From ef3690860c2b02ee36f18443fd1162e002faa5b6 Mon Sep 17 00:00:00 2001 From: getdls <25286924+getdls@users.noreply.github.com> Date: Sun, 11 Aug 2019 20:10:34 +0200 Subject: [PATCH] [TMS] UI aspect matching 21:9, 16:10, 16:9 Scales UI and video to match current 3d aspect. --- .../61b51be479ffa5dc_0000000000000000_vs.txt | 112 +++++ .../94986f08df872394_0000000000000000_vs.txt | 134 ++++++ .../TokyoMirage_Resolution/TMS_Readme.md | 27 ++ .../aae570d2455724bc_0000000000000000_vs.txt | 142 +++++++ .../dda6656146476243_0000000000000000_vs.txt | 95 +++++ .../TokyoMirage_Resolution/patches.txt | 6 +- Resolutions/TokyoMirage_Resolution/rules.txt | 384 +++++++++++++----- 7 files changed, 794 insertions(+), 106 deletions(-) create mode 100644 Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt create mode 100644 Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt create mode 100644 Resolutions/TokyoMirage_Resolution/TMS_Readme.md create mode 100644 Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt create mode 100644 Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt diff --git a/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt new file mode 100644 index 00000000..db10e19e --- /dev/null +++ b/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt @@ -0,0 +1,112 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 61b51be479ffa5dc +//text aspect +const float UI = $UIAspectX; +const float UIY = $UIAspectY; +uniform ivec4 uf_remappedVS[4]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem131; +layout(location = 1) out vec4 passParameterSem136; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = 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.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); +attrDecoder.xyz = attrDataSem8.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R1i.w))); +R127i.y = ((0.0 > intBitsToFloat(R2i.z))?int(0xFFFFFFFF):int(0x0)); +PV0i.y = R127i.y; +R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.z)) + -(1.0)); +R127i.w = 0x3f800000; +PV0i.w = R127i.w; +// 1 +R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)))); +PV1i.x = R0i.x; +PV1i.y = R0i.x; +PV1i.z = R0i.x; +PV1i.w = R0i.x; +R4i.w = ((PV0i.y == 0)?(R1i.w):(PV0i.x)); +PS1i = R4i.w; +// 2 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R0i.y = tempi.x; +R5i.z = ((R127i.y == 0)?(R2i.z):(R127i.z)); +PS0i = R5i.z; +// 3 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R0i.z = tempi.x; +R4i.x = ((R127i.y == 0)?(R1i.x):(R1i.x)); +PS1i = R4i.x; +// 4 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R0i.w = tempi.x; +R4i.y = ((R127i.y == 0)?(R1i.y):(R1i.y)); +PS0i = R4i.y; +// 5 +R5i.x = ((R127i.y == 0)?(R2i.x):(R2i.x)); +R5i.y = ((R127i.y == 0)?(R2i.y):(R2i.y)); +R4i.z = ((R127i.y == 0)?(R1i.z):(R1i.z)); +// export +gl_Position = vec4(intBitsToFloat(R0i.x)*UI, intBitsToFloat(R0i.y)*UIY, intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +// export +passParameterSem131 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem136 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)); +} diff --git a/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt new file mode 100644 index 00000000..f5d9c23a --- /dev/null +++ b/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt @@ -0,0 +1,134 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 94986f08df872394 +//gui aspect +const float UI = $UIAspectX; +const float UIY = $UIAspectY; + +uniform ivec4 uf_remappedVS[9]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem131; +layout(location = 1) out vec4 passParameterSem136; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder = attrDataSem3; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV0f.x = R127f.x; +PV0f.y = R127f.x; +PV0f.z = R127f.x; +PV0f.w = R127f.x; +R0f.x = R3f.x; +PS0f = R0f.x; +// 1 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = tempf.x; +R0f.y = R3f.y; +PS1f = R0f.y; +// 2 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.z = tempf.x; +// 3 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.w = tempf.x; +// 4 +R2f.x = dot(vec4(R127f.x,R127f.y,R127f.z,PV1f.x),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = R2f.x; +PV0f.y = R2f.x; +PV0f.z = R2f.x; +PV0f.w = R2f.x; +// 5 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R2f.y = tempf.x; +// 6 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R2f.z = tempf.x; +// 7 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R2f.w = tempf.x; +// 8 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +backupReg2f = R1f.z; +backupReg3f = R1f.w; +R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[8].x)); +R1f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[8].y)); +R1f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedVS[8].z)); +R1f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedVS[8].w)); +// export +gl_Position = vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w); +// export +passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); +} diff --git a/Resolutions/TokyoMirage_Resolution/TMS_Readme.md b/Resolutions/TokyoMirage_Resolution/TMS_Readme.md new file mode 100644 index 00000000..32a020cc --- /dev/null +++ b/Resolutions/TokyoMirage_Resolution/TMS_Readme.md @@ -0,0 +1,27 @@ +------ +### Tokyo mirage sessions FE # +------ +### Graphic options + +3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Aspect is still 16:9 so run full screen scaling in stretched and bilinear when activating this option. +By default game scales GUI and pillar boxes video. + + +Example: +``` +[Preset] +name = 2560x2160 ("21:9") +$width = 2560 +$height = 2160 <- double vertical res +$gameWidth = 1280 +$gameHeight = 720 +$UIAspectX = (1280.0/720.0) / (2560.0 / 1080.0) <- UI aspect 21:9 scale +$UIAspectY = 1.0 +$GameAspect = (2560.0 / 1080.0) <- 3d aspect 21:9 scale +``` + + +Known issues Cemu 15:11.x +Shadows are broken +Touchpad seonsor aspect doesnt scale ie 21:9 graphics still has 16:9 sensor size +Portraits are missing due to gfx pack scaling similar values in-game diff --git a/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt new file mode 100644 index 00000000..1f4685f7 --- /dev/null +++ b/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt @@ -0,0 +1,142 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader aae570d2455724bc +//BG fx +const float UI = $UIAspectX; +const float UIY = $UIAspectY; +uniform ivec4 uf_remappedVS[9]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem131; +layout(location = 1) out vec4 passParameterSem136; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder = attrDataSem3; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV0f.x = R127f.x; +PV0f.y = R127f.x; +PV0f.z = R127f.x; +PV0f.w = R127f.x; +// 1 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = tempf.x; +// 2 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.z = tempf.x; +// 3 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.w = tempf.x; +// 4 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,PV1f.x),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R2f.y = tempf.x; +// 5 +R2f.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); +PV1f.x = R2f.x; +PV1f.y = R2f.x; +PV1f.z = R2f.x; +PV1f.w = R2f.x; +R126f.y = PV0f.x + 1.0; +R126f.y /= 2.0; +PS1f = R126f.y; +// 6 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R2f.z = tempf.x; +R126f.z = PV1f.x + 1.0; +R126f.z /= 2.0; +PS0f = R126f.z; +// 7 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R2f.w = tempf.x; +R127f.x = -(R126f.y) + 1.0; +PS1f = R127f.x; +// 8 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +backupReg2f = R1f.z; +backupReg3f = R1f.w; +R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[8].x)); +R1f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[8].y)); +R1f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedVS[8].z)); +R1f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedVS[8].w)); +R3f.z = R126f.z; +PS0f = R3f.z; +// 9 +R3f.w = R127f.x; +// export +gl_Position = vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w); +// export +passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt new file mode 100644 index 00000000..4e531608 --- /dev/null +++ b/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt @@ -0,0 +1,95 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader dda6656146476243 +//Video aspect +const float UI = $UIAspectX; +const float UIY = $UIAspectY; +uniform ivec4 uf_remappedVS[5]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem131; +layout(location = 1) out vec4 passParameterSem136; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem8.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV0f.x = R0f.x; +PV0f.y = R0f.x; +PV0f.z = R0f.x; +PV0f.w = R0f.x; +R3f.x = R2f.x; +PS0f = R3f.x; +// 1 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.y = tempf.x; +R3f.y = R2f.y; +PS1f = R3f.y; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.z = tempf.x; +// 3 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.w = tempf.x; +// 4 +R1f.xyz = vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z)); +R1f.w = intBitsToFloat(uf_remappedVS[4].w); +// export +gl_Position = vec4(R0f.x*UI, R0f.y*UIY, R0f.z, R0f.w); +// export +passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); +} diff --git a/Resolutions/TokyoMirage_Resolution/patches.txt b/Resolutions/TokyoMirage_Resolution/patches.txt index 0ff7b6d8..4ca8e508 100644 --- a/Resolutions/TokyoMirage_Resolution/patches.txt +++ b/Resolutions/TokyoMirage_Resolution/patches.txt @@ -2,6 +2,6 @@ [TMS_219_EUv16] moduleMatches = 0x2249A57A -0x10006C18 = .float $width/$height -0x10014400 = .float $width/$height -0x10067140 = .float $width/$height +0x10006C18 = .float $GameAspect +0x10014400 = .float $GameAspect +0x10067140 = .float $GameAspect diff --git a/Resolutions/TokyoMirage_Resolution/rules.txt