mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-24 00:41:51 +01:00
f3d35c75dc
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.
178 lines
3.5 KiB
Plaintext
178 lines
3.5 KiB
Plaintext
[Definition]
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titleIds = 0005000010172600,0005000010172700,000500001011B900
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name = Resolution
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path = "Bayonetta 2/Graphics/Resolution"
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description = Changes the resolution of the game. Made by Slashiee and getdls.
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version = 4
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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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[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering
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name = --- SSAA res Tweaks - Set scaling to Stretch
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$width = 1920
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 1920x1080 (Vertical 200%, 2160)
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$width = 1920
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 2560x1440 (Vertical 200%, 1440)
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$width = 2560
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 3840x2160 (Vertical 200%, 4320)
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$width = 3840
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$height = 4320
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$gameWidth = 1280
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$gameHeight = 720
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[TextureRedefine] # Game Resolution
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width = 1280
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height = 720
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tileModesExcluded = 0x001
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overwriteWidth = ($width / $gameWidth) * 1280
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overwriteHeight = ($height / $gameHeight) * 720
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[TextureRedefine] # Blur Map
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width = 640
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height = 368
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overwriteWidth = ($width / $gameWidth) * 640
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overwriteHeight = ($height / $gameHeight) * 368
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[TextureRedefine] # Blur Map
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width = 640
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height = 360
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tileModesExcluded = 0x001
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overwriteWidth = ($width / $gameWidth) * 640
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overwriteHeight = ($height / $gameHeight) * 360
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[TextureRedefine] # Motion Blur Map
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width = 320
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height = 192
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overwriteWidth = ($width / $gameWidth) * 320
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overwriteHeight = ($height / $gameHeight) * 192
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[TextureRedefine] # Motion Blur Map
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width = 320
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height = 180
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overwriteWidth = ($width / $gameWidth) * 320
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overwriteHeight = ($height / $gameHeight) * 180
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[TextureRedefine] # Bloom Map
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width = 320
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height = 176
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overwriteWidth = ($width / $gameWidth) * 320
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overwriteHeight = ($height / $gameHeight) * 176
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[TextureRedefine] # depth loading etc
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width = 256
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height = 256
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formats = 0x011
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overwriteWidth = ($width / $gameWidth) * 256
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overwriteHeight = ($height / $gameHeight) * 256
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[TextureRedefine] # Bloom Mip
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width = 96
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height = 48
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overwriteWidth = ($width / $gameWidth) * 96
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overwriteHeight = ($height / $gameHeight) * 48
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[TextureRedefine] # Bloom Mip
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width = 80
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height = 48
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overwriteWidth = ($width / $gameWidth) * 80
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overwriteHeight = ($height / $gameHeight) * 48
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[TextureRedefine] # Bloom Mip
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width = 64
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height = 32
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formats = 0x1a
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overwriteWidth = ($width / $gameWidth) * 64
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overwriteHeight = ($height / $gameHeight) * 32
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[TextureRedefine] # Bloom Mip
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width = 48
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height = 32
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overwriteWidth = ($width / $gameWidth) * 48
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overwriteHeight = ($height / $gameHeight) * 32
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[TextureRedefine] # particles
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width = 8
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height = 8
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formats = 0x01a
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overwriteWidth = ($width / $gameWidth) * 8
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overwriteHeight = ($height / $gameHeight) * 8
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[TextureRedefine] # grading?
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width = 4
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height = 4
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formats = 0x80e
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overwriteWidth = ($width / $gameWidth) * 4
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overwriteHeight = ($height / $gameHeight) * 4 |