It’s possible you’ll see some scaling problems at various sizes because of the non-square pixels the machine uses. Gambatte has an option to simulate the original screen colors. GB-pocket-high-contrast-x diverges from the original machine to give more contrast in black & white. (ideal gap between screens for many games)ĭS-90-x for DeSmuME core options -> screen gap = 90. Use the darken_screen/gamma parameters for games that are too bright/dark.ĭS-no-border tries to be similar to the original Nintendo DS.ĭS-64-x slightly unrealistic border for DeSmuME core options -> screen gap = 64. It uses VBA color profile (slightly more “ideals” than similar to the original GBA screen). GBA-x tries to replicate how Gameboy Advance colors looks like. GameBoy shaders can show some left over pixels when you downsize them, go back to the main shader menu and do “Apply Changes”, that should refresh and clean that. Go to the “Shader Parameters” and change “Video Scale” to the multiplier size you want to use. The scaling of the game picture is done by the shader itself at integer scale. Integer scaling should be OFF and display ratio on “full” to show the full border image. DMG ones have a dithering applied to limit the bending of the glass light effect.Main differences with what you can find in the shader repository (because of file size constraint there): I made borders for existing ones and tweaked stuff around. Maybe there are limitations I am not aware off.This is a portable pack of various handheld shaders. However, I don't know on what platform you are. So it has to work, this is basic functionality of RetroArch. I hope my explanation was enough to understand. I use this mechanism to differentiate some settings, in example when I use different systems with a single core (gb/gbc). That means every directory with the name "gb" on that core will use this Shader Preset, based on the folder name. As you can see on my Game Boy emulator / core I only use a Directory Preset without anything else. You can check what is currently installed and even delete these Presets you saved within the Shader menu of RetroArch > "Remove":Ī click on it will remove it. And for specific cores, you can have Core Preset that is only active on that core, without having an impact on other cores. The reason for is so that you can have a Global Preset as default for all cores and games. In example if you saved a Shader Preset once as a Global and another one as Game Preset or Directory Preset, than the Global Preset will be ignored. Look if you have saved other Shader presets, which will have higher priority. Useful if you make changes to the Shader settings and want to give a custom filename for better identification.īut it should. Next time when you load a shader, then you can just easily pick this one up. You can however also "Save Shader Preset As" as a new shader with a custom name you choose. In example if your Rom is in a directory named "romhacks", then your preset will have the same name. It will save based on the directory name your Rom is in. "Save Content Directory Preset" is not that commonly used and you maybe don't need it ever. "Save Game Preset" is what you probably expect and saves just for this one ROM. Even if you have a global preset, this one has higher priority. However you can also save it as a "Save Core Preset", which is then only active for this core. "Save Global Preset" will save to a default place, which every core will from now on use at default. When you are in the Shaders menu, go to "Save" and choose what to save. This is by design and the way it is supposed to work. You have to save the shader, otherwise it is temporary.
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