mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
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
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@ -29,8 +29,8 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
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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
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float iresY = ( (float(resDim.y)/720) + iSharper ) - iBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
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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
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float iresY = ( (float(resDim.y)/720.0) + iSharper ) - iBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
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int clampFI32(int v)
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{
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@ -96,7 +96,7 @@ PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
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PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y)));
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PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x)));
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// 3
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x) / iresX ));
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R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z)));
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// 4
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R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
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@ -173,16 +173,16 @@ PV0i.z = R4i.z;
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R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
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PV0i.w = R5i.w;
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// 9 --- Point fo Interest
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R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); // Default implementation division took place here - useless though
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / iresX)); // Default implementation division took place here
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R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x) / iresX )); // Default implementation division took place here
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / iresX )); // Default implementation division took place here
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
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R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / iresY)); // Default implementation division took place here
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R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / iresY )); // Default implementation division took place here
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PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
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// 10 --- Point of Interest
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R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ----------------------------------------------------------------------
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R127i.x = clampFI32(R127i.x); // Divide looks good same as above line----------------------------------------------------------------------------------------------------
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PV0i.x = R127i.x;
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R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); // Default implementation division took place here
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R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y) / iresY ) + intBitsToFloat(PV1i.y))); // Default implementation division took place here
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R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
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PV0i.z = R127i.z;
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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;
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uniform vec2 uf_fragCoordScale;
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ivec2 resDim = textureSize2D(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
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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
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float wresY = ( (float(resDim.y)/720) + wSharper ) - wBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
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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
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float wresY = ( (float(resDim.y)/720.0) + wSharper ) - wBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
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int clampFI32(int v)
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{
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@ -1,82 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 497a209b49886520 //depth?
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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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
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem2;
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layout(location = 0) out vec4 passParameterSem0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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R2f.x = backupReg0f;
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R2f.y = backupReg1f;
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R0f.z = intBitsToFloat(0x3f000000);
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R0f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[0].x)) + intBitsToFloat(uf_remappedVS[0].z));
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R0f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedVS[0].y)) + intBitsToFloat(uf_remappedVS[0].w));
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PS0f = R0f.y;
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R3f.xy = (textureLod(textureUnitVS0, R0f.zz,0.0).xy)*0.33335;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
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// export
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// export
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passParameterSem2 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
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// 0
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backupReg0f = R3f.x;
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backupReg1f = R3f.y;
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R3f.x = backupReg0f;
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R3f.y = backupReg1f;
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// export
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passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
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// 0
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}
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@ -1,48 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 59df1c7e1806366c // AA removal cemu 1.8 Github version
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uniform ivec4 uf_remappedPS[2];
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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
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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}
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[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = AA Removal
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path = "Xenoblade Chronicles X/Enhancements/AA Removal"
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description = Removes AA, no performance gain. Used for clean look or injecting external AA.
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version = 3
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File diff suppressed because it is too large
Load Diff
81
Enhancements/XenobladeX_AntiAliasing/rules.txt
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81
Enhancements/XenobladeX_AntiAliasing/rules.txt
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@ -0,0 +1,81 @@
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[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = Anti-Aliasing Pack
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path = "Xenoblade Chronicles X/Enhancements/Anti-Aliasing"
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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.
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version = 3
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[Preset]
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name = Disable Native AA
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$Preset:int = 0
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#
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$LessAA = 0.0 # Ignore
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$MoreAA = 0.0 # Ignore
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#
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$subPix = 0.75 # Ignore
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$edgeThreshold = 0.166 # Ignore
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$edgeThresholdMin = 0.0312 # Ignore
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[Preset]
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name = Enable Native AA
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$Preset:int = 1
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#
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$LessAA = 0.0
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$MoreAA = 0.0
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#
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$subPix = 0.75 # Ignore
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$edgeThreshold = 0.166 # Ignore
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$edgeThresholdMin = 0.0312 # Ignore
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[Preset]
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name = Enable Native AA (MoreAA)
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$Preset:int = 1
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#
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$LessAA = 0.0
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$MoreAA = 1.0
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#
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$subPix = 0.75 # Ignore
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$edgeThreshold = 0.166 # Ignore
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$edgeThresholdMin = 0.0312 # Ignore
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[Preset]
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name = Nvidias FXAA
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$Preset:int = 2
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#
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$LessAA = 0.0 # Ignore
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$MoreAA = 0.0 # Ignore
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#
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$subPix = 1.0
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$edgeThreshold = 0.125
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$edgeThresholdMin = 0.0156
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# Adjust native AA implmentation - Only applies to Enabled preset
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# --- keep one of the varaibles at 0 while adjusting the other one
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# LessAA : Values - [0.0 - 1.0] - Recommended to Raise in increments of 0.1
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# MoreAA : Values - [1.0 - 0.0] - Recommended to Lower in decrements of 0.1
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# Subpix:
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# Choose the amount of sub-pixel aliasing removal.
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# This affects how sharp or smooth you want the image to be.
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# 1.00 - upper limit (softer)
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# 0.75 - default amount of filtering
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# 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
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# 0.25 - almost off
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# 0.00 - completely off
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# EdgeThreshold:
