cemu_graphic_packs/Resolutions/NewSuperMarioBrosU_Resolution/rules.txt
Crementif f3d35c75dc Convert a lot of graphic packs to V4 (#417)
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.
2020-01-17 20:31:42 -08:00

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[Definition]
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
name = Resolution
path = "New Super Mario Bros. U/Graphics/Resolution" #and luigi
description = Changes the resolution of the game. Made by getdls.
version = 4
//compatible resolutions
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1
$dither = 0.01
$scaleShader = 0.5
$scaleBlur = 0.0
// Quality
[Preset]
name = 1920x1080 (HD)
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1
$dither = 0.15
$scaleShader = 1.0
$scaleBlur = 0.25
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
[Preset]
name = 2560x1440 (Native x2)
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.5
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.5
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.75
[Preset]
name = 3840x2160 (4k - Native x3)
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.0
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1
$dither = 0.25
$scaleShader = 1.0
$scaleBlur = 1.0
// Enthusiast
[Preset]
name = 7680x4320
$width = 7680
$height = 4320
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1
$dither = 0.25
$scaleShader = 1.0
$scaleBlur = 1.0
[Preset]
name = 10240x5760
$width = 10240
$height = 5760
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1
$dither = 0.25
$scaleShader = 1.0
$scaleBlur = 1.0
#[TextureRedefine] # Tile map, dont scale
#width = 2048
#height = 512
[TextureRedefine]
width = 1280
height = 720
#formats = 0x80e,0x01a,0x001
tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] #map shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = ($height/$gameHeight) * 1024
overwriteHeight = ($height/$gameHeight) * 1024
[TextureRedefine] #Pad
width = 864
height = 480
#formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine] #Pad
width = 854
height = 480
#formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine] #Horizon blur
width = 640
height = 368
#formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 368
[TextureRedefine] #Horizon blur
width = 640
height = 360
#formats = 0x01a
tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 360
[TextureRedefine]
width = 512
height = 256
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 256
[TextureRedefine]
width = 256
height = 128
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine]
width = 320
height = 180
#formatsExcluded =
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 180
[TextureRedefine]
width = 320
height = 180
#formatsExcluded =
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 180
[TextureRedefine]
width = 160
height = 208
#formats = 0x80e,0x01a
overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 208
[TextureRedefine] #portraits
width = 160
height = 196
#formats = 0x80e,0x01a
formatsExcluded = 0x033
overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 196
[TextureRedefine]
width = 160
height = 90
#formatsExcluded =
overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 90
[TextureRedefine]
width = 128
height = 64
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 64
[TextureRedefine]
width = 64
height = 32
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 32
[TextureRedefine]
width = 32
height = 16
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 32
overwriteHeight = ($height/$gameHeight) * 16
## Gradient don't scale
#width = 48
#height = 48
#[TextureRedefine]
#width = 1
#height = 1
#formatsExcluded =
#overwriteWidth = ($width/$gameWidth) * 1
#overwriteHeight = ($height/$gameHeight) * 1