[Definition]
titleIds = 000500001012f000,00050000101d6000,00050000101e4100,00050000101FED00
name = Resolution
path = "FAST Racing NEO/Graphics"
description = Changes the resolution of the game.||Made by M&&M and getdls.
version = 5

[Default]
$width = 1280
$height = 720
$padWidth = 854
$padHeight = 480
$gameWidth = 1280
$gameHeight = 720
$gamePadWidth = 854
$gamePadHeight = 480
$anisotropy = 1


# TV Resolution

[Preset]
category = TV Resolution
name = 320x180
$width = 320
$height = 180

[Preset]
category = TV Resolution
name = 640x360
$width = 640
$height = 360

[Preset]
category = TV Resolution
name = 854x480
$width = 854
$height = 480

[Preset]
category = TV Resolution
name = 960x540
$width = 960
$height = 540

[Preset]
category = TV Resolution
name = 1280x720
default = 1

[Preset]
category = TV Resolution
name = 1600x900
$width = 1600
$height = 900

[Preset]
category = TV Resolution
name = 1920x1080
$width = 1920
$height = 1080

[Preset]
category = TV Resolution
name = 2560x1440
$width = 2560
$height = 1440

[Preset]
category = TV Resolution
name = 3200x1800
$width = 3200
$height = 1800

[Preset]
category = TV Resolution
name = 3840x2160
$width = 3840
$height = 2160

[Preset]
category = TV Resolution
name = 5120x2880
$width = 5120
$height = 2880

[Preset]
category = TV Resolution
name = 7680x4320
$width = 7680
$height = 4320

[Preset]
category = TV Resolution
name = 1280x800 (16:10)
$width = 1280
$height = 800

[Preset]
category = TV Resolution
name = 1680x1050 (16:10)
$width = 1680
$height = 1050

[Preset]
category = TV Resolution
name = 1680x1080 (16:10)
$width = 1680
$height = 1080

[Preset]
category = TV Resolution
name = 1920x1200 (16:10)
$width = 1920
$height = 1200

[Preset]
category = TV Resolution
name = 1920x1224 (16:10)
$width = 1920
$height = 1224

[Preset]
category = TV Resolution
name = 2880x1800 (16:10)
$width = 2880
$height = 1800

[Preset]
category = TV Resolution
name = 2560x1656 (16:10)
$width = 2560
$height = 1656

[Preset]
category = TV Resolution
name = 2560x1080 (21:9)
$width = 2560
$height = 1080

[Preset]
category = TV Resolution
name = 3440x1440 (21:9)
$width = 3440
$height = 1440

[Preset]
category = TV Resolution
name = 5120x2160 (21:9)
$width = 5120
$height = 2160

[Preset]
category = TV Resolution
name = 3840x1080 (32:9)
$width = 3840
$height = 1080

[Preset]
category = TV Resolution
name = 5120x1440 (32:9)
$width = 5120
$height = 1440


# Gamepad Resolution

[Preset]
category = Gamepad Resolution
name = 320x180
$padWidth = 320
$padHeight = 180

[Preset]
category = Gamepad Resolution
name = 640x360
$padWidth = 640
$padHeight = 360

[Preset]
category = Gamepad Resolution
name = 854x480
default = 1

[Preset]
category = Gamepad Resolution
name = 960x540
$padWidth = 960
$padHeight = 540

[Preset]
category = Gamepad Resolution
name = 1280x720
$padWidth = 1280
$padHeight = 720

[Preset]
category = Gamepad Resolution
name = 1600x900
$padWidth = 1600
$padHeight = 900

[Preset]
category = Gamepad Resolution
name = 1920x1080
$padWidth = 1920
$padHeight = 1080

[Preset]
category = Gamepad Resolution
name = 2560x1440
$padWidth = 2560
$padHeight = 1440

[Preset]
category = Gamepad Resolution
name = 3200x1800
$padWidth = 3200
$padHeight = 1800

[Preset]
category = Gamepad Resolution
name = 3840x2160
$padWidth = 3840
$padHeight = 2160

[Preset]
category = Gamepad Resolution
name = 5120x2880
$padWidth = 5120
$padHeight = 2880

[Preset]
category = Gamepad Resolution
name = 7680x4320
$padWidth = 7680
$padHeight = 4320

[Preset]
category = Gamepad Resolution
name = 1280x800 (16:10)
$padWidth = 1280
$padHeight = 800

