Koko-aio shader discussions and updates

It occurs already with the preconfigured preset.

Ufortunately works fine here, vulkan or glcore :frowning:

Could you please check the latest commit? I think I fixed the ping-pong issue.

@estefan3112: Maybe it fixed your issue too?




As per “glitched colors”, if you mean that the blue from the sea turns into cyan, it’s because you set ambientlight gamma out to an extremely low value: 0.0, which is even under the allowed range.

Since your intent is to tint the “ARCADE” logo, then try with the following values, virtual leds position is what you’re after:

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Oh, I think it’s gone now!!! Need to do further thorough testing later today. Looks very good!

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I just implemented: SCANLINES_FREQUENCY_MULTIPLIER_OVERRIDE

clone config-user-optional-template.txt as config-user-optional.txt in the same folder, edit the latter and uncomment:

// #define SCANLINES_FREQUENCY_MULTIPLIER_OVERRIDE 0.5

Awesome! All works great now, thank you very much:

Here’s a new update post the overhaul for the Soqueroeu-Arcade pack, the overhaul includes an auto backdrop feature (via wildcards), I will be uploading this to GitHub once I finish some other pack I’m putting together.

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I’m getting a weird behavior when loading some backdrop images, I get new elements that were not “visible” or “present” in the original image:

Here’s the image file:

Please provide the preset that shows the phantom shapes :rofl:

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Try this:
#reference "shaders_slang/bezel/koko-aio/Presets-ng/Base.slangp"

GLOBAL_ZOOM = "0.839000"

DO_BACKDROP = "1.000000"
BACKDROP_JUST_TUBE = "1.000000"
BACKDROP_ZOOM = "0.839000"

DO_GAME_GEOM_OVERRIDE = "1.000000"
GAME_GEOM_INT_SCALE = "0.000000"
GAME_GEOM_ASPECT = "-0.010000"
GAME_GEOM_ZOOM = "0.780000"

backdrop = "GBP_GBA_Purple_Gel.png"

Thank you!

Is is possible for me to use config-user-optional.txt only on certain presets? Because uncommenting the #define SCANLINES_FREQUENCY_MULTIPLIER_OVERRIDE 0.5 line will apply the scanline halving to all presets.

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Not possible, you need to clone the shader and create the tweaked include/txt file for the latter. Then use that one just for the problematic games.

Unfortunately when I added the support for optional include files some time ago, my proposal to allow binding them to a particular preset or folder was rejected, with reasonable arguments ofc.

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Oh, that’s normal, your are misusing the backdrop image in an unsupported way.

Again, backdrop images are meant to be full screen REFLECTIONS when bound to the screen area or to emulate cabs with “mirrored tricks” when not.

You are trying to use the backdrop’s alpha channel to put an hole in it, but neither a mirror nor a reflection is supposed to have an hole, so the shader isn’t going to take the image alpha channel into account and just display the r,g and b channels.

Graphical programs or image display software uses the alpha channel to override RGB ones, so if the alpha is 0.0, RGB will not display.

Indeed, what you see in the shader is the image RGB channels. This is what happens when you strip the alpha channel:

If you still want to exploit/misuse that, just strip the alpha channel from the png and make it black instead; since a black reflection is essentially no reflection, but be warned that because this is unsupported, it may break in the future and in that case it won’t be fixed.

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Hi there, am I right that koko-aio would not support setting up for a dual screen Game & Watch game, such as Donkey Kong? It has two screens that need to be aligned to the handheld overlay and two backdrops for each screen. Any workaround solution you could imagine? They actually look splendid under MAME current, but rather useless without the artwork apparently. Thanks for your insight!

EDIT: Megabezel has a Dual Display preset, but just like with everything in Megabezel, even more powerful Silicon Macs just fail, far too much load to handle.

Sreenshot is from standalone MAME with overlay and backdrops.

I´d love to use koko-aio also with two screens arcade games, like Punch Out too!!!

This is because everything you could imagine and more, it does it.

Unfortunately the answer is no, and no workaround i can think of; at most you could make an overlay picture that has no gap between screens.

Sad to hear. So there is still a use case for standalone MAME that does a splendid thing here - with a complicated overlay/backdrop structure…

Shaders has little to do anyway with g&w titles, right?

Well, AFAIK this first attempt is a real eye candy in koko-aio :-). The backdrop is a bit pale for some reason, but for a first attempt, I am already very satisfied. Would not know where I could do this elsewhere in RetroArch than in koko-aio!

Original MAME - the backdrop is much more saturated:

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@kokoko3k any idea how to achieve more saturation of the backdrop in koko-aio? That’s what I actually wanted to ask :smiley:. Probably a different preset from begin with, as backlights on Game&Watch handhelds were not there?

There’s no such thing, you have to open and modify the image out of the shader.