mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 19:16:52 +01:00
b54dd4c4e3
0x806 and sub 32x32 resolutions really don't work well.
446 lines
10 KiB
Plaintext
446 lines
10 KiB
Plaintext
[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = Resolution
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path = "Xenoblade Chronicles X/Graphics/Resolution"
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description = Changes the resolution of the game.
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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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$internalRes = 1.0
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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[Preset]
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name = 3840x720 (48:9)
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$width = 3840
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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// Quality
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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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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = (720.0/900.0) # factor for any shader that can't handle fractional scaling
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$scaleBlur = 0.5
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[Preset]
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name = 1920x1080 (HD)
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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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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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[Preset]
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name = 2560x1080 (21:9 HD)
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$width = 2560
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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[Preset]
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name = 5760x1080 (48:9 HD)
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$width = 2560
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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[Preset]
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name = 1920x1200 (10:9 HD)
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$width = 1920
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$height = 1200
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = (720.0/1200.0)
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$scaleBlur = 0.5
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[Preset]
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name = 2560x1440 (Native x2)
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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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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.5
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[Preset]
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name = 3440x1440 (21:9)
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$width = 3440
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.5
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[Preset]
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name = 7680x1440 (48:9)
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$width = 7680
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.5
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[Preset]
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name = 2560x1440 (Native x2) x2 sub scaling
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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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$internalRes = 2.0
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$dither = 0.15
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$scaleShader = 1.0
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$scaleBlur = 0.5
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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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$internalRes = 2.0
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$dither = 0.2
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$scaleShader = (1440.0/1800.0)
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$scaleBlur = 0.5
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[Preset]
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name = 3840x2160 (4k - Native x3)
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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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$internalRes = 1.0
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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[Preset]
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name = 5120x2160 (4k 21:9)
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$width = 5120
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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[Preset]
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name = 5120x2160 (4k 48:9)
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$width = 11520
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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[Preset]
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name = 3840x2160 (4k - Native x3) x2 sub scaling
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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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$internalRes = 2.0
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 1.0
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[Preset]
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 1.0
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// Enthusiast
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[Preset]
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name = 7680x4320
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$width = 7680
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$height = 4320
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 1.0
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[Preset]
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name = 10240x5760
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$width = 10240
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$height = 5760
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 1.0
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[TextureRedefine]
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width = 1280
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height = 720
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formatsExcluded = 0x031,0x431,0x035,0x034,0x033 #dialog prompt fixes, XCX Logo NLA
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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] # shadows
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader)
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overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader)
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[TextureRedefine] #ingame menu
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width = 1024
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height = 720
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 1024
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine]
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width = 864
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height = 480
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#formats =
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 854
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height = 480
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#formats =
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * 854
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 640
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height = 368
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overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (368*$internalRes)
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[TextureRedefine]
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width = 640
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height = 360
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tileModesExcluded = 0x001 # fmv sub colour
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overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (360*$internalRes)
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[TextureRedefine] # shadows 1024 for smoother transition
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width = 512
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height = 512
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formats = 0x005
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overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader)
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overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader)
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[TextureRedefine]
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width = 512
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height = 288
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overwriteWidth = ($width/$gameWidth) * (512*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (288*$internalRes)
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[TextureRedefine] # fog 1.5 match stencil
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width = 448
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height = 240
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overwriteWidth = ($width/$gameWidth) * (448*$internalRes*1.5)
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overwriteHeight = ($height/$gameHeight) * (240*$internalRes*1.5)
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[TextureRedefine] # fog
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width = 426
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height = 240
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overwriteWidth = ($width/$gameWidth) * (426*$internalRes*1.5)
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overwriteHeight = ($height/$gameHeight) * (240*$internalRes*1.5)
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[TextureRedefine] # #Bloom, DOF
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width = 320
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height = 192
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overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (192*$internalRes)
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[TextureRedefine] # Bloom, DOF
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width = 384
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height = 192
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#formats = 0x001
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overwriteWidth = ($width/$gameWidth) * (384*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (192*$internalRes)
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[TextureRedefine] # Bloom, DOF
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width = 320
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height = 180
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overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (180*$internalRes)
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[TextureRedefine]
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width = 256
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height = 144
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (144*$internalRes)
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#[TextureRedefine] # PR screen
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#width = 256
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#height = 256
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#formats = 0x810 #,0x011 #0x816
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#overwriteWidth = ($height/$gameHeight) * (256*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (256*$internalRes)
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#
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#[TextureRedefine]# sky
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#width = 255
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#height = 255
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#formats = 0x810
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##formatsExcluded = 0x01a,0x431,0x035,0x034,0x033,0x031
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#overwriteWidth = ($height/$gameHeight) * 255
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#overwriteHeight = ($height/$gameHeight) * 255
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[TextureRedefine] # skell depth
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width = 192
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height = 96
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overwriteWidth = ($width/$gameWidth) * (192*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (96*$internalRes)
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[TextureRedefine] # Bloom 2nd
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width = 160
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height = 96
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (160*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (96*$internalRes)
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[TextureRedefine] #bloom 2nd
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width = 160
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height = 90
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###formats = 0x816
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (160*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (90*$internalRes)
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#[TextureRedefine] #
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#width = 128
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#height = 128
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##formats = 0x806 #,0x035,0x034,0x033,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#overwriteWidth = ($width/$gameWidth) * 128
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#overwriteHeight = ($height/$gameHeight) * 128
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#[TextureRedefine]
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#width = 127
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#height = 127
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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####formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
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#overwriteWidth = ($width/$gameWidth) * 127
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#overwriteHeight = ($height/$gameHeight) * 127
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[TextureRedefine] #bloom 3rd level
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width = 96
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height = 48
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overwriteWidth = ($width/$gameWidth) * (96*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (48*$internalRes)
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[TextureRedefine] #bloom 3rd level
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width = 80
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height = 46
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overwriteWidth = ($width/$gameWidth) * (80*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (46*$internalRes)
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#[TextureRedefine]
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#width = 64
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#height = 64
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####formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (64*$internalRes)
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[TextureRedefine] #skell cockpit bloom 3rd level
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width = 64
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height = 32
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formats = 0x816 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
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overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
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#[TextureRedefine] #
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#width = 32
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#height = 32
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#formatsExcluded = 0x806,0x01a #breaks flashlight scene
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#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
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#
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#[TextureRedefine]
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#width = 32
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#height = 16
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
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#
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#[TextureRedefine] #
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#width = 16
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#height = 8
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####formats = 0x008,0x80e # ,0x431,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
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#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
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#[TextureRedefine] # breaks depth when scaling 1080
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#width = 8
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#height = 8
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###formats = ,0x81e,0x80e # ,0x431,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
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#overwriteWidth = ($width/$gameWidth) * (8*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
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#
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#[TextureRedefine]
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#width = 4
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#height = 4
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####formats = 0x81e,0x80e
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#overwriteWidth = ($width/$gameWidth) * (4*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (4*$internalRes)
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#
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#[TextureRedefine]
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#width = 1
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#height = 1
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####formats = 0x008,0x81e,0x01a
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#overwriteWidth = ($width/$gameWidth) * (1*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (1*$internalRes) |