I would love to have a Gameboy border for. Unfortunately, when mGBA is in SGB mode, it also renders the game in GBC colours (the night pallete is green instead of dark blue) instead of GBA. I am re-visiting Pokémon Silver alongside some friends and I even got to set up mGBA with SGB borders. Removing blur_horiz, blur_vert, and threshold doesn't appear to have any negative effect on the output I have no idea what they do. Add borders to mGBA - widescreen (16:9) if possible. I strongly recommend Mega Bezel, specially Death to Pixels presets.
For NES/SNES/PSX and other systems designed to be played on a CRT. Though GBA may not always have enough pixels to make them look good. Im looking for a good gameboy advance border/shader for my launchbox setup on a 4k tv (widescreen). It would be cool to trim this down so it's lightweight enough to run on a low-powered device like an old android phone.ĮDIT: Removing linearize causes the shader to fail. If you want the smooth/HD look, check out scalefx and xbrz shaders. Looking for perfect gameboy advance shader/border 4k tv. The next step for me will probably be to remove one step at a time to see what each one is doing. I'm not exactly sure what each step in the chain does. I got to this point by figuring out how to take the border from a hanheld LCD filter and adding it to the end of the crt-easymode-halation chain. The filter chain is input □ linearize □ blur_horiz □ blur_vert □ threshold □ crt-easymode-halation □ gb-pass-5 □ output. Ultimately, I'm really liking the bright and bold image with just a hint of scanline. I know it's not authentic at all, but I've found the more realistic-looking LCD filters to be kind of distracting. Meanwhile I've pinged via email and I'll see if he replies.I've made some progress since yesterday, and this is what I'm working with currently. Retroarch Config:- RetroArch Version: 1.7.7- RetroArch & OS Resolution: Native 3840x2160 (4K)- Core (GBA): VBA Next- Aspect Ratio: 16:9- Captured at: 2K 60f. All you have to do is match the name of the border png to the name that is inside the. cfg files, and you can use that exact one for any border you want. Load a game, go to shaders menu and browse to shadersshadersslanghandheldhandheld-border. In my Core Set, there is a Custom Borders HMOD. Put the shader folder in the root of your Retroarch and everything will be in the right place. It is the callers responsibility to blit the surface back to the backbuffer. Instead, filter chains terminate at a caller-provided output surface and viewport. Anyway I'm attaching what I've unearthed from my emails as a text file in case someone thinks they can use it to figure out the video. Download links at the end of the post: After downloading the package, unzip it and locate the folder called shaders. Unlike RetroArch, librashader does not have full knowledge of the entire rendering state and is designed to be pluggable at any point in your render pipeline. His last note about it said his decoder was working but still missing functionality and he never said if he figured out the audio format. It it's immediatly noticable in that demo sample that the video is noisy.Īnyway, by re-examining my old emails I realized that HCl never actually got around to posting the results from the game extraction itself or whether he completed it at all. The demo seems to use the PCs compression where the game itself used the same re-compression that was done for the PSX. I did some digging and the previous sample I posted was actually from the 3DO demo and not from the game itself. Click to expand.I don't want to dismiss video quality improvements yet either, but the audio is something we definitely would love to have. Shader Presets are combinations of one or more shaders.