Duimon koko-aio Presets
Presets for the koko-aio shader project, derived from graphics created for use with the HSM Mega Bezel Reflection Shader.
This project is an attempt to provide end users with high quality art and ready to use OOTB presets for the wonderfully performant shader by kokoko3k.
The shader discussion and updates page is at:
https://forums.libretro.com/t/koko-aio-shader-discussions-and-updates/38455/1430
The initial release includes 93 CRT systems, with handhelds forthcoming.
For those of you familiar with my Mega Bezel project, things will look very familiar. There are three different bezels included initially.
[Bezel]
[Bezel_002]
[Bezel_003]
And a few presets that use a frame-less bezel.
[TV7_Alt]
@kokoko3k’s shaders are able to run on much less performant devices and I am thrilled to provide users with this option.
That being said, I have had to learn a great many new tricks to get things to this point. The necessarily limited feature set (It is what make it fly. ) has proved challenging. (But also very fun!)
Downloading the Duimon-koko-aio pack.
My graphics and presets can be individually downloaded via My GitHub repo.
The entire package can be installed using the latest release zip.
Installation
Shader
The koko-aio shaders are bundled with RetroArch, although you may have to update your slang shaders if you are using an older version RetroArch.
Installation using the release zip
The folder structure is…
Retroarch/shaders/Duimon-koko-aio
/Graphics
/Presets
An example presets folder and contents is…
Retroarch/shaders/Duimon-koko-aio
/Presets
/Acorn_Archimedes
Acorn_Archimedes-[Bezel].slangp
Acorn_Archimedes-[Bezel]-Night.slangp
Acorn_Archimedes-[Bezel_002].slangp
Acorn_Archimedes-[Bezel_002]-Night.slangp
Acorn_Archimedes-[Bezel_003].slangp
Acorn_Archimedes-[Bezel_003]-Night.slangp
Some Retroarch installations (Linux) have the “shader” folder outside of the root Retroarch folder. The preset paths are relative so the “shaders” folder can be anywhere (On any drive/mount.) as long as the correct shader path is defined in the Retroarch settings.
Unpack the release zip and move the newly extracted “Duimon-koko-aio” folder to “Retroarch/shaders/”. (Or where your shaders folder is defined in the settings.)
To update, delete the “Duimon-koko-aio” folder and repeat the previous steps. (If files were renamed in an update it could leave unneeded files or broken presets.)
Installation using git
You can install everything to a local clone and update using the following method.
- Install Git. https://git-scm.com/downloads using the default settings.
- Enter the “/Retroarch/shaders” folder and from the command-line run:
git clone --depth 1 https://github.com/Duimon/Duimon-koko-aio
It will create a “Duimon-koko-aio” folder inside the “shaders” folder.
* * Note * *
I added the “clone --depth 1” switch to the git installation method. This will avoid having to download two copies of the Graphics folder. (Since they have all been updated since the initial release.)
To update, go into the “Duimon-koko-aio” folder (note the path difference) and run
git pull
Load your content and then a preset. I recommend creating a core preset next.
If you are using a multiple system core, and using it for multiple systems, I recommend creating a content directory preset.
This pack is using a custom minimal boilerplate that makes it easy to select from 25 of koko’s base presets, and apply local and global overrides for custom settings across each preset class.
I took pains to insure that the comments in the presets were self explanatory. If you need more guidance please read the “Boilerplate Introduction Guide” in my Mega Bezel repo.
https://github.com/Duimon/Duimon-Mega-Bezel/blob/main/guides/Boilerplate_Introduction.md
* * Notes on preset use requirements. * *
Aside from the core settings for dual screens…
(See this post about the latest update for information on these settings.)
…there are some additional Retroarch settings that are required for these presets. (And the koko-aio shader in general.)
I’m sure they are in the notes n the main shader thread, but I will list them here as well.
-
Retroarch video aspect must be set to “Full” (This is true for all “Border” shaders.)
-
“Allow Rotation” needs to be “ON” in the “Retroarch Menu>>Settings>>Core” section. (Unlike the Mega Bezel.)
-
MAME Current needs to use “Libretro” rotation.