[Definition] titleIds = 000500001017C600,0005000010181F00 name = Resolution path = "Skylanders Trap Team/Graphics/Resolution" description = Changes the resolution of the game. Made by Crementif. version = 4 [Preset] name = 1280x720 (Default) $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 # Performance [Preset] name = 640x360 $width = 640 $height = 360 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 960x540 $width = 960 $height = 540 $gameWidth = 1280 $gameHeight = 720 # Common HD Resolutions [Preset] name = 1600x900 $width = 1600 $height = 900 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 1920x1080 $width = 1920 $height = 1080 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 2560x1440 $width = 2560 $height = 1440 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 3200x1800 $width = 3200 $height = 1800 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 3840x2160 $width = 3840 $height = 2160 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 5120x2880 $width = 5120 $height = 2880 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 7680x4320 $width = 7680 $height = 4320 $gameWidth = 1280 $gameHeight = 720 [TextureRedefine] # Game output and hud resolution width = 1280 height = 720 formats = 0x01a,0x011 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] # Gamepad resolution width = 864 height = 480 formats = 0x01a overwriteWidth = ($width/$gameWidth) * 864 overwriteHeight = ($height/$gameHeight) * 480 [TextureRedefine] # Stage rendering width = 1024 height = 576 formats = 0x01a,0x011,0x80e overwriteWidth = ($width/$gameWidth) * 1024 overwriteHeight = ($height/$gameHeight) * 576 [TextureRedefine] # Squashed/bloom alt viewport width = 512 height = 576 formats = 0x01a,0x80e,0x011 overwriteWidth = ($width/$gameWidth) * 512 overwriteHeight = ($height/$gameHeight) * 576 [TextureRedefine] # Half-res viewport depth, blur and bloom width = 512 height = 288 formats = 0x01a,0x80e,0x011 overwriteWidth = ($width/$gameWidth) * 512 overwriteHeight = ($height/$gameHeight) * 288 # Ambient occlusion [TextureRedefine] width = 128 height = 576 formats = 0x01a overwriteWidth = ($width/$gameWidth) * 128 overwriteHeight = ($height/$gameHeight) * 576 [TextureRedefine] width = 102 height = 576 formats = 0x01a overwriteWidth = ($width/$gameWidth) * 102 overwriteHeight = ($height/$gameHeight) * 576 [TextureRedefine] width = 128 height = 64 formats = 0x01a overwriteWidth = ($width/$gameWidth) * 128 overwriteHeight = ($height/$gameHeight) * 64 [TextureRedefine] width = 102 height = 57 formats = 0x01a overwriteWidth = ($width/$gameWidth) * 102 overwriteHeight = ($height/$gameHeight) * 57 # Bloom blur [TextureRedefine] # Squashed bloom width = 256 height = 256 formats = 0x01a overwriteWidth = ($width/$gameWidth) * 256 overwriteHeight = ($height/$gameHeight) * 256 [TextureRedefine] width = 256 height = 144 formats = 0x01a overwriteWidth = ($width/$gameWidth) * 256 overwriteHeight = ($height/$gameHeight) * 144 # Gamepad figure rendering [TextureRedefine] width = 448 height = 256 formats = 0x01a,0x011 overwriteWidth = ($width/$gameWidth) * 448 overwriteHeight = ($height/$gameHeight) * 256 [TextureRedefine] width = 448 height = 240 formats = 0x01a,0x011 overwriteWidth = ($width/$gameWidth) * 448 overwriteHeight = ($height/$gameHeight) * 240 [TextureRedefine] width = 427 height = 240 formats = 0x01a,0x011 overwriteWidth = ($width/$gameWidth) * 427 overwriteHeight = ($height/$gameHeight) * 240