[Definition] titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 name = "Xenoblade Chronicles X - " version = 2 [TextureRedefine] # increase colour depth formats = 0x01a,0x008 replaceFormat 0x01f [TextureRedefine] # increase colour depth formats = 0x816,0x820 replaceFormat 0x823 [TextureRedefine] # increase colour depth formats = 0x810 replaceFormat 0x81e [TextureRedefine] # increase colour depth formats = 0x806 replaceFormat 0x80e [TextureRedefine] # increase colour depth formats = 0x007 replaceFormat 0x00f [TextureRedefine] # tv width = 1280 height = 720 formatsExcluded = 0x031 #NLA flyover XCX logo screen tileModesExcluded = 0x001 overwriteWidth = overwriteHeight = [TextureRedefine] #XCX shadow width = 1024 height = 1024 formats = 0x005 overwriteWidth = overwriteHeight = [TextureRedefine] # Gear menu width = 1024 height = 720 formatsExcluded = 0x001 #in game movies, stasis overwriteWidth = overwriteHeight = [TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks width = 854 height = 480 overwriteWidth = overwriteHeight = [TextureRedefine] # half-res alpha width = 640 height = 360 formatsExcluded = 0x41A,0x033,0x031,0x001 #dialog prompt fixes, XCX Logo NLA exclude obvious textures tileModesExcluded = 0x001 overwriteWidth = overwriteHeight = [TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions width = 512 height = 512 formats = 0x005 overwriteWidth = overwriteHeight = [TextureRedefine] # Sun, Light Sources (plants, armor etc) width = 512 height = 288 overwriteWidth = overwriteHeight = [TextureRedefine] # Fog width = 426 height = 240 overwriteWidth = overwriteHeight = [TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround) width = 320 height = 180 overwriteWidth = overwriteHeight = [TextureRedefine] width = 261 height = 223 #formatsExcluded = overwriteWidth = overwriteHeight = [TextureRedefine] width = 256 height = 180 #formatsExcluded = overwriteWidth = overwriteHeight = [TextureRedefine] # "God rays" stencil res, lens reflections. width = 256 height = 144 overwriteWidth = overwriteHeight = #[TextureRedefine] # lod switch dithering, don't scale #width = 256 #height = 8 #formats = 0x01a # verify not to scale. #[TextureRedefine] # lod switch dithering, don't scale #width = 256 #height = 4 #formats = 0x01a # verify not to scale. [TextureRedefine] # width = 255 height = 255 formats = 0x810 # 0x01a, PR screen NLA overwriteWidth = overwriteHeight = [TextureRedefine]# Probe glow. width = 160 height = 90 #formatsExcluded = 0x816 #fixed in shader overwriteWidth = overwriteHeight = [TextureRedefine] width = 128 height = 128 formats = 0x806 overwriteWidth = overwriteHeight = [TextureRedefine] width = 128 height = 90 #formatsExcluded = overwriteWidth = overwriteHeight = [TextureRedefine]# should up-scale from 35 to keep aligment with other 16:9 buffers width = 80 height = 46 #formatsExcluded = 0x816 #fixed in shader overwriteWidth = overwriteHeight = [TextureRedefine] # width = 64 height = 64 formats = 0x816,0x820 #001a includes cube breaks if scaled overwriteWidth = overwriteHeight = [TextureRedefine] width = 64 height = 46 #formatsExcluded = overwriteWidth = overwriteHeight = [TextureRedefine] # height = 32 height = 32 formats = 0x806 #001a includes cube breaks flashlight scene overwriteWidth = overwriteHeight = #[TextureRedefine] #grading don't scale #width = 16 #height = 16 #formatsExcluded = #overwriteWidth = 16 #overwriteHeight = 16 [TextureRedefine] # width = 8 height = 8 formats = 0x806 overwriteWidth = overwriteHeight = [TextureRedefine] # width = 4 height = 4 formats = 0x80e,0x81e #R16,RG16 overwriteWidth = overwriteHeight = [TextureRedefine] # width = 1 height = 1 formats = 0x008,0x01a,081e overwriteWidth = overwriteHeight =