[Preset]
category = Gamepad Resolution
name = 1680x1050 (16:10)
$padWidth = 1680
$padHeight = 1050

[Preset]
category = Gamepad Resolution
name = 1680x1080 (16:10)
$padWidth = 1680
$padHeight = 1080

[Preset]
category = Gamepad Resolution
name = 1920x1200 (16:10)
$padWidth = 1920
$padHeight = 1200

[Preset]
category = Gamepad Resolution
name = 1920x1224 (16:10)
$padWidth = 1920
$padHeight = 1224

[Preset]
category = Gamepad Resolution
name = 2880x1800 (16:10)
$padWidth = 2880
$padHeight = 1800

[Preset]
category = Gamepad Resolution
name = 2560x1656 (16:10)
$padWidth = 2560
$padHeight = 1656

[Preset]
category = Gamepad Resolution
name = 2560x1080 (21:9)
$padWidth = 2560
$padHeight = 1080

[Preset]
category = Gamepad Resolution
name = 3440x1440 (21:9)
$padWidth = 3440
$padHeight = 1440

[Preset]
category = Gamepad Resolution
name = 5120x2160 (21:9)
$padWidth = 5120
$padHeight = 2160

[Preset]
category = Gamepad Resolution
name = 3840x1080 (32:9)
$padWidth = 3840
$padHeight = 1080

[Preset]
category = Gamepad Resolution
name = 5120x1440 (32:9)
$padWidth = 5120
$padHeight = 1440

# Anisotropic Filtering Quality

[Preset]
name = 1x
category = Anisotropic Filtering Quality
default = 1

[Preset]
name = 2x
category = Anisotropic Filtering Quality
$anisotropy = 2

[Preset]
name = 4x
category = Anisotropic Filtering Quality
$anisotropy = 4

[Preset]
name = 8x
category = Anisotropic Filtering Quality
$anisotropy = 8

[Preset]
name = 16x
category = Anisotropic Filtering Quality
$anisotropy = 16
 


# Anisotropic Filtering

[TextureRedefine]
tileModesExcluded = 0x1 # ignore cpu processed textures
formatsExcluded = 0x1,0x11,0x19,0x1a,0x1f,0x21f,0x122,0x806,0x80e,0x810,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
overwriteAnisotropy = $anisotropy

[TextureRedefine] # Game Resolution
width = 1280
height = 720
formatsExcluded = 0x41a
overwriteWidth = ($width / $gameWidth) * 1280
overwriteHeight = ($height / $gameHeight) * 720

[TextureRedefine] # Game Resolution
width = 1280
height = 720
formats = 0x41a
inMEM1 = 1
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 = 864
height = 480
overwriteWidth = ($padWidth / $gamePadWidth) * 864
overwriteHeight = ($padHeight / $gamePadHeight) * 480

[TextureRedefine] # Gamepad Resolution
width = 854
height = 480
overwriteWidth = ($padWidth / $gamePadWidth) * 854
overwriteHeight = ($padHeight / $gamePadHeight) * 480

[TextureRedefine] # 0.5.x main
width = 640
height = 720
#formats = 0x816,0x001,0x01a
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 720

[TextureRedefine] # 0.5.x main 8 rounding
width = 640
height = 592
#formats = 0x816,0x001,0x01a
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 592

[TextureRedefine] # 0.5.x main
width = 640
height = 580
#formats = 0x816,0x001,0x01a
overwriteWidth = ($width/$gameWidth) * 640
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 / $gameWidth) * 512
overwriteHeight = ($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 / $gameWidth) * 320
overwriteHeight = ($height / $gameHeight) * 368

[TextureRedefine] # Bloom Pass Mip
width = 320
height = 360
overwriteWidth = ($width / $gameWidth) * 320
overwriteHeight = ($height / $gameHeight) * 360

[TextureRedefine] # Bloom Pass Mip
width = 320
height = 192
overwriteWidth = ($width / $gameWidth) * 320
overwriteHeight = ($height / $gameHeight) * 192

[TextureRedefine] # Bloom Pass Mip
width = 320
height = 180
formatsExcluded = 0x41a
overwriteWidth = ($width / $gameWidth) * 320
overwriteHeight = ($height / $gameHeight) * 180

[TextureRedefine] # Light Shafts Pass Mip
width = 256
height = 256
formats = 0x1
overwriteWidth = ($width / $gameWidth) * 256
overwriteHeight = ($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
