>> Starting from the code from 2024-June-13, Koko-aio needs at least Retroarch 1.16 to work <<
Version NG-1.9.95 is up on github and should be available via online updater in Retroarch.
Hi guys, first post here. In the past I made a shader for FS-UAE (Amiga emulation), but since i found that retroarch has a pretty good support for whdload games, I ported it to slangp so that it can be used with other emulators too.
I’m not that expert with technical terms, but i’m fortunate enough to own an old 15khz slot mask crt monitor inside an arcade cab loaded with Advance mame and other old emulators, so I used it as a reference. Why using a shader, you may ask, instead of the almost “real thing™”?
Actually that thing is big, heavy and power hungry and since it is running on an old AthlonXP i expect it to break sooner or later and i’ll not have spare time to fix, that’s for sure. Also, i’ve finally got an awesome oled 4k tv and i think that with that amazing (low) pixel persistance and resolution, we can get pretty damn close to the “real thing™”
One of the main goal of this shader is to be usable on integrated GPUs.
Granted, don’t expect it to run on a Raspberry pi, but the actual target is
Intel Haswell, the one on which I develop it, where it perform with all the features
enabled, when dealing with 240p content, on 1080p at resolution ad about 85/90fps.
Click to read features (outdated)
- Scanlines
- Screenlines
- RGB phosphors
- RGB deconvergence
- NTSC/PAL CVBS color bleeding
- Aperture grille, slot mask, shadomask.
- Input signal glowing
- Output signal glowing
- Blooming
- Gamma, contrast, saturation, luminance, color temperature adjustments
- Black frame insertions through alternate blanking
- Interlace flickering, forcing and emulation
- Antialiasing
- Curvature
- Ambient lights
- Vignette and Spotlight
- Bezel (Thank you HyperspaceMadness for allowing me to rip his automagically generated bezel!) https://github.com/HyperspaceMadness/
- Background images
- Full screen glowing
- 3D rotation/tilt
- Integer scaling
- Background image Night mode
- Support for backdrop images for BW game/CABs that use mirrors
- NTSC emulation with selective artifacts smoothing
- Temporal bloom
- RF Noise
- Dot matrix display emulation with grid, shadow and motion blur (gameboy mono)
- Monochrome display “colorization”
- TATE mode
Click to read relevant changes over previous releases
v1.9.95 CHANGES:
- Presets tuning
- Deleted Monitor-Screen_Hmask-Core_SlotMask-Overmask and added Monitor-Screen_Hmask-Aperturegrille-Overmask-IntegerScaling
- docs update
- rename ntsc-1 and ntsc-2 presets in the 4.1 folder as: tv-NTSC-Megadrive-Genesis-old and tv-NTSC-Generic-old
- explicitely shake the screen at startup
- Game geometry override: set default aspect to 0.0 to prevent user headaches.
- heavy refactor of cvbs color smearing, changed parameters and namings, maybe your presets need to be updated
- Improve Dot matrix auto sharpness, it also preserves brightness when zooming out alot.
- Improve resswitch glitch: tuned parameters and add x waves
- Move deconvergence later in the chain.
- Ambientlight: better scene change detection
NEW:
- Add a slight breath-in effect on resolution switch effect
- Add support for multiplicative overlay
- Add Virtualboy preset by Starman99x
- Warped glow X modulation via scanline shape
- Diorama/shadow dows not disable deconvergence anymore
- Emulate CRT startup tube warming when using breathing feature
- implemented scanline period override as a static option
- Implemented post sharpness compensation filter for CVBS signals
- Remove GAME_GEOM_OFF_FIX parameter.
- Rgb mul overlay support (aka GEL)
FIXES:
- Ambientlight: fix some glitches in particular conditions
- Avoids unintended fake scanlines triggering due to the default auto behavior.
- Deconvergence: fix compatibility with glow_blur_bias()
- disable antighosting when scanlines are interlaced
- Backdrop: always paint it under foreground image.
- do not do IN_GLOW_BIAS if DO_IN_GLOW is false
- Do not skip reflection rendering when an overlay is painted just on tube
- Fixed avglum_pass sampling points coords misbehaviour when override content geometry zoom (or aspect correction) is active.
- fn_very_lowres_y(): take into account doublescanning, global zoom and and scanline period override
- make cvbs bleed size not dependant on hiresgames preset size
PERFORMANCE:
- use flat and noperspective interpolation qualifiers: this is not compatible with librashader (yet)
Useful links
- Make sure to read the docs!
- Main development done on this Github repo
- Stable releases should be available through Retroarch’s online updater
(shaders_slang/bezel/koko-aio/) or here. - Click here if you want to try the latest in-develompent shader and unpack the zip somewhere inside your -already in place- shader directory.
I do not ensure you it will work as expected nor that your cat will be safe. - Texture “source” projects for main monitor frame/bezel and other misc files has been moved to another repo to lower the download size.
- More presets and additional artworks: koko repo || estefan3112 repo || Starman99x repo || Duimon repo
- If you want to boost your fps and you don’t mind tinkering with text files, take a look to the file config-user.txt in the shader folder and follow the instructions; on intel IGPs, I’ve seen fps boosted by 45%.
Please, tell me what you think, any comment is really appreciated.
Dynamic room lights (immersive preset)
Hires content
Overmasked
Antialiased
Mask experiments
Handhelds
Ntsc selective blurring and sharpening
monitor-Commodore_1084S-Night
monitor-slotmask-bloom-bezelwider - Arcade - Final fight
monitor-Commodore_1084S-wider - Amiga - ProjectX SE
tv-PAL-my-old - Master System - Trans Bot
tv-NTSC-1 - Genesis - Sonic 2
tv-NTSC-2 - Snes - Aladdin
tv-aperturegrille-bloom-bezel - Amiga - Leander
gameboy_mono_colorized.slangp - Gameboy mono - Super Mario Land






