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# The minimum amount of local contrast required to apply algorithm.
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# 0.333 - too little (faster)
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# 0.250 - low quality
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# 0.166 - default
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# 0.125 - high quality
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# 0.063 - overkill (slower)
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# EdgeThresholdMin:
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# Trims the algorithm from processing darks.
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# 0.0833 - upper limit (default, the start of visible unfiltered edges)
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# 0.0625 - high quality (faster)
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# 0.0312 - visible limit (slower)
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# Credits: SkalFate
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$gameWidth = 1280
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$gameHeight = 720
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# Performance
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// Performance
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[Preset]
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name = 320x180
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$gameWidth = 1280
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$gameHeight = 720
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# Common HD Resolutions
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// Common HD Resolutions
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[Preset]
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name = 1600x900
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$gameWidth = 1280
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$gameHeight = 720
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# Common Ultrawide Resolutions
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// Common Ultrawide Resolutions
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[Preset]
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name = 2560x1080 ("21:9")
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$gameWidth = 1280
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$gameHeight = 720
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# Common 16:10 Resolutions
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// Common 16:10 Resolutions
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[Preset]
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name = 1440x936 (16:10)
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||||
@ -154,7 +154,7 @@ $gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
# All 720p textures:
|
||||
# - 0x001=World Lighting
|
||||
# - 0x001=World Lighting Red8
|
||||
# - 0x005=Link and Objects Depth
|
||||
# - 0x007=World Lighting Red-Green Texture
|
||||
# - 0x019=Menu Interface/GUI
|
||||
@ -169,17 +169,9 @@ $gameHeight = 720
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x1,0x5,0x7,0x1a,0x41a,0x80e,0x806,0x816,0x820
|
||||
tileModesExcluded = 0x1
|
||||
overwriteWidth = ($width/$gameWidth)* 1280
|
||||
overwriteHeight = ($height/$gameHeight)* 720
|
||||
|
||||
# Menu Interface/GUI reduced color banding
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x19
|
||||
overwriteFormat = 0x1f
|
||||
formats = 0x001,0x005,0x007,0x019,0x01a,0x41a,0x80e,0x806,0x816,0x820
|
||||
formatsExcluded = 0x008 # Game Load Opening Background Image
|
||||
tileModesExcluded = 0x001 # For Video Playback
|
||||
overwriteWidth = ($width/$gameWidth)* 1280
|
||||
overwriteHeight = ($height/$gameHeight)* 720
|
||||
|
||||
@ -187,7 +179,8 @@ overwriteHeight = ($height/$gameHeight)* 720
|
||||
[TextureRedefine]
|
||||
width = 864
|
||||
height = 480
|
||||
formats = 0x19
|
||||
formats = 0x019
|
||||
formatsExcluded = 0x034 # Exclude 0x034 which is used for large album thumbnails
