![]() 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. ![]() And if I make changes to that Preset, then every system that use this Shader Preset would be updated automatically (and I have many, many systems emulated).This is a portable pack of various handheld shaders. What you are interested in are the Shader Filenames on the right side. BTW the Shader Preset names like svideo_tv are just made up by me, and saved to file with that name for easy access. And you can see I like the base CRT Royale shader, which is used for most tv and monitor stuff, but with different configuration. The slight changes I am doing are like adding curvature or disabling/enabling interlacing. Handheld / lcd-grid-v2-gba-color-motionblur.slangp Handheld / lcd-grid-v2-gbc-color-motionblur.slangp Presets / crt-royale-ntsc-composite.slangp Another Edit: Corrected the folders, as I wrote crt instead presets. Here is what cores and shader I am using: Edit: Added folder to filename, to find it faster in the RetroArch "shaders" directory. It was replaced by Swanstation, which is basically same core with different name and will be updated. And Duckstation won't be updated anymore. ![]() I noticed that you listed parallel_n64_libretro on SNES. ![]() A click will show you sample image and what real shader it is using: These are basically mostly default shaders with slight changes in settings. If you scroll down to the first table there is a shader preset with a custom name (like "composite_tv"). If that is not the kind of thing you like, then have a look at my blog post were I talked a bit about my setup and choice of shader for each system. These are packages of shaders with bezels (images around the border): Have a look at the Mega Bezel that were introduced recently. ![]()
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