[Smash 4] Add resolutions back and fix borders

This fix was made using some twiddling around with variables. There's no real science or fix behind it unfortunately besides just messing with em enough. It basically implements a height fix for some specific texture format that's used in the menus.

Fixes https://github.com/ActualMandM/cemu_graphic_packs/issues/347
Fixes https://github.com/ActualMandM/cemu_graphic_packs/issues/481
This commit is contained in:
Crementif 2021-01-28 01:37:40 +01:00
parent 525b7498d4
commit a5437284cf
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@ -1,8 +1,8 @@
[Definition] [Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00 titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = Graphic Options name = Graphics Settings
path = "Super Smash Bros. for Wii U/Graphics" path = "Super Smash Bros. for Wii U/Graphics"
description = Allows you to change the game's resolution, shadow quality and anisotropic filtering quality.|Made by M&&M. description = Allows you to change the game's resolution, shadow quality and anisotropic filtering quality.||Made by M&&M.
version = 6 version = 6
[Default] [Default]
@ -15,6 +15,12 @@ $anisotropy = 1
# Resolution # Resolution
[Preset]
name = 640x360
category = Resolution
$width = 640
$height = 360
[Preset] [Preset]
name = 960x540 name = 960x540
category = Resolution category = Resolution
@ -22,46 +28,82 @@ $width = 960
$height = 540 $height = 540
[Preset] [Preset]
name = 1920x1080 name = 1280x720 (HD)
category = Resolution
$width = 1280
$height = 720
[Preset]
name = 1600x900 (HD+)
category = Resolution
$width = 1600
$height = 900
[Preset]
name = 1920x1080 (Full HD)
category = Resolution category = Resolution
default = 1 default = 1
[Preset] [Preset]
name = 3840x2160 name = 2160x1440 (2K)
category = Resolution category = Resolution
$width = 3840 $width = 3840
$height = 2160 $height = 2160
[Preset] [Preset]
name = 7680x4320 category = Resolution
name = 3200x1800
$width = 3200
$height = 1800
[Preset]
name = 3840x2160 (4K)
category = Resolution
$width = 3840
$height = 2160
[Preset]
name = 5120x2880 (5K)
category = Resolution
$width = 5120
$height = 2880
[Preset]
name = 7680x4320 (8K)
category = Resolution category = Resolution
$width = 7680 $width = 7680
$height = 4320 $height = 4320
[Preset]
name = 10240x5760 (10K)
category = Resolution
$width = 10240
$height = 5760
# Shadow Quality # Shadow Quality
[Preset] [Preset]
name = Low name = Low (50%)
category = Shadow Quality category = Shadow Quality
$shadowQuality = 0.5 $shadowQuality = 0.5
[Preset] [Preset]
name = Medium name = Medium (100%, Default)
category = Shadow Quality category = Shadow Quality
default = 1 default = 1
[Preset] [Preset]
name = High name = High (200%)
category = Shadow Quality category = Shadow Quality
$shadowQuality = 2 $shadowQuality = 2
[Preset] [Preset]
name = Ultra name = Ultra (300%)
category = Shadow Quality category = Shadow Quality
$shadowQuality = 3 $shadowQuality = 3
[Preset] [Preset]
name = Extreme name = Extreme (400%, Unstable)
category = Shadow Quality category = Shadow Quality
$shadowQuality = 4 $shadowQuality = 4
@ -92,26 +134,26 @@ name = 16x
category = Anisotropic Filtering Quality category = Anisotropic Filtering Quality
$anisotropy = 16 $anisotropy = 16
# Anisotropic Filtering
[TextureRedefine] # Resolution Changes
tileModesExcluded = 0x001 # ignore cpu processed textures
formatsExcluded = 0x001,0x01a,0x01f,0x122,0x219,0x21a,0x21f,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
overwriteAnisotropy = $anisotropy
# Texture Redefines
[TextureRedefine] [TextureRedefine]
width = 1920 width = 1920
height = 1088 height = 1088
formatsExcluded = 0x219,0x1a formatsExcluded = 0x219,0x01a
overwriteWidth = ($width/$gameWidth) * 1920 overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1088 overwriteHeight = ($height/$gameHeight) * 1088
[TextureRedefine]
width = 1920
height = 1088
formats = 0x219,0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1089
[TextureRedefine] [TextureRedefine]
width = 1920 width = 1920
height = 1080 height = 1080
formatsExcluded = 0x219,0x1a
overwriteWidth = ($width/$gameWidth) * 1920 overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080 overwriteHeight = ($height/$gameHeight) * 1080
@ -122,6 +164,14 @@ formatsExcluded = 0x21a
overwriteWidth = ($width/$gameWidth) * 960 overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 544 overwriteHeight = ($height/$gameHeight) * 544
[TextureRedefine]
width = 960
height = 544
formats = 0x21a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight ($height/$gameHeight) * 540
