Old cg version made originally for open gl (now for the old gl driver). Older version of the Slang shaders with individual files for different sizes. (vulkan, direct 3D, new gl driver “glcore”) Most Recent Slang Version compatible with most video drivers: Other work if I forget any linked to Libretro shader repository. Other pictures taken from wikipedia / wikimedia. GameBoy DMG / Pocket / Color / Advance / SuperVision pictures drawn by BLUEamnesiac. Image-adjustment-v2 shader and some parameters addition made by hunterk.ĭS, GBA, GC color profile shaders made by Pokefan531. SVision-high-contrast-x diverges from the original machine to give more contrast in black & white.ĭmg-shader (Game Boy) made by hi-ban from Harlequin original work. (For Beetle-lynx you can reduce the “Ambient” parameter to -0.01 if you don’t like the greyish black.) You can try to change “Pixel Aspect Ratio” to 1.0 and lower the “Border Scale” parameter to get something playable. Some games like Mickey Castle of Illusion or Prince of Persia were ported directly from the Master System and used an adapter to scale their resolution down to the Game Gear screen. It’s possible you’ll see some scaling problems at various sizes because of the non-square pixels the machine uses. Gambatte has an option to simulate the original screen colors. GB-pocket-high-contrast-x diverges from the original machine to give more contrast in black & white. (ideal gap between screens for many games)ĭS-90-x for DeSmuME core options -> screen gap = 90. Use the darken_screen/gamma parameters for games that are too bright/dark.ĭS-no-border tries to be similar to the original Nintendo DS.ĭS-64-x slightly unrealistic border for DeSmuME core options -> screen gap = 64. It uses VBA color profile (slightly more “ideals” than similar to the original GBA screen). GBA-x tries to replicate how Gameboy Advance colors looks like. GameBoy shaders can show some left over pixels when you downsize them, go back to the main shader menu and do “Apply Changes”, that should refresh and clean that. Go to the “Shader Parameters” and change “Video Scale” to the multiplier size you want to use. The scaling of the game picture is done by the shader itself at integer scale. Integer scaling should be OFF and display ratio on “full” to show the full border image. DMG ones have a dithering applied to limit the bending of the glass light effect.Main differences with what you can find in the shader repository (because of file size constraint there): I made borders for existing ones and tweaked stuff around. Let me know what you think or if you need any help.This is a portable pack of various handheld shaders. Scanline with aperture grille 50% opacity Scanline with aperture grille 75% opacity Scanline with aperture grille 100% opacity You can do this in firefox by right clicking the image and selecting ‘VIEW IMAGE’Ĭloseup image showing the 2 overlays in use at 2x the size and at various opacity levels: Be sure to view these at full resolution otherwise they won’t look correct. ‘OVERLAY OPACITY’ and adjust the opacity by pushing left or right.īelow are some example screen captures. You can change the opacity of the overlay to your own preference by going to: ‘ scanline-grille-1080p-224.cfg‘ is scanlines with an aperture grille effect as well ‘ scanline-1080p-224.cfg‘ is just scanlines Once in Retroarch go to the menu and under settings goto:Īnd from here select one of the overlay configs that you copied over. Then: ‘USE VIDEO OUTPUT RESOLUTION’ (assuming that you have your rpi set to 1080p). You can set this by pressing ‘x’ after selecting a game. To use the overlays unzip the archive which I will link to below and copy the directory to the following location: /opt/retropie/emulators/retroarch/overlays/effects/scanlinesĮnsure that retroarch is rendering the display at 1080p. This includes CPS1, CPS2, Neogeo, Genesis/Megadrive, Snes and many others. ![]() To start with I’ve created two overlays suitable for use with systems that have a vertical resolution of 224. The downside of this approach is you can’t have a “one-size fits all overlay” as there are several different resolutions that systems use and so you need a different overlay depending on the vertical resolution of the game being played. My overlays are pre-scaled so that they match perfectly with the scaled game image. ![]() ![]() Most other scanline overlays are designed to be used with integer scaling switched on but the downside of this is you either have a black border or lose some of the image. I wanted to use scanlines but also wanted to display games using the full height of my TV so have created some retroarch overlays to achieve this.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |