Thanks @intra0 for all of these changes!
Besides adding customizability (and support for more versions) to some existing XCX packs, this adds the following big features:
* Anisotropic filtering for WWHD and TPHD
* Donkey Kong now has coin, banana and live cheats
* Xenoblade Chronicles X now has options to change many attributes of your party like name, height, chest size, weapons, field skill, arts and levels
You might have to reconfigure some graphic pack settings after updating since the name of some options changed.
With the new bloom graphic pack you can simply choose a preset of the amount of bloom and brightness/post-processing inside the shadow land, or you can fine-tune it to your likings with the custom options.
Thanks to @KoB-Kirito for making this dedicated bloom pack!
With some bug fixes (which should fix https://github.com/ActualMandM/cemu_graphic_packs/issues/494), this is basically the same as the previous V5 version. I decided that updating these in this state now (since people currently have to go out of their way to get "proper" V5 packs) would be better then having updating these in a few weeks with some small fixes.
So basically, a version 2 will follow, but I just want to get these out now!
Co-authored-by: lasyan3 <lasyan3@hotmail.com>
This is the first graphics pack that uses categories with graphics adjustment! TV resolution, gamepad resolution, shadow quality, and anisotrophic filtering quality settings have all been merged into one pack.
Since filters don't work with Vulkan (even if you try to adapt it to Vulkan) it would be smart if we made the pack OpenGL only at least, since Vulkan will crash with it if you've got it enabled. We want to keep the game breaking to a minimum.
I also changed the descriptions to be more explanatory, and changed the preset names to make more sense to users. Unsure what the presets exactly entail (more specifically the preset that was originally called Smooth half original).
0.166 -> 0.5 local contrast threshold. Areas i shadows get no/less AA,
but in return, most texture detail is still there. High contrast edges
will still be processed.
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe.
I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more:
- \Enhancements\TwilightPrincessHD_Bicubic
- \Resolutions\DevilsThird_Resolution
- \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders)
- \Resolutions\LegoStarWars_Resolution
- \Resolutions\TokyoMirage_Resolution (this one could also be manually verified)
I hope I didn't make too many mistakes with this one.