From f9b82b4a5765e1652c8f4fabd29bc9b25df001e3 Mon Sep 17 00:00:00 2001 From: getdls Date: Sat, 1 Dec 2018 01:35:55 +0100 Subject: [PATCH] [FRN] Scale half x resolutions, sort by res --- Graphics/FASTRacingNEO_Resolution/rules.txt | 168 +++++++++++++++----- 1 file changed, 129 insertions(+), 39 deletions(-) diff --git a/Graphics/FASTRacingNEO_Resolution/rules.txt b/Graphics/FASTRacingNEO_Resolution/rules.txt index 3062dea1..dcd9413b 100644 --- a/Graphics/FASTRacingNEO_Resolution/rules.txt +++ b/Graphics/FASTRacingNEO_Resolution/rules.txt @@ -1,5 +1,5 @@ [Definition] -titleIds = 000500001012F000,00050000101D6000,00050000101E4100,00050000101FED00 +titleIds = 000500001012f000,00050000101d6000,00050000101e4100,00050000101FED00 name = Resolution path = "Fast Racing Neo/Graphics/Resolution" description = Changes the resolution of the game. @@ -11,6 +11,9 @@ $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 +$textureFormat = 0x01a // Performance @@ -20,6 +23,9 @@ $width = 320 $height = 180 $gameWidth = 1280 $gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 +$textureFormat = 0x01a [Preset] name = 640x360 @@ -27,6 +33,9 @@ $width = 640 $height = 360 $gameWidth = 1280 $gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 +$textureFormat = 0x01a [Preset] name = 960x540 @@ -34,6 +43,9 @@ $width = 960 $height = 540 $gameWidth = 1280 $gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 +$textureFormat = 0x01a // Common HD Resolutions @@ -43,6 +55,9 @@ $width = 1920 $height = 1080 $gameWidth = 1280 $gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 +$textureFormat = 0x01a [Preset] name = 2560x1440 @@ -50,6 +65,9 @@ $width = 2560 $height = 1440 $gameWidth = 1280 $gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 +$textureFormat = 0x01a [Preset] name = 3200x1800 @@ -57,6 +75,9 @@ $width = 3200 $height = 1800 $gameWidth = 1280 $gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 +$textureFormat = 0x01a [Preset] name = 3840x2160 @@ -64,6 +85,19 @@ $width = 3840 $height = 2160 $gameWidth = 1280 $gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 +$textureFormat = 0x01a + +#[Preset] +#name = 3840x2160 (experimental res, format) +#$width = 3840 #5760 +#$height = 2160 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 2.0 +#$scaleShader = 1.0 +#$textureFormat = 0x01f [Preset] name = 5120x2880 @@ -71,6 +105,15 @@ $width = 5120 $height = 2880 $gameWidth = 1280 $gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 +$textureFormat = 0x01a + +#[TextureRedefine] +#width = 1280 +#height = 720 +#formats = 0x01a +#overwriteFormat = $textureFormat [TextureRedefine] # Game Resolution width = 1280 @@ -78,6 +121,18 @@ height = 720 overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 720 +[TextureRedefine] # Game Resolution +width = 1280 +height = 592 +overwriteWidth = ($width / $gameWidth) * 1280 +overwriteHeight = ($height / $gameHeight) * 592 + +[TextureRedefine] # Game Resolution +width = 1280 +height = 580 +overwriteWidth = ($width / $gameWidth) * 1280 +overwriteHeight = ($height / $gameHeight) * 580 + [TextureRedefine] # Light Shafts Pass width = 1024 height = 512 @@ -85,12 +140,32 @@ formats = 0x1 overwriteWidth = ($width / $gameWidth) * 1024 overwriteHeight = ($height / $gameHeight) * 512 -[TextureRedefine] # Light Shafts Pass Mip -width = 512 -height = 256 -formats = 0x1 -overwriteWidth = ($width / $gameWidth) * 512 -overwriteHeight = ($height / $gameHeight) * 256 +[TextureRedefine] # Gamepad Resolution +width = 854 +height = 480 +overwriteWidth = ($width / $gameWidth) * 854 +overwriteHeight = ($height / $gameHeight) * 480 + +[TextureRedefine] # 0.5.x main +width = 640 +height = 720 +#formats = 0x816,0x001,0x01a +overwriteWidth = ($width/$gameWidth) * (640*$internalRes) +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # 0.5.x main 8 rounding +width = 640 +height = 592 +#formats = 0x816,0x001,0x01a +overwriteWidth = ($width/$gameWidth) * (640*$internalRes) +overwriteHeight = ($height/$gameHeight) * 592 + +[TextureRedefine] # 0.5.x main +width = 640 +height = 580 +#formats = 0x816,0x001,0x01a +overwriteWidth = ($width/$gameWidth) * (640*$internalRes) +overwriteHeight = ($height/$gameHeight) * 580 [TextureRedefine] # Bloom Pass width = 640 @@ -104,19 +179,64 @@ height = 360 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 360 +[TextureRedefine] # Bloom Pass +width = 640 +height = 304 +overwriteWidth = ($width / $gameWidth) * 640 +overwriteHeight = ($height / $gameHeight) * 304 + +[TextureRedefine] # Bloom Pass +width = 640 +height = 290 +overwriteWidth = ($width / $gameWidth) * 640 +overwriteHeight = ($height / $gameHeight) * 290 + +[TextureRedefine] # Light Shafts Pass Mip +width = 512 +height = 512 +formats = 0x1 +overwriteWidth = ($width / $gameWidth) * (512*$internalRes) +overwriteHeight = ($height / $gameHeight) * 512 + +[TextureRedefine] # Light Shafts Pass Mip +width = 512 +height = 256 +formats = 0x1 +overwriteWidth = ($width / $gameWidth) * 512 +overwriteHeight = ($height / $gameHeight) * 256 + +[TextureRedefine] # Bloom Pass Mip +width = 320 +height = 368 +overwriteWidth = ($width / $gameWidth) * (320*$internalRes) +overwriteHeight = ($height / $gameHeight) * 368 + +[TextureRedefine] # Bloom Pass Mip +width = 320 +height = 360 +overwriteWidth = ($width / $gameWidth) * (320*$internalRes) +overwriteHeight = ($height / $gameHeight) * 360 + [TextureRedefine] # Bloom Pass Mip width = 320 height = 192 -overwriteWidth = ($width / $gameWidth) * 320 +overwriteWidth = ($width / $gameWidth) * (320*$internalRes) overwriteHeight = ($height / $gameHeight) * 192 [TextureRedefine] # Bloom Pass Mip width = 320 height = 180 formatsExcluded = 0x41a -overwriteWidth = ($width / $gameWidth) * 320 +overwriteWidth = ($width / $gameWidth) * (320*$internalRes) overwriteHeight = ($height / $gameHeight) * 180 +[TextureRedefine] # Light Shafts Pass Mip +width = 256 +height = 256 +formats = 0x1 +overwriteWidth = ($width / $gameWidth) * (256*$internalRes) +overwriteHeight = ($height / $gameHeight) * 256 + [TextureRedefine] # Bloom Pass Mip width = 160 height = 96 @@ -154,36 +274,6 @@ height = 22 overwriteWidth = ($width / $gameWidth) * 40 overwriteHeight = ($height / $gameHeight) * 22 -[TextureRedefine] # Gamepad Resolution -width = 854 -height = 480 -overwriteWidth = ($width / $gameWidth) * 854 -overwriteHeight = ($height / $gameHeight) * 480 - -[TextureRedefine] # Game Resolution -width = 1280 -height = 592 -overwriteWidth = ($width / $gameWidth) * 1280 -overwriteHeight = ($height / $gameHeight) * 592 - -[TextureRedefine] # Game Resolution -width = 1280 -height = 580 -overwriteWidth = ($width / $gameWidth) * 1280 -overwriteHeight = ($height / $gameHeight) * 580 - -[TextureRedefine] # Bloom Pass -width = 640 -height = 304 -overwriteWidth = ($width / $gameWidth) * 640 -overwriteHeight = ($height / $gameHeight) * 304 - -[TextureRedefine] # Bloom Pass -width = 640 -height = 290 -overwriteWidth = ($width / $gameWidth) * 640 -overwriteHeight = ($height / $gameHeight) * 290 - [TextureRedefine] # Bloom Pass Mip width = 320 height = 160