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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 11:34:15 +01:00
[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
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@ -1,8 +1,8 @@
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[Definition]
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[Definition]
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titleIds = 0005000010110E00,0005000010145000,0005000010144F00
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titleIds = 0005000010110E00,0005000010145000,0005000010144F00
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name = Graphic Options
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name = Graphics Settings
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path = "Super Smash Bros. for Wii U/Graphics"
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path = "Super Smash Bros. for Wii U/Graphics"
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description = Allows you to change the game's resolution, shadow quality and anisotropic filtering quality.|Made by M&&M.
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description = Allows you to change the game's resolution, shadow quality and anisotropic filtering quality.||Made by M&&M.
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version = 6
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version = 6
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[Default]
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[Default]
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@ -15,6 +15,12 @@ $anisotropy = 1
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# Resolution
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# Resolution
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[Preset]
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name = 640x360
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category = Resolution
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$width = 640
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$height = 360
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[Preset]
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[Preset]
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name = 960x540
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name = 960x540
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category = Resolution
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category = Resolution
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@ -22,46 +28,82 @@ $width = 960
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$height = 540
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$height = 540
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[Preset]
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[Preset]
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name = 1920x1080
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name = 1280x720 (HD)
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category = Resolution
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$width = 1280
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$height = 720
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[Preset]
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name = 1600x900 (HD+)
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category = Resolution
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$width = 1600
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$height = 900
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[Preset]
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name = 1920x1080 (Full HD)
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category = Resolution
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category = Resolution
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default = 1
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default = 1
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[Preset]
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[Preset]
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name = 3840x2160
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name = 2160x1440 (2K)
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category = Resolution
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category = Resolution
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$width = 3840
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$width = 3840
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$height = 2160
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$height = 2160
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[Preset]
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[Preset]
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name = 7680x4320
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category = Resolution
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name = 3200x1800
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$width = 3200
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$height = 1800
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[Preset]
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name = 3840x2160 (4K)
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category = Resolution
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$width = 3840
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$height = 2160
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[Preset]
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name = 5120x2880 (5K)
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category = Resolution
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$width = 5120
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$height = 2880
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[Preset]
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name = 7680x4320 (8K)
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category = Resolution
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category = Resolution
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$width = 7680
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$width = 7680
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$height = 4320
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$height = 4320
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[Preset]
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name = 10240x5760 (10K)
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category = Resolution
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$width = 10240
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$height = 5760
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# Shadow Quality
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# Shadow Quality
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[Preset]
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[Preset]
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name = Low
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name = Low (50%)
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category = Shadow Quality
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category = Shadow Quality
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$shadowQuality = 0.5
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$shadowQuality = 0.5
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[Preset]
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[Preset]
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name = Medium
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name = Medium (100%, Default)
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category = Shadow Quality
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category = Shadow Quality
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default = 1
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default = 1
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[Preset]
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[Preset]
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name = High
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name = High (200%)
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category = Shadow Quality
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category = Shadow Quality
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$shadowQuality = 2
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$shadowQuality = 2
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[Preset]
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[Preset]
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name = Ultra
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name = Ultra (300%)
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category = Shadow Quality
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category = Shadow Quality
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$shadowQuality = 3
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$shadowQuality = 3
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[Preset]
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[Preset]
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name = Extreme
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name = Extreme (400%, Unstable)
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category = Shadow Quality
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category = Shadow Quality
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$shadowQuality = 4
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$shadowQuality = 4
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@ -92,26 +134,26 @@ name = 16x
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category = Anisotropic Filtering Quality
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category = Anisotropic Filtering Quality
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$anisotropy = 16
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$anisotropy = 16
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# Anisotropic Filtering
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[TextureRedefine]
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# Resolution Changes
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tileModesExcluded = 0x001 # ignore cpu processed textures
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formatsExcluded = 0x001,0x01a,0x01f,0x122,0x219,0x21a,0x21f,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
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overwriteAnisotropy = $anisotropy
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# Texture Redefines
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[TextureRedefine]
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[TextureRedefine]
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width = 1920
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width = 1920
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height = 1088
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height = 1088
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formatsExcluded = 0x219,0x1a
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formatsExcluded = 0x219,0x01a
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overwriteWidth = ($width/$gameWidth) * 1920
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overwriteWidth = ($width/$gameWidth) * 1920
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overwriteHeight = ($height/$gameHeight) * 1088
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overwriteHeight = ($height/$gameHeight) * 1088
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[TextureRedefine]
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width = 1920
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height = 1088
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formats = 0x219,0x01a
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overwriteWidth = ($width/$gameWidth) * 1920
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overwriteHeight = ($height/$gameHeight) * 1089
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[TextureRedefine]
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[TextureRedefine]
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width = 1920
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width = 1920
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height = 1080
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height = 1080
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formatsExcluded = 0x219,0x1a
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overwriteWidth = ($width/$gameWidth) * 1920
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overwriteWidth = ($width/$gameWidth) * 1920
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overwriteHeight = ($height/$gameHeight) * 1080
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overwriteHeight = ($height/$gameHeight) * 1080
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@ -122,6 +164,14 @@ formatsExcluded = 0x21a
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight = ($height/$gameHeight) * 544
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overwriteHeight = ($height/$gameHeight) * 544
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[TextureRedefine]
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width = 960
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height = 544
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formats = 0x21a
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight ($height/$gameHeight) * 540
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# The second filter seems redundant, but it's necessary for the border fix to function properly and still upscale it.
