
Papalotl - Free Screen Recorder for Windows
I built Papalotl because free screen recorders kept lagging on my low-spec PC.
No installation needed.
Donations not required but welcomed.
Download: ko-fi.com/s/be7bc10af3

I built Papalotl because free screen recorders kept lagging on my low-spec PC.
No installation needed.
Donations not required but welcomed.
Download: ko-fi.com/s/be7bc10af3
Viewport = 640x756
And 3 Rare Candies...
Why is it impossible to accommodate RetroArch's window?
Metronome is one of my fave moves! Couldn't wait for the little fella to evolve.
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.
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
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!
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.
Recientemente hice el test de Ingles de https://www.cambridgeenglish.org/test-your-english/ en el cual obtuve 21 preguntas correctas de 25... y me puso "Nivel A1"...
Eso me puso en duda, así que le pregunte a GEMINI que me hiciera un test para medir mi nivel "real" y GEMINI dice que soy C1.
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.
Ya di el viejazo. Extraño las tardes de retas de Tekino después de la secundaria.
Not perfect but does bring memories.
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.
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.
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:
CRT Master Part:
Image Adjustment Part:
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.
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.
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.
Me pasé desde temprano haciendo mis Dynamics y Presets.
Ya perdí la práctica!
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.