That is fine. I will update the tutorial part to be single quoted. The shader file that had fancy quotes was Duimon’s Preset file.
Not single quotes by the way. Double quotes is correct, just no upside down opening quotation marks.
I should be able to do PSP variants.
Silver Hannah MontanaEdit: I should be able to do some of the PSP variants and not all, until the PSP shader is split between layers. The ones I will be able to do should be enough until than.
@Duimon has updated his graphics and presets so that the DS power light shows on a separate layer. Now when the [Cabinet or Cabinet Glass Layer] is changed the color of the light stays the same. This only applies to the Horizontal Shader as of right now.
Nintendo 3DS
There are some settings that only needs to be applied to Horizontal or Vertical. The settings that have a H only needs to be changed in the Horizontal Shader and V only needs to be changed in the Vertical Shader.
Galaxy
------
[Device Image Layer]
Hue Offset: 242
Saturation: 88
Brightness: 88
Metallic Black
--------------
[Device Image Layer]
Hue Offset: 192
Saturation: 8
Brightness: 96
[Decal Layer]
Opacity: 100
Hue Offset: 192
Saturation: 8
Brightness: 96
Metallic Blue
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[Device Image Layer]
Hue Offset: 216
Saturation: 94
Brightness: 100
[Decal Layer]
Opacity: 100
Colorize: 1
Hue Offset: 216
Saturation: 175
Brightness: 100
Metallic Red
------------
[Device Image Layer]
Colorize: 1
Hue Offset: 360
Saturation: 147 V / 128 H
Brightness: 138 V / 158 H
[Decal Layer]
Opacity: 100
Colorize: 1
Hue Offset: 360
Saturation: 193
Brightness: 199
New Lime Green
--------------
[Device Image Layer]
Hue Offset: 240
Saturation: 3
Brightness: 12
[Decal Layer]
Opacity: 100
Colorize: 1
Hue Offset: 240
Saturation: 3
Brightness: 12
Pearl White
-----------
[Device Image Layer]
Hue Offset: 180
Saturation: 2
Brightness: 200
Gamma: 4.00
Pink + White
------------
[Graphics Global Brightness]
Graphics Brightness: 150
[Device Image Layer]
Hue Offset: 0
Saturation: 0
Brightness: 200
Gamma: 5.00
[Decal Layer]
Opacity: 25
Hue Offset: 0
Saturation: 0
Brightness: 195
Gamma: 5.00
Cyber Shader Preset Tutorial with Pictures
Pick the shader pack that has Reflection or not
Select between shaders that are optimized for 1080p, 1440p or 4K
Pick the shader you would like to use with the graphic
Open the Preset you want to change in a text editor
Change line 1 marked #reference to point to the shader you picked
Finished Preset should look something like this, with possible directory and shader file changes of course
Make sure that [CRT Screen Scaling] Int Scale Mode is set to 0.
Example:
Gameboy Advance
I should note that I am not going to be able to do the Limited Edition GBAs, because they have special bezels as well.
Global Settings
---------------------
[Graphics Global Brightness]
Graphics Brightness: 225
Graphics Gamma: 0.90
Arctic Black
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[Device Image Layer] [Device Image Layer]
Colorize: 1 Colorize: 1
Hue Offset: 60 Hue Offset: 213
Saturation: 0 Saturation: 4
Brightness: 182 Brightness: 4
Gamma: 1.50
Gold Orange
---- ------
[Device Image Layer] [Device Image Layer]
Colorize: 1 Colorize: 1
Hue Offset: 35 Hue Offset: 21
Saturation: 80 Saturation: 200
Brightness: 134 Brightness: 200
Gamma: 1.25 Gamma: 1.50
Platinum
--------
[Device Image Layer]
Hue Offset: 33
Saturation: 7
Brightness: 124
If anybody wants a specific color for Arcade let me know.
[Bezel & Frame Color]
Hue: 85
Saturation: 100
[Background Layer]
Hue Offset: 85
Saturation: 200
Brightness: 200
[Decal Layer]
Hue Offset: 85
Saturation: 200
Brightness: 200
I went ahead and just thought of some colors people might like for Arcade. I will posting them tomorrow.
