Retroarch being stubborn with Window Scaling and Position.

Why is it impossible to accommodate RetroArch's window?

u/BotherCritical2297 — 2 months ago

NDS Cores are slow - Drastic is not in same device.

I've tried ALL cores, different video drivers and whatever combination possible in Video Settings... no luck.

I'd say "it's my device" but Drastic doesn't has this issue, in fact I can even upscale in Drastic without issues.

u/BotherCritical2297 — 2 months ago

Export Issues with Inkscape 1.3.2 (it also happens with older and newee versions)

I use filters to design A LOT... but always struggle with this issue in which an object, regardless of size and resolution NEVER exports correctly.

I've found out that, if I literally move around the obejct/graphic I want to export creates different issues, but almost never exports cleanly.

Anyone knows what's going on here? I have my Inkscape Preference for Rendering as:

- Gaussian Blur Quality: Best

- Filter Effects Quality: Best

- Use Dithering: On

u/BotherCritical2297 — 2 months ago

Accidentally broke sequence - Don't remember where to find Rock Smash.

I couldn't find Surf, then I remembered the Kimono Girls, got Surf, but I didn't had a decent Pokémon to traverse Route 41 in order to get the Medicine, so I went for the Red Gyarados to teach him Surf, then got into the Secret Base because of Lance... well I skipped two badges.

In my defense, haven't played Pokémon Crystal in 10 years 🤔

Edit: Daycare Egg gave me Elekid, evolved to Electabuzz with Thunder Punch and I had Primeape with Karate Chop... both are tanks!

u/BotherCritical2297 — 2 months ago

Portrait Mode Input Animated Overlay Test

Showcase, of my latest Input Animated Overlays.

Currently testing how forcing viewport scaling and coordinates works, and it's been unsuccessful at the moment. Not sure if I'm doing something wrong because the method works with Overlays in Landscape modes but it's broken in Portrait mode, and not sure if it's RetroArch or my device.

u/BotherCritical2297 — 2 months ago

Kindergarten rumours were true.

Do you remember back in the 90s, kids spread a rumour worldwide about "Holding Down + B increases catch rate" ??? It's true. Always works for me.

Don't mind me, just catching my TM Slave.

u/BotherCritical2297 — 2 months ago

Me entretiene más diseñar que jugar.

Ya di el viejazo. Extraño las tardes de retas de Tekino después de la secundaria.

u/BotherCritical2297 — 2 months ago

[SHADER] LCD Master v32 - TEST LCD Module

Not trying to spam, but can't edit a ful video without showing a vertical video in horizontal format and viceversa. So please excuse "double posting".

This video shows the current LCD Module of the shader.
LCD Flare, Shimmer, Polarizer and Drop Shadow reacts to Gyro Sensor if your device has it.

Otherwise, parameters works but won't react to device movements.

u/BotherCritical2297 — 3 months ago

[SHADER] LCD Master v32 - TEST CRT Module

Managed to decrease the GPU demand for the entire Glow + Phosphor Decay/Trail feature.
Now it runs fine in Samsung Galaxy A03 as well as in my puny 2015 notebook.

u/BotherCritical2297 — 3 months ago

[SHADER] "Merge" - TEST

Shader for #RetroArch "Merge" TEST.

It merges "LCD Master" + "CRT Master" + "Phosphor" each module with their respective Toggle, Patameter and Control for their respective features. Each "part" is it's own shader, except this "Merge" is literally all of them in 2 pass Shaders: "Merge.slang" + "Phosphor.slang" sharing one "Merge.slangp".

I tried to get the Phosphor Decay script as a single pass but the phosphor decay effect dies as a single psss.

LCD Master Part:

  • Includes 8 presets that attempts to mimmick 90s Handheld LCDs.
  • Custom LCD which lets you control Horizontal, Vertical or Both lines to make a grid, with Spacing, Thickness/Width and Opacity control.
  • Draw a Light Flare, LCD Shimmer and Drop Shadow. These parameters reacts to Gyro Sensor.

CRT Master Part:

  • Emulates 16 Phosphor Mask Types.
  • Control how Heavy and how Bright these masks are.
  • Includes Border + Viewport Curvature to simulate CRTs. Each with control sliders to change the amount.
  • Includes Glow control, amount and a "heartbeat" parameter that mimmicks natural CRT changes in brightness. Includes slider to change it's speed mimicking Refresh Rate.
  • Control how much do you want the Glow to bleed, and intensity.
  • Control Image Sharpness THROUGH the Glow effect to make borders less blurry.
  • Control Duther blur that mimmicks CRT Horizontal blending of adjacent pixels.
  • Phosphor is a sedond script that emulates CRT's "Phosphor Decay" effect in which sprites emits a trail of brightness that slowly fades with time. This parameter is different from LCD "Ghosting" and it's meant to be used with naturally dark background games, such as Arcade Galaga.

Image Adjustment Part:

  • Viewport Brightness Control.
  • Viewport Contrast Control.
  • Viewport Saturation Control.
  • Viewport Pixel Sharpness Control.

I still have to attack two minor bugs, but overall every single parameter has it's on/off toggle switch and can be stacked with each other.

Tests indicates that runs fine in:

[PC]

- Windows 10 Intel N3700 / d3d11 Driver

- Windows 7 Intel i3-2120 / d3d10 Driver

[Android]

- Samsung Galaxy A03 / Vulkan

In android though, the Glow effect introduces minor input lag and audio stutter... but at low amounts, my Mali G57 bears the effect.

u/BotherCritical2297 — 3 months ago

[SHADER] "CRT Master" - WIP

Been working on this for over a week now.
Finally have the "Glow Decay" effect done!

It simulates the CRT "Phosphore Decay" in which CRT's over-estimulates sprites in dark backgrounds and leaves a trail behind that slowly fades out.

u/BotherCritical2297 — 3 months ago

Updating my shader "LCD Master" - Current focus is to capture a CRT Bloom effect + optimization.

Note: My screen recorder is not capturing the CRT Masks fine, in video looks like colors are bleeding, in my VGA monitor I'm not seeing such bleed.

This is an attempt to further improve my shader "LCD Master" which currently sits at version 15. Everytime I add a new feature and doesn't break, I make a copy, hence a "version" and continue working on it, if it breaks, fall back to previous.

Currently struggling a lot with a "CRT Bloom" which I very vividly remember seeing in an old Samsung CRT VGA Monitor back in the 90s when using Windows 98.

The current "Bloom" I have is heavy for my potato and doesn't even look remotely right... but having the Curvature + Phosphor Masks in my potato is a massive win... usually, recording adds another layer of CPU performance drop... but honestly, my shader's Curvature + Phosphor Masks are not harming emulation at all (only if I record) and if i'm honest, my potato struggles a lot even with the "CRT-Potato Shaders"... so I pat myself on the back.
Also experimenting with a "Dither Blur" parameter to merge neighbour pixels that some games uses to create tones that aren't there.

u/BotherCritical2297 — 3 months ago

GIMP 2.10.38 - Ya hacía años que no lo usaba

Me pasé desde temprano haciendo mis Dynamics y Presets.

Ya perdí la práctica!

u/BotherCritical2297 — 3 months ago

[SHADER] "LCD Master v6" WIP

Still working out the "Flare/Shimmer" effect. It reacts to Gyro Sensors.

Trying to recreate what I see in my GBC...

I ran into memory issues this week. Removed some features, merged some... this is in order to:

- Optimize the shader to work in "low end" devices.

- Have more memory for future features.

Test done in Samsung Galaxy A03.

u/BotherCritical2297 — 3 months ago