[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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GPG Key ID: 453870E0401C94C0

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@ -1,8 +1,8 @@
[Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = Graphic Options
name = Graphics Settings
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
[Default]
@ -15,6 +15,12 @@ $anisotropy = 1
# Resolution
[Preset]
name = 640x360
category = Resolution
$width = 640
$height = 360
[Preset]
name = 960x540
category = Resolution
@ -22,46 +28,82 @@ $width = 960
$height = 540
[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
default = 1
[Preset]
name = 3840x2160
name = 2160x1440 (2K)
category = Resolution
$width = 3840
$height = 2160
[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
$width = 7680
$height = 4320
[Preset]
name = 10240x5760 (10K)
category = Resolution
$width = 10240
$height = 5760
# Shadow Quality
[Preset]
name = Low
name = Low (50%)
category = Shadow Quality
$shadowQuality = 0.5
[Preset]
name = Medium
name = Medium (100%, Default)
category = Shadow Quality
default = 1
[Preset]
name = High
name = High (200%)
category = Shadow Quality
$shadowQuality = 2
[Preset]
name = Ultra
name = Ultra (300%)
category = Shadow Quality
$shadowQuality = 3
[Preset]
name = Extreme
name = Extreme (400%, Unstable)
category = Shadow Quality
$shadowQuality = 4
@ -92,26 +134,26 @@ name = 16x
category = Anisotropic Filtering Quality
$anisotropy = 16
# 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 = $anisotropy
# Texture Redefines
# Resolution Changes
[TextureRedefine]
width = 1920
height = 1088
formatsExcluded = 0x219,0x1a
formatsExcluded = 0x219,0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1088
[TextureRedefine]
width = 1920
height = 1088
formats = 0x219,0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1089
[TextureRedefine]
width = 1920
height = 1080
formatsExcluded = 0x219,0x1a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080
@ -122,6 +164,14 @@ formatsExcluded = 0x21a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 544
[TextureRedefine]
width = 960
height = 544
formats = 0x21a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight ($height/$gameHeight) * 540
# The second filter seems redundant, but it's necessary for the border fix to function properly and still upscale it.
[TextureRedefine]
width = 960
height = 540
@ -129,6 +179,14 @@ formatsExcluded = 0x21a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 540
[TextureRedefine]
width = 960
height = 540
formats = 0x21a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight ($height/$gameHeight) * 540
[TextureRedefine]
width = 960
height = 368
@ -316,62 +374,6 @@ overwriteHeight = ($height / $gameHeight) * 16
# Reduce Color Banding
[TextureRedefine] # 1920x1088, f0219
width = 1920
height = 1088
formats = 0x219
overwriteFormat = 0x21f
overwriteWidth = ($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 / $gameHeight) * 272
[TextureRedefine] # 480x272, f0816
width = 480
height = 272
@ -380,14 +382,6 @@ overwriteFormat = 0x823
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 272
[TextureRedefine] # 480x270, f021a
width = 480
height = 270
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 270
[TextureRedefine] # 480x270, f0816
width = 480
height = 270
@ -465,13 +459,20 @@ overwriteHeight = ($height / $gameHeight) * 16
[TextureRedefine] # Shadows
width = 1024
height = 1024
formats = 0x5
formats = 0x005
overwriteWidth = $shadowQuality * 1024
overwriteHeight = $shadowQuality * 1024
[TextureRedefine] # Performance Shadows, Blur Pass
width = 512
height = 512
formats = 0xb,0xf
formats = 0x00b,0x00f
overwriteWidth = $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