = Film Grain
|
||||
path = "Fatal Frame - Project Zero: Maiden of Black Water/Enhancements/Film Grain"
|
||||
description = Allows you to adjust how strong the film grain effect is.
|
||||
version = 3
|
||||
|
||||
[Preset]
|
||||
name = Default Size
|
||||
$width = 1280
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||||
$height = 720
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||||
$gameWidth = 1280
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||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = Medium Size
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||||
$width = 960
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||||
$height = 540
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||||
$gameWidth = 1280
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||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = Big Size
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = Disabled
|
||||
$width = 0
|
||||
$height = 0
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
#------------------------------------
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 192
|
||||
formats = 0x806
|
||||
overwriteWidth = ($width/$gameWidth)*320
|
||||
overwriteHeight = ($height/$gameHeight)*192
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x806
|
||||
overwriteWidth = ($width/$gameWidth)*320
|
||||
overwriteHeight = ($height/$gameHeight)*180
|
38
Enhancements/FatalFrameProjectZero_LODBias/rules.txt
Normal file
38
Enhancements/FatalFrameProjectZero_LODBias/rules.txt
Normal file
@ -0,0 +1,38 @@
|
||||
[Definition]
|
||||
titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00
|
||||
name = "LOD Bias"
|
||||
path = "Fatal Frame - Project Zero: Maiden of Black Water/Enhancements/LOD Bias"
|
||||
description = "Level of details adjustment"
|
||||
version = 3
|
||||
|
||||
[Preset]
|
||||
name = Normal (Default)
|
||||
$lodBias = 0
|
||||
|
||||
[Preset]
|
||||
name = Lowest
|
||||
$lodBias = +16
|
||||
|
||||
[Preset]
|
||||
name = Very Low
|
||||
$lodBias = +8
|
||||
|
||||
[Preset]
|
||||
name = Low
|
||||
$lodBias = +4
|
||||
|
||||
[Preset]
|
||||
name = High
|
||||
$lodBias = -4
|
||||
|
||||
[Preset]
|
||||
name = Ultra
|
||||
$lodBias = -8
|
||||
|
||||
[Preset]
|
||||
name = Extreme
|
||||
$lodBias = -16
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x31,0x32,0x34,0x35,0x431,0x432,0x433,0x234,0x235
|
||||
overwriteRelativeLodBias = $lodBias
|
@ -220,10 +220,10 @@ $gameHeight = 720
|
||||
# - 0x019=Menu Interface/GUI
|
||||
# - 0x01a=Normals
|
||||
# - 0x41a=Geometry rendering
|
||||
# - 0x806=World Fog
|
||||
# - 0x806=Wind/Fog
|
||||
# - 0x80e=Depth stencil buffer
|
||||
# - 0x816=Weapon and Objects Bloom
|
||||
# - 0x820=Fog/Wind
|
||||
# - 0x820=Field Fog
|
||||
|
||||
# Depth/Geometry/Shading Rendering
|
||||
[TextureRedefine]