Edit: To be more clear, it will likely actually be around 12 hours.
Here is a version of the Tingle Tuner from Wind Waker if anybody wants it.
Tingle Tuner
------------
[Graphics Global Brightness]
Graphics Brightness: 225
Graphics Gamma: 0.90
[Device Image Layer]
Colorize: 1
Hue Offset: 115
Brightness: 50
[Decal Layer] & [Top Extra Layer]
Colorize: 1
Hue Offset: 50
Saturation: 200
Brightness: 125
Arcade/MAME
The same settings can be applied to MAME and you will get the same color. The following must also be applied:
[Bezel & Frame]
Saturation: 95
Brightness: 8.80
[Device Image Layer]
Opacity: 0
Colorize: 1 and Saturation: 200 for [Background Layer] and [Decal Layer] for all the colors except white. Remember that Arcade/MAME colors can be achieved by a simple change of the HUE OFFSET and that is it.
Blue Arcade
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[Bezel & Frame Color]
Hue: 239
[Background Layer]
Hue Offset: 239
[Decal Layer]
Hue Offset: 239
Green Arcade
------------
[Bezel & Frame Color]
Hue: 115
[Background Layer]
Hue Offset: 115
[Decal Layer]
Hue Offset: 115
Orange Arcade
-------------
[Bezel & Frame Color]
Hue: 25
[Background Layer]
Hue Offset: 8
[Decal Layer]
Hue Offset: 8
Pink Arcade
-------------
[Bezel & Frame Color]
Hue: 325
[Background Layer]
Hue Offset: 344
[Decal Layer]
Hue Offset: 344
Purple Arcade
-------------
[Bezel & Frame Color]
Hue: 288
[Background Layer]
Hue Offset: 271
[Decal Layer]
Hue Offset: 271
Red Arcade - ARCADE Default
----------
[Bezel & Frame Color]
Hue: 0
[Background Layer]
Hue Offset: 0
[Decal Layer]
Hue Offset: 0
White Arcade
------------
[Bezel & Frame Color]
Saturation: 0
Value/Brightness: 10.80
[Background Layer]
Saturation: 0
[Decal Layer]
Saturation: 0
Yellow Arcade
-------------
[Bezel & Frame Color]
Hue: 60
Value/Brightness: 10.80
[Background Layer]
Hue Offset: 60
[Decal Layer]
Hue Offset: 60
I came up with a few settings to change the default GBA to more of my liking.
Indigo
------
[Graphics Global Brightness]
Graphics Brightness: 225
Graphics Gamma: 0.90
[Device Image Layer]
Colorize: 1
Hue Offset: 235
Saturation: 150
[Decal Layer] & [Top Extra Layer]
Gamma Adjust: 0.70
Sony PSP
I think these are probably the best that can be done with PSP as of right now.
Ceramic White
-------------
[Graphics Global Brightness]
Graphics Brightness: 125
[Device Image Layer]
Saturation: 0
Brightness: 200
Gamma: 5
Hannah Montana
--------------
[Device Image Layer]
Colorize: 1
Hue Offset: 253
Saturation: 188
Brightness: 148
Gamma: 4.00
Silver
------
[Device Image Layer]
Colorize: 1
Hue Offset: 70
Saturation: 6
Brightness: 144
Gamma: 2.50
Gameboy Original Monocrome Green Screen
To get the original look of Gameboy:
- Use mGBA as core
- Go to Quick Menu < Options < System
- Set Game Boy Model to Game Boy
- Go back and select Video
- Set Default Game Boy Palette to DMG Green
- Make sure [Monochrome] Monochrome Color is 0
Sega Dreamcast
American version of the Dreamcast. Duimon’s graphic will need to be edited to add the US logo over the Japanese or European one. I simply just edited the other shader files changing the color and renamed them to Alt2. I should also note that the layers only need changing when they are not default valued at 0, 100, 100.
