[Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = Graphics Settings
path = "Super Smash Bros. for Wii U/Graphics"
description = Allows you to change the game's resolution, shadow quality and anisotropic filtering quality.||Made by M&&M.
version = 6

[Default]
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$shadowQuality = 1
$anisotropy = 1

# Resolution

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

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

[Preset]
name = 1280x720 (HD)
category = Resolution
$width = 1280
$height = 720

[Preset]
name = 1600x900 (HD+)
category = Resolution
$width = 1600
$height = 900

[Preset]
name = 1920x1080 (Full HD)
category = Resolution
default = 1

[Preset]
name = 2560x1440 (2K)
category = Resolution
$width = 2560
$height = 1440

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

[Preset]
name = 3840x2160 (4K)
category = Resolution
$width = 3840
$height = 2160

[Preset]
name = 5120x2880 (5K)
category = Resolution
$width = 5120
$height = 2880

[Preset]
name = 7680x4320 (8K)
category = Resolution
$width = 7680
$height = 4320

[Preset]
name = 10240x5760 (10K)
category = Resolution
$width = 10240
$height = 5760

# Shadow Quality

[Preset]
name = Low (50%)
category = Shadow Quality
$shadowQuality = 0.5

[Preset]
name = Medium (100%, Default)
category = Shadow Quality
default = 1

[Preset]
name = High (200%)
category = Shadow Quality
$shadowQuality = 2

[Preset]
name = Ultra (300%)
category = Shadow Quality
$shadowQuality = 3

[Preset]
name = Extreme (400%, Unstable)
category = Shadow Quality
$shadowQuality = 4

# 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 = 0x001 # ignore cpu processed textures
formatsExcluded = 0x001,0x01a,0x01f,0x122,0x219,0x21a,0x21f,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
overwriteAnisotropy = $anisotropy

# Texture Redefines

[TextureRedefine]
width = 1920
height = 1088
formatsExcluded = 0x219,0x1a
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1088

[TextureRedefine]
width = 1920
height = 1080
formatsExcluded = 0x219,0x1a
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1080

[TextureRedefine]
width = 960
height = 544
formatsExcluded = 0x21a
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 544

[TextureRedefine]
width = 960
height = 540
formatsExcluded = 0x21a
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 540

[TextureRedefine]
width = 960
height = 368
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 368

[TextureRedefine]
width = 960
height = 360
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 360

[TextureRedefine]
width = 832
height = 416
overwriteWidth = ($width / $gameWidth) * 832
overwriteHeight = ($height / $gameHeight) * 416

[TextureRedefine]
width = 820
height = 410
overwriteWidth = ($width / $gameWidth) * 820
overwriteHeight = ($height / $gameHeight) * 410

[TextureRedefine]
width = 768
height = 368
overwriteWidth = ($width / $gameWidth) * 768
overwriteHeight = ($height / $gameHeight) * 368

[TextureRedefine]
width = 736
height = 368
overwriteWidth = ($width / $gameWidth) * 736
overwriteHeight = ($height / $gameHeight) * 368

[TextureRedefine]
width = 730
height = 365
overwriteWidth = ($width / $gameWidth) * 730
overwriteHeight = ($height / $gameHeight) * 365

[TextureRedefine]
width = 512
height = 272
overwriteWidth = ($width / $gameWidth) * 512
overwriteHeight = ($height / $gameHeight) * 272

[TextureRedefine]
width = 480
height = 272
formatsExcluded = 0x21a,0x816
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 272

[TextureRedefine]
width = 480
height = 270
formatsExcluded = 0x21a,0x816
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 270

[TextureRedefine]
width = 480
height = 192
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 192

[TextureRedefine]
width = 480
height = 180
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 180

[TextureRedefine]
width = 448
height = 224
overwriteWidth = ($width / $gameWidth) * 448
overwriteHeight = ($height / $gameHeight) * 224

[TextureRedefine]
width = 420
height = 210
overwriteWidth = ($width / $gameWidth) * 420
overwriteHeight = ($height / $gameHeight) * 210

[TextureRedefine]
width = 256
height = 256
formats = 0x5,0x19
overwriteWidth = ($width / $gameWidth) * 256
overwriteHeight = ($height / $gameHeight) * 256

[TextureRedefine]
width = 256
height = 144
formatsExcluded = 0x816
overwriteWidth = ($width / $gameWidth) * 256
overwriteHeight = ($height / $gameHeight) * 144

[TextureRedefine]
width = 249
height = 250
overwriteWidth = ($width / $gameWidth) * 249
overwriteHeight = ($height / $gameHeight) * 250

[TextureRedefine]
width = 240
height = 135
formatsExcluded = 0x816
overwriteWidth = ($width / $gameWidth) * 240
overwriteHeight = ($height / $gameHeight) * 135

[TextureRedefine]
width = 192
height = 160
overwriteWidth = ($width / $gameWidth) * 192
overwriteHeight = ($height / $gameHeight) * 160

