[FRN] Scale half x resolutions, sort by res

This commit is contained in:
getdls 2018-12-01 01:35:55 +01:00
parent c4a81cede7
commit f9b82b4a57

View File

@ -1,5 +1,5 @@
[Definition] [Definition]
titleIds = 000500001012F000,00050000101D6000,00050000101E4100,00050000101FED00 titleIds = 000500001012f000,00050000101d6000,00050000101e4100,00050000101FED00
name = Resolution name = Resolution
path = "Fast Racing Neo/Graphics/Resolution" path = "Fast Racing Neo/Graphics/Resolution"
description = Changes the resolution of the game. description = Changes the resolution of the game.
@ -11,6 +11,9 @@ $width = 1280
$height = 720 $height = 720
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
// Performance // Performance
@ -20,6 +23,9 @@ $width = 320
$height = 180 $height = 180
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset] [Preset]
name = 640x360 name = 640x360
@ -27,6 +33,9 @@ $width = 640
$height = 360 $height = 360
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset] [Preset]
name = 960x540 name = 960x540
@ -34,6 +43,9 @@ $width = 960
$height = 540 $height = 540
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
// Common HD Resolutions // Common HD Resolutions
@ -43,6 +55,9 @@ $width = 1920
$height = 1080 $height = 1080
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset] [Preset]
name = 2560x1440 name = 2560x1440
@ -50,6 +65,9 @@ $width = 2560
$height = 1440 $height = 1440
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset] [Preset]
name = 3200x1800 name = 3200x1800
@ -57,6 +75,9 @@ $width = 3200
$height = 1800 $height = 1800
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset] [Preset]
name = 3840x2160 name = 3840x2160
@ -64,6 +85,19 @@ $width = 3840
$height = 2160 $height = 2160
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $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] [Preset]
name = 5120x2880 name = 5120x2880
@ -71,6 +105,15 @@ $width = 5120
$height = 2880 $height = 2880
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
#[TextureRedefine]
#width = 1280
#height = 720
#formats = 0x01a
#overwriteFormat = $textureFormat
[TextureRedefine] # Game Resolution [TextureRedefine] # Game Resolution
width = 1280 width = 1280
@ -78,6 +121,18 @@ height = 720
overwriteWidth = ($width / $gameWidth) * 1280 overwriteWidth = ($width / $gameWidth) * 1280
overwriteHeight = ($height / $gameHeight) * 720 overwriteHeight = ($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 / $gameHeight) * 580
[TextureRedefine] # Light Shafts Pass [TextureRedefine] # Light Shafts Pass
width = 1024 width = 1024
height = 512 height = 512
@ -85,12 +140,32 @@ formats = 0x1
overwriteWidth = ($width / $gameWidth) * 1024 overwriteWidth = ($width / $gameWidth) * 1024
overwriteHeight = ($height / $gameHeight) * 512 overwriteHeight = ($height / $gameHeight) * 512
[TextureRedefine] # Light Shafts Pass Mip [TextureRedefine] # Gamepad Resolution
width = 512 width = 854
height = 256 height = 480
formats = 0x1 overwriteWidth = ($width / $gameWidth) * 854
overwriteWidth = ($width / $gameWidth) * 512 overwriteHeight = ($height / $gameHeight) * 480
overwriteHeight = ($height / $gameHeight) * 256
[TextureRedefine] # 0.5.x main
width = 640
height = 720
#formats = 0x816,0x001,0x01a
overwriteWidth = ($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 [TextureRedefine] # Bloom Pass
width = 640 width = 640
@ -104,19 +179,64 @@ height = 360
overwriteWidth = ($width / $gameWidth) * 640 overwriteWidth = ($width / $gameWidth) * 640
overwriteHeight = ($height / $gameHeight) * 360 overwriteHeight = ($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 / $gameHeight) * 360
[TextureRedefine] # Bloom Pass Mip [TextureRedefine] # Bloom Pass Mip
width = 320 width = 320
height = 192 height = 192
overwriteWidth = ($width / $gameWidth) * 320 overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
overwriteHeight = ($height / $gameHeight) * 192 overwriteHeight = ($height / $gameHeight) * 192
[TextureRedefine] # Bloom Pass Mip [TextureRedefine] # Bloom Pass Mip
width = 320 width = 320
height = 180 height = 180
formatsExcluded = 0x41a formatsExcluded = 0x41a
overwriteWidth = ($width / $gameWidth) * 320 overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
overwriteHeight = ($height / $gameHeight) * 180 overwriteHeight = ($height / $gameHeight) * 180
[TextureRedefine] # Light Shafts Pass Mip
width = 256
height = 256
formats = 0x1
overwriteWidth = ($width / $gameWidth) * (256*$internalRes)
overwriteHeight = ($height / $gameHeight) * 256
[TextureRedefine] # Bloom Pass Mip [TextureRedefine] # Bloom Pass Mip
width = 160 width = 160
height = 96 height = 96
@ -154,36 +274,6 @@ height = 22
overwriteWidth = ($width / $gameWidth) * 40 overwriteWidth = ($width / $gameWidth) * 40
overwriteHeight = ($height / $gameHeight) * 22 overwriteHeight = ($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 [TextureRedefine] # Bloom Pass Mip
width = 320 width = 320
height = 160 height = 160