# The second filter seems redundant, but it's necessary for the border fix to function properly and still upscale it.
[TextureRedefine] [TextureRedefine]
width = 960 width = 960
height = 540 height = 540
@ -129,6 +179,14 @@ formatsExcluded = 0x21a
overwriteWidth = ($width/$gameWidth) * 960 overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 540 overwriteHeight = ($height/$gameHeight) * 540
[TextureRedefine]
width = 960
height = 540
formats = 0x21a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight ($height/$gameHeight) * 540
[TextureRedefine] [TextureRedefine]
width = 960 width = 960
height = 368 height = 368
@ -316,62 +374,6 @@ overwriteHeight = ($height / $gameHeight) * 16
# Reduce Color Banding # Reduce Color Banding
[TextureRedefine] # 1920x1088, f0219
width = 1920
height = 1088
formats = 0x219
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1088
[TextureRedefine] # 1920x1088, f001a
width = 1920
height = 1088
formats = 0x1a
overwriteFormat = 0x1f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1088
[TextureRedefine] # 1920x1080, f0219
width = 1920
height = 1080
formats = 0x219
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1080
[TextureRedefine] # 1920x1080, f001a
width = 1920
height = 1080
formats = 0x1a
overwriteFormat = 0x1f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1080
[TextureRedefine] # 960x544, f021a
width = 960
height = 544
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 544
[TextureRedefine] # 960x540, f021a
width = 960
height = 540
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 540
[TextureRedefine] # 480x272, f021a
width = 480
height = 272
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 272
[TextureRedefine] # 480x272, f0816 [TextureRedefine] # 480x272, f0816
width = 480 width = 480
height = 272 height = 272
@ -380,14 +382,6 @@ overwriteFormat = 0x823
overwriteWidth = ($width/$gameWidth) * 480 overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 272 overwriteHeight = ($height/$gameHeight) * 272
[TextureRedefine] # 480x270, f021a
width = 480
height = 270
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 270
[TextureRedefine] # 480x270, f0816 [TextureRedefine] # 480x270, f0816
width = 480 width = 480
height = 270 height = 270
@ -465,13 +459,20 @@ overwriteHeight = ($height / $gameHeight) * 16
[TextureRedefine] # Shadows [TextureRedefine] # Shadows
width = 1024 width = 1024
height = 1024 height = 1024
formats = 0x5 formats = 0x005
overwriteWidth = $shadowQuality * 1024 overwriteWidth = $shadowQuality * 1024
overwriteHeight = $shadowQuality * 1024 overwriteHeight = $shadowQuality * 1024
[TextureRedefine] # Performance Shadows, Blur Pass [TextureRedefine] # Performance Shadows, Blur Pass
width = 512 width = 512
height = 512 height = 512
formats = 0xb,0xf formats = 0x00b,0x00f
overwriteWidth = $shadowQuality * 512 overwriteWidth = $shadowQuality * 512
overwriteHeight = $shadowQuality * 512 overwriteHeight = $shadowQuality * 512
# Anisotropic Filtering
[TextureRedefine]
tileModesExcluded = 0x001 # ignore cpu processed textures
formatsExcluded = 0x001,0x01a,0x01f,0x122,0x219,0x21a,0x21f,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
overwriteAnisotropy = $anisotropy