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https://github.com/cemu-project/cemu_graphic_packs.git
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4398ebcebe
I searched through quite a bit of commits to properly credit some packs. Some of the credits are based off memory. Please let me know if I incorrectly credited or forgot to credit somebody.
170 lines
3.3 KiB
Plaintext
170 lines
3.3 KiB
Plaintext
[Definition]
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titleIds = 000500001017C600,0005000010181F00
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name = Resolution
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path = "Skylanders Trap Team/Graphics/Resolution"
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description = Changes the resolution of the game. Made by Crementif.
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version = 3
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[Preset]
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name = 1280x720 (Default)
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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# Performance
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[Preset]
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 960x540
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$width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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# Common HD Resolutions
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 1920x1080
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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[TextureRedefine] # Game output and hud resolution
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width = 1280
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height = 720
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formats = 0x01a,0x011
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine] # Gamepad resolution
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width = 864
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height = 480
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine] # Stage rendering
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width = 1024
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height = 576
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formats = 0x01a,0x011,0x80e
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overwriteWidth = ($width/$gameWidth) * 1024
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overwriteHeight = ($height/$gameHeight) * 576
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[TextureRedefine] # Squashed/bloom alt viewport
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width = 512
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height = 576
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formats = 0x01a,0x80e,0x011
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overwriteWidth = ($width/$gameWidth) * 512
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overwriteHeight = ($height/$gameHeight) * 576
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[TextureRedefine] # Half-res viewport depth, blur and bloom
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width = 512
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height = 288
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formats = 0x01a,0x80e,0x011
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overwriteWidth = ($width/$gameWidth) * 512
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overwriteHeight = ($height/$gameHeight) * 288
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# Ambient occlusion
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[TextureRedefine]
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width = 128
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height = 576
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 576
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[TextureRedefine]
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width = 102
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height = 576
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 102
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overwriteHeight = ($height/$gameHeight) * 576
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[TextureRedefine]
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width = 128
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height = 64
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 64
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[TextureRedefine]
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width = 102
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height = 57
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 102
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overwriteHeight = ($height/$gameHeight) * 57
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# Bloom blur
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[TextureRedefine] # Squashed bloom
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width = 256
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height = 256
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 256
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overwriteHeight = ($height/$gameHeight) * 256
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[TextureRedefine]
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width = 256
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height = 144
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 256
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overwriteHeight = ($height/$gameHeight) * 144
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# Gamepad figure rendering
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[TextureRedefine]
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width = 448
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height = 256
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formats = 0x01a,0x011
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overwriteWidth = ($width/$gameWidth) * 448
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overwriteHeight = ($height/$gameHeight) * 256
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[TextureRedefine]
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width = 448
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height = 240
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formats = 0x01a,0x011
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overwriteWidth = ($width/$gameWidth) * 448
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overwriteHeight = ($height/$gameHeight) * 240
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[TextureRedefine]
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width = 427
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height = 240
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formats = 0x01a,0x011
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overwriteWidth = ($width/$gameWidth) * 427
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overwriteHeight = ($height/$gameHeight) * 240
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