|
||||
@ -260,9 +260,9 @@ overwriteHeight = ($height/$gameHeight)* 480
|
||||
# - 0x019=GUI
|
||||
# - 0x01a=Blurs and Normals
|
||||
# - 0x80e=World and Objects Depth 32bit
|
||||
# - 0x806=World Fog
|
||||
# - 0x806=Wind/Fog
|
||||
# - 0x816=World & Weapon Bloom
|
||||
# - 0x820=Fog/Wind?
|
||||
# - 0x820=Fog
|
||||
|
||||
# Required 1/2 resolutions
|
||||
[TextureRedefine]
|
||||
@ -450,7 +450,7 @@ overwriteHeight = ($height/$gameHeight)* 75
|
||||
[TextureRedefine]
|
||||
width = 128
|
||||
height = 48
|
||||
formats = 0x806
|
||||
formats = 0x806,0x816,0x005,0x820
|
||||
overwriteWidth = ($width/$gameWidth) * 128
|
||||
overwriteHeight = ($height/$gameHeight) * 48
|
||||
|
||||
@ -594,6 +594,76 @@ formats = 0x005
|
||||
overwriteWidth = ($width/$gameWidth) * 2048
|
||||
overwriteHeight = ($height/$gameHeight) * 2048
|
||||
|
||||
# Select-Menu Map
|
||||
[TextureRedefine]
|
||||
width = 1504
|
||||
height = 720
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 1504
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
# Select-Menu Map
|
||||
[TextureRedefine]
|
||||
width = 1500
|
||||
height = 720
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 1500
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
# Select-Menu Map Overlay
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 608
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 608
|
||||
|
||||
# Mini-map GUI
|
||||
[TextureRedefine]
|
||||
width = 192
|
||||
height = 192
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 192
|
||||
overwriteHeight = ($height/$gameHeight) * 192
|
||||
|
||||
# Red Viewport
|
||||
[TextureRedefine]
|
||||
width = 1920
|
||||
height = 912
|
||||
formats = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1920
|
||||
overwriteHeight = ($height/$gameHeight) * 912
|
||||
|
||||
# Red Viewports Smaller Scales
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 45
|
||||
formats = 0x806
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 45
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 48
|
||||
formats = 0x806
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 48
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 32
|
||||
formats = 0x806
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 32
|
||||
|
||||
[TextureRedefine]
|
||||
width = 32
|
||||
height = 23
|
||||
formats = 0x806
|
||||
overwriteWidth = ($width/$gameWidth) * 32
|
||||
overwriteHeight = ($height/$gameHeight) * 23
|
||||
|
||||
|
||||
# Disabled since they break stuff
|
||||
|
||||
# Minimap
|
||||
|
61
Source/FatalFrameProjectZero_Resolution/patches.txt
Normal file
61
Source/FatalFrameProjectZero_Resolution/patches.txt
Normal file
@ -0,0 +1,61 @@
|
||||
[USAFatalFrameV0]
|
||||
moduleMatches = 0xE93B31F6
|
||||
|
||||
codeCaveSize = 0x4
|
||||
|
||||
_pointSpriteSize = 0x00000000
|
||||
0x00000000 = .int $width
|
||||
|
||||
0x026D0674 = lis r12, _pointSpriteSize@ha
|
||||
0x026D067C = lwz r5, _pointSpriteSize@l(r12)
|
||||
0x026D0680 = lwz r6, _pointSpriteSize@l(r12)
|
||||
|
||||
|
||||
[EuropeFatalFrameV0]
|
||||
moduleMatches = 0xB54DBEB0
|
||||
|
||||
codeCaveSize = 0x4
|
||||
|
||||
_pointSpriteSize = 0x00000000
|
||||
0x00000000 = .int $width
|
||||
|
||||
0x026CF508 = lis r12, _pointSpriteSize@ha
|
||||
0x026CF510 = lwz r5, _pointSpriteSize@l(r12)
|
||||
0x026CF514 = lwz r6, _pointSpriteSize@l(r12)
|
||||
|
||||
|
||||
[EuropeProjectZeroV0P1]
|
||||
moduleMatches = 0x5A9D6D31
|
||||
|
||||
codeCaveSize = 0x4
|
||||
|
||||
_pointSpriteSize = 0x00000000
|
||||
0x00000000 = .int $width
|
||||
|
||||
0x026CF508 = lis r12, _pointSpriteSize@ha
|
||||
0x026CF510 = lwz r5, _pointSpriteSize@l(r12)
|
||||
0x026CF514 = lwz r6, _pointSpriteSize@l(r12)
|
||||
|
||||
[EuropeProjectZeroV0P2]
|
||||
moduleMatches = 0x360FA109
|
||||
|
||||
codeCaveSize = 0x4
|
||||
|
||||
_pointSpriteSize = 0x00000000
|
||||
0x00000000 = .int $width
|
||||
|
||||
0x026CF508 = lis r12, _pointSpriteSize@ha
|
||||
0x026CF510 = lwz r5, _pointSpriteSize@l(r12)
|
||||
0x026CF514 = lwz r6, _pointSpriteSize@l(r12)
|
||||
|
||||
[EuropeProjectZeroV0P3]
|
||||
moduleMatches = 0x9D96F19B
|
||||
|
||||
codeCaveSize = 0x4
|
||||
|
||||
_pointSpriteSize = 0x00000000
|
||||
0x00000000 = .int $width
|
||||
|
||||
0x026CF508 = lis r12, _pointSpriteSize@ha
|
||||
0x026CF510 = lwz r5, _pointSpriteSize@l(r12)
|
||||
0x026CF514 = lwz r6, _pointSpriteSize@l(r12)
|
226
Source/FatalFrameProjectZero_Resolution/rules.txt
Normal file
226
Source/FatalFrameProjectZero_Resolution/rules.txt
Normal file
@ -0,0 +1,226 @@
|
||||
[Definition]
|
||||
titleIds = 00050000101D0600,00050000101D0300,000500001014D200,00050000101D3F00
|
||||
name = Resolution
|
||||
path = "Fatal Frame - Project Zero: Maiden of Black Water/Graphics/Resolution"
|
||||
description = Changes the games resolution. You cannot change resolutions on the fly.
