Botw Hetsu Menu Scale Fixup, Botw AA Update, DonkeyKong Name Fixup, XenobladeX AA Big Update (#316)

* Update and rename Resolutions/TropicalFreeze_Resolution/patches.txt to Resolutions/DonkeyKong_TropicalFreeze_Resolution/patches.txt

Fixed up game name

* Rename Resolutions/TropicalFreeze_Resolution/rules.txt to Resolutions/DonkeyKong_TropicalFreeze_Resolution/rules.txt

fixed up game name

* Rename Resolutions/DonkeyKong_TropicalFreeze_Resolution/patches.txt to Resolutions/DonkeyKongTropicalFreeze_Resolution/patches.txt

name fix

* Rename Resolutions/DonkeyKong_TropicalFreeze_Resolution/rules.txt to Resolutions/DonkeyKongTropicalFreeze_Resolution/rules.txt

name fix

* Update rules.txt

Korok Forest Hetsu Menu Fix

* Update rules.txt

Korok Hetsu Menu Fix

* Update 0f2b9ee517917425_00000000000003c9_ps.txt

Inventory aa slight upgrade

* Update f14bb57cd5c9cb77_00000000000003c9_ps.txt

small fix up

* Rename Enhancements/TropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt to Enhancements/DonkeyKongTropicalFreeze_-AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt

name fix

* Rename Enhancements/TropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt to Enhancements/DonekyKongTropicalFreeze_-AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt

name fix

* Rename Enhancements/DonekyKongTropicalFreeze_-AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt to Enhancements/DonkeyKongTropicalFreeze_-AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt

name fix

* Rename Enhancements/TropicalFreeze_!AARemoval/rules.txt to Enhancements/DonkeyKongTropicalFreeze_-AARemoval/rules.txt

name fix

* Delete 497a209b49886520_0000000000000000_vs.txt

not needed hopefully

* Update and rename Enhancements/XenobladeX_!AARemoval/59df1c7e1806366c_00000000000003c9_ps.txt to Enhancements/XenobladeX_AntiAliasing/59df1c7e1806366c_00000000000003c9_ps.txt

Proper Native AA and FXAA

* Update and rename Enhancements/XenobladeX_!AARemoval/rules.txt to Enhancements/XenobladeX_AntiAliasing/rules.txt

presets yeah baby
This commit is contained in:
Skal Fate 2019-01-03 21:39:34 -07:00 committed by GitHub
parent 2218cf48a0
commit f40f861843
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 1341 additions and 243 deletions

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@ -29,8 +29,8 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
float iresX = ( (float(resDim.x)/1280) + iSharper ) - iBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper float iresX = ( (float(resDim.x)/1280.0) + iSharper ) - iBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper
float iresY = ( (float(resDim.y)/720) + iSharper ) - iBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier float iresY = ( (float(resDim.y)/720.0) + iSharper ) - iBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
int clampFI32(int v) int clampFI32(int v)
{ {
@ -96,7 +96,7 @@ PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x)));
// 3 // 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x) / iresX ));
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z)));
// 4 // 4
R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
@ -173,16 +173,16 @@ PV0i.z = R4i.z;
R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
PV0i.w = R5i.w; PV0i.w = R5i.w;
// 9 --- Point fo Interest // 9 --- Point fo Interest
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); // Default implementation division took place here - useless though R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x) / iresX )); // Default implementation division took place here
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / iresX)); // Default implementation division took place here PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / iresX )); // Default implementation division took place here
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / iresY)); // Default implementation division took place here R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / iresY )); // Default implementation division took place here
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
// 10 --- Point of Interest // 10 --- Point of Interest
R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ---------------------------------------------------------------------- R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ----------------------------------------------------------------------
R127i.x = clampFI32(R127i.x); // Divide looks good same as above line---------------------------------------------------------------------------------------------------- R127i.x = clampFI32(R127i.x); // Divide looks good same as above line----------------------------------------------------------------------------------------------------
PV0i.x = R127i.x; PV0i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); // Default implementation division took place here R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y) / iresY ) + intBitsToFloat(PV1i.y))); // Default implementation division took place here
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
PV0i.z = R127i.z; PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z)));

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@ -28,8 +28,8 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
float wresX = ( (float(resDim.x)/1280) + wSharper ) - wBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper float wresX = ( (float(resDim.x)/1280.0) + wSharper ) - wBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper
float wresY = ( (float(resDim.y)/720) + wSharper ) - wBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier float wresY = ( (float(resDim.y)/720.0) + wSharper ) - wBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
int clampFI32(int v) int clampFI32(int v)
{ {