[TextureRedefine]
width = 192
height = 144
overwriteWidth = ($width / $gameWidth) * 192
overwriteHeight = ($height / $gameHeight) * 144

[TextureRedefine]
width = 160
height = 160
overwriteWidth = ($width / $gameWidth) * 160
overwriteHeight = ($height / $gameHeight) * 160

[TextureRedefine]
width = 160
height = 144
overwriteWidth = ($width / $gameWidth) * 160
overwriteHeight = ($height / $gameHeight) * 144

[TextureRedefine]
width = 135
height = 135
overwriteWidth = ($width / $gameWidth) * 135
overwriteHeight = ($height / $gameHeight) * 135

[TextureRedefine]
width = 128
height = 80
formatsExcluded = 0x816
overwriteWidth = ($width / $gameWidth) * 128
overwriteHeight = ($height / $gameHeight) * 80

[TextureRedefine]
width = 128
height = 128
formats = 0x21f,0x219,0x80e
overwriteWidth = ($width / $gameWidth) * 128
overwriteHeight = ($height / $gameHeight) * 128

[TextureRedefine]
width = 120
height = 67
formatsExcluded = 0x816
overwriteWidth = ($width / $gameWidth) * 120
overwriteHeight = ($height / $gameHeight) * 67

[TextureRedefine]
width = 64
height = 48
formatsExcluded = 0x816
overwriteWidth = ($width / $gameWidth) * 64
overwriteHeight = ($height / $gameHeight) * 48

[TextureRedefine]
width = 60
height = 33
formatsExcluded = 0x816
overwriteWidth = ($width / $gameWidth) * 60
overwriteHeight = ($height / $gameHeight) * 33

[TextureRedefine]
width = 30
height = 16
formatsExcluded = 0x816
overwriteWidth = ($width / $gameWidth) * 30
overwriteHeight = ($height / $gameHeight) * 16

# Reduce Color Banding

[TextureRedefine] # 1920x1088, f0219
width = 1920
height = 1088
formats = 0x219
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1088

[TextureRedefine] # 1920x1088, f001a
width = 1920
height = 1088
formats = 0x1a
overwriteFormat = 0x1f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1088

[TextureRedefine] # 1920x1080, f0219
width = 1920
height = 1080
formats = 0x219
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1080

[TextureRedefine] # 1920x1080, f001a
width = 1920
height = 1080
formats = 0x1a
overwriteFormat = 0x1f
overwriteWidth = ($width / $gameWidth) * 1920
overwriteHeight = ($height / $gameHeight) * 1080

[TextureRedefine] # 960x544, f021a
width = 960
height = 544
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 544

[TextureRedefine] # 960x540, f021a
width = 960
height = 540
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 960
overwriteHeight = ($height / $gameHeight) * 540

[TextureRedefine] # 480x272, f021a
width = 480
height = 272
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 272

[TextureRedefine] # 480x272, f0816
width = 480
height = 272
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 272

[TextureRedefine] # 480x270, f021a
width = 480
height = 270
formats = 0x21a
overwriteFormat = 0x21f
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 270

[TextureRedefine] # 480x270, f0816
width = 480
height = 270
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 480
overwriteHeight = ($height / $gameHeight) * 270

[TextureRedefine] # 256x144, f0816
width = 256
height = 144
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 256
overwriteHeight = ($height / $gameHeight) * 144

[TextureRedefine] # 240x135, f0816
width = 240
height = 135
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 240
overwriteHeight = ($height / $gameHeight) * 135

[TextureRedefine] # 128x80, f0816
width = 128
height = 80
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 128
overwriteHeight = ($height / $gameHeight) * 80

[TextureRedefine] # 120x67, f0816
width = 120
height = 67
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 120
overwriteHeight = ($height / $gameHeight) * 67

[TextureRedefine] # 64x48, f0816
width = 64
height = 48
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 64
overwriteHeight = ($height / $gameHeight) * 48

[TextureRedefine] # 60x33, f0816
width = 60
height = 33
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 60
overwriteHeight = ($height / $gameHeight) * 33

[TextureRedefine] # 32x16, f0816
width = 32
height = 16
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 32
overwriteHeight = ($height / $gameHeight) * 16

[TextureRedefine] # 30x16, f0816
width = 30
height = 16
formats = 0x816
overwriteFormat = 0x823
overwriteWidth = ($width / $gameWidth) * 30
overwriteHeight = ($height / $gameHeight) * 16

# Shadows

[TextureRedefine] # Shadows
width = 1024
height = 1024
formats = 0x5
overwriteWidth = $shadowQuality * 1024
overwriteHeight = $shadowQuality * 1024

[TextureRedefine] # Performance Shadows, Blur Pass
width = 512
height = 512
formats = 0xb,0xf
overwriteWidth = $shadowQuality * 512
overwriteHeight = $shadowQuality * 512

