[TPHD] 10k 21:9, remove some 0007 conversion

64x64 broke plant drool
This commit is contained in:
getdls 2019-08-31 02:43:59 +02:00
parent 107f58da1a
commit e4c4efc8dc
4 changed files with 102 additions and 23 deletions

View File

@ -218,29 +218,29 @@ height = 512
formats = 0x007
overwriteFormat = 0x00f
[TextureRedefine] #uk
width = 256
height = 256
formats = 0x007
overwriteFormat = 0x00f
[TextureRedefine] #uk
width = 128
height = 128
formats = 0x007
overwriteFormat = 0x00f
[TextureRedefine] #fog?
width = 64
height = 64
formats = 0x007
overwriteFormat = 0x00f
[TextureRedefine] #fog?
width = 32
height = 32
formats = 0x007
overwriteFormat = 0x00f
#[TextureRedefine] #breaks drooling plant
#width = 256
#height = 256
#formats = 0x007
#overwriteFormat = 0x00f
#
#[TextureRedefine] #dust
#width = 128
#height = 128
#formats = 0x007
#overwriteFormat = 0x00f
#
#[TextureRedefine] #dust
#width = 64
#height = 64
#formats = 0x007
#overwriteFormat = 0x00f
#
#[TextureRedefine] #dust?
#width = 32
#height = 32
#formats = 0x007
#overwriteFormat = 0x00f
[TextureRedefine] #Gradient
width = 8

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.1 MiB

View File

@ -0,0 +1,48 @@
------
### TLoZ Twilight Princess HD
------
### Graphic options
3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Run full screen scaling in stretched and bilinear when activating this option.
0.5 Sub scaling - Runs transparances and blur at half resolution, slight performance improvement (in higher resolutions).
UI 25% transp - Dims static GUI elements, making them slightly transparent. Reduces chance of burn in when using Oled or plasma display.
### Nice to know when creating a custom resolution
There are some issues with AO and light sources, to mitigate this some “sub” viewports need to scale evenly. XCX uses a similar approach to get smooth shadow transitions.
Example:
```
[Preset]
name = 3440x1440 (21:9)
$width = 3440
$height = 1440
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 1.5
$scaleShader = (2560.0/3440.0)
$aspectRatio = (43.0/18.0)
```
Base resolution is 2560x1440 -> Uw patch res 3440
AO needs to be 2160 = 1440 * $lightSource = 1.5
We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
2560 = 3440 *$scaleShader (2560.0/3440.0)
```
[TextureRedefine]
width = 1024
height = 544
formats = 0x001
overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
```
![21:9](TP21_9.jpg)

View File

@ -427,6 +427,22 @@ $UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 10240x4320 (21:9 0.5 subscale)
$width = 10240
$height = 4320
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 0.5
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling)
$width = 5760
@ -639,6 +655,21 @@ $UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 10240x4320 (21:9) - UI 25% transp
$width = 10240
$height = 4320
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 0.5
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = -- 16:10 -- resolutions - UI 25% transp
$width = 1440