Add VirtualConsole Directory to src

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intra0 2024-12-13 19:15:41 -06:00 committed by GitHub
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commit b36554f18c
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10 changed files with 868 additions and 0 deletions

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#version 450
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 79ba8affb269f61c
// Checked against output from mGBA (191/255 = Wii U is 74.90196078431373% darker)
// verified on Fire Emblem and Minish Cap
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem128;
layout(location = 1) in vec4 passParameterSem129;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem128;
R1f = passParameterSem129;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = mul_nonIEEE(backupReg0f, R1f.x);
R0f.y = mul_nonIEEE(backupReg1f, R1f.y);
R0f.z = mul_nonIEEE(backupReg2f, R1f.z);
R0f.w = mul_nonIEEE(backupReg3f, R1f.w);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*float(1.335078534031414);
}

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[Definition]
titleIds = 5000010173E00,5000010174000,5000010174100,5000010176100,5000010176000,5000010176200,5000010176D00,5000010176C00,5000010176E00,500001017A000,500001017A100,500001017BA00,500001017A200,500001017BB00,500001017BC00,5000010180100,500001017A400,500001017A300,5000010156700,5000010156600,5000010156800,5000010156A00,5000010156900,5000010156B00,5000010156E00,5000010156C00,5000010156F00,5000010157100,5000010157000,5000010157200,5000010157400,5000010157300,5000010157500,500001015D800,500001015D700,500001015D900,500001015DB00,500001015DA00,500001015DC00,500001015DE00,500001015DD00,500001015DF00,500001015E000,500001015E400,500001015E300,500001015E500,500001015E100,500001015E200,500001016CF00,5000010169700,500001016D000,500001016D100,5000010169800,500001016D200,5000010169A00,5000010169900,5000010169B00,5000010169D00,5000010169C00,5000010169E00,500001016A000,5000010169F00,500001016A100,500001016F200,500001016F100,5000010170900,500001016F400,500001016F300,5000010172C00,500001016F600,500001016F500,5000010172D00,500001016F800,500001016F700,5000010172E00,500001016FA00,500001016F900,5000010172F00,5000010173600,5000010173500,5000010173700,5000010173900,5000010173800,5000010173F00,5000010173B00,5000010173A00,5000010173C00
name = Undarken
path = "Virtual Console/GBA/Enhancements/Undarken"
description = Undarkens the emulator output.|Made by Zalnor.
#Credits: Zanlor
version = 6

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[Definition]
titleIds = 5000010173E00,5000010174000,5000010174100,5000010176100,5000010176000,5000010176200,5000010176D00,5000010176C00,5000010176E00,500001017A000,500001017A100,500001017BA00,500001017A200,500001017BB00,500001017BC00,5000010180100,500001017A400,500001017A300,5000010156700,5000010156600,5000010156800,5000010156A00,5000010156900,5000010156B00,5000010156E00,5000010156C00,5000010156F00,5000010157100,5000010157000,5000010157200,5000010157400,5000010157300,5000010157500,500001015D800,500001015D700,500001015D900,500001015DB00,500001015DA00,500001015DC00,500001015DE00,500001015DD00,500001015DF00,500001015E000,500001015E400,500001015E300,500001015E500,500001015E100,500001015E200,500001016CF00,5000010169700,500001016D000,500001016D100,5000010169800,500001016D200,5000010169A00,5000010169900,5000010169B00,5000010169D00,5000010169C00,5000010169E00,500001016A000,5000010169F00,500001016A100,500001016F200,500001016F100,5000010170900,500001016F400,500001016F300,5000010172C00,500001016F600,500001016F500,5000010172D00,500001016F800,500001016F700,5000010172E00,500001016FA00,500001016F900,5000010172F00,5000010173600,5000010173500,5000010173700,5000010173900,5000010173800,5000010173F00,5000010173B00,5000010173A00,5000010173C00
name = Graphics Settings
path = "Virtual Console/GBA/Graphics"
description = Changes the resolution of the game.|Made by Zalnor.
#Credits: Zanlor
version = 6
[Default]
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1920x1080 (Default)
GBA Resolutions----------------------------
[Preset]
name = ~~~Original GBA Resolutions~~~
$width = 284
$height = 160
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 240x160 (Original GBA)
$width = 284
$height = 160
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 480x320 2x
$width = 569
$height = 320
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 720x480 3x (480p)
$width = 853
$height = 480
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 960x640 4x
$width = 1138
$height = 640
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1200x800 5x (720p)
$width = 1422
$height = 800
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1440x960 6x
$width = 1707
$height = 960
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1680x1120 7x (1080p)
$width = 1991
$height = 1120
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1920x1280 8x
$width = 2276
$height = 1280
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 2160x1440 9x (1440p)
$width = 2560
$height = 1440
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
#TV Viewports-------------------------------------
[TextureRedefine]
width = 1920
height = 1080
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080
[TextureRedefine]
width = 1920
height = 1088
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1088
#Gamepad Viewports---------------------------------
[TextureRedefine]
width = 864
height = 480
formats = 0x01a
overwriteWidth = ($width/$GPgameWidth) * 864
overwriteHeight = ($height/$GPgameHeight) * 480
[TextureRedefine]
width = 854
height = 480
formats = 0x01a
overwriteWidth = ($width/$GPgameWidth) * 854
overwriteHeight = ($height/$GPgameHeight) * 480
#VC Menu-------------------------------------------
#please add it here if you figure out how to scale the menu seperate, so it can look good at low res

