Alright, should be all set now, hi-ban.
Could anyone check for my question (two posts above)? hi-ban or hunterk?
thanks in advance!
The updated shaders now have quite different file structure and naming system, so you might want to download the newest ones to be up-to-date. On the other side, the visuals are exactly the same in the updated shader (so “fixing” is not really the matter here) and there are no 7x or 8x versions in the updated version, so whether you update or not, may depend on your need for this 7x/8x shaders.
k. thanks bro!
hunterk, what i dont understand is why do the updated shaders auto-scale to the screen/window size. That way all the different scalers are shown the same size, so then everything shows as 2x, no matter if it’s 2x, 3x or 6x. It shouldn’t work that way.
hmm. I don’t think it’s doing that here, but maybe I’m misunderstanding. Can you post some screenshots of the issue?
The 3x scales of the dmg and gb-pocket shaders were indeed the same as the 2x, so I just pushed a fix for those. The others seemed okay to me, though.
[QUOTE=hunterk;25162]hmm. I don’t think it’s doing that here, but maybe I’m misunderstanding. Can you post some screenshots of the issue?
The 3x scales of the dmg and gb-pocket shaders were indeed the same as the 2x, so I just pushed a fix for those. The others seemed okay to me, though.[/QUOTE]
here are the screenshots:
shader-2x: http://i.imgur.com/0h1M8rJ.png shader-3x: http://i.imgur.com/jJnmcK9.png shader-4x: http://i.imgur.com/kd5FPIQ.png shader-5x: http://i.imgur.com/IYNBJIh.png shader-6x: http://i.imgur.com/10rpt8U.png
as you can see, the scale in all the screenshots is the same. I think that, for some reason, the parameters specified in the .cgp files are not used by the .cg shader passes, and the default values you added are used instead.
in the code you introduced (here example from the shader pass 5):
#pragma parameter SCALE "Box Scale" 0.6667 0.6667 1.5 0.33333 #pragma parameter OUT_X "Out X" 1600.0 1600.0 4800.0 8000.0 #pragma parameter OUT_Y "Out Y" 800.0 800.0 2400.0 400.0 #ifdef PARAMETER_UNIFORM uniform float SCALE; uniform float OUT_X; uniform float OUT_Y; #else #define SCALE 0.6667 #define OUT_X 1600.0 #define OUT_Y 800.0 #endif
PARAMETER_UNIFORM is never defined, so it always uses the default values defined in the #else case.
I tried just adding #define PARAMETER_UNIFORM before the #ifdef, so i would force the shader to use the SCALE, OUT_X and OUT_Y values from the .cgp, but when i do so, i get a black screen, so i guess that for some reason, SCALE, OUT_X, OUT_Y and the other parameters which depend on the values from the .cgp files are unable to get a valid value.
Are you using super-old version of RetroArch, by chance? PARAMETER_UNIFORM should be defined by RetroArch.
The build i’m using is from October 2014. I’ll update to new version, just in case.
EDIT: Ok, now it works with latrest retroarch.
Last thing, in the .cgp files:
filter_linear0 = false filter_linear1 = false filter_linear2 = false filter_linear3 = false filter_linear4 = false filter_linear5 = true
for all of them
And an improved dmg border image: https://app.box.com/s/up5qu03xt3fesp3jqxe6e2fwuyia9kzt i have improved the bezel shadows on the screen to add more depth, as in the real hardware
Is it possible to disable the Game Boy overlay for this shader? I love the look, but would prefer to use it without the overlay
If it’s the colors you like, you can take the palette image from console-border/resources/dmg-palette.png and rename/overwrite gameboy/resources/palette.png.
I hope it’s not inappropriate to revive this old topic, but I wanted to bring attention to something that perhaps several other users would appreciate when using the handheld/console-border shaders.
I’m trying to figure out how to properly edit the border PNG files for handheld consoles, all of which seem to have a glare/reflection effect on the upper right corner, which in my case I find very distracting. I tried to delete this part of the image with a simple image editor, and that worked to clean up the game picture, but it also caused the palette colors to extend above and below the console image like this: https://i.imgur.com/3n0hOrx.png
Perhaps other people feel the same way and would like border PNGs without the glass reflection effect added to the repository.