I’ll make that change if I’m using the sane base preset. Thanks.
Can you give me some details (Or point me to an existing post.) about the use of the helper image?
I’m not sure if I need to include it in any of my auto rotation wildcard params.
I’ll make that change if I’m using the sane base preset. Thanks.
Can you give me some details (Or point me to an existing post.) about the use of the helper image?
I’m not sure if I need to include it in any of my auto rotation wildcard params.
I think this is the last time we talked about that:
It is a lut that helps the shader in identifying the refflective bezel sides and shade them with different brightness; left and right are the same brightness; no need to manage it if no bezel is used.
For GLCore Y flipping issues, you shoud use the side_shade-helper-flip-y.png texture instead.
OK, thanks. Does it auto rotate or have its own parameters? Looks pretty easy to customize if I run into random issues.
Also, which parameter adjust the contrast for the bezel shading.
Another thing. Would you happen to have a list of the two-character parameter section abbreviations? If not, I will take the time myself. (They are awesome for jumping around and I don’t have them memorized yet. )
It autorotates by itself, and the parameter is:
BEZEL_RFL_CONTRAST / Inner shadows contrast
As per the abbreviations, I’ve not a list but you can see here (search for pragma parameter):
https://raw.githubusercontent.com/kokoko3k/koko-aio-slang/refs/heads/main/shaders-ng/config.inc
Thank you. I opened the file and curated what I hope is all the two character shortcuts.
koko_shortcuts.txt
Color correction ----------------------------- (co)
NTSC color artifacting ----------------------- (nt)
YIQ/YUV bandwidth limited chroma bleeding. --- (cv)
Input Blur / light glowing ------------------- (gl)
Pixel Grid ----------------------------------- (ph)
Halo ----------------------------------------- (ha)
Bloom ---------------------------------------- (bl)
Curvature ------------------------------------ (cu)
Bezel related -------------------------------- (be)
Background Image ----------------------------- (ba)
Vignette and spot ---------------------------- (vi)
Tilt ----------------------------------------- (ti)
In case anyone else is interested in a list.
FYI… just in case anyone is unfamiliar. Once in the shader parameters dialog, you can press the “S” key on the keyboard (Search) and search for one of these “shortcuts”. ( i.e. search for (be to jump to the bezel section.) The first three characters should suffice.
Hey there, I think this preset performs a bit better than the one used now as a base for your arcade presets; it uses the dehive function not yet released tho.
See, maybe you want to add it to the commented options if not makong it the new default.
Sounds good. I am working on an update and will wait until it’s available to make the final changes.
I still have a lot of testing to do anyway.
Turns out I am using the 1.9.63-Hotfix1 and it has that preset. Even if it’s not exactly the same as the development version, it has the same name.
I can just enable that base preset in the arcade systems.
I’m going to test it right now.
Yeah, there is; I think just not as good as the one as of today.
A thing I did not considered is how the preset behaves at 1080p when is zoomed out due to more bezel visible… I’ll need to check that.
-edit-
Right, at least till 640px height (content), it wins the moire roulette:
Which preset would you suggest for high res arcade systems like Naomi? without interlacing?
Maybe one of tv* ones? They do not draw scanline gaps (they are not visible on interlaced screens).
You can then choose if and how much flickering effect you want; that was indeed visible instead, but is a matter of taste.
In the latest dev code, the flickering is also automagically lowered when the shader detects 30fps content too, so is more consistent now.
I did more research and tests and settled with:
Monitor-Screen_Hmask-Aperturegrille.slangp
This preset works well with interlacing off if one is trying to mimic a progressive signal via a clean RGB monitor like the ones found on real Naomi candy cabs.
VGA presets are relevant in this case aswell.
But I think I’ll use the aperture grill hmask one with all hi-res systems from now on.
While we are on the subject, I want to suggest trying the PSP preset with 3DS and DS, I felt it was more suited for higher res or multi-screen handhelds.
@Duimon It seems the recent Dosbox-pure versions introduced the dreaded glcore flip issue, it’s especially bad with DOSBox [Monitor] presets and IBM_5150.
Since they can’t use the same flip fix as the [Bezel] presets.
Interesting. They must have developed hardware rendering.
No worries, they can still use the wildcards, they will just need some tweaks. I’ll probably use the $PRESET$
wildcard to take care of it.
Changes:
Rerendered all custom bezels so that they don’t have any default shading. (Legacy rotated images are still present, just in case. )
Changed all paramters to accommodate the new bezel methods.
Updated base preset paths and added a method to use unlisted/alternate base presets. (This effects nearly 100% of the presets in some way.)
Added tilted cabinet versions of MAME, FB-Neo, and Arcade presets.
Added NDS Book and Hybrid presets.
Added missing variants of Camputers Lynx presets.
Added Sampo 9519, Sony TH20-B8, TV5 (RCA GJR641PR), and TV6 (Ambassador_26) presets. (In the “TV” presets folder.)
Added auto flip wildcard params for LRPS2. (LRPS2 (alpha) is still present to accommodate users who have yet to update.)
Added auto flip wildcard params for DOSBox-pure.
Renamed misspelled graphics that broke homebrew Vectrex presets.
The link to the current release and installation instructions are in the first post.
I fully expect this to have bugs. Please post here when you find them and we can work together to make everything right.
Software renderer + glcore = flipped textures (melon ds ds)
This was not an issue in the previous version. It’s not a big deal but I’ll report unexpected behavior as I go.
This has always been an issue with cores that give a choice between hardware and software rendering.
There is no wildcard to detect software rendering, so if you use it, and glcore, the auto flip wildcard settings will detect glcore and flip the textures. This is a feature limitation, not a bug.
I could create a preset that doesn’t reference the wildcard stuff, and name it “software_glcore” or something, but I think it would be easier to just have the user flip it and save the preset.
I am pretty sure I posted about this while I was creating the book preset.
Thanks for chiming in with the issue.
Not sure if the problem is on my side, but the book preset works flipped upside-down if used with your recommended core option [RotatedRight]:
I was able to solve this by using RotatedLeft + BG_IMAGE_ROTATION = "-1.000000"
Also I would like to request a HybridBottom preset please, there’s no way to get bottom screen focused games to look right with the HybridTop preset alone:
I tried many modes and options, the small screen area cutout needs to be on top for this mode to look right.
Like this for example:
This is related to the glcore flipping.
When you switch to software mode it uses the driver that is currently selected. So, if you start with Vulkan everything works as expected. If you start with glcore things get wonky.
As I said before, there is no elegant way to take care of this with wildcards.
I’m glad you found the right settings.
I see no reason to not do one. I’ll put it on the future update list.
No ETA, my koko-aio update was all that was standing in the way of doing a few new graphics, so I will be concentrating on that in the near future.