>> Starting from the code from 2024-June-13, Koko-aio needs at least Retroarch 1.16 to work <<
Version NG-1.9.85 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Click to read features (outdated)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
*v1.9.85
New
- Implemented halation effect
- Implement a soft limiter for bloom colors this will allow to push dark to mid range colors while mitigating bright clipping
- new “crt-regale” preset
- Add Dots-sharp preset
- Antiburn: use #define ANTIBURN_COMPLETE to apply to the whole screen.
- Add Atari Lynx Presets
- Gameboy DMG now has a specific base preset needed to deal with black frame around the dotmatrix grid.
Removed
- Bloom: Remove eye adaption strength delay
- Remove mask helper stuff and maxmask presets.
Change
- Dehive: use “powed” phosphor height because it is more accurate.
- presets tune
- Bloom: Improvement: Modulate bloom over bright area at pixel level
- More convincing, and probably accurate, dot crawl.
- Reordered parameters list
- improve adaptive black feature, now “black crush”.
- Allow X/Y shifting when using integer scaling
- Allow diorama offset till +/- 2.0
- Phopshor persistance: allow to set different decay times for r,g,b
FIX
- Increase bezel frame LoD when using TILT to avoid aliasing on straight bright lines.
- Vignette: Apply tilt perspective (pillowing is still buggy, do not use pillow shape with tilt)
- Fake transparencies(/waterfalls): Always use blur despite glow to blur bias setting
- fix PSP “fast” preset
- Correctly handle rotated content while dealing with foreground and background images alignment
- Doublescan: treat content as low resolution when “Consider Hi-Resolution above # lines” is 0.0
- move pixel persistance after real interlacing
- Fix wrong integer scaling logic
- phosphor persistance: scale it by the input fps.
- CVBS bandwidth limited chroma and artifacts: use correct mat3 mul order (DoH!)
Performance
- Slightly optimize cvbs chroma bleed
- dot crawl: just use one colorspace
- small speedup to warpedglow
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






























