![]() If this is not what you mean then if you can tell me the filename of the affected border and I will fix it and re-upload. Here is a screenshot from bsnes showing this. Do you mean the embossed effect on the mario picross border? If so that is how it's supposed to look, it actually lines up with the picross title screen to complete Mario's face - not a good idea in my opinion but it is how it was made. Regarding the watermark - not sure what you mean. I fixed it for the 4:3 fill since i am using it.īet that was a lot of work, shame the borders aren't named in a way that would allow an automatic solution. The light gray one that is also in mario picross. There is a problem with one of the default gameboy screens. I did mess up on several that i had to go back and fix. Took me forever to make all the individual config files and then test them all to make sure i didnt mess up some of the. Here's a few examples of the said in Super Gameboy Border overlays - complete just thought i would let you know i am using the 4:3 fill. I haven't tested it yet but if you add the following to the config files I think it should work (I'll double check later).Įdit: Tested on retropie with 1080p resolution and works perfectly with the config additions below. You will need to edit the retroarch.cfg file for gameboy/gameboy color to make sure that the viewport matches the window in the borders. I've only tested them on windows so far but they should work on retropie just the same. The only dowsnside is you will have to select them manually in retroarch for each game but you should then be able to create a per game config so it loads the next time automatically (you'll need to change some settings in retropie for per game configs I believe). There are 850 pngs in total and each one has an associated cfg file to enable them to work in retroarch. Below is a link to download them from mega. I love shader, but we want to start publishing these for the least common denominator hardware, so these could be used on a Raspberry Pi setup etc.I found a complete set of Super Gameboy borders at vgmuseum and have used some batch tools/scripts to create overlays for use with retroarch. It’s configured to match the screen bezel I’ll be using going forward as well. I’ve also got a venom-guest-crt shader configuration file with the parameters I’m using for my own setup in case anyone wants to use it. Put the shader folder in the root of your Retroarch and everything will be in the right place. ![]() I’ll also be including config files for the Retroarch versions with preset screen coordinates. After downloading the package, unzip it and locate the folder called shaders. You can see the beta version of it at: .įor the time being, for my own files, I’ve set up a new structure on my dropbox that is cleaner and hopefully simpler to navigate. Soon these files will be available for download on a new web site we are putting together that will have a lot of features for navigating all the available overlays. RetroArch is also able to stack these shaders to create a combined effect. ![]() Depending on your platform and the way you have configured RetroArch, you need to use one of these shader types. ![]() Over time, I’ll go back over the existing overlays and create MAME lay versions for them as well. Compatible with Vulkan, Direct3D 10/11/12, OpenGL Core, WiiU and Metal renderers. I’ve renamed this thread as we’ve got a group of us ( and myself) working closely together as a team on these overlays and it will simplify things if we can reduce our posts to a single location.Īdditionally, we will be posting both standard MAME and Retroarch copies for the overlays going forward, starting with Karnov. ![]()
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