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@ -1,82 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 497a209b49886520 //depth?
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf545c000 res 1x1x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
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 = attrDataSem1.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
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg0f = R2f.x;
backupReg1f = R2f.y;
R2f.x = backupReg0f;
R2f.y = backupReg1f;
R0f.z = intBitsToFloat(0x3f000000);
R0f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[0].x)) + intBitsToFloat(uf_remappedVS[0].z));
R0f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedVS[0].y)) + intBitsToFloat(uf_remappedVS[0].w));
PS0f = R0f.y;
R3f.xy = (textureLod(textureUnitVS0, R0f.zz,0.0).xy)*0.33335;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// export
// export
passParameterSem2 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
// 0
backupReg0f = R3f.x;
backupReg1f = R3f.y;
R3f.x = backupReg0f;
R3f.y = backupReg1f;
// export
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
// 0
}

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@ -1,48 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 59df1c7e1806366c // AA removal cemu 1.8 Github version
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
}

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@ -1,6 +0,0 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = AA Removal
path = "Xenoblade Chronicles X/Enhancements/AA Removal"
description = Removes AA, no performance gain. Used for clean look or injecting external AA.
version = 3

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,81 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Anti-Aliasing Pack
path = "Xenoblade Chronicles X/Enhancements/Anti-Aliasing"
description = Enables or Disables Native Anti-Aliasing. Also includes an alternative FXAA implementation. Check the "Anti-Aliasing/rules.txt" file in your Botw AA graphicPack folder for info about the individual settings.
version = 3
[Preset]
name = Disable Native AA
$Preset:int = 0
#
$LessAA = 0.0 # Ignore
$MoreAA = 0.0 # Ignore
#
$subPix = 0.75 # Ignore
$edgeThreshold = 0.166 # Ignore
$edgeThresholdMin = 0.0312 # Ignore
[Preset]
name = Enable Native AA
$Preset:int = 1
#
$LessAA = 0.0
$MoreAA = 0.0
#
$subPix = 0.75 # Ignore
$edgeThreshold = 0.166 # Ignore
$edgeThresholdMin = 0.0312 # Ignore
[Preset]
name = Enable Native AA (MoreAA)
$Preset:int = 1
#
$LessAA = 0.0
$MoreAA = 1.0
#
$subPix = 0.75 # Ignore
$edgeThreshold = 0.166 # Ignore
$edgeThresholdMin = 0.0312 # Ignore
[Preset]
name = Nvidias FXAA
$Preset:int = 2
#
$LessAA = 0.0 # Ignore
$MoreAA = 0.0 # Ignore
#
$subPix = 1.0
$edgeThreshold = 0.125
$edgeThresholdMin = 0.0156
# Adjust native AA implmentation - Only applies to Enabled preset
# --- keep one of the varaibles at 0 while adjusting the other one
# LessAA : Values - [0.0 - 1.0] - Recommended to Raise in increments of 0.1
# MoreAA : Values - [1.0 - 0.0] - Recommended to Lower in decrements of 0.1
# Subpix:
# Choose the amount of sub-pixel aliasing removal.
# This affects how sharp or smooth you want the image to be.
# 1.00 - upper limit (softer)
# 0.75 - default amount of filtering
# 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
# 0.25 - almost off
# 0.00 - completely off
# EdgeThreshold:
# The minimum amount of local contrast required to apply algorithm.
# 0.333 - too little (faster)
# 0.250 - low quality
# 0.166 - default
# 0.125 - high quality
# 0.063 - overkill (slower)
# EdgeThresholdMin:
# Trims the algorithm from processing darks.
# 0.0833 - upper limit (default, the start of visible unfiltered edges)
# 0.0625 - high quality (faster)
# 0.0312 - visible limit (slower)
# Credits: SkalFate