|
||||
overwriteWidth = ($width/$gameWidth)* 864
|
||||
overwriteHeight = ($height/$gameHeight)* 480
|
||||
|
||||
@ -195,12 +188,13 @@ overwriteHeight = ($height/$gameHeight)* 480
|
||||
[TextureRedefine]
|
||||
width = 854
|
||||
height = 480
|
||||
formats = 0x19
|
||||
formats = 0x019
|
||||
formatsExcluded = 0x034 # Exclude 0x034 which is used for large album thumbnails
|
||||
overwriteWidth = ($width/$gameWidth)* 854
|
||||
overwriteHeight = ($height/$gameHeight)* 480
|
||||
|
||||
# All 1/2, 1/4 textures:
|
||||
# - 0x001=World Lighting
|
||||
# - 0x001=World Lighting - Red
|
||||
# - 0x005=Depth for Link and Objects
|
||||
# - 0x019=GUI
|
||||
# - 0x01a=Blurs and Normals
|
||||
@ -213,7 +207,8 @@ overwriteHeight = ($height/$gameHeight)* 480
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 368
|
||||
formats = 0x1,0x5,0x1a,0x80e,0x806,0x816,0x820
|
||||
formats = 0x001,0x005,0x007,0x019,0x01a,0x80e,0x806,0x816,0x820,0x41a
|
||||
formatsExcluded = 0x431 # Exclude 0x431 which is used for adventure log images
|
||||
overwriteWidth = ($width/$gameWidth)* 640
|
||||
overwriteHeight = ($height/$gameHeight)* 368
|
||||
|
||||
@ -221,26 +216,9 @@ overwriteHeight = ($height/$gameHeight)* 368
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x1,0x5,0x1a,0x80e,0x806,0x816,0x820
|
||||
tileModesExcluded = 0x1
|
||||
overwriteWidth = ($width/$gameWidth)* 640
|
||||
overwriteHeight = ($height/$gameHeight)* 360
|
||||
|
||||
# GUI reduced color banding
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 368
|
||||
formats = 0x19
|
||||
overwriteFormat = 0x1f
|
||||
overwriteWidth = ($width/$gameWidth)* 640
|
||||
overwriteHeight = ($height/$gameHeight)* 368
|
||||
|
||||
# GUI reduced color banding
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x19
|
||||
overwriteFormat = 0x1f
|
||||
formats = 0x001,0x005,0x007,0x019,0x01a,0x80e,0x806,0x816,0x820,0x41a
|
||||
formatsExcluded = 0x431
|
||||
tileModesExcluded = 0x001 # For Video Playback
|
||||
overwriteWidth = ($width/$gameWidth)* 640
|
||||
overwriteHeight = ($height/$gameHeight)* 360
|
||||
|
||||
@ -248,7 +226,7 @@ overwriteHeight = ($height/$gameHeight)* 360
|
||||
[TextureRedefine]
|
||||
width = 384
|
||||
height = 192
|
||||
formats = 0x1 # world lighting
|
||||
formats = 0x001 # World lighting - Red
|
||||
overwriteWidth = ($width/$gameWidth)* 384
|
||||
overwriteHeight = ($height/$gameHeight)* 192
|
||||
|
||||
@ -256,7 +234,7 @@ overwriteHeight = ($height/$gameHeight)* 192
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 192
|
||||
formats = 0x1,0x5,0x1a,0x80e,0x816,0x806
|
||||
formats = 0x001,0x005,0x007,0x019,0x01a,0x80e,0x816,0x806,0x820,0x41a
|
||||
overwriteWidth = ($width/$gameWidth)* 320
|
||||
overwriteHeight = ($height/$gameHeight)* 192
|
||||
|
||||
@ -264,25 +242,7 @@ overwriteHeight = ($height/$gameHeight)* 192
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x1,0x5,0x1a,0x80e,0x816,0x806
|
||||
overwriteWidth = ($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/$gameHeight)* 192
|
||||
|
||||
# GUI reduced color banding
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x19
|
||||
overwriteFormat = 0x1f
|
||||
formats = 0x001,0x005,0x007,0x019,0x01a,0x80e,0x816,0x806,0x820,0x41a
|
||||
overwriteWidth = ($width/$gameWidth)* 320
|
||||
overwriteHeight = ($height/$gameHeight)* 180
|
||||
|
||||
@ -290,7 +250,7 @@ overwriteHeight = ($height/$gameHeight)* 180
|
||||
[TextureRedefine]
|
||||
width = 192
|
||||
height = 96
|
||||
formats = 0x7,0x806 # Used for Fog
|
||||
formats = 0x007,0x806 # Used for Fog
|
||||
overwriteWidth = ($width/$gameWidth) * 192
|
||||
overwriteHeight = ($height/$gameHeight) * 96
|
||||
|
||||
@ -298,7 +258,7 @@ overwriteHeight = ($height/$gameHeight) * 96
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 96
|
||||
formats = 0x7,0x806,0x80e,0x816 # Used for Fog/Depth/Bloom
|
||||
formats = 0x001,0x007,0x806,0x80e,0x816 # Used for Fog/Depth/Bloom
|
||||
overwriteWidth = ($width/$gameWidth)* 160
|
||||
overwriteHeight = ($height/$gameHeight)* 96
|
||||
|
||||
@ -306,7 +266,7 @@ overwriteHeight = ($height/$gameHeight)* 96
