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[TPHD] 10k 21:9, remove some 0007 conversion
64x64 broke plant drool
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107f58da1a
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@ -218,29 +218,29 @@ height = 512
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formats = 0x007
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formats = 0x007
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overwriteFormat = 0x00f
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overwriteFormat = 0x00f
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[TextureRedefine] #uk
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#[TextureRedefine] #breaks drooling plant
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width = 256
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#width = 256
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height = 256
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#height = 256
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formats = 0x007
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#formats = 0x007
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overwriteFormat = 0x00f
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#overwriteFormat = 0x00f
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#
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[TextureRedefine] #uk
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#[TextureRedefine] #dust
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width = 128
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#width = 128
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height = 128
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#height = 128
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formats = 0x007
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#formats = 0x007
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overwriteFormat = 0x00f
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#overwriteFormat = 0x00f
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#
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[TextureRedefine] #fog?
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#[TextureRedefine] #dust
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width = 64
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#width = 64
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height = 64
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#height = 64
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formats = 0x007
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#formats = 0x007
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overwriteFormat = 0x00f
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#overwriteFormat = 0x00f
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#
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[TextureRedefine] #fog?
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#[TextureRedefine] #dust?
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width = 32
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#width = 32
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height = 32
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#height = 32
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formats = 0x007
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#formats = 0x007
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overwriteFormat = 0x00f
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#overwriteFormat = 0x00f
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[TextureRedefine] #Gradient
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[TextureRedefine] #Gradient
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width = 8
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width = 8
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BIN
Resolutions/TwilightPrincessHD_Resolution/TP21_9.jpg
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BIN
Resolutions/TwilightPrincessHD_Resolution/TP21_9.jpg
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After Width: | Height: | Size: 6.1 MiB |
48
Resolutions/TwilightPrincessHD_Resolution/TPHD_Readme.md
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48
Resolutions/TwilightPrincessHD_Resolution/TPHD_Readme.md
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@ -0,0 +1,48 @@
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------
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### TLoZ Twilight Princess HD
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------
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### Graphic options
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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.
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0.5 Sub scaling - Runs transparances and blur at half resolution, slight performance improvement (in higher resolutions).
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UI 25% transp - Dims static GUI elements, making them slightly transparent. Reduces chance of burn in when using Oled or plasma display.
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### Nice to know when creating a custom resolution
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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.
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Example:
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```
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[Preset]
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name = 3440x1440 (21:9)
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$width = 3440
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$height = 1440
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$gameWidth= 1920
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$gameHeight= 1080
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$lightSource = 1.5
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$scaleShader = (2560.0/3440.0)
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$aspectRatio = (43.0/18.0)
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```
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Base resolution is 2560x1440 -> Uw patch res 3440
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AO needs to be 2160 = 1440 * $lightSource = 1.5
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We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
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2560 = 3440 *$scaleShader (2560.0/3440.0)
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```
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[TextureRedefine]
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width = 1024
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height = 544
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formats = 0x001
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overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
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overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
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```
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![21:9](TP21_9.jpg)
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@ -427,6 +427,22 @@ $UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 )
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$UIAspectY = 1.0
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$UIAspectY = 1.0
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$UItransp = 1.0
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$UItransp = 1.0
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[Preset]
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name = 10240x4320 (21:9 0.5 subscale)
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$width = 10240
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$height = 4320
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$internalRes = 0.5
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$aspectRatio = (64.0 / 27.0)
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$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 )
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$UIAspectY = 1.0
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$UItransp = 1.0
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[Preset]
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[Preset]
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name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling)
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name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling)
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$width = 5760
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$width = 5760
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@ -639,6 +655,21 @@ $UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 )
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$UIAspectY = 1.0
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$UIAspectY = 1.0
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$UItransp = 0.75
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$UItransp = 0.75
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[Preset]
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name = 10240x4320 (21:9) - UI 25% transp
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$width = 10240
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$height = 4320
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$internalRes = 0.5
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$aspectRatio = (64.0 / 27.0)
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$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 )
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$UIAspectY = 1.0
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$UItransp = 0.75
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[Preset]
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[Preset]
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name = -- 16:10 -- resolutions - UI 25% transp
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name = -- 16:10 -- resolutions - UI 25% transp
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$width = 1440
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$width = 1440
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