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Zombeaver

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Posts posted by Zombeaver

  1. Yep, these are included in Retroarch via the Online Updater menu. Just hit "Update CG Shaders" and "Update GLSL Shaders" and it'll download/update them all. When you open up a core just go to Quick Menu -> Shaders -> Load Shader Preset -> CG Shader or GLSL Shader folder -> and then dig through the various categorized subfolders. "CRT" is probably where you'll want to start. Note, however, that the shader above is in the "CGP" folder and is only in the CG Shader folder.
  2. I looked at the CRT-Easymode-Halation shader in Notepad last night - it's actually pretty short. It's only 5 passes. I can't recall which one was for the bloom by memory (and there weren't any comment lines in the file) but I'm pretty sure one of the passes had "bloom" in the name. CRT-Royale-Kurozumi on the other hand is practically a novel. It's insanely massive. I don't actually know if simply swapping out pass 10 would even work because based on my testing it's affected by more than just that pass. Passes 2-4 and 8-10 all affected it. It's probably actually pass 2 that would be the one to change because all of the subsequent ones seem to involve various types of blur being applied to the bloom.
  3. I just wish there was a way to use the bloom from Easymode-Halation - it's the only one that actually looks very good to me because it's noticeable but unobtrusive. The way it blends with the surrounding area just looks so much better. I'm tempted to try swapping in the bloom shader file from it into Kurozumi. I don't even know if that'll work or if it'd look any good, but it's worth a shot I guess. I like this edit more than the default but I don't want to just get rid of the bloom entirely, which this nearly does.
  4. Admittedly the arcade version is a little better given the somewhat toned-down nature of the TG16 port but it's still pretty solid. I'd normally make a point to decry censorship designed to avoid the public faux-outrage that always crops up around video game violence...but it was probably as much for hardware limitation reasons as anything else.
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  5. Retroarch gives us tons of cool shaders to work with; so many that it can be a bit overwhelming and hard to know where to begin or what will suit your needs best. I thought it would be useful to create a thread for discussing various Retroarch shaders where people could show examples of specific shaders and potentially provide tips and tweaks for others. @lordmonkus, continuing our previous tangent on the subject, I messed around a bit with CRT-Royale-Kurozumi to see what I could do to tone down the bloom effect. It turns out quite a few of the passes have an impact on this effect. Passes 2-4 and 8-10 all directly affect it. I messed around with all of them for a while and ended up settling on a simple adjustment of pass 10 - "crt-royale-bloom-horizontal-reconstitute" by changing it to a scale of 2x. No more ugly gray smears! Default: Kurozumi-Default.png Adjusted: Kurozumi-Altered.png Setting Changed: Retroarch-Settings-Change.png
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  6. Having NeoGeo as a separate platform is perfectly normal. I do that as well. After upgrading to 6.7 the problem I was having with arcade platforms has been resolved. Basically it was using the wrong cores/configs between the platform in my library and the "associated platform" in the Retroarch emulator entry - "CPS-2" games were using the core and config I had entered for "Arcade". I thought maybe this is what you were experiencing. You can post screenshots of your Retroarch emulator entry screens (Emulator Details and Associated Platforms) and we can take a look. The main points to examine are: 1. Is LB's path to Retroarch correct? 2. Is the name of the "associated platform" in the Retroarch emulator entry identical to the platform name in your game library? 3. Is the name of the core dll file in the Retroarch emulator entry correct, and formatted as -L "cores\[core name].dll"? 4. Is the path to the rom correct in the launcher tab?
  7. I can confirm that after upgrading to 6.7 official the problem I was experiencing above has been resolved. Everything seems to be routed correctly now between CPS-1, CPS-2, NeoGeo, and Arcade for me. I have custom configs for two of them and when launching associated games it's launching the correct core with the correct custom config, and the ones that don't have custom configs are launching the correct core and just show "retroarch.cfg". That's a relief... Smile
  8. It's a Vizio E371VA. It's a 37" 1080P TV and I sit about 2' away from it. I also have an E55-C1 in my living room which is a nicer TV; also 1080p. I can see the "bloom" there as well, although it's not very obvious sitting across the room on my couch. Both are thoroughly calibrated. I don't think it has anything to do with the resolution to be honest. That's something that certainly has an impact on scanlines looking correct, but that isn't my issue with either one. Higher resolution isn't going to make Kurozumi suddenly have gradation on its phosphor bloom. It's still going to look like a white smeared Photoshop brush...on a 4k image! *the sound of a crowd going "Ooooh" can be heard in the distance* If anything, that'd probably make it more noticeable. Sitting 2' away from a 40ish inch TV, at any resolution, with bright colors on top of a dark background...you're gonna see it. Meanwhile CRT-Easymode-Halation also has phosphor bloom but looks perfectly fine in that same scenario. I found this post by hunterk over at Retroarch about editing CRT-Royale-Kurozumi and noticed this:
    // Blur all colors more than necessary for a softer phosphor bloom? static const float bloom_excess_static = 0.0; // range [0, 1]
    That sounds like it has potential. I may try messing with that. We should...probably just start a "The Big Bag-O-Shaders Thread" ...thread. Haha Laugh
  9. Jason Carr said MAME does provide the option to have a button combination close itself out, so you can customize the MAME config to handle it with the same buttons instead.
