DMG Shader

Alright, should be all set now, hi-ban.

Could anyone check for my question (two posts above)? hi-ban or hunterk?

thanks in advance! :slight_smile:

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! :slight_smile:

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.

Sorry for reviving this thread again, but I’m with you in that I find the glare/reflection extremely distracting. My gf edited the files to remove the glare. It’s not perfect as you can see the spot where it was cut if you open the file, but for some reason you can’t see the cut during actual gameplay as it’s too subtle. Some of them I found without glare already and the others are edited. I don’t remember which so I’ll post them all anyway.

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Those are great, but no love for the 2 Atari Lynx systems?

I love the GBA art style though and wish they could all have that kind of art style rather than an actual photo of the handheld

We just edited the ones present on the libretro repository. I haven’t checked for additional handhelds.

Yeah, I also love that artstyle. You can ask the author if he’s up to doing a version for the remaining handhelds. Check the credits on this thread to find him: Handheld Border Shaders

I assuming it’s okay to bump this as this is the defacto thread for this shader? I would like to use this on my phone which means I don’t need/have space for the bezel. Is there a version of this with just the screen as it’s the best emulation of the DMG display I’ve seen.

Yes, all the handheld shaders are available without the borders. The presets with the borders are in the handheld/console-border directory. The presets without borders are directly in handheld.

I can’t find the matching shader to this one in that root handheld folder. Reading above, @hi-ban appears to have specifically tweaked the actual display itself and not just added a border to an existing one. It looks better than all of the non-border presets in my opinion.

Hi. First of all great work with GB shaders but I need help. I installed RA on my PC Windows, everything works fine, beautifull GB shaders, I love it. But when I installed RA on my iPhone SE I can’t use handheld shader from catalogue console border/dmg-2x.glslp and so on. When I’m choosing that shaders, I only see GameBoy borders png with yellow screen, without game view. But I hear game’s running. Other shaders from catalogue shaders works, I can change colors etc.

Is there any chance to fix this? Or maybe it’s about some settings issue? I fight with it for few days now and I stuck with it. PLEASE help. I just wanna play with this beautiful DMG screen :slight_smile: like this one below

Does the regular gameboy shader work? that is, the one that’s not in the console-border shaders?