b/Resolutions/TokyoMirage_Resolution/rules.txt index b52e4a0d..abb01c7a 100644 --- a/Resolutions/TokyoMirage_Resolution/rules.txt +++ b/Resolutions/TokyoMirage_Resolution/rules.txt @@ -11,6 +11,9 @@ $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) // Performance @@ -20,6 +23,9 @@ $width = 320 $height = 180 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) [Preset] name = 640x360 @@ -27,6 +33,9 @@ $width = 640 $height = 360 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) [Preset] name = 960x540 @@ -34,6 +43,9 @@ $width = 960 $height = 540 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) // Common HD Resolutions @@ -43,6 +55,9 @@ $width = 1600 $height = 900 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) [Preset] name = 1920x1080 @@ -50,6 +65,9 @@ $width = 1920 $height = 1080 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) [Preset] name = 2560x1440 @@ -57,6 +75,9 @@ $width = 2560 $height = 1440 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) [Preset] name = 3200x1800 @@ -64,6 +85,9 @@ $width = 3200 $height = 1800 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) [Preset] name = 3840x2160 @@ -71,6 +95,9 @@ $width = 3840 $height = 2160 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) [Preset] name = 5120x2880 @@ -78,6 +105,9 @@ $width = 5120 $height = 2880 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1280.0 / 720.0) // Common Ultrawide Resolutions @@ -87,20 +117,29 @@ $width = 2560 $height = 1080 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = (1280.0/720.0) / (2560.0 / 1080.0) +$UIAspectY = 1.0 +$GameAspect = (2560.0 / 1080.0) [Preset] -name = 3440x1440 ("21:9") +name = 3440x1440 ("21:9") #2.388 $width = 3440 $height = 1440 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = (1280.0/720.0) / (3440.0 / 1440.0) +$UIAspectY = 1.0 +$GameAspect = (3440.0 / 1440.0) [Preset] -name = 3840x1600 ("21:9") +name = 3840x1600 ("21:9") #2.4 $width = 3840 $height = 1600 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = (1280.0/720.0)/ (3840.0 / 1600.0) +$UIAspectY = 1.0 +$GameAspect = (3840.0 / 1600.0) // Common 16:10 Resolutions @@ -110,6 +149,9 @@ $width = 1440 $height = 900 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = (1440.0 / 900.0) / (1280.0/720.0) +$GameAspect = (1440.0 / 900.0) [Preset] name = 1680x1050 (16:10) @@ -117,6 +159,9 @@ $width = 1680 $height = 1050 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = (1680.0 / 1050.0) / (1280.0/720.0) +$GameAspect = (1680.0 / 1050.0) [Preset] name = 1920x1200 (16:10) @@ -124,6 +169,9 @@ $width = 1920 $height = 1200 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = (1920.0 / 1200.0) / (1280.0/720.0) +$GameAspect = (1920.0 / 1200.0) [Preset] name = 2560x1600 (16:10) @@ -131,6 +179,9 @@ $width = 2560 $height = 1600 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = (2560.0 / 1600.0) / (1280.0/720.0) +$GameAspect = (2560.0 / 1600.0) [Preset] name = 2880x1800 (16:10) @@ -138,6 +189,9 @@ $width = 2880 $height = 1800 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = (2880.0 / 1800.0) / (1280.0/720.0) +$GameAspect = (2880.0 / 1800.0) [Preset] name = 3840x2400 (16:10) @@ -145,6 +199,9 @@ $width = 3840 $height = 2400 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = (3840.0 / 2400.0) / (1280.0/720.0) +$GameAspect = (3840.0 / 2400.0) [Preset] name = 5120x3200 (16:10) @@ -152,28 +209,243 @@ $width = 5120 $height = 3200 $gameWidth = 1280 $gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = (5120.0 / 3200.0) / (1280.0/720.0) +$GameAspect = (5120.0 / 3200.0) + +[Preset] +name = -- Double vertical res for SSAA, disable keep aspect ratio -- +$width = 2560 +$height = 2880 +$gameWidth = 1280 +$gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (2560.0 / 1440.0) + +[Preset] +name = 1920x2160 +$width = 1920 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (1920.0 / 1080.0) + +[Preset] +name = 2560x2160 ("21:9") +$width = 2560 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 +$UIAspectX = (1280.0/720.0) / (2560.0 / 1080.0) +$UIAspectY = 1.0 +$GameAspect = (2560.0 / 1080.0) + +[Preset] +name = 2560x2880 +$width = 2560 +$height = 2880 +$gameWidth = 1280 +$gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (2560.0 / 1440.0) + +[Preset] +name = 3840x3200 ("21:9") #2.4 +$width = 3840 +$height = 3200 +$gameWidth = 1280 +$gameHeight = 720 +$UIAspectX = (1280.0/720.0)/ (2840.0 / 1600) +$UIAspectY = 1.0 +$GameAspect = (3840.0 / 1600.0) + +[Preset] +name = 3840x4320 +$width = 3840 +$height = 4320 +$gameWidth = 1280 +$gameHeight = 720 +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$GameAspect = (3840.0 / 2160.0) + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x820 [TextureRedefine] width = 1280 height = 720 -#formats = 0x816,0x80e,0x01a,0x001 +formats = 0x01a +overwriteFormat = 0x01f +$UIAspectX = 1.0 + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x810 +overwriteFormat = 0x81e + +[TextureRedefine] +width = 640 +height = 368 +formats = 0x816 +overwriteFormat = 0x820 + +[TextureRedefine] +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x820 + +[TextureRedefine] # +width = 640 +height = 368 +formats = 0x01a +overwriteFormat = 0x820 +[TextureRedefine] +width = 320 +height = 192 +formats = 0x816 +overwriteFormat = 0x820 + +[TextureRedefine] +width = 320 +height = 180 +formats = 0x816 +overwriteFormat = 0x820 + +[TextureRedefine] +width = 160 +height = 128 +formats = 0x816 +overwriteFormat = 0x820 + +[TextureRedefine] +width = 160 +height = 120 +formats = 0x816 +overwriteFormat = 0x820 + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x01a,0x816,0x80e,0x001 tileModesExcluded = 0x001 overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 +overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] width = 1280 height = 340 #formats = overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 340 +overwriteHeight = ($height/$gameHeight) * 340 + +[TextureRedefine] +width = 1014 +height = 720 +#formats = +overwriteWidth = ($width/$gameWidth) * 1014 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 896 +height = 480 +formats = 0x001 +overwriteWidth = ($width/$gameWidth) * 896 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] # Pad +width = 864 +height = 480 +#formats = +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] # Pad +width = 854 +height = 480 +#formats = +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] # Pad +width = 674 +height = 574 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 674 +overwriteHeight = ($height/$gameHeight) * 574 + +[TextureRedefine] # Pad +width = 657 +height = 574 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 657 +overwriteHeight = ($height/$gameHeight) * 574 + +[TextureRedefine] +width = 640 +height = 720 +#formats = +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] +width = 640 +height = 368 +#formats = 0x816,0x001 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 640 +height = 360 +#formats = 0x816,0x001 +tileModesExcluded = 0x001 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] +width = 320 +height = 192 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] +width = 320 +height = 180 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] +width = 160 +height = 128 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 128 + +[TextureRedefine] +width = 160 +height = 120 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 120 #[TextureRedefine] # Shadows cemu scaling broken? #width = 1024 #height = 2048 #formats = 0x011,0x811 #overwriteWidth = ($height/$gameHeight) * 1024 -#overwriteHeight = ($height/$gameHeight) * 2048 +#overwriteHeight = ($height/$gameHeight) * 2048 #[TextureRedefine] #Shadows, cemu scaling broken? #width = 1024 @@ -182,110 +454,16 @@ overwriteHeight = ($height/$gameHeight) * 340 #overwriteWidth = ($height/$gameHeight) * 1024 #overwriteHeight = ($height/$gameHeight) * 1024 - -#[TextureRedefine] # +#[TextureRedefine] # Don't scale #width = 512 #height = 512 #formats = 0x01a #GUI bar + alpha nope #overwriteWidth = 1024 #overwriteHeight = 1024 - -#[TextureRedefine] # +#[TextureRedefine] # Don't scale #width = 128 #height = 1024 #formats = 0x034 #text + alpha #overwriteWidth = 256 -#overwriteHeight = 2048 - -[TextureRedefine] -width = 1014 -height = 720 -#formats = -overwriteWidth = ($width/$gameWidth) * 1014 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] -width = 896 -height = 480 -formats = 0x001 -overwriteWidth = ($width/$gameWidth) * 896 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] # Pad -width = 864 -height = 480 -#formats = -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] # Pad -width = 854 -height = 480 -#formats = -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] # Pad -width = 674 -height = 574 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 674 -overwriteHeight = ($height/$gameHeight) * 574 - -[TextureRedefine] # Pad -width = 657 -height = 574 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 657 -overwriteHeight = ($height/$gameHeight) * 574 - -[TextureRedefine] -width = 640 -height = 720 -#formats = -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] -width = 640 -height = 368 -#formats = 0x816,0x001 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] -width = 640 -height = 360 -#formats = 0x816,0x001 -tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] -width = 320 -height = 192 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] -width = 320 -height = 180 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] -width = 160 -height = 128 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 128 - -[TextureRedefine] -width = 160 -height = 120 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 120 +#overwriteHeight = 2048 \ No newline at end of file