[Definition] titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 name = Graphics path = "Xenoblade Chronicles X/Graphics" description = Changes the resolution of the game and the quality of the other elements.||Made by getdls and Lemon King. version = 5 [Default] $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 $internalScale = 1.0 $shadowScale = 1 $skellViewScale = 1.0 # TV Resolution [Preset] category = Resolution name = 320x180 $width = 320 $height = 180 [Preset] category = Resolution name = 640x360 $width = 640 $height = 360 [Preset] category = Resolution name = 960x540 $width = 960 $height = 540 [Preset] category = Resolution name = 1280x720 (Default) default = 1 [Preset] category = Resolution name = 1600x900 $width = 1600 $height = 900 [Preset] category = Resolution name = 1920x1080 $width = 1920 $height = 1080 [Preset] category = Resolution name = 2560x1440 (2k) $width = 2560 $height = 1440 [Preset] category = Resolution name = 3200x1800 $width = 3200 $height = 1800 [Preset] category = Resolution name = 3840x2160 (4k) $width = 3840 $height = 2160 [Preset] category = Resolution name = 5120x2880 $width = 5120 $height = 2880 [Preset] category = Resolution name = 7680x4320 $width = 7680 $height = 4320 [Preset] category = Resolution name = 10240x5760 $width = 10240 $height = 5760 [Preset] category = Resolution name = 2560x1080 (21:9) $width = 2560 $height = 1080 [Preset] category = Resolution name = 3440x1440 (21:9) $width = 3440 $height = 1440 [Preset] category = Resolution name = 3840x1600 (21:10) $width = 3840 $height = 1600 [Preset] category = Resolution name = 4300x1800 (21:9) $width = 4300 $height = 1800 [Preset] category = Resolution name = 6880x2880 (21:9) $width = 6880 $height = 2880 [Preset] category = Resolution name = 10240x4320 (21:9) $width = 10240 $height = 4320 [Preset] category = Resolution name = 1280x800 (16:10) $width = 1280 $height = 800 [Preset] category = Resolution name = 1440x900 (16:10) $width = 1440 $height = 900 [Preset] category = Resolution name = 1680x1050 (16:10) $width = 1680 $height = 1050 [Preset] category = Resolution name = 1920x1200 (16:10) $width = 1920 $height = 1200 [Preset] category = Resolution name = 2560x1600 (16:10) $width = 2560 $height = 1600 [Preset] category = Resolution name = 2880x1800 (16:10) $width = 2880 $height = 1800 [Preset] category = Resolution name = 3840x2400 (16:10) $width = 3840 $height = 2400 [Preset] category = Resolution name = 5120x3200 (16:10) $width = 5120 $height = 3200 # Skell Cockpit Resolution [Preset] category = Skell Cockpit Resolution name = Very Low (50%) $skellViewScale = 0.50 [Preset] category = Skell Cockpit Resolution name = Low (75%) $skellViewScale = 0.75 [Preset] category = Skell Cockpit Resolution name = Medium (100%, Default) default = 1 $skellViewScale = 1.0 [Preset] category = Skell Cockpit Resolution name = High (125%) $skellViewScale = 1.25 [Preset] category = Skell Cockpit Resolution name = Ultra (150%) $skellViewScale = 1.50 [Preset] category = Skell Cockpit Resolution name = Extreme (200%) $skellViewScale = 2.0 # Shadow Quality [Preset] category = Shadow Quality name = Low (50%) $shadowScale = 0.5 [Preset] category = Shadow Quality name = Medium (100%, Default) default = 1 [Preset] category = Shadow Quality name = High (200%) $shadowScale = 2 [Preset] category = Shadow Quality name = Ultra (300%) $shadowScale = 3 [Preset] category = Shadow Quality name = Extreme (400%, Unstable) $shadowScale = 4 # Post-Processing Effect Quality [Preset] category = Post-Processing Effect Quality name = Very Low (50%) $internalScale = 0.5 [Preset] category = Post-Processing Effect Quality name = Low (75%) $internalScale = 0.75 [Preset] category = Post-Processing Effect Quality name = Medium (100%, Default) default = 1 $internalScale = 1.0 [Preset] category = Post-Processing Effect Quality name = High (125%) $internalScale = 