I think it would be nice there is a Vectrex shader where it’s just the monitor and the controllers aren’t visible. More viewing area.
Edit: My idea would be to just set it as a monitor shader and not a complete Alt set.
I think it would be nice there is a Vectrex shader where it’s just the monitor and the controllers aren’t visible. More viewing area.
Edit: My idea would be to just set it as a monitor shader and not a complete Alt set.
Yeah… I’m not sure how I feel about this after all.
It took a great deal of time and effort, multiple source exports, source redesign, preset creation, etc. just on my end. Not to mention many shader features the @HyperspaceMadness introduced just to make it possible to change these settings on the fly.
After a certain point, creating a new set of presets so users can avoid changing two parameters, no longer feels like I am doing them a service.
I can understand that. Ideas are thrown out there, some are taken and some are disregarded.
Edit: Forgotten that there are individual shaders for each Vectrex game. So it’s definitely better just to post that people can make only the monitor visible on screen by changing Position Y and Non-Integer Scale %.
I don’t know if anybody posted before or figured out this, with glcore the psx shader is upside down but with the vulkan driver the psx is the right way up. I figured that would mean when the glcore is used the Flip Viewport Vertical parameter will have to be set to 1 with all the shaders.
Can two people compete simultaneously, in the same emulated system?
Yes. It emulates two systems connected by a cable, and only runs 2 player games.
In my opinion, one of the coolest cores. I only learned about it a very short time ago.
I thought I would post for people who want just the monitor on Vectrex set the following:
[CRT Screen Scaling]
Non-Integer Scale %: 82.60
[Position Offset]
Position Y: -33
seem something wrong with the default preset :
[By Default] Position Y is set to 94.00
Position Y set to 47.00
Yeah shoot.
I am using an alpha version of the shader. We are working through some bugs. I will fix it if it is still broken after the next release.
you’re too fast
Actually. Something else may be wrong. I tried using the current release from HSM page and it works as expected. When was the last time you updated the shader?
All is updated with github desktop 3 hours ago to check if there were something wrong (HyperspaceMadness shaders are the latest from 3 days ago)
EDIT : to test, i have downloaded all manually from github and it’s the same
[Retroarch 1.9.14 / TGBDual (v0.8.3 1e0c4f9)]
I just updated my repo if you want to try that
i was checking your repo seem you’re working on…i test and come back
Ah. You are not using the link on his thread, you are using the alpha version. Very brave.
Thing are sorted on that end. I have some position adjustments to do on the horizontal dual screen presets, including this one. It is late, I will do that tomorrow.
Edit: It might be a better idea for me to wait until there is a public release.
You’ll notice the two devices are each moved a bit much to the center. (The viewport split kind of hides it, but is betrayed by the thick black bars on the outside edges.)
As I said, since it works well on the release version I will hold off fixing it until a new public release.