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#version 450
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 1494f789ce9ac901
#ifdef VULKAN
layout(set = 1, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
// uf_fragCoordScale was moved to the ufBlock
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x));
R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y));
R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z));
R0f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedPS[0].w));
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*float(0);
}

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[Definition]
titleIds = 50000101FEA00,50000101FE900,5000010199200,5000010199100,5000010199300,5000010199500,5000010199400,5000010199700,5000010199600,5000010199800,5000010199B00,5000010199A00,5000010199C00,50000101A0E00,50000101A0D00,50000101A1000,50000101A5900,50000101A5800,50000101A5B00,50000101A5A00,50000101AC400,50000101AC600,50000101AC500,50000101B4600,50000101B4500,50000101B4800,50000101B4700,50000101BAF00,50000101BAE00,50000101BB000,50000101BB200,50000101BB100,50000101C5D00,50000101C5C00,50000101C5E00,50000101DA800,50000101DA700,50000101DA900,50000101E6500,50000101E6400,50000101E6700,50000101E6600,50000101EBB00,50000101FE800,50000101FE700
name = Undarken
path = "Virtual Console/N64/Enhancements/Undarken"
description = Undarkens the emulator output.|Made by Zalnor.
#Credits: Zanlor
version = 6

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[Definition]
titleIds = 50000101FEA00,50000101FE900,5000010199200,5000010199100,5000010199300,5000010199500,5000010199400,5000010199700,5000010199600,5000010199800,5000010199B00,5000010199A00,5000010199C00,50000101A0E00,50000101A0D00,50000101A1000,50000101A5900,50000101A5800,50000101A5B00,50000101A5A00,50000101AC400,50000101AC600,50000101AC500,50000101B4600,50000101B4500,50000101B4800,50000101B4700,50000101BAF00,50000101BAE00,50000101BB000,50000101BB200,50000101BB100,50000101C5D00,50000101C5C00,50000101C5E00,50000101DA800,50000101DA700,50000101DA900,50000101E6500,50000101E6400,50000101E6700,50000101E6600,50000101EBB00,50000101FE800,50000101FE700
name = Graphics Settings
path = "Virtual Console/N64/Graphics"
description = Changes the resolution of the game.|Made by Zalnor.
#Credits: Zanlor
version = 6
[Default]
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 1920x1080 (Default)
default = 1
N64 Resolutions----------------------------------
[Preset]
category = Resolution:
name = ~~~Original N64 Resolutions~~~ (4:3)
$width = 853
$height = 480
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 640x480 (Original N64) (480i)
$width = 853
$height = 480
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 960x720 (720i)
$width = 1280
$height = 720
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 1280x960 2x
$width = 1707
$height = 960
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 1536x1152 (1080i)
$width = 2048
$height = 1152
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 1920x1440 3x (1440i)
$width = 2560
$height = 1440
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 2048x1536
$width = 2731
$height = 1536
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 2560x1920 (1800i)
$width = 3413
$height = 1920
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 3200x2400 5x
$width = 4267
$height = 2400
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 3840x2880 6x (4k)
$width = 5120
$height = 2880
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
[Preset]
category = Resolution:
name = 5760x4320 9x (8k)
$width = 7680
$height = 4320
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
$VCPgameWidth = 640
#Game Viewports-------------------------------------------
[TextureRedefine]
width = 1280
height = 720
formats = 0x01a,0x011
overwriteWidth = ($width/1280) * 1280
overwriteHeight = ($height/720) * 720
[TextureRedefine]
width = 640
height = 480
formats = 0x01a,0x011
overwriteWidth = ($width/640) * 640
overwriteHeight = ($height/480) * 480
[TextureRedefine]
width = 960
height = 720
formats = 0x01a
overwriteWidth = ($width/960) * 960
overwriteHeight = ($height/720) * 720
#TV Viewports---------------------------------------------
[TextureRedefine]
width = 1920
height = 1080
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080
[TextureRedefine]
width = 1920
height = 1088
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1088
#Gamepad Viewports-----------------------------------------
[TextureRedefine]
width = 864
height = 480
formats = 0x01a
overwriteWidth = ($width/$GPgameWidth) * 864
overwriteHeight = ($height/$GPgameHeight) * 480
[TextureRedefine]
width = 854
height = 480
formats = 0x01a
overwriteWidth = ($width/$GPgameWidth) * 854
overwriteHeight = ($height/$GPgameHeight) * 480
#VC Menu-------------------------------------------------
#please add it here if you figure out how to scale the menu seperate, so it can look good at low res

