<?php include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; $scaleFactorX = $fullWidth / 1280.0; $scaleFactorY = $fullHeight / 720.0; $title = get_title($fullWidth, $fullHeight); ?> [Definition] titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 name = "Xenoblade Chronicles X - <?=$title?>" version = 2 [TextureRedefine] # increase colour depth, slower but less banding formats = 0x816 overwriteFormat = 0x820 [TextureRedefine] # formats = 0x810 overwriteFormat = 0x81e [TextureRedefine] # formats = 0x806 overwriteFormat = 0x80e [TextureRedefine] # formats = 0x007 overwriteFormat = 0x00f formats = 0x19,0x1a overwriteFormat = 0x1f tileModesExcluded = 0x001 [TextureRedefine] # width = 320 height = 180 formats = 0x19 overwriteFormat = 0x823 [TextureRedefine] # width = 320 height = 180 formats = 0x1a overwriteFormat = 0x823 #[TextureRedefine] #lod override, shimmer and possible sharper textures #formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 #overwriteRelativeLodBias = -1 # don't reccomend more than -1 [TextureRedefine] #0x01a, super sampling formats = 0x005,0x01a overwriteRelativeLodBias = -16 # [TextureRedefine] # tv width = 1280 height = 720 formatsExcluded = 0x031 #NLA flyover XCX logo screen tileModesExcluded = 0x001 overwriteWidth = <?=round($scaleFactorX*1280)?> overwriteHeight = <?=round($scaleFactorY*720)?> [TextureRedefine] #XCX shadow width = 1024 height = 1024 formats = 0x005 overwriteWidth = <?=round($scaleFactorY)*1024?> overwriteHeight = <?=round($scaleFactorY)*1024?> [TextureRedefine] # Gear menu width = 1024 height = 720 formatsExcluded = 0x001 #in game movies, stasis overwriteWidth = <?=round($scaleFactorX*1024)?> overwriteHeight = <?=round($scaleFactorY*720)?> [TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks width = 854 height = 480 overwriteWidth = <?=round($scaleFactorX*854)?> overwriteHeight = <?=round($scaleFactorY*480)?> [TextureRedefine] # half-res alpha width = 640 height = 360 formatsExcluded = 0x41A,0x033,0x031 #dialog prompt fixes, XCX Logo NLA exclude obvious textures tileModesExcluded = 0x001 overwriteWidth = <?=round($scaleFactorX*640*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*360*(2/1.5))?> [TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions width = 512 height = 512 formats = 0x005 overwriteWidth = <?=round($scaleFactorY)*1024?> overwriteHeight = <?=round($scaleFactorY)*1024?> [TextureRedefine] # Sun, Light Sources (plants, armor etc) width = 512 height = 288 overwriteWidth = <?=round($scaleFactorX*512*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*288*(2/1.5))?> [TextureRedefine] # Fog width = 426 height = 240 overwriteWidth = <?=round($scaleFactorX*640*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*360*(2/1.5))?> [TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround) width = 320 height = 180 overwriteWidth = <?=round($scaleFactorX*320*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*180*(2/1.5))?> [TextureRedefine] width = 261 height = 223 #formatsExcluded = overwriteWidth = <?=round($scaleFactorX*261*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*223*(2/1.5))?> [TextureRedefine] width = 256 height = 180 #formatsExcluded = overwriteWidth = <?=round($scaleFactorX*256*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*180*(2/1.5))?> [TextureRedefine] # "God rays" stencil res, lens reflections. width = 256 height = 144 overwriteWidth = <?=round($scaleFactorX*256*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*144*(2/1.5))?> #[TextureRedefine] # lod switch dithering, don't scale #width = 256 #height = 8 #formats = 0x01a # verify not to scale. #[TextureRedefine] # lod switch dithering, don't scale #width = 256 #height = 4 #formats = 0x01a # verify not to scale. [TextureRedefine] # width = 255 height = 255 formats = 0x810 # 0x01a, PR screen NLA overwriteWidth = <?=round($scaleFactorX*255)?> overwriteHeight = <?=round($scaleFactorY*255)?> [TextureRedefine]# Probe glow. width = 160 height = 90 #formatsExcluded = 0x816 #fixed in shader overwriteWidth = <?=round($scaleFactorX*160*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*90*(2/1.5))?> [TextureRedefine] width = 128 height = 128 formats = 0x806 overwriteWidth = <?=round($scaleFactorX*128)?> overwriteHeight = <?=round($scaleFactorY*128)?> [TextureRedefine] width = 128 height = 90 #formatsExcluded = overwriteWidth = <?=round($scaleFactorX*128*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*90*(2/1.5))?> [TextureRedefine]# should up-scale from 35 to keep aligment with other 16:9 buffers width = 80 height = 46 #formatsExcluded = 0x816 #fixed in shader overwriteWidth = <?=round($scaleFactorX*80*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*45*(2/1.5))?> [TextureRedefine] # width = 64 height = 64 formats = 0x816,0x820 #001a includes cube breaks if scaled overwriteWidth = <?=round($scaleFactorX*64)?> overwriteHeight = <?=round($scaleFactorY*64)?> [TextureRedefine] width = 64 height = 46 #formatsExcluded = overwriteWidth = <?=round($scaleFactorX*64*(2/1.5))?> overwriteHeight = <?=round($scaleFactorY*46*(2/1.5))?> [TextureRedefine] # height = 32 height = 32 formats = 0x806 #001a includes cube breaks flashlight scene overwriteWidth = <?=round($scaleFactorX*32)?> overwriteHeight = <?=round($scaleFactorY*32)?> #[TextureRedefine] #grading don't scale #width = 16 #height = 16 #formatsExcluded = #overwriteWidth = 16 #overwriteHeight = 16 [TextureRedefine] # width = 8 height = 8 formats = 0x806 overwriteWidth = <?=round($scaleFactorX*8)?> overwriteHeight = <?=round($scaleFactorY*8)?>