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@ -12,7 +12,7 @@ $height = 720
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
# Performance // Performance
[Preset] [Preset]
name = 320x180 name = 320x180
@ -35,7 +35,7 @@ $height = 540
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
# Common HD Resolutions // Common HD Resolutions
[Preset] [Preset]
name = 1600x900 name = 1600x900
@ -79,7 +79,7 @@ $height = 2880
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
# Common Ultrawide Resolutions // Common Ultrawide Resolutions
[Preset] [Preset]
name = 2560x1080 ("21:9") name = 2560x1080 ("21:9")
@ -102,7 +102,7 @@ $height = 1800
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
# Common 16:10 Resolutions // Common 16:10 Resolutions
[Preset] [Preset]
name = 1440x936 (16:10) name = 1440x936 (16:10)
@ -154,7 +154,7 @@ $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
# All 720p textures: # All 720p textures:
# - 0x001=World Lighting # - 0x001=World Lighting Red8
# - 0x005=Link and Objects Depth # - 0x005=Link and Objects Depth
# - 0x007=World Lighting Red-Green Texture # - 0x007=World Lighting Red-Green Texture
# - 0x019=Menu Interface/GUI # - 0x019=Menu Interface/GUI
@ -169,17 +169,9 @@ $gameHeight = 720
[TextureRedefine] [TextureRedefine]
width = 1280 width = 1280
height = 720 height = 720
formats = 0x1,0x5,0x7,0x1a,0x41a,0x80e,0x806,0x816,0x820 formats = 0x001,0x005,0x007,0x019,0x01a,0x41a,0x80e,0x806,0x816,0x820
tileModesExcluded = 0x1 formatsExcluded = 0x008 # Game Load Opening Background Image
overwriteWidth = ($width/$gameWidth)* 1280 tileModesExcluded = 0x001 # For Video Playback
overwriteHeight = ($height/$gameHeight)* 720
# Menu Interface/GUI reduced color banding
[TextureRedefine]
width = 1280
height = 720
formats = 0x19
overwriteFormat = 0x1f
overwriteWidth = ($width/$gameWidth)* 1280 overwriteWidth = ($width/$gameWidth)* 1280
overwriteHeight = ($height/$gameHeight)* 720 overwriteHeight = ($height/$gameHeight)* 720
@ -187,7 +179,8 @@ overwriteHeight = ($height/$gameHeight)* 720
[TextureRedefine] [TextureRedefine]
width = 864 width = 864
height = 480 height = 480
formats = 0x19 formats = 0x019
formatsExcluded = 0x034 # Exclude 0x034 which is used for large album thumbnails
overwriteWidth = ($width/$gameWidth)* 864 overwriteWidth = ($width/$gameWidth)* 864
overwriteHeight = ($height/$gameHeight)* 480 overwriteHeight = ($height/$gameHeight)* 480
@ -195,12 +188,13 @@ overwriteHeight = ($height/$gameHeight)* 480
[TextureRedefine] [TextureRedefine]
width = 854 width = 854
height = 480 height = 480
formats = 0x19 formats = 0x019
formatsExcluded = 0x034 # Exclude 0x034 which is used for large album thumbnails
overwriteWidth = ($width/$gameWidth)* 854 overwriteWidth = ($width/$gameWidth)* 854
overwriteHeight = ($height/$gameHeight)* 480 overwriteHeight = ($height/$gameHeight)* 480
# All 1/2, 1/4 textures: # All 1/2, 1/4 textures:
# - 0x001=World Lighting # - 0x001=World Lighting - Red
# - 0x005=Depth for Link and Objects # - 0x005=Depth for Link and Objects
# - 0x019=GUI # - 0x019=GUI
# - 0x01a=Blurs and Normals # - 0x01a=Blurs and Normals
@ -213,7 +207,8 @@ overwriteHeight = ($height/$gameHeight)* 480
[TextureRedefine] [TextureRedefine]
width = 640 width = 640
height = 368 height = 368
formats = 0x1,0x5,0x1a,0x80e,0x806,0x816,0x820 formats = 0x001,0x005,0x007,0x019,0x01a,0x80e,0x806,0x816,0x820,0x41a
formatsExcluded = 0x431 # Exclude 0x431 which is used for adventure log images
overwriteWidth = ($width/$gameWidth)* 640 overwriteWidth = ($width/$gameWidth)* 640
overwriteHeight = ($height/$gameHeight)* 368 overwriteHeight = ($height/$gameHeight)* 368
@ -221,26 +216,9 @@ overwriteHeight = ($height/$gameHeight)* 368
