Should fix the native anti-aliasing preset most importantly, but since I ported all of the packs now the script "watermark" is at least a proper sentence, heh.
Also, I fixed the porting scripts. Basically, there were a bug in the verification script that wouldn't check if the uf_* variables matched and the conversion script also had a fun bug where it wasn't automatically fixing an incorrect order of the uf_* variables. So that basically made both of them slip through. Both are now fixed however.
Don't know if it's needed to check the previously ported graphic packs to see if the error affected those, but it might not hurt.
Xenoblade Chronicles X packs are now ported too! Which has, after BotW, the most shaders I think made by all of the efforts from getdls. All shaders were successfully verified and tested in-game (from what I could tell).
But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were:
- It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset.
- All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan.
Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least.
* Organize workaround graphic packs
Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions.
* Add V4 converter script and instructions on how to use it
Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there...
Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
Also updated the skylander game's statuses in the list.
They did do some optimizations. Also, the music is so god damn repetitive, I think I've listened 1 hour of what felt like a 30 second music loop...
Still an improvement over the 720p resolution even though most of it is hand-drawn. The assets are actually far more higher-resolution then the game renders them at.
Removed the resolution ratio indicators since it's not needed if there's no other aspect ratio resolution available, also removed the disclaimer about not being able to change them on the fly since Cemu warns you via it's interface already when you change a preset on rules.txt with texture redefine's
Probably the easiest version 3 resolution pack to make! No viewports with some margin or half-res stuff, 2 formats for all of it's rendering (doesn't even blur by downscaling viewports)...
Also added a shader edit for the background, just because. This game is also pretty cool.