1.25 [Preset] category = Post-Processing Effect Quality name = Ultra (150%) $internalScale = 1.50 [Preset] category = Post-Processing Effect Quality name = Extreme (200%) $internalScale = 2.0 # Texture Redefines [TextureRedefine] width = 1280 height = 720 formatsExcluded = 0x031,0x431,0x035,0x034,0x033 # Fixes dialog prompts and the XCX Logo NLA tileModesExcluded = 0x001 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] # Shadows width = 1024 height = 1024 formats = 0x005 overwriteWidth = $shadowScale * 1024 overwriteHeight = $shadowScale * 1024 [TextureRedefine] # In-game menu width = 1024 height = 720 tileModesExcluded = 0x001 overwriteWidth = ($width/$gameWidth) * 1024 overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] width = 864 height = 480 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * 864 overwriteHeight = ($height/$gameHeight) * 480 [TextureRedefine] width = 854 height = 480 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * 854 overwriteHeight = ($height/$gameHeight) * 480 [TextureRedefine] width = 640 height = 368 overwriteWidth = ($width/$gameWidth) * (640*$internalScale) overwriteHeight = ($height/$gameHeight) * (368*$internalScale) [TextureRedefine] width = 640 height = 360 formatsExcluded = 0x033,0x031 # Fixes dialog prompts and the XCX Logo NLA tileModesExcluded = 0x001 # Exclude tilemode 1 to exclude video cutscenes overwriteWidth = ($width/$gameWidth) * (640*$internalScale) overwriteHeight = ($height/$gameHeight) * (360*$internalScale) [TextureRedefine] # Shadows 1024 for smoother transition width = 512 height = 512 formats = 0x005 overwriteWidth = $shadowScale * 1024 overwriteHeight = $shadowScale * 1024 [TextureRedefine] width = 512 height = 288 overwriteWidth = ($width/$gameWidth) * (512*$internalScale) overwriteHeight = ($height/$gameHeight) * (288*$internalScale) [TextureRedefine] # Fog 1.5 match stencil width = 448 height = 240 overwriteWidth = ($width/$gameWidth) * (448*$internalScale) overwriteHeight = ($height/$gameHeight) * (240*$internalScale) [TextureRedefine] # Fog width = 426 height = 240 overwriteWidth = ($width/$gameWidth) * (426*$internalScale) overwriteHeight = ($height/$gameHeight) * (240*$internalScale) [TextureRedefine] # Bloom, DOF width = 320 height = 192 overwriteWidth = ($width/$gameWidth) * (320*$internalScale) overwriteHeight = ($height/$gameHeight) * (192*$internalScale) [TextureRedefine] # Bloom, DOF width = 384 height = 192 #formats = 0x001 overwriteWidth = ($width/$gameWidth) * (384*$internalScale) overwriteHeight = ($height/$gameHeight) * (192*$internalScale) [TextureRedefine] # Bloom, DOF width = 320 height = 180 overwriteWidth = ($width/$gameWidth) * (320*$internalScale) overwriteHeight = ($height/$gameHeight) * (180*$internalScale) [TextureRedefine] width = 256 height = 144 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (256*$internalScale) overwriteHeight = ($height/$gameHeight) * (144*$internalScale) [TextureRedefine] # PR screen width = 256 height = 256 formats = 0x810,0x01a,0x816,0x011 overwriteWidth = ($width/$gameWidth) * (256*$internalScale) overwriteHeight = ($height/$gameHeight) * (256*$internalScale) [TextureRedefine] # Sky, PR screen width = 255 height = 255 formats = 0x810,0x01a,0x41a,0x816,0x011 #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (255*$internalScale) overwriteHeight = ($height/$gameHeight) * (255*$internalScale) [TextureRedefine] # Skell depth width = 192 height = 96 overwriteWidth = ($width/$gameWidth) * (192*$skellViewScale) overwriteHeight = ($height/$gameHeight) * (96*$skellViewScale) [TextureRedefine] # Bloom 2nd level width = 160 height = 96 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (160*$internalScale) overwriteHeight = ($height/$gameHeight) * (96*$internalScale) [TextureRedefine] # Bloom 2nd level width = 160 height = 90 #formats = 0x816 