[TextureRedefine] [TextureRedefine]
width = 640 width = 640
height = 360 height = 360
formats = 0x1,0x5,0x1a,0x80e,0x806,0x816,0x820 formats = 0x001,0x005,0x007,0x019,0x01a,0x80e,0x806,0x816,0x820,0x41a
tileModesExcluded = 0x1 formatsExcluded = 0x431
overwriteWidth = ($width/$gameWidth)* 640 tileModesExcluded = 0x001 # For Video Playback
overwriteHeight = ($height/$gameHeight)* 360
# GUI reduced color banding
[TextureRedefine]
width = 640
height = 368
formats = 0x19
overwriteFormat = 0x1f
overwriteWidth = ($width/$gameWidth)* 640
overwriteHeight = ($height/$gameHeight)* 368
# GUI reduced color banding
[TextureRedefine]
width = 640
height = 360
formats = 0x19
overwriteFormat = 0x1f
overwriteWidth = ($width/$gameWidth)* 640 overwriteWidth = ($width/$gameWidth)* 640
overwriteHeight = ($height/$gameHeight)* 360 overwriteHeight = ($height/$gameHeight)* 360
@ -248,7 +226,7 @@ overwriteHeight = ($height/$gameHeight)* 360
[TextureRedefine] [TextureRedefine]
width = 384 width = 384
height = 192 height = 192
formats = 0x1 # world lighting formats = 0x001 # World lighting - Red
overwriteWidth = ($width/$gameWidth)* 384 overwriteWidth = ($width/$gameWidth)* 384
overwriteHeight = ($height/$gameHeight)* 192 overwriteHeight = ($height/$gameHeight)* 192
@ -256,7 +234,7 @@ overwriteHeight = ($height/$gameHeight)* 192
[TextureRedefine] [TextureRedefine]
width = 320 width = 320
height = 192 height = 192
formats = 0x1,0x5,0x1a,0x80e,0x816,0x806 formats = 0x001,0x005,0x007,0x019,0x01a,0x80e,0x816,0x806,0x820,0x41a
overwriteWidth = ($width/$gameWidth)* 320 overwriteWidth = ($width/$gameWidth)* 320
overwriteHeight = ($height/$gameHeight)* 192 overwriteHeight = ($height/$gameHeight)* 192
@ -264,25 +242,7 @@ overwriteHeight = ($height/$gameHeight)* 192
[TextureRedefine] [TextureRedefine]
width = 320 width = 320
height = 180 height = 180
formats = 0x1,0x5,0x1a,0x80e,0x816,0x806 formats = 0x001,0x005,0x007,0x019,0x01a,0x80e,0x816,0x806,0x820,0x41a
overwriteWidth = ($width/$gameWidth)* 320
overwriteHeight = ($height/$gameHeight)* 180
# GUI reduced color banding
[TextureRedefine]
width = 320
height = 192
formats = 0x19
overwriteFormat = 0x1f
overwriteWidth = ($width/$gameWidth)* 320
overwriteHeight = ($height/$gameHeight)* 192
# GUI reduced color banding
[TextureRedefine]
width = 320
height = 180
formats = 0x19
overwriteFormat = 0x1f
overwriteWidth = ($width/$gameWidth)* 320 overwriteWidth = ($width/$gameWidth)* 320
overwriteHeight = ($height/$gameHeight)* 180 overwriteHeight = ($height/$gameHeight)* 180
@ -290,7 +250,7 @@ overwriteHeight = ($height/$gameHeight)* 180
[TextureRedefine] [TextureRedefine]
width = 192 width = 192
height = 96 height = 96
formats = 0x7,0x806 # Used for Fog formats = 0x007,0x806 # Used for Fog
overwriteWidth = ($width/$gameWidth) * 192 overwriteWidth = ($width/$gameWidth) * 192
overwriteHeight = ($height/$gameHeight) * 96 overwriteHeight = ($height/$gameHeight) * 96
@ -298,7 +258,7 @@ overwriteHeight = ($height/$gameHeight) * 96
[TextureRedefine] [TextureRedefine]
width = 160 width = 160
height = 96 height = 96
formats = 0x7,0x806,0x80e,0x816 # Used for Fog/Depth/Bloom formats = 0x001,0x007,0x806,0x80e,0x816 # Used for Fog/Depth/Bloom
overwriteWidth = ($width/$gameWidth)* 160 overwriteWidth = ($width/$gameWidth)* 160
overwriteHeight = ($height/$gameHeight)* 96 overwriteHeight = ($height/$gameHeight)* 96
@ -306,7 +266,7 @@ overwriteHeight = ($height/$gameHeight)* 96
[TextureRedefine] [TextureRedefine]
width = 160 width = 160
height = 90 height = 90
formats = 0x7,0x806,0x80e,0x816 formats = 0x001,0x007,0x806,0x80e,0x816
overwriteWidth = ($width/$gameWidth)* 160 overwriteWidth = ($width/$gameWidth)* 160
overwriteHeight = ($height/$gameHeight)* 90 overwriteHeight = ($height/$gameHeight)* 90
