cemu_graphic_packs/Resolutions/KirbyRainbow_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 = 00050000101ABC00,00050000101B5100
name = Resolution
path = "Kirby and the Rainbow Curse & Paintbrush/Graphics/Resolution"
description = Changes the resolution of the game. Made by Crementif.
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 (4k - Native x2)
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 7680x4320 (8k - Native x3)
$width = 7680
$height = 4320
$gameWidth = 1280
$gameHeight = 720
[TextureRedefine] # TV Resolution
width = 1280
height = 720
formats = 0x816
overwriteFormat = 0x820
[TextureRedefine] # TV Resolution
width = 1280
height = 720
tileModesExcluded = 0x001
formatsExcluded = 0x431,0x034,0x41a # boot, background
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # Gamepad resolution
width = 854
height = 480
formats = 0x011,0x816,0810,0x005,0x21a
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine] # Stage rendering resolution
width = 1024
height = 576
formats = 0x011,0x816,0x21a,0x810
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine]
width = 1056
height = 592
formats = 0x41a
overwriteWidth = ($width/$gameWidth) * 1056
overwriteHeight = ($height/$gameHeight) * 592
[TextureRedefine]
width = 1025
height = 577
formats = 0x41a
overwriteWidth = ($width/$gameWidth) * 1025
overwriteHeight = ($height/$gameHeight) * 577
[TextureRedefine] # Stage rendering resolution for gamepad
width = 864
height = 480
formats = 0x011,0x816,0x21a,0x810
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 864
height = 496
formats = 0x41a
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 496
[TextureRedefine]
width = 855
height = 481
formats = 0x41a
overwriteWidth = ($width/$gameWidth) * 855
overwriteHeight = ($height/$gameHeight) * 481
[TextureRedefine] # Depth buffer
width = 896
height = 480
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 896
overwriteHeight = ($height/$gameHeight) * 480
# Stage depth
[TextureRedefine]
width = 640
height = 608
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 608
[TextureRedefine]
width = 600
height = 600
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 600
overwriteHeight = ($height/$gameHeight) * 600
# Background Stage Blur
[TextureRedefine] # Shared with clay texture blur
width = 512
height = 288
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 288
[TextureRedefine]
width = 256
height = 144
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 144
[TextureRedefine] # Gamepad stage background blur, also shared with clay texture blur
width = 448
height = 240
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 448
overwriteHeight = ($height/$gameHeight) * 240
[TextureRedefine]
width = 427
height = 240
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 427
overwriteHeight = ($height/$gameHeight) * 240
[TextureRedefine]
width = 224
height = 128
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 224
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine]
width = 213
height = 120
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 213
overwriteHeight = ($height/$gameHeight) * 120
# Clay texture blur
[TextureRedefine]
width = 128
height = 80
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 80
[TextureRedefine]
width = 128
height = 72
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 72
[TextureRedefine]
width = 106
height = 60
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 106
overwriteHeight = ($height/$gameHeight) * 60
[TextureRedefine]
width = 64
height = 48
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 48
[TextureRedefine]
width = 64
height = 36
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 36
[TextureRedefine]
width = 53
height = 30
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 53
overwriteHeight = ($height/$gameHeight) * 30
[TextureRedefine] # Gamepad clay texture blur
width = 128
height = 64
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 80
[TextureRedefine]
width = 64
height = 32
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 48
# Fxaa (?)
[TextureRedefine] #level screen 8 round
width = 1408
height = 736
formats = 0x001,0x41a
overwriteWidth = ($width/$gameWidth) * 1408
overwriteHeight = ($height/$gameHeight) * 736
[TextureRedefine] #level screen
width = 1312
height = 736
formats = 0x001,0x41a
overwriteWidth = ($width/$gameWidth) * 1312
overwriteHeight = ($height/$gameHeight) * 736
[TextureRedefine] #level screen
width = 1281
height = 721
formats = 0x001,0x41a
overwriteWidth = ($width/$gameWidth) * 1281
overwriteHeight = ($height/$gameHeight) * 721
[TextureRedefine]
width = 1152
height = 592
formats = 0x001
overwriteWidth = ($width/$gameWidth) * 1152
overwriteHeight = ($height/$gameHeight) * 592
[TextureRedefine]
width = 1025
height = 577
formats = 0x001
overwriteWidth = ($width/$gameWidth) * 1025
overwriteHeight = ($height/$gameHeight) * 577
[TextureRedefine] # Gamepad variant
width = 896
height = 480
formats = 0x001
overwriteWidth = ($width/$gameWidth) * 896
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 896
height = 496
formats = 0x001,0x41a
overwriteWidth = ($width/$gameWidth) * 896
overwriteHeight = ($height/$gameHeight) * 496
[TextureRedefine] #41a scales res level screen
width = 855
height = 481
formats = 0x001,0x41a
overwriteWidth = ($width/$gameWidth) * 855
overwriteHeight = ($height/$gameHeight) * 481