US Version
----------
[Bezel & Frame Color]
Hue: 0
Saturation: 100
Brightness: 59.60
[Device Image Layer] & [Decal Layer]
Hue Offset: 0
Saturation: 200
Brightness: 184
How to Create Graphic
- Download Dreamcast US logo that is transparent.
- Open Graphics/SEGA_Dreamcast/Dreamcast.png and logo in image editing program.
- Copy and paste logo onto the Dreamcast.png as layer and scale over one of the logos.
- Select the other layer and use Rectangle Select Tool to select around the Graphics logo.
- Select area above logo as Foreground Color and below as Background Color with Eyedropper.
- Delete the items inside the Rectangle Select Tool of Dreamcast.png.
- Select Gradient tool and drag straight bottom to top of Select Area.
- Set start color as Background Color and end color as Foreground Color.
- Repeat 3 - 8 for the other side
- Save as Dreamcast_Alt2 in Graphics/SEGA_Dreamcast
- Change the Parameter files BackgroundImage from Dreamcast to Dreamcast_Alt2.
Programs like Photoshop can be used to accomplish this. This is a possible way to do it and quicker and easier ways could be possible.
If anybody is wondering I won’t post the graphic I have is because it’s Duimon’s. It’s not really difficult to do this and it shouldn’t take longer than 10 minutes even for beginners. I know this because I am a middle line beginner.
GB2Player
Since Duimon added GB2Player Shader, I figured why not change the color of the Gameboys. Like the GBC2Player, [Device Image Layer] controls the Gameboy on the left and [Cabinet or Cabinet Glass Layer] controls the Gameboy on the right. [Decal Layer] controls the color of the Gameboy decal and colors of the AB buttons.
Random Colors
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[Device Image Layer]
Colorize: 1
Hue Offset: 264
Saturation: 200
Brightness: 200
[Cabinet or Cabinet Glass Layer]
Colorize: 1
Hue Offset: 210
Saturation: 200
Brightness: 200
Cyber Shader Presets Brightness
If the Cyber Shader is too bright than change
[Crt Brightness & Gamma]
Post CRT Brightness: 100
GB2Player and GBC2Player with Sameboy
The GB2Player and GBC2Player shaders can be used with the Sameboy core. All that is needed is:
- Load a game with the Sameboy core
- Go to Main Menu < Subsystems < Load 2 Player Game Boy Link
- Pick a rom to load for Player 1
- Go to Load 2 Player Game Boy Link again
- Pick a rom to load for Player 2
- Go to Subsystems < Start 2 Player Game Boy Link
- Now you can select to Load the GB2Player shader for the games.
The steps can be used to even play two different games on each Gameboy. The only problem is that audio from only one Gameboy can be played.
The colors used with the Gameboys are the same as the Play It Loud Gameboy versions posted earlier, with some tweaks. The colors used with the Gameboy Colors are the same as the Gameboy Color variants posted earlier.
[Device Image Layer]
Colorize: 1
Gamma Adjust: 0.25
[Decal Layer]
Gamma Adjust: 0.75
[Cabinet or Cabinet Glass Layer]
Colorize: 1
Gamma Adjust: 0.30
Super Nintendo Gameboy
To get a Super Nintendo Background with the new Gameboy Shader than just change the BackgroundImage line in the shader file to
BackgroundImage = "../../../Graphics/Nintendo_SNES/SNES.png".
Change the Bezel also to the default Bezel color of the Super Nintendo Shader.
[Bezel & Frame Color]
Hue: 257
Saturation: 62
Value/Brightness: 60
Arcade Graphic + Cyber Shader
With Arcade I would recommend the Arcade Sharp PVM shader from Cyber. Just change #reference line in the Arcade shader to point to it and change the following settings:
[CRT Brightness & Gamma]
Post CRT Brightness: 200
[CRT Screen Scaling]
Int Scale Mode: 0
[Core Res Sampling]
Opposite Dir Multiplier: 75-125*
*This depends on the game. Set to the value that makes the scanlines not appear as a circle.