mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +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.
252 lines
4.7 KiB
Plaintext
252 lines
4.7 KiB
Plaintext
[Definition]
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titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
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name = Resolution
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path = "New Super Mario Bros. U/Graphics/Resolution" #and luigi
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description = Changes the resolution of the game. Made by getdls.
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version = 4
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//compatible resolutions
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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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$internalRes = 1
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$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 = 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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$internalRes = 1
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$dither = 0.01
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$scaleShader = 0.5
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$scaleBlur = 0.0
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// Quality
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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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$internalRes = 1
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$dither = 0.15
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$scaleShader = 1.0
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$scaleBlur = 0.25
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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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$internalRes = 1
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.25
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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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$internalRes = 1.5
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$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 = 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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$internalRes = 1
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 0.75
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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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$internalRes = 1
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$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 = 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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$internalRes = 1
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$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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$internalRes = 1
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$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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$internalRes = 1
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 1.0
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#[TextureRedefine] # Tile map, dont scale
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#width = 2048
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#height = 512
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[TextureRedefine]
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width = 1280
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height = 720
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#formats = 0x80e,0x01a,0x001
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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] #map 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
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overwriteHeight = ($height/$gameHeight) * 1024
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[TextureRedefine] #Pad
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width = 864
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height = 480
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine] #Pad
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width = 854
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height = 480
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 854
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine] #Horizon blur
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width = 640
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height = 368
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 368
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[TextureRedefine] #Horizon blur
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width = 640
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height = 360
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#formats = 0x01a
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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]
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width = 512
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height = 256
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 512
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overwriteHeight = ($height/$gameHeight) * 256
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[TextureRedefine]
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width = 256
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height = 128
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 256
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overwriteHeight = ($height/$gameHeight) * 128
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[TextureRedefine]
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width = 320
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height = 180
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#formatsExcluded =
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 180
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[TextureRedefine]
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width = 320
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height = 180
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#formatsExcluded =
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 180
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[TextureRedefine]
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width = 160
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height = 208
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#formats = 0x80e,0x01a
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 208
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[TextureRedefine] #portraits
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width = 160
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height = 196
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#formats = 0x80e,0x01a
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formatsExcluded = 0x033
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 196
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[TextureRedefine]
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width = 160
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height = 90
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#formatsExcluded =
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 90
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[TextureRedefine]
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width = 128
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height = 64
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 64
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[TextureRedefine]
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width = 64
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height = 32
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 64
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overwriteHeight = ($height/$gameHeight) * 32
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[TextureRedefine]
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width = 32
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height = 16
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 32
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overwriteHeight = ($height/$gameHeight) * 16
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## Gradient don't scale
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#width = 48
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#height = 48
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#[TextureRedefine]
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#width = 1
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#height = 1
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#formatsExcluded =
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#overwriteWidth = ($width/$gameWidth) * 1
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#overwriteHeight = ($height/$gameHeight) * 1
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