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[TextureRedefine]
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[TextureRedefine]
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width = 960
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width = 960
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height = 540
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height = 540
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@ -129,6 +179,14 @@ formatsExcluded = 0x21a
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight = ($height/$gameHeight) * 540
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overwriteHeight = ($height/$gameHeight) * 540
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[TextureRedefine]
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width = 960
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height = 540
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formats = 0x21a
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight ($height/$gameHeight) * 540
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[TextureRedefine]
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[TextureRedefine]
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width = 960
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width = 960
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height = 368
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height = 368
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@ -316,62 +374,6 @@ overwriteHeight = ($height / $gameHeight) * 16
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# Reduce Color Banding
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# Reduce Color Banding
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[TextureRedefine] # 1920x1088, f0219
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width = 1920
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height = 1088
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formats = 0x219
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1088
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[TextureRedefine] # 1920x1088, f001a
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width = 1920
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height = 1088
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formats = 0x1a
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overwriteFormat = 0x1f
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1088
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[TextureRedefine] # 1920x1080, f0219
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width = 1920
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height = 1080
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formats = 0x219
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1080
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[TextureRedefine] # 1920x1080, f001a
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width = 1920
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height = 1080
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formats = 0x1a
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overwriteFormat = 0x1f
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overwriteWidth = ($width / $gameWidth) * 1920
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overwriteHeight = ($height / $gameHeight) * 1080
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[TextureRedefine] # 960x544, f021a
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width = 960
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height = 544
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formats = 0x21a
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 960
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overwriteHeight = ($height / $gameHeight) * 544
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[TextureRedefine] # 960x540, f021a
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width = 960
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height = 540
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formats = 0x21a
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 960
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overwriteHeight = ($height / $gameHeight) * 540
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[TextureRedefine] # 480x272, f021a
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width = 480
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height = 272
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formats = 0x21a
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 480
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overwriteHeight = ($height / $gameHeight) * 272
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[TextureRedefine] # 480x272, f0816
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[TextureRedefine] # 480x272, f0816
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width = 480
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width = 480
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height = 272
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height = 272
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@ -380,14 +382,6 @@ overwriteFormat = 0x823
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overwriteWidth = ($width/$gameWidth) * 480
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overwriteWidth = ($width/$gameWidth) * 480
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overwriteHeight = ($height/$gameHeight) * 272
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overwriteHeight = ($height/$gameHeight) * 272
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[TextureRedefine] # 480x270, f021a
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width = 480
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height = 270
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formats = 0x21a
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overwriteFormat = 0x21f
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overwriteWidth = ($width / $gameWidth) * 480
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overwriteHeight = ($height / $gameHeight) * 270
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[TextureRedefine] # 480x270, f0816
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[TextureRedefine] # 480x270, f0816
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width = 480
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width = 480
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height = 270
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height = 270
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@ -465,13 +459,20 @@ overwriteHeight = ($height / $gameHeight) * 16
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[TextureRedefine] # Shadows
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[TextureRedefine] # Shadows
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width = 1024
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width = 1024
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height = 1024
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height = 1024
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formats = 0x5
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formats = 0x005
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overwriteWidth = $shadowQuality * 1024
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overwriteWidth = $shadowQuality * 1024
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overwriteHeight = $shadowQuality * 1024
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overwriteHeight = $shadowQuality * 1024
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[TextureRedefine] # Performance Shadows, Blur Pass
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[TextureRedefine] # Performance Shadows, Blur Pass
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width = 512
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width = 512
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height = 512
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height = 512
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formats = 0xb,0xf
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formats = 0x00b,0x00f
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overwriteWidth = $shadowQuality * 512
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overwriteWidth = $shadowQuality * 512
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overwriteHeight = $shadowQuality * 512
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overwriteHeight = $shadowQuality * 512
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# Anisotropic Filtering
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[TextureRedefine]
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tileModesExcluded = 0x001 # ignore cpu processed textures
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formatsExcluded = 0x001,0x01a,0x01f,0x122,0x219,0x21a,0x21f,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
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overwriteAnisotropy = $anisotropy
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