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x7,0x806,0x80e,0x816
|
||||
formats = 0x001,0x007,0x806,0x80e,0x816
|
||||
overwriteWidth = ($width/$gameWidth)* 160
|
||||
overwriteHeight = ($height/$gameHeight)* 90
|
||||
|
||||
@ -314,7 +274,7 @@ overwriteHeight = ($height/$gameHeight)* 90
|
||||
[TextureRedefine]
|
||||
width = 96
|
||||
height = 48
|
||||
formats = 0x80e,0x816 # Used for bloom/depth
|
||||
formats = 0x816,0x80e # Used for bloom/depth
|
||||
overwriteWidth = ($width/$gameWidth)* 96
|
||||
overwriteHeight = ($height/$gameHeight)* 48
|
||||
|
||||
@ -322,7 +282,7 @@ overwriteHeight = ($height/$gameHeight)* 48
|
||||
[TextureRedefine]
|
||||
width = 80
|
||||
height = 45
|
||||
formats = 0x806,0x816 # Used for bloom/fog
|
||||
formats = 0x816,0x806,0x007 # Used for bloom/fog
|
||||
overwriteWidth = ($width/$gameWidth)* 80
|
||||
overwriteHeight = ($height/$gameHeight)* 45
|
||||
|
||||
@ -332,7 +292,7 @@ overwriteHeight = ($height/$gameHeight)* 45
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 64
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 64
|
||||
|
||||
@ -340,7 +300,7 @@ overwriteHeight = ($height/$gameHeight) * 64
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 50
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 50
|
||||
|
||||
@ -348,7 +308,7 @@ overwriteHeight = ($height/$gameHeight) * 50
|
||||
[TextureRedefine]
|
||||
width = 128
|
||||
height = 64
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 128
|
||||
overwriteHeight = ($height/$gameHeight) * 64
|
||||
|
||||
@ -356,7 +316,7 @@ overwriteHeight = ($height/$gameHeight) * 64
|
||||
[TextureRedefine]
|
||||
width = 128
|
||||
height = 50
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 128
|
||||
overwriteHeight = ($height/$gameHeight) * 50
|
||||
|
||||
@ -364,7 +324,7 @@ overwriteHeight = ($height/$gameHeight) * 50
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 32
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 32
|
||||
|
||||
@ -372,7 +332,7 @@ overwriteHeight = ($height/$gameHeight) * 32
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 25
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 25
|
||||
|
||||
@ -380,7 +340,7 @@ overwriteHeight = ($height/$gameHeight) * 25
|
||||
[TextureRedefine]
|
||||
width = 288
|
||||
height = 64
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 288
|
||||
overwriteHeight = ($height/$gameHeight) * 64
|
||||
|
||||
@ -388,7 +348,7 @@ overwriteHeight = ($height/$gameHeight) * 64
|
||||
[TextureRedefine]
|
||||
width = 266
|
||||
height = 50
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 266
|
||||
overwriteHeight = ($height/$gameHeight) * 50
|
||||
|
||||
@ -396,7 +356,7 @@ overwriteHeight = ($height/$gameHeight) * 50
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 32
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 32
|
||||
|
||||
@ -404,7 +364,7 @@ overwriteHeight = ($height/$gameHeight) * 32
|
||||
[TextureRedefine]
|
||||
width = 133
|
||||
height = 25
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 133
|
||||
overwriteHeight = ($height/$gameHeight) * 25
|
||||
|
||||
@ -412,7 +372,7 @@ overwriteHeight = ($height/$gameHeight) * 25
|
||||
[TextureRedefine]
|
||||
width = 120
|
||||
height = 80
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth)* 120
|
||||
overwriteHeight = ($height/$gameHeight)* 80
|
||||
|
||||
@ -420,16 +380,16 @@ overwriteHeight = ($height/$gameHeight)* 80
|
||||
[TextureRedefine]
|
||||
width = 120
|
||||
height = 75
|
||||
formats = 0x1a
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth)* 120
|
||||
overwriteHeight = ($height/$gameHeight)* 75
|
||||
|
||||
# 0x806 - Fogs and Dust
|
||||
|
||||
[TextureRedefine] # Required
|
||||
# Required
|
||||
[TextureRedefine]
|
||||
width = 128
|
||||
height = 48
|
||||
formats = 0x5,0x806,0x816,0x820
|
||||
formats = 0x806,0x816,0x005,0x007,0x820
|
||||
overwriteWidth = ($width/$gameWidth) * 128
|
||||
overwriteHeight = ($height/$gameHeight) * 48
|
||||
|
||||
@ -517,8 +477,8 @@ overwriteHeight = ($height/$gameHeight)* 11
|
||||
[TextureRedefine]
|
||||
width = 960
|
||||
height = 540
|
||||