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#version 450
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader d2a97b2fb99411a5
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*float(1.420118343195266);
}

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@ -0,0 +1,7 @@
[Definition]
titleIds = 500001012A100,500001012DF00,500001012DE00,500001012E000,500001012E100,500001012E300,500001012E200,500001012E400,500001012E700,500001012E600,500001012E800,500001012F400,500001012F300,500001012F500,500001012F700,500001012F600,500001012F800,5000010106D00,5000010106C00,5000010106E00,5000010107000,5000010106F00,5000010107100,5000010107500,5000010107200,5000010107600,5000010107800,5000010107700,5000010107900,5000010107C00,5000010107B00,5000010107D00,5000010107F00,5000010107E00,5000010108000,5000010108200,5000010108100,5000010108300,5000010108500,5000010108400,5000010108600,5000010108800,5000010108700,5000010108900,5000010108B00,5000010108A00,5000010108C00,5000010113F00,5000010113E00,5000010114000,5000010114200,5000010114100,5000010114300,5000010114500,5000010114400,5000010114600,5000010114800,5000010114700,5000010114900,5000010114A00,5000010119200,5000010119100,5000010119300,500001011A900,5000010119400,500001011AA00,500001011AE00,5000010119500,5000010119700,5000010119800,500001011AC00,500001011AB00,500001011AD00,5000010129800,5000010129700,5000010129900,5000010129A00,5000010129C00,5000010129B00,5000010129D00,5000010129F00,5000010129E00,500001012A000
name = Undarken
path = "Virtual Console/NES/Enhancements/Undarken"
description = Undarkens the emulator output.|Made by Zalnor.
#Credits: Zalnor
version = 6

View File

@ -0,0 +1,148 @@
[Definition]
titleIds = 500001012A100,500001012DF00,500001012DE00,500001012E000,500001012E100,500001012E300,500001012E200,500001012E400,500001012E700,500001012E600,500001012E800,500001012F400,500001012F300,500001012F500,500001012F700,500001012F600,500001012F800,5000010106D00,5000010106C00,5000010106E00,5000010107000,5000010106F00,5000010107100,5000010107500,5000010107200,5000010107600,5000010107800,5000010107700,5000010107900,5000010107C00,5000010107B00,5000010107D00,5000010107F00,5000010107E00,5000010108000,5000010108200,5000010108100,5000010108300,5000010108500,5000010108400,5000010108600,5000010108800,5000010108700,5000010108900,5000010108B00,5000010108A00,5000010108C00,5000010113F00,5000010113E00,5000010114000,5000010114200,5000010114100,5000010114300,5000010114500,5000010114400,5000010114600,5000010114800,5000010114700,5000010114900,5000010114A00,5000010119200,5000010119100,5000010119300,500001011A900,5000010119400,500001011AA00,500001011AE00,5000010119500,5000010119700,5000010119800,500001011AC00,500001011AB00,500001011AD00,5000010129800,5000010129700,5000010129900,5000010129A00,5000010129C00,5000010129B00,5000010129D00,5000010129F00,5000010129E00,500001012A000
name = Graphics Settings
path = "Virtual Console/NES/Graphics"
description = Changes the resolution of the game.|Made by Zalnor.
#Credits: Zalnor
version = 6
[Default]
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1920x1080 (Default)
default = 1
SNES Resolutions-----------------------------
[Preset]
name = ~~~Original NES Resolutions~~~
$width = 427
$height = 240
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 256x240 (Original NES)
$width = 427
$height = 240
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 512x480 2x (480p)
$width = 853
$height = 480
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 768x720 3x (720p)
$width = 1280
$height = 720
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1024x960 4x
$width = 1707
$height = 960
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1280x1200 5x (1080p)
$width = 2133
$height = 1200
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1536x1440 6x (1440p)
$width = 2560
$height = 1440
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1792x1680 7x
$width = 2987
$height = 1680
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 2048x1920 8x (1800p)
$width = 3413
$height = 1920
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 2304x2106 9x
$width = 3840
$height = 2106
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
#TV Viewports-----------------------------------------
[TextureRedefine]
width = 1920
height = 1080
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080
[TextureRedefine]
width = 1920
height = 1088
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1088
#Gamepad Viewports-------------------------------------
[TextureRedefine]
width = 864
height = 480
formats = 0x01a
overwriteWidth = ($width/$GPgameWidth) * 864
overwriteHeight = ($height/$GPgameHeight) * 480
[TextureRedefine]
width = 854
height = 480
formats = 0x01a
overwriteWidth = ($width/$GPgameWidth) * 854
overwriteHeight = ($height/$GPgameHeight) * 480
#VC Menu
#please add it here if you figure out how to scale the menu seperate, so it can look good at low res

