cemu_graphic_packs/Resolutions/Bayonetta2_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 = 0005000010172600,0005000010172700,000500001011B900
name = Resolution
path = "Bayonetta 2/Graphics/Resolution"
description = Changes the resolution of the game. Made by Slashiee and getdls.
version = 4
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
# Performance
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1280
$gameHeight = 720
# Common HD Resolutions
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 1920x1080
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering
name = --- SSAA res Tweaks - Set scaling to Stretch
$width = 1920
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 1920x1080 (Vertical 200%, 2160)
$width = 1920
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 2560x1440 (Vertical 200%, 1440)
$width = 2560
$height = 2880
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3840x2160 (Vertical 200%, 4320)
$width = 3840
$height = 4320
$gameWidth = 1280
$gameHeight = 720
[TextureRedefine] # Game Resolution
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = ($width / $gameWidth) * 1280
overwriteHeight = ($height / $gameHeight) * 720
[TextureRedefine] # Blur Map
width = 640
height = 368
overwriteWidth = ($width / $gameWidth) * 640
overwriteHeight = ($height / $gameHeight) * 368
[TextureRedefine] # Blur Map
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = ($width / $gameWidth) * 640
overwriteHeight = ($height / $gameHeight) * 360
[TextureRedefine] # Motion Blur Map
width = 320
height = 192
overwriteWidth = ($width / $gameWidth) * 320
overwriteHeight = ($height / $gameHeight) * 192
[TextureRedefine] # Motion Blur Map
width = 320
height = 180
overwriteWidth = ($width / $gameWidth) * 320
overwriteHeight = ($height / $gameHeight) * 180
[TextureRedefine] # Bloom Map
width = 320
height = 176
overwriteWidth = ($width / $gameWidth) * 320
overwriteHeight = ($height / $gameHeight) * 176
[TextureRedefine] # depth loading etc
width = 256
height = 256
formats = 0x011
overwriteWidth = ($width / $gameWidth) * 256
overwriteHeight = ($height / $gameHeight) * 256
[TextureRedefine] # Bloom Mip
width = 96
height = 48
overwriteWidth = ($width / $gameWidth) * 96
overwriteHeight = ($height / $gameHeight) * 48
[TextureRedefine] # Bloom Mip
width = 80
height = 48
overwriteWidth = ($width / $gameWidth) * 80
overwriteHeight = ($height / $gameHeight) * 48
[TextureRedefine] # Bloom Mip
width = 64
height = 32
formats = 0x1a
overwriteWidth = ($width / $gameWidth) * 64
overwriteHeight = ($height / $gameHeight) * 32
[TextureRedefine] # Bloom Mip
width = 48
height = 32
overwriteWidth = ($width / $gameWidth) * 48
overwriteHeight = ($height / $gameHeight) * 32
[TextureRedefine] # particles
width = 8
height = 8
formats = 0x01a
overwriteWidth = ($width / $gameWidth) * 8
overwriteHeight = ($height / $gameHeight) * 8
[TextureRedefine] # grading?
width = 4
height = 4
formats = 0x80e
overwriteWidth = ($width / $gameWidth) * 4
overwriteHeight = ($height / $gameHeight) * 4