Minutes before I posted.
Before that I was running the stable, so it could have been quite some time ago.
Minutes before I posted.
Before that I was running the stable, so it could have been quite some time ago.
I did some testing… here’s the exact issue to make it clear.
In my "RetroArch\shaders\Mega_Bezel_Packs\Duimon-Mega-Bezel\Presets\Standard\MAME\MAME-[STD]-[Guest][CABINET].slangp"
preset, I have the line…
#reference "../../../res/layers/MAME/CAB_$CORE-ASPECT-ORIENT$.params"
…it fails to load on the nightly but loads in 1.20.0.
If I add an “auto-settings-cab.params” file to the folder… containing just the line…
CAB_$CORE-ASPECT-ORIENT$.params
…and reference that file instead, it loads, and the wildcard works.
My concern is that it is an unintended side effect, and that the behavior will revert to normal before a stable release.
If it’s intentional, for some reason, then I can do the work to get things functional again.
BTW, @HyperspaceMadness already uses a similar method in his presets, so my workaround doesn’t solve the $CORE$ wildcard issue.
The changes aren’t intentional, no. We would want that stuff to keep working as-is.
Thank you for your quick response.
What I can do then is just update for the 1.20.0 stable with broken $CORE$ wildcards.
It won’t be any more inconvenient than before we had wildcards. At least that will get me up to date with kokoko’s shader.
Thanks for saving me a ton of work, and here’s hoping things in the nightly will improve soon.
Hi there, it seems gameboy advance presets has issues with hi resolution content like 3ds; even if I’m not sure why this happens, at least the fix is easy: just set IN_GLOW_WARPSHARP_GAMMA to something higher; 0.5 should be ultra-safe.
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.