|
||||
version = 3
|
||||
|
||||
[Preset]
|
||||
name = 1280x720 (Default)
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
// For [16:9], choose resolutions that are multiples of 320x180
|
||||
// Performance
|
||||
|
||||
[Preset]
|
||||
name = 320x180
|
||||
$width = 320
|
||||
$height = 180
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
// Quality
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 2560x1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 3840x2160
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 5120x2880
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
// Enthusiast
|
||||
|
||||
[Preset]
|
||||
name = 7680x4320
|
||||
$width = 7680
|
||||
$height = 4320
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 10240x5760
|
||||
$width = 10240
|
||||
$height = 5760
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
|
||||
# -----------------------------------------------------------------------------------------------------------------------------------------------
|
||||
# -----------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
# All Formats- 0x001,0x011,0x01a,0x41a,0x816,0x80e,0x81e,0x820,0x806
|
||||
# 0x001=(Color-Red8)
|
||||
# 0x011=(Color-Red32F)
|
||||
# 0x011d=(Depth24_Stencil8)
|
||||
# 0x01a=(Normals/Color-RGBA8)
|
||||
# 0x41a=(Color-SRGBA8)
|
||||
# 0x816=(RGB11F)
|
||||
# 0x80e=(Depth32)
|
||||
# 0x81e=(RedGreen32F)
|
||||
# 0x820=(RGBA16)
|
||||
|
||||
# Depth/Geometry/Shading Rendering
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x001,0x011,0x01a,0x41a,0x816
|
||||
tileModesExcluded = 0x001 # For Video Playback
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
# Gamepad - background
|
||||
[TextureRedefine]
|
||||
width = 864
|
||||
height = 480
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width / $gameWidth) * 864
|
||||
overwriteHeight = ($height / $gameHeight) * 480
|
||||
|
||||
# Gamepad - game render size
|
||||
[TextureRedefine]
|
||||
width = 854
|
||||
height = 480
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width / $gameWidth) * 854
|
||||
overwriteHeight = ($height / $gameHeight) * 480
|
||||
|
||||
# -----------------------------------------------------------------------------------------------------------------------------------------------
|
||||
# -----------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
# 1/2 - Resolutions
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 368
|
||||
formats = 0x011,0x01a,0x41a,0x816,0x820
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 368
|
||||
|
||||
# 1/2 - Resolutions
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x011,0x01a,0x41a,0x816,0x820
|
||||
formatsExcluded = 0x007 # For Video Playback
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 360
|
||||
|
||||
# 1/4 - Resolutions
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 192
|
||||
formats = 0x01a,0x41a,0x80e,0x81e,0x816 # Skip 0x806 for film gran pack
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 192
|
||||
|
||||
# 1/4 Resolutions
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x01a,0x41a,0x80e,0x81e,0x816 # Skip 0x806 for film gran pack
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
|
||||
# Depth
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = ($width / $gameWidth) * 1024
|
||||
overwriteHeight = ($height / $gameHeight) * 1024
|
||||
|
||||
# Depth
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 2048
|
||||
formats = 0x005
|
||||
overwriteWidth = ($width / $gameWidth) * 1024
|
||||
overwriteHeight = ($height / $gameHeight) * 2048
|
||||
|
||||
# Probably not needed
|
||||
[TextureRedefine]
|
||||
width = 96
|
||||
height = 48
|
||||
formats = 0x816,0x81e
|
||||
overwriteWidth = ($width/$gameWidth) * 96
|
||||
overwriteHeight = ($height/$gameHeight) * 48
|
||||
|
||||
# 816s
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 96
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 96
|
||||
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 90
|
||||
|
||||
[TextureRedefine]
|
||||
width = 80
|
||||
height = 45
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * 80
|
||||
overwriteHeight = ($height/$gameHeight) * 45
|
||||
|
||||
[TextureRedefine]
|
||||
width = 40
|
||||
height = 22
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * 40
|
||||
overwriteHeight = ($height/$gameHeight) * 22
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 32
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 32
|
@ -225,7 +225,7 @@
|
||||
- title: "Project Zero: Maiden of Black Water"
|
||||
nativeRes: 720
|
||||
compatLink: "http://compat.cemu.info/wiki/Project_Zero:_Maiden_of_Black_Water"
|
||||
version3: false
|
||||
version3: true
|
||||
- title: "Puyo Puyo Tetris"
|
||||
nativeRes: 1080
|
||||
compatLink: "http://compat.cemu.info/wiki/Puyo_Puyo_Tetris"
|
||||
|
Loading…
Reference in New Issue
Block a user