View File

@ -0,0 +1,148 @@
[Definition]
titleIds = 500001012A800,500001012E900,500001012EC00,500001012EE00,500001012ED00,500001012EF00,5000010130200,5000010130400,5000010130300,5000010130500,5000010130700,5000010130600,5000010130800,5000010130A00,5000010130900,5000010130B00,5000010108F00,5000010108E00,5000010109000,5000010109200,5000010109100,5000010109300,5000010109500,5000010109400,5000010109600,5000010109800,5000010109700,5000010109900,5000010109D00,5000010109C00,5000010109E00,5000010109F00,500001010A100,500001010A000,500001010A200,500001010A400,500001010A600,500001010A500,500001010A700,500001010A900,500001010A800,500001010AA00,5000010114C00,5000010114B00,5000010114D00,5000010115000,5000010114F00,5000010115100,5000010115300,5000010115200,5000010115400,5000010115A00,5000010115B00,5000010119A00,5000010119900,5000010119B00,5000010119D00,5000010119C00,5000010119E00,500001011A000,5000010119F00,500001011A100,500001011A200,500001011A400,500001011A300,500001011A500,500001012A200,500001012A300,500001012A600,500001012A500,500001012AD00,500001012A700,500001014B300,0500001014B300,5000010151600,5000010153D00,5000010153E00,5000010153F00,5000010154000,5000010159100,5000010159000,5000010159200,5000010159300,5000010130D00,5000010130C00,5000010130E00,5000010133400,5000010133300,5000010133500,5000010134700,5000010134600,5000010136000,5000010134B00,5000010134A00,5000010134C00,5000010134D00,5000010135C00,5000010137300,5000010137400,5000010137500,5000010137600,5000010137700,5000010137A00,5000010138000,5000010137B00,5000010140C00,5000010140E00,5000010140D00,5000010140F00,5000010141200,5000010141100,5000010141300,5000010141400,5000010141500,5000010141700,5000010141600,5000010141800,5000010141A00,5000010141900,5000010141B00,5000010141D00,5000010141C00,5000010141E00,5000010141F00,5000010143700,5000010143C00,500001014B000
name = Graphics Settings
path = "Virtual Console/SNES/Graphics/Resolution"
description = Changes the resolution of the game.|Made by Zalnor.
#Credits: Zalnor
version = 6
[Default]
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1920x1080 (Default)
default = 1
SNES Resolutions-----------------------------
[Preset]
name = ~~~Original SNES Resolutions~~~
$width = 796
$height = 448
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 512x448 (Original SNES) (480p)
$width = 796
$height = 448
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1024x896 2x (720p)
$width = 1593
$height = 896
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 1536x1344 3x (1080p)
$width = 2389
$height = 1344
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 2048x1792 4x (1800p)
$width = 3186
$height = 1792
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 2560x2240 5x (4K)
$width = 3982
$height = 2240
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 3072x2688 6x
$width = 4779
$height = 2688
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 3584x3136 7x (5k)
$width = 5575
$height = 3136
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 4096x3584 8x (6k)
$width = 6371
$height = 3584
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
[Preset]
name = 4608x4032 9x (7k)
$width = 7168
$height = 4032
$gameWidth = 1920
$gameHeight = 1088
$GPgameWidth = 864
$GPgameHeight = 480
#TV Viewports-----------------------------------------
[TextureRedefine]
width = 1920
height = 1080
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080
[TextureRedefine]
width = 1920
height = 1088
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1088
#Gamepad Viewports-------------------------------------
[TextureRedefine]
width = 864
height = 480
formats = 0x01a
overwriteWidth = ($width/$GPgameWidth) * 864
overwriteHeight = ($height/$GPgameHeight) * 480
[TextureRedefine]
width = 854
height = 480
formats = 0x01a
overwriteWidth = ($width/$GPgameWidth) * 854
overwriteHeight = ($height/$GPgameHeight) * 480
#VC Menu
#please add it here if you figure out how to scale the menu seperate, so it can look good at low res