![game boy player borders retroarch game boy player borders retroarch](https://snesclassicmods.com/wp-content/uploads/2017/12/Playing-GB-and-GBA-Games-on-Your-SNES-Classic.png)
Old cg version made originally for open gl (now for the old gl driver). Older version of the Slang shaders with individual files for different sizes. (vulkan, direct 3D, new gl driver “glcore”) Most Recent Slang Version compatible with most video drivers: Other work if I forget any linked to Libretro shader repository. Other pictures taken from wikipedia / wikimedia. GameBoy DMG / Pocket / Color / Advance / SuperVision pictures drawn by BLUEamnesiac. Image-adjustment-v2 shader and some parameters addition made by hunterk.ĭS, GBA, GC color profile shaders made by Pokefan531. SVision-high-contrast-x diverges from the original machine to give more contrast in black & white.ĭmg-shader (Game Boy) made by hi-ban from Harlequin original work. (For Beetle-lynx you can reduce the “Ambient” parameter to -0.01 if you don’t like the greyish black.) You can try to change “Pixel Aspect Ratio” to 1.0 and lower the “Border Scale” parameter to get something playable. Some games like Mickey Castle of Illusion or Prince of Persia were ported directly from the Master System and used an adapter to scale their resolution down to the Game Gear screen. 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. This is a portable pack of various handheld shaders.