![]() I wanted to use the default 0.0, which is a little sharper, but it makes some colors have a green or yellowish tint. And I use 0.25 for the "static const float bloom_excess_static" value. I disable the border it's a nice effect, but obscures too much of the screen. There are two settings I don't use defaults for. I'm using the user-settings-royale-with-cheese-nvidia.h settings file, which I assume has all the bells, whistles, and optimizations that work on Nvidia cards enabled. So my opinion on it flipped and it's my favorite. It's nice and bright and I don't often notice unevenness in it at non-integer scale. ![]() Also, I would now go straight for Royale over the other shaders. So I ended up reverting most of them to default. Now that I can switch between them at will I realized a lot of the parameter customizations I made killed the "character" of the shaders. I have tried with both the Super Game Boy 2 and regular Super Game Boy ROMs (the boot image I was able to find (sgbbios. Im using the bsnes balanced core, but also tried it with the standard snes9x core, just to see. Doing this to my shader files made it so I can use the next/previous shader keys/buttons to swap between them on the fly. If I remove the -subsystem sgb, Retroarch boots to a black screen. But I found all the files it needs, copied them to my Royale folder and made sure the paths pointed to them. Royale was the most difficult to do that with a lot of the 25 files in it's src folder have include lines which point to files that are part of common shaders. I opened all the ones I liked in Notepad++ and modified the paths so I could have their cg or cgp file in the root of my shader folder. Most things is possible to do with RetroArch these days and it's really stable too.Click to expand.A CG version of this was uploaded to github a few days ago: Īfter trying out many of the CRT shaders I was really indecisive about what shader I liked the most. Retroarch -L "C:\Path\To\cores\bsnes_mercury_balanced_libretro.dll" -c "C:\Path\To\config\config.cfg" "C:\Path\To\Super Game Boy.sfc" -subsystem sgb "C:\Path\To\Game.gb" Same thing goes for games with special palettes when booted through SGB, like Metroid II. I was wondering if there is a way to make GB which have special palettes when played in GBC to be loaded up with mGBA. ![]() A summary of the licenses behind RetroArch and its cores can be found here. It is based on hundreds of corner case hardware tests, as well as previous documentation and reverse engineering efforts. I know you can get SGB colors with Gambatte through custom palettes, but also if you want the full experience of SGB you can also run bsnes mercury like this: Ive been playing a lot of GB lately, and I notice that non GBC games usually boot in black and white. Gambatte is an accuracy-focused, open-source, cross-platform Game Boy Color emulator written in C++. I guess you can do everything you said you want to do, but as I'm only interesting getting as close to the real thing I tend to not left things out. This let's me just update the cores along with the info files without hassle. SUPER GB BORDERS gbc.sgbborders: Only for Super Game Boy enhanced games Off False, On True. I'm using an older version of RetroArch (1.3.0) along with RAEM, a frontend that simulates the Windows GUI experience. RetroArch (formerly SSNES), is a ubiquitous frontend that can run multiple cores, which are essentially the emulators themselves. It may seem strange but I have separate bare bone instances of RetroArch on my gaming rig which I treat as separate emulators depending on which cores I use (I'm not fond of multi-platform emulators either but this works fine)
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