Add Kirby and the Rainbow Curse/Paintbrush res pack

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Crementif 2019-05-24 01:25:33 +02:00
parent 445c1ddb89
commit e0f99ada11
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3 changed files with 384 additions and 1 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2258c1c082f929aa
// Used for: Stage Background Blur, Clay Texture Blur
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
uniform ivec4 uf_uniformRegisterVS[256];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem2;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.x = attrDataSem0.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), 0, 0, 1);
// 0
R1i.w = 0x3f800000;
R127i.z = floatBitsToInt(float(R1i.x));
PS0i = R127i.z;
// 1
tempResultf = intBitsToFloat(PS0i);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV1i.x = floatBitsToInt(tempResultf);
// 2
R1i.xyz = ivec3(uf_uniformRegisterVS[ARi.x+0].x,uf_uniformRegisterVS[ARi.x+0].y,uf_uniformRegisterVS[ARi.x+0].z);
// 3
R0i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[4].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x));
R0i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[4].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
// 4
R2i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[5].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x));
R2i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[5].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
// 5
R3i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[6].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x));
R3i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[6].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
// export
passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
// export
passParameterSem2 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z));
}

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[Definition]
titleIds = 00050000101ABC00,00050000101B5100
name = Resolution
path = "Kirby and the Rainbow Curse & Paintbrush/Graphics/Resolution"
description = Changes the resolution of the game.
version = 3
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
// 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
// Common HD Resolutions
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
[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
$gameHeight = 720
[TextureRedefine] # TV Resolution
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # Gamepad resolution
width = 854
height = 480
formats = 0x011,0x816,0810,0x005,0x21a
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine] # Stage rendering resolution
width = 1024
height = 576
formats = 0x011,0x816,0x21a,0x810
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine]
width = 1056
height = 592
formats = 0x41a
overwriteWidth = ($width/$gameWidth) * 1056
overwriteHeight = ($height/$gameHeight) * 592
[TextureRedefine]
width = 1025
height = 577
formats = 0x41a
overwriteWidth = ($width/$gameWidth) * 1025
overwriteHeight = ($height/$gameHeight) * 577
[TextureRedefine] # Stage rendering resolution for gamepad
width = 864
height = 480
formats = 0x011,0x816,0x21a,0x810
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 864
height = 496
formats = 0x41a
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 496
[TextureRedefine]
width = 855
height = 481
formats = 0x41a
overwriteWidth = ($width/$gameWidth) * 855
overwriteHeight = ($height/$gameHeight) * 481
[TextureRedefine] # Depth buffer
width = 896
height = 480
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 896
overwriteHeight = ($height/$gameHeight) * 480
# Stage depth
[TextureRedefine]
width = 640
height = 608
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 608
[TextureRedefine]
width = 600
height = 600
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 600
overwriteHeight = ($height/$gameHeight) * 600
# Background Stage Blur
[TextureRedefine] # Shared with clay texture blur
width = 512
height = 288
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 288
[TextureRedefine]
width = 256
height = 144
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 144
[TextureRedefine] # Gamepad stage background blur, also shared with clay texture blur
width = 448
height = 240
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 448
overwriteHeight = ($height/$gameHeight) * 240
[TextureRedefine]
width = 427
height = 240
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 427
overwriteHeight = ($height/$gameHeight) * 240
[TextureRedefine]
width = 224
height = 128
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 224
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine]
width = 213
height = 120
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 213
overwriteHeight = ($height/$gameHeight) * 120
# Clay texture blur
[TextureRedefine]
width = 128
height = 80
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 80
[TextureRedefine]
width = 128
height = 72
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 72
[TextureRedefine]
width = 106
height = 60
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 106
overwriteHeight = ($height/$gameHeight) * 60
[TextureRedefine]
width = 64
height = 48
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 48
[TextureRedefine]
width = 64
height = 36
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 36
[TextureRedefine]
width = 53
height = 30
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 53
overwriteHeight = ($height/$gameHeight) * 30
[TextureRedefine] # Gamepad clay texture blur
width = 128
height = 64
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 80
[TextureRedefine]
width = 64
height = 32
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 48
# Fxaa (?)
[TextureRedefine]
width = 1152
height = 592
formats = 0x001
overwriteWidth = ($width/$gameWidth) * 1152
overwriteHeight = ($height/$gameHeight) * 592
[TextureRedefine]
width = 1025
height = 577
formats = 0x001
overwriteWidth = ($width/$gameWidth) * 1025
overwriteHeight = ($height/$gameHeight) * 577
[TextureRedefine] # Gamepad variant
width = 896
height = 480
formats = 0x001
overwriteWidth = ($width/$gameWidth) * 896
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 896
height = 496
formats = 0x001
overwriteWidth = ($width/$gameWidth) * 896
overwriteHeight = ($height/$gameHeight) * 496
[TextureRedefine]
width = 855
height = 481
formats = 0x001
overwriteWidth = ($width/$gameWidth) * 855
overwriteHeight = ($height/$gameHeight) * 481

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"Kirby and the Rainbow Curse": "Kirby and the Rainbow Curse":
nativeRes: 720 nativeRes: 720
compatLink: "http://compat.cemu.info/wiki/Kirby_and_the_Rainbow_Curse" compatLink: "http://compat.cemu.info/wiki/Kirby_and_the_Rainbow_Curse"
version: 2 version: 3
"Kung Fu Panda: Showdown of Legendary Legends": "Kung Fu Panda: Showdown of Legendary Legends":
nativeRes: 720 nativeRes: 720
compatLink: "http://compat.cemu.info/wiki/Kung_Fu_Panda:_Showdown_of_Legendary_Legends" compatLink: "http://compat.cemu.info/wiki/Kung_Fu_Panda:_Showdown_of_Legendary_Legends"