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (160*$internalScale) overwriteHeight = ($height/$gameHeight) * (90*$internalScale) [TextureRedefine] width = 128 height = 128 formats = 0x806 #,0x035,0x034,0x033,0x031 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (128*$skellViewScale) overwriteHeight = ($height/$gameHeight) * (128*$skellViewScale) [TextureRedefine] # Skell view 8 width = 128 height = 80 formats = 0x816 #,0x035,0x034,0x033,0x031 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (128*$skellViewScale) overwriteHeight = ($height/$gameHeight) * (128*$skellViewScale) [TextureRedefine] # Skell view width = 128 height = 72 formats = 0x816 #,0x035,0x034,0x033,0x031 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (128*$skellViewScale) overwriteHeight = ($height/$gameHeight) * (128*$skellViewScale) #[TextureRedefine] #width = 127 #height = 127 #formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031 #overwriteWidth = ($width/$gameWidth) * 127 #overwriteHeight = ($height/$gameHeight) * 127 [TextureRedefine] # Bloom 3rd level width = 96 height = 48 overwriteWidth = ($width/$gameWidth) * (96*$internalScale) overwriteHeight = ($height/$gameHeight) * (48*$internalScale) [TextureRedefine] # Bloom 3rd level width = 80 height = 46 overwriteWidth = ($width/$gameWidth) * (80*$internalScale) overwriteHeight = ($height/$gameHeight) * (46*$internalScale) [TextureRedefine] width = 64 height = 64 dept = 1 formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031 #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (64*$internalScale) overwriteHeight = ($height/$gameHeight) * (64*$internalScale) [TextureRedefine] # Skell cockpit bloom 3rd level width = 64 height = 32 formats = 0x816,0x806 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031 overwriteWidth = ($width/$gameWidth) * (64*$skellViewScale) overwriteHeight = ($height/$gameHeight) * (32*$skellViewScale) [TextureRedefine] # Skell view width = 40 height = 24 overwriteWidth = ($width/$gameWidth) * (40*$skellViewScale) overwriteHeight = ($height/$gameHeight) * (24*$skellViewScale) [TextureRedefine] width = 32 height = 32 dept = 1 formats = 0x806 #,0x035,0x034,0x033,0x032,0x031 #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (32*$internalScale) overwriteHeight = ($height/$gameHeight) * (32*$internalScale) #[TextureRedefine] #width = 32 #height = 16 #formats = 0x816 ##formatsExcluded = 0x431,0x035,0x034,0x033,0x031 #overwriteWidth = ($width/$gameWidth) * (32*$internalScale) #overwriteHeight = ($height/$gameHeight) * (16*$internalScale) # #[TextureRedefine] #don't scale 0x01a #width = 16 #height = 16 #dept = 1 #formats = 0x816 #0x008 ,0x431,0x031 ###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806 #overwriteWidth = ($width/$gameWidth) * (16*$internalScale) #overwriteHeight = ($height/$gameHeight) * (8*$internalScale) # #[TextureRedefine] # tilemode 2 #width = 16 #height = 8 #formats = 0x81e,0x80e,0x806 0x008 #,0x431,0x031 ##formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806 #overwriteWidth = ($width/$gameWidth) * (16*$internalScale) #overwriteHeight = ($height/$gameHeight) * (8*$internalScale) #[TextureRedefine] # tilemode 2 #width = 8 #height = 8 #formats = 0x806 #,0x81e,0x80e # ,0x431,0x031 ###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806 #overwriteWidth = ($width/$gameWidth) * (8*$internalScale) #overwriteHeight = ($height/$gameHeight) * (8*$internalScale) #[TextureRedefine] #width = 4 #height = 4 ####formats = 0x81e,0x80e #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 #overwriteWidth = ($width/$gameWidth) * (4*$internalScale) #overwriteHeight = ($height/$gameHeight) * (4*$internalScale) # #[TextureRedefine] #width = 1 #height = 1 ####formats = 0x008,0x81e,0x01a #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 #overwriteWidth = ($width/$gameWidth) * (1*$internalScale) #overwriteHeight = ($height/$gameHeight) * (1*$internalScale)