![]() ![]() : small corrections, GBA standard gamma changed to 1.35 Wonderswan Overlay for vertical games on a 1080p screen in landscape. You can find them on the bottom of this page. SixWingedFreak has made several color variation borders from Blue Amnesiac work. Old border background pictures (without lighting on the consoles but an effect on the glass): SuperVision border filtered with a crt effect, will work best at 4x and maybe above: Old cg version with the LCD v1 shader (for people with a non Nvidia GPU having problems with the LCD shader v2 from the standard version). 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. Even the controller auto switching is kind of a weird hack that depends on an invisible button and specific keywords being present in the layout names.This is a portable pack of various handheld shaders. I really wish retroarch just had better built-in support for portrait/landscape (and multiple screen) configuration switching. The only way the custom scaling setting helps is if there's a way to center the game in the viewport at a smaller size (such as what the box shader does, but there's no way to use the box shader and the ambient shader together in a way that produces this desired behavior.Ī second issue with relyingon the custom scaling option is that this completely disables automatic scaling switching, which is not only important on mobile devices with portrait/landscape views, but necessary on foldable devices with multiple screen sizes/ratios. The touch controller option might be a good middle ground for now though.Ģ) I suppose you could use that with negative values to crop out the parts you don't want, but as I showed in my drawings, the problem is that the ambient shader still locks you to the full (or near full is integer scaling is enabled in the shader options) vertical height so you have no ambient lighting below the game to fill out the rest of the display. Unfortunately both of those are so unoptimized for touch that it's not really ideal. 1) Yep, I found somewhere else that the setting can only be changed via the UI in the ozone and xmb layouts. ![]()
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