@ -314,7 +274,7 @@ overwriteHeight = ($height/$gameHeight)* 90
[TextureRedefine] [TextureRedefine]
width = 96 width = 96
height = 48 height = 48
formats = 0x80e,0x816 # Used for bloom/depth formats = 0x816,0x80e # Used for bloom/depth
overwriteWidth = ($width/$gameWidth)* 96 overwriteWidth = ($width/$gameWidth)* 96
overwriteHeight = ($height/$gameHeight)* 48 overwriteHeight = ($height/$gameHeight)* 48
@ -322,7 +282,7 @@ overwriteHeight = ($height/$gameHeight)* 48
[TextureRedefine] [TextureRedefine]
width = 80 width = 80
height = 45 height = 45
formats = 0x806,0x816 # Used for bloom/fog formats = 0x816,0x806,0x007 # Used for bloom/fog
overwriteWidth = ($width/$gameWidth)* 80 overwriteWidth = ($width/$gameWidth)* 80
overwriteHeight = ($height/$gameHeight)* 45 overwriteHeight = ($height/$gameHeight)* 45
@ -332,7 +292,7 @@ overwriteHeight = ($height/$gameHeight)* 45
[TextureRedefine] [TextureRedefine]
width = 160 width = 160
height = 64 height = 64
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 160 overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 64 overwriteHeight = ($height/$gameHeight) * 64
@ -340,7 +300,7 @@ overwriteHeight = ($height/$gameHeight) * 64
[TextureRedefine] [TextureRedefine]
width = 160 width = 160
height = 50 height = 50
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 160 overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 50 overwriteHeight = ($height/$gameHeight) * 50
@ -348,7 +308,7 @@ overwriteHeight = ($height/$gameHeight) * 50
[TextureRedefine] [TextureRedefine]
width = 128 width = 128
height = 64 height = 64
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 128 overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 64 overwriteHeight = ($height/$gameHeight) * 64
@ -356,7 +316,7 @@ overwriteHeight = ($height/$gameHeight) * 64
[TextureRedefine] [TextureRedefine]
width = 128 width = 128
height = 50 height = 50
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 128 overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 50 overwriteHeight = ($height/$gameHeight) * 50
@ -364,7 +324,7 @@ overwriteHeight = ($height/$gameHeight) * 50
[TextureRedefine] [TextureRedefine]
width = 64 width = 64
height = 32 height = 32
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 64 overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 32 overwriteHeight = ($height/$gameHeight) * 32
@ -372,7 +332,7 @@ overwriteHeight = ($height/$gameHeight) * 32
[TextureRedefine] [TextureRedefine]
width = 64 width = 64
height = 25 height = 25
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 64 overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 25 overwriteHeight = ($height/$gameHeight) * 25
@ -380,7 +340,7 @@ overwriteHeight = ($height/$gameHeight) * 25
[TextureRedefine] [TextureRedefine]
width = 288 width = 288
height = 64 height = 64
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 288 overwriteWidth = ($width/$gameWidth) * 288
overwriteHeight = ($height/$gameHeight) * 64 overwriteHeight = ($height/$gameHeight) * 64
@ -388,7 +348,7 @@ overwriteHeight = ($height/$gameHeight) * 64
[TextureRedefine] [TextureRedefine]
width = 266 width = 266
height = 50 height = 50
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 266 overwriteWidth = ($width/$gameWidth) * 266
overwriteHeight = ($height/$gameHeight) * 50 overwriteHeight = ($height/$gameHeight) * 50
@ -396,7 +356,7 @@ overwriteHeight = ($height/$gameHeight) * 50
[TextureRedefine] [TextureRedefine]
width = 160 width = 160
height = 32 height = 32
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 160 overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 32 overwriteHeight = ($height/$gameHeight) * 32
