cemu_graphic_packs/Resolutions/FASTRacingNEO_Resolution/rules.txt
Crementif bca55a1bc4
Add 5k and 8k resolutions back
Solves https://github.com/slashiee/cemu_graphic_packs/issues/422

Was requested over at the Cemu discord too after we took them away while we sanitized them, and there isn't really an issue with having these. Let's just keep those presets sanitized now.

Also found out that some random workaround had appeared in our resolutions folder 🤔.
2020-01-19 02:40:11 +01:00

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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. Made by Slashiee and getdls.
version = 4
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
# Performance
[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 = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 7680x4320
$width = 7680
$height = 4320
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[TextureRedefine] # Game Resolution
width = 1280
height = 720
overwriteWidth = ($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