add code block to definition

Michael 2018-10-16 20:33:58 -07:00
parent 5cc0bef8c4
commit 4d1e9ea51f

@ -1,12 +1,14 @@
## Preparations:
1. Make a new folder that'll contain your graphic packs rules.txt and various other files.
2. Create a rules.txt and add the following content to it's header:
```
[Definition]
titleIds = [Insert 2 or 3 title id's here, you can probably take this from [an already existing old graphic pack](https://github.com/slashiee/cemu_graphic_packs)]
name = [Name, shown above the description when clicked on]
path = [Name Of Game/catagory(Graphics/Enhancements/Modifications...)/Aspect that it changes(We use "Resolution" for res packs, and so should you ;))]
description = [Basic description of the pack. Also discuss any possible bugs or effect that the different presets might have (not needed for a graphic pack)]
version = 3
```
3. Add the resolutions presets. These basically define variables that can be used in an expression. For simplicity I won't be going into full detail of these but know that you might need to "type" the variables if you use it for something other then the `overwriteWidth` and `overwriteHeight` options. Just don't worry about them. We usually just copy paste the presets from another pack if we're going to make a resolution pack, but if it's a different kind of type you'll need to check those same-ish packs respectively. You could copy them from [our existing Breath of the Wild graphic pack](https://github.com/slashiee/gfx_pack/blob/master/Source/BreathOfTheWild/rules.txt#L10-L94). Make sure that you set the gameWidth and gameHeight resolutions accordingly if you've got a 1080p game, most of native resolutions can be found on [our graphic packs website](https://slashiee.github.io/cemu_graphic_packs/).
**That's basically all the preparation 👍 !**