@ -404,7 +364,7 @@ overwriteHeight = ($height/$gameHeight) * 32
[TextureRedefine] [TextureRedefine]
width = 133 width = 133
height = 25 height = 25
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 133 overwriteWidth = ($width/$gameWidth) * 133
overwriteHeight = ($height/$gameHeight) * 25 overwriteHeight = ($height/$gameHeight) * 25
@ -412,7 +372,7 @@ overwriteHeight = ($height/$gameHeight) * 25
[TextureRedefine] [TextureRedefine]
width = 120 width = 120
height = 80 height = 80
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth)* 120 overwriteWidth = ($width/$gameWidth)* 120
overwriteHeight = ($height/$gameHeight)* 80 overwriteHeight = ($height/$gameHeight)* 80
@ -420,16 +380,16 @@ overwriteHeight = ($height/$gameHeight)* 80
[TextureRedefine] [TextureRedefine]
width = 120 width = 120
height = 75 height = 75
formats = 0x1a formats = 0x01a
overwriteWidth = ($width/$gameWidth)* 120 overwriteWidth = ($width/$gameWidth)* 120
overwriteHeight = ($height/$gameHeight)* 75 overwriteHeight = ($height/$gameHeight)* 75
# 0x806 - Fogs and Dust # 0x806 - Fogs and Dust
# Required
[TextureRedefine] # Required [TextureRedefine]
width = 128 width = 128
height = 48 height = 48
formats = 0x5,0x806,0x816,0x820 formats = 0x806,0x816,0x005,0x007,0x820
overwriteWidth = ($width/$gameWidth) * 128 overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 48 overwriteHeight = ($height/$gameHeight) * 48
@ -517,8 +477,8 @@ overwriteHeight = ($height/$gameHeight)* 11
[TextureRedefine] [TextureRedefine]
width = 960 width = 960
height = 540 height = 540
formats = 0x5,0x7,0x19,0x1a,0x41a,0x806,0x80e,0x816 formats = 0x816,0x005,0x007,0x019,0x01a,0x41a,0x80e,0x806
tileModesExcluded = 0x1 # For Switch Videos tileModesExcluded = 0x001 # For Video Playback
overwriteWidth = ($width/$gameWidth) * 960 overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 540 overwriteHeight = ($height/$gameHeight) * 540
@ -526,7 +486,7 @@ overwriteHeight = ($height/$gameHeight) * 540
[TextureRedefine] [TextureRedefine]
width = 960 width = 960
height = 544 height = 544
formats = 0x5,0x7,0x19,0x1a,0x41a,0x806,0x80e,0x816 formats = 0x816,0x005,0x007,0x019,0x01a,0x41a,0x80e,0x806
overwriteWidth = ($width/$gameWidth) * 960 overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 544 overwriteHeight = ($height/$gameHeight) * 544
@ -535,7 +495,7 @@ overwriteHeight = ($height/$gameHeight) * 544
width = 512 width = 512
height = 272 height = 272
depth = 1 depth = 1
formats = 0x1,0x5 # Viewport / Depth formats = 0x001,0x005 # Red Viewport / Depth
overwriteWidth = ($width/$gameWidth) * 512 overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 272 overwriteHeight = ($height/$gameHeight) * 272
@ -543,7 +503,7 @@ overwriteHeight = ($height/$gameHeight) * 272
[TextureRedefine] [TextureRedefine]
width = 480 width = 480
height = 272 height = 272
formats = 0x1,0x1a,0x80e,0x816,0x820 formats = 0x816,0x01a,0x820,0x001,0x80e,0x820
overwriteWidth = ($width/$gameWidth) * 480 overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 272 overwriteHeight = ($height/$gameHeight) * 272
@ -551,7 +511,7 @@ overwriteHeight = ($height/$gameHeight) * 272
[TextureRedefine] [TextureRedefine]
width = 480 width = 480
height = 270 height = 270
formats = 0x1,0x1a,0x80e,0x816,0x820 formats = 0x816,0x01a,0x820,0x001,0x80e,0x820
overwriteWidth = ($width/$gameWidth) * 480 overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 270 overwriteHeight = ($height/$gameHeight) * 270
@ -568,7 +528,7 @@ overwriteHeight = ($height/$gameHeight) * 512
[TextureRedefine] # Top-view to bottom Depth [TextureRedefine] # Top-view to bottom Depth
width = 2048 width = 2048
height = 2048 height = 2048
formats = 0x5 formats = 0x005