formats = 0x5,0x7,0x19,0x1a,0x41a,0x806,0x80e,0x816
|
||||
tileModesExcluded = 0x1 # For Switch Videos
|
||||
formats = 0x816,0x005,0x007,0x019,0x01a,0x41a,0x80e,0x806
|
||||
tileModesExcluded = 0x001 # For Video Playback
|
||||
overwriteWidth = ($width/$gameWidth) * 960
|
||||
overwriteHeight = ($height/$gameHeight) * 540
|
||||
|
||||
@ -526,7 +486,7 @@ overwriteHeight = ($height/$gameHeight) * 540
|
||||
[TextureRedefine]
|
||||
width = 960
|
||||
height = 544
|
||||
formats = 0x5,0x7,0x19,0x1a,0x41a,0x806,0x80e,0x816
|
||||
formats = 0x816,0x005,0x007,0x019,0x01a,0x41a,0x80e,0x806
|
||||
overwriteWidth = ($width/$gameWidth) * 960
|
||||
overwriteHeight = ($height/$gameHeight) * 544
|
||||
|
||||
@ -535,7 +495,7 @@ overwriteHeight = ($height/$gameHeight) * 544
|
||||
width = 512
|
||||
height = 272
|
||||
depth = 1
|
||||
formats = 0x1,0x5 # Viewport / Depth
|
||||
formats = 0x001,0x005 # Red Viewport / Depth
|
||||
overwriteWidth = ($width/$gameWidth) * 512
|
||||
overwriteHeight = ($height/$gameHeight) * 272
|
||||
|
||||
@ -543,7 +503,7 @@ overwriteHeight = ($height/$gameHeight) * 272
|
||||
[TextureRedefine]
|
||||
width = 480
|
||||
height = 272
|
||||
formats = 0x1,0x1a,0x80e,0x816,0x820
|
||||
formats = 0x816,0x01a,0x820,0x001,0x80e,0x820
|
||||
overwriteWidth = ($width/$gameWidth) * 480
|
||||
overwriteHeight = ($height/$gameHeight) * 272
|
||||
|
||||
@ -551,7 +511,7 @@ overwriteHeight = ($height/$gameHeight) * 272
|
||||
[TextureRedefine]
|
||||
width = 480
|
||||
height = 270
|
||||
formats = 0x1,0x1a,0x80e,0x816,0x820
|
||||
formats = 0x816,0x01a,0x820,0x001,0x80e,0x820
|
||||
overwriteWidth = ($width/$gameWidth) * 480
|
||||
overwriteHeight = ($height/$gameHeight) * 270
|
||||
|
||||
@ -568,7 +528,7 @@ overwriteHeight = ($height/$gameHeight) * 512
|
||||
[TextureRedefine] # Top-view to bottom Depth
|
||||
width = 2048
|
||||
height = 2048
|
||||
formats = 0x5
|
||||
formats = 0x005
|
||||
overwriteWidth = ($width/$gameWidth) * 2048
|
||||
overwriteHeight = ($height/$gameHeight) * 2048
|
||||
|
||||
@ -576,7 +536,7 @@ overwriteHeight = ($height/$gameHeight) * 2048
|
||||
[TextureRedefine]
|
||||
width = 1504
|
||||
height = 720
|
||||
formats = 0x19
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 1504
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
@ -584,15 +544,15 @@ overwriteHeight = ($height/$gameHeight) * 720
|
||||
[TextureRedefine]
|
||||
width = 1500
|
||||
height = 720
|
||||
formats = 0x19
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 1500
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
# Select-Menu Map Overlay, Scope Interface
|
||||
# Select-Menu Map Overlay
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 608
|
||||
formats = 0x19
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 608
|
||||
|
||||
@ -600,7 +560,7 @@ overwriteHeight = ($height/$gameHeight) * 608
|
||||
[TextureRedefine]
|
||||
width = 192
|
||||
height = 192
|
||||
formats = 0x19
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 192
|
||||
overwriteHeight = ($height/$gameHeight) * 192
|
||||
|
||||
@ -608,7 +568,7 @@ overwriteHeight = ($height/$gameHeight) * 192
|
||||
[TextureRedefine]
|
||||
width = 1920
|
||||
height = 912
|
||||
formats = 0x1
|
||||
formats = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1920
|
||||
overwriteHeight = ($height/$gameHeight) * 912
|
||||
|
||||
@ -645,6 +605,49 @@ overwriteHeight = ($height/$gameHeight) * 23
|
||||
[TextureRedefine]
|
||||
width = 512
|
||||
height = 288
|
||||
formats = 0x1a,0x80e
|
||||
formats = 0x01a,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * 512
|
||||
overwriteHeight = ($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
|
||||
|
@ -1,9 +1,9 @@
|
||||
[TropicalFreeze2]
|
||||
[DKTropicalFreeze2]
|
||||
moduleMatches = 0x4FF15DD2
|
||||
0x10018498 = .float $width/$height
|
||||
0x10094758 = .float $width/$height
|
||||
|
||||
[TropicalFreeze16]
|
||||
[DKTropicalFreeze16]
|
||||
moduleMatches = 0xA37C99E1
|
||||
0x100184A8 = .float $width/$height
|
||||
0x100946F8 = .float $width/$height
|
||||
0x100946F8 = .float $width/$height
|
Loading…
Reference in New Issue
Block a user