cemu_graphic_packs/Resolutions/FASTRacingNEO_Resolution/rules.txt
Skal Fate f55f569783
Added 1600x900 Resolution to Packs that didnt have it (#286)
Added 1600x900 resolution to all packs that didn't have it.
2018-11-30 22:35:12 -07:00

328 lines
7.1 KiB
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[Definition]
titleIds = 000500001012f000,00050000101d6000,00050000101e4100,00050000101FED00
name = Resolution
path = "Fast Racing Neo/Graphics/Resolution"
description = Changes the resolution of the game.
version = 3
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
// Performance
[Preset]
name = 320x180
$width = 320
$height = 180
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
// Common HD Resolutions
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 1920x1080
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
#[Preset]
#name = 3840x2160 (experimental res, format)
#$width = 3840 #5760
#$height = 2160
#$gameWidth = 1280
#$gameHeight = 720
#$internalRes = 2.0
#$scaleShader = 1.0
#$textureFormat = 0x01f
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
#[TextureRedefine]
#width = 1280
#height = 720
#formats = 0x01a
#overwriteFormat = $textureFormat
[TextureRedefine] # Game Resolution
width = 1280
height = 720
overwriteWidth = ($width / $gameWidth) * 1280
overwriteHeight = ($height / $gameHeight) * 720
[TextureRedefine] # Game Resolution
width = 1280
height = 592
overwriteWidth = ($width / $gameWidth) * 1280
overwriteHeight = ($height / $gameHeight) * 592
[TextureRedefine] # Game Resolution
width = 1280
height = 580
overwriteWidth = ($width / $gameWidth) * 1280
overwriteHeight = ($height / $gameHeight) * 580
[TextureRedefine] # Light Shafts Pass
width = 1024
height = 512
formats = 0x1
overwriteWidth = ($width / $gameWidth) * 1024
overwriteHeight = ($height / $gameHeight) * 512
[TextureRedefine] # Gamepad Resolution
width = 854
height = 480
overwriteWidth = ($width / $gameWidth) * 854
overwriteHeight = ($height / $gameHeight) * 480
[TextureRedefine] # 0.5.x main
width = 640
height = 720
#formats = 0x816,0x001,0x01a
overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # 0.5.x main 8 rounding
width = 640
height = 592
#formats = 0x816,0x001,0x01a
overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
overwriteHeight = ($height/$gameHeight) * 592
[TextureRedefine] # 0.5.x main
width = 640
height = 580
#formats = 0x816,0x001,0x01a
overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
overwriteHeight = ($height/$gameHeight) * 580
[TextureRedefine] # Bloom Pass
width = 640
height = 368
overwriteWidth = ($width / $gameWidth) * 640
overwriteHeight = ($height / $gameHeight) * 368
[TextureRedefine] # Bloom Pass
width = 640
height = 360
overwriteWidth = ($width / $gameWidth) * 640
overwriteHeight = ($height / $gameHeight) * 360
[TextureRedefine] # Bloom Pass
width = 640
height = 304
overwriteWidth = ($width / $gameWidth) * 640
overwriteHeight = ($height / $gameHeight) * 304
[TextureRedefine] # Bloom Pass
width = 640
height = 290
overwriteWidth = ($width / $gameWidth) * 640
overwriteHeight = ($height / $gameHeight) * 290
[TextureRedefine] # Light Shafts Pass Mip
width = 512
height = 512
formats = 0x1
overwriteWidth = ($width / $gameWidth) * (512*$internalRes)
overwriteHeight = ($height / $gameHeight) * 512
[TextureRedefine] # Light Shafts Pass Mip
width = 512
height = 256
formats = 0x1
overwriteWidth = ($width / $gameWidth) * 512
overwriteHeight = ($height / $gameHeight) * 256
[TextureRedefine] # Bloom Pass Mip
width = 320
height = 368
overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
overwriteHeight = ($height / $gameHeight) * 368
[TextureRedefine] # Bloom Pass Mip
width = 320
height = 360
overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
overwriteHeight = ($height / $gameHeight) * 360
[TextureRedefine] # Bloom Pass Mip
width = 320
height = 192
overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
overwriteHeight = ($height / $gameHeight) * 192
[TextureRedefine] # Bloom Pass Mip
width = 320
height = 180
formatsExcluded = 0x41a
overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
overwriteHeight = ($height / $gameHeight) * 180
[TextureRedefine] # Light Shafts Pass Mip
width = 256
height = 256
formats = 0x1
overwriteWidth = ($width / $gameWidth) * (256*$internalRes)
overwriteHeight = ($height / $gameHeight) * 256
[TextureRedefine] # Bloom Pass Mip
width = 160
height = 96
overwriteWidth = ($width / $gameWidth) * 160
overwriteHeight = ($height / $gameHeight) * 96
[TextureRedefine] # Bloom Pass Mip
width = 160
height = 90
overwriteWidth = ($width / $gameWidth) * 160
overwriteHeight = ($height / $gameHeight) * 90
[TextureRedefine] # Bloom Pass Mip
width = 96
height = 48
overwriteWidth = ($width / $gameWidth) * 96
overwriteHeight = ($height / $gameHeight) * 48
[TextureRedefine] # Bloom Pass Mip
width = 80
height = 45
overwriteWidth = ($width / $gameWidth) * 80
overwriteHeight = ($height / $gameHeight) * 45
[TextureRedefine] # Bloom Pass Mip
width = 64
height = 32
formats = 0x816
overwriteWidth = ($width / $gameWidth) * 64
overwriteHeight = ($height / $gameHeight) * 32
[TextureRedefine] # Bloom Pass Mip
width = 40
height = 22
overwriteWidth = ($width / $gameWidth) * 40
overwriteHeight = ($height / $gameHeight) * 22
[TextureRedefine] # Bloom Pass Mip
width = 320
height = 160
overwriteWidth = ($width / $gameWidth) * 320
overwriteHeight = ($height / $gameHeight) * 160
[TextureRedefine] # Bloom Pass Mip
width = 320
height = 145
overwriteWidth = ($width / $gameWidth) * 320
overwriteHeight = ($height / $gameHeight) * 145
[TextureRedefine] # Bloom Pass Mip
width = 160
height = 80
overwriteWidth = ($width / $gameWidth) * 160
overwriteHeight = ($height / $gameHeight) * 80
[TextureRedefine] # Bloom Pass Mip
width = 160
height = 72
overwriteWidth = ($width / $gameWidth) * 160
overwriteHeight = ($height / $gameHeight) * 72
[TextureRedefine] # Bloom Pass Mip
width = 96
height = 48
overwriteWidth = ($width / $gameWidth) * 96
overwriteHeight = ($height / $gameHeight) * 48
[TextureRedefine] # Bloom Pass Mip
width = 80
height = 36
overwriteWidth = ($width / $gameWidth) * 80
overwriteHeight = ($height / $gameHeight) * 36
[TextureRedefine] # Bloom Pass Mip
width = 40
height = 18
overwriteWidth = ($width / $gameWidth) * 40
overwriteHeight = ($height / $gameHeight) * 18