overwriteWidth = ($width/$gameWidth) * 2048 overwriteWidth = ($width/$gameWidth) * 2048
overwriteHeight = ($height/$gameHeight) * 2048 overwriteHeight = ($height/$gameHeight) * 2048
@ -576,7 +536,7 @@ overwriteHeight = ($height/$gameHeight) * 2048
[TextureRedefine] [TextureRedefine]
width = 1504 width = 1504
height = 720 height = 720
formats = 0x19 formats = 0x019
overwriteWidth = ($width/$gameWidth) * 1504 overwriteWidth = ($width/$gameWidth) * 1504
overwriteHeight = ($height/$gameHeight) * 720 overwriteHeight = ($height/$gameHeight) * 720
@ -584,15 +544,15 @@ overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] [TextureRedefine]
width = 1500 width = 1500
height = 720 height = 720
formats = 0x19 formats = 0x019
overwriteWidth = ($width/$gameWidth) * 1500 overwriteWidth = ($width/$gameWidth) * 1500
overwriteHeight = ($height/$gameHeight) * 720 overwriteHeight = ($height/$gameHeight) * 720
# Select-Menu Map Overlay, Scope Interface # Select-Menu Map Overlay
[TextureRedefine] [TextureRedefine]
width = 1280 width = 1280
height = 608 height = 608
formats = 0x19 formats = 0x019
overwriteWidth = ($width/$gameWidth) * 1280 overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 608 overwriteHeight = ($height/$gameHeight) * 608
@ -600,7 +560,7 @@ overwriteHeight = ($height/$gameHeight) * 608
[TextureRedefine] [TextureRedefine]
width = 192 width = 192
height = 192 height = 192
formats = 0x19 formats = 0x019
overwriteWidth = ($width/$gameWidth) * 192 overwriteWidth = ($width/$gameWidth) * 192
overwriteHeight = ($height/$gameHeight) * 192 overwriteHeight = ($height/$gameHeight) * 192
@ -608,7 +568,7 @@ overwriteHeight = ($height/$gameHeight) * 192
[TextureRedefine] [TextureRedefine]
width = 1920 width = 1920
height = 912 height = 912
formats = 0x1 formats = 0x001
overwriteWidth = ($width/$gameWidth) * 1920 overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 912 overwriteHeight = ($height/$gameHeight) * 912
@ -645,6 +605,49 @@ overwriteHeight = ($height/$gameHeight) * 23
[TextureRedefine] [TextureRedefine]
width = 512 width = 512
height = 288 height = 288
formats = 0x1a,0x80e formats = 0x01a,0x80e
overwriteWidth = ($width/$gameWidth) * 512 overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 288 overwriteHeight = ($height/$gameHeight) * 288
# Improve Color Banding for GUI Format 0x019
# 0x019 - R10_G10_B10_A2_UNORM ------> 0x01f - R16_G16_B16_A16_UNORM
[TextureRedefine]
width = 1280
height = 720
formats = 0x019
overwriteFormat = 0x01f
overwriteWidth = ($width/$gameWidth)* 1280
overwriteHeight = ($height/$gameHeight)* 720
[TextureRedefine]
width = 640
height = 368
formats = 0x019
overwriteFormat = 0x01f
overwriteWidth = ($width/$gameWidth)* 640
overwriteHeight = ($height/$gameHeight)* 368
[TextureRedefine]
width = 640
height = 360
formats = 0x019
overwriteFormat = 0x01f
overwriteWidth = ($width/$gameWidth)* 640
overwriteHeight = ($height/$gameHeight)* 360
[TextureRedefine]
width = 320
height = 192
formats = 0x019
overwriteFormat = 0x01f
overwriteWidth = ($width/$gameWidth)* 320
overwriteHeight = ($height/$gameHeight)* 192
[TextureRedefine]
width = 320
height = 180
formats = 0x019
overwriteFormat = 0x01f
overwriteWidth = ($width/$gameWidth)* 320
overwriteHeight = ($height/$gameHeight)* 180

View File

@ -1,9 +1,9 @@
[TropicalFreeze2] [DKTropicalFreeze2]
moduleMatches = 0x4FF15DD2 moduleMatches = 0x4FF15DD2
0x10018498 = .float $width/$height 0x10018498 = .float $width/$height
0x10094758 = .float $width/$height 0x10094758 = .float $width/$height
[TropicalFreeze16] [DKTropicalFreeze16]
moduleMatches = 0xA37C99E1 moduleMatches = 0xA37C99E1
0x100184A8 = .float $width/$height 0x100184A8 = .float $width/$height
0x100946F8 = .float $width/$height 0x100946F8 = .float $width/$height