Here is a little more info about the release.
First off, the CRT presets were pretty easy to create. Once I had presets for a single system I used search and replace tools to create the rest. (I intentionally used the folder names for the graphics, presets, and params. This allowed me to use special rational expression variables in my search and replace. )
The handheld presets however, required creating them one at a time and manually editing each preset. This includes naming of params files.)
It was worth it though. Here are some shots.
Gameboy
Unlike other popular standalone shaders, @kokoko3kâs awesome âDot Matrix Emulationâ doesnât require any specific core palette, as it doesnât use a LUT for coloring.
The ability to individually select the hue for the two colors also lets you mimic other displaysâŠ
âŠfor example.
SEGA Dreamcast VMU
Aside from the Gameboy type screen emulation, koko also has base presets for other handhelds.
Gameboy Color
Gameboy Advance
For the rest of the handhelds I used a combination of these three base presets, with a little tweaking.
Most of the âMonitorâ presets donât have a reflection, I just turned off the bezel generation like the handhelds and used a background that had the bezel.
I did create four new custom bezel images for use in some systems.
Nintendo Wii
This uses a version of the default bezel without a frame. This bezel was included in the initial release.
Acorn Archimedes
This uses a version that has more rounded outer corners.
Sharp X68000 Expert
The Sharp X68000 presets are near and dear to me, so I had to create a bezel for them. The monitor is shared by the Sharp X1.
Ikegami TM20
Sony_PVM20
The two standalone PVM sets also have their own custom bezel. Due to restrictions of the shader I did have to reduce the bezel width on the TM20 so it doesnât perfectly reflect my Mega Bezel presets.
In all (Including tweaked versions of Photoshop ported versions of the shaderâs default bezels.) I have created 31 custom bezel images. (Some are just alternately shaded versions so they look correct when rotated for vertical games.) I have presets that I use with built-in Mega Bezel tools and Photoshop specific methods that have extracting custom Mega Bezel bezels down to a science.)
Other special cases include the dual screen systems. For these I used overlays and set the background to be âoverâ.
NDS Horizontal
NDS Vertical
The NDS presets each require different core settings. They work with either core and the required settings are included in the name of the presets.
NDS_Horizontal-[LeftRight]-[ScreenGap_28].slangp
NDS_Horizontal-[LeftRight]-[ScreenGap_28]-Night.slangp
NDS_Vertical-[TopBottom]-[ScreenGap_76].slangp
NDS_Vertical-[TopBottom]-[ScreenGap_76]-Night.slangp
NDS_Vertical-[TopBottom]-[ScreenGap_83].slangp
NDS_Vertical-[TopBottom]-[ScreenGap_83]-Night.slangp
For the 3DS I used overlays I designed for the standalone emulator in Batocera.
3DS Vertical
3DS Horizontal
The preset names also contain the required core settings.
3DS_Horizontal-[BigSmall]-.slangp
3DS_Horizontal-[BigSmall]-Night.slangp
3DS_Vertical-[TopBottom]-.slangp
3DS_Vertical-[TopBottom]-Night.slangp
With the exception of a very few systems (e.g. Nintendo Virtual Boy, Arduboy, etc.) all the handhelds have at least one local override for the base preset. Most often it is a choice between my default selection and either the âGameboyAdvance-Overlay.slangpâ or the âGeneric-Handheld-RGB.slangpâ presets. The Gameboy type displays have a choice between the âGameboyPocket.slangpâ and the âGameboyMono.slangpâ base presets.
The comments in the presets explain how to use the overrides or when there is an exception and no override is available.
Presets use requirements.
Aside from the core settings for dual screens, there are some additional Retroarch settings that are required for these presets. (And the koko-aio shader in general.)
Iâm 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 âFullâ (This is true for all âBorderâ shaders.)
-
âAllow Rotationâ needs to be âONâ in the âRetroarch Menu>>Settings>>Coreâ section. (Unlike the Mega Bezel.)
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MAME Current needs to use âLibretroâ rotation.
I will add these requirements to the first thread, along with a link to this post.
Some Feedback Please!
I do need the communityâs opinions about a few things as I move forward.
- This update raises the release size from ~100 MB to ~400MB. Now that I have PVM20 and TM20 custom bezels I could add these versions to the CRT presets.
Archimedes-[STD]-[Guest]-[TM20] example from my Mega Bezel presets for those who are unfamiliar.
I am guessing that it would raise the repo size by at least ~30 MB, but that is just a wild guess.
Is this something you want?
- Within the restrictions of the shader (No bezel outer curvature, and maximum inner bezel height/width.) I could create custom bezels for more of the âMonitorâ presets so they have a reflection.
Same question⊠is this something you want?
Depending on the answers to the above questions, and probably some bug fixes as you guys report them, I am pretty much done with this pack. I will add to the presets as I do the same to my Mega Bezel pack, and probably create a guide specific to this boilerplate.
I hope you have as much fun using these presets as I had creating them.