    Ah! I didn't even think of that! I'll give that a shot. That should work via Steam Link since the controller inputs themselves all seem to register.
    Jason Carr said ...you can't simulate any keypresses for it...
    I didn't realize this - I bet that's actually why keyboard presses via Steam Link don't work. It's actually the only emulator that I've used that's exhibited that behavior so I knew there had to be something weird with it. Thank you!
  10. So this one was a bit similar to Amiga in that it's using artwork that I've always been really fond of, and I just didn't think the normal techniques that I've used on many of these would be all that beneficial. I decided that if I was going to do alternate versions that I'd make the alterations more dramatic than normal. I uh... kinda went nuts with it Laugh You've got plenty of options!
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  11. Ah, okay. That's really good to hear. Honestly, I read that note in the changelog and it didn't even occur to me that it had anything to do with this. I've had the CPS platforms in my library prior to the existence of scrape-as functionality; before the Games DB even existed for that matter. For some reason I interpreted that as an issue affecting new imports to the library. I'm not on the newest beta so I'll update tonight. Thanks for letting me know! Laugh This is definitely the source of the OP's problem.
    chicomandell said I actually got it to work by setting FBA as the default core for Arcade as well. It seems to use that instead of the Capcom CPS1 settings for some reason.
  12. So after doing some testing, I think you've discovered a very real bug @chicomandell. For some reason LB seems to be mixing up cores/configs among CPS1, CPS2, and Arcade. I created a new emulator entry that I just called "Retroarch - Test". I wanted to test some CPS-2 roms with this. So the first thing I did was add associated platforms for only CPS-2 and Arcade: CPS2-Test-1.jpg Based on this setup, using this emulator entry for a game that's in the "Capcom CPS-2" platform in my library shouldn't actually do anything at all because I don't have a core associated with that platform in the emulator entry. But... it loads up fba_libretro... which I have as associated with "Arcade". That's... not supposed to happen. So then I tried swapping the core over to CPS-2 and leaving the Arcade one blank. Based on the previous test, I actually expected this scenario to not load at all...but it did load...with fba_libretro. Which...is what's supposed to happen. This left me a little perplexed... CPS2-Test-2.jpg So then, just to make absolutely certain something odd was going on, I added in a config modifier specifically for "Arcade" only. I launch the CPS-2 game...and it's using the custom config... CPS2-Test-3.jpgCPS2-Test-4.jpg So then I swapped the custom config position over to the CPS-2 platform and left the Arcade one as the base core... CPS2-Test-5.jpg ...and it didn't load the custom config in Retroarch. Again...not what should be happening. CPS2-Test-6.jpg So I went and checked my primary Retroarch entry and looked at the CPS-1, CPS-2, and Arcade entries. They're all using fba_libretro core, but I noticed... The config that it's loading for CPS-2? It's the config that I have associated with CPS-1 in the emulator entry... @Jason, I definitely think you should take a look at this if you get a moment. There's something clearly amiss here... EDIT: Also, @lordmonkus I see them all over that screenshot haha. It is less obvious than with bright color on top of a lot of complete black (like in the Ghouls N' Ghosts screenshots) but all you have to do is look at any areas that are particularly dark and you'll see them. The effect also tends to move/shift in a way that's different from the way graphics on the consoles themselves move...almost like it's too smooth. It's hard to describe. It's especially noticeable when stuff is fading in and out. I know it's picky but it's one of those things where it's like once I've seen it and noticed it, then I look for it, and I can't unsee it and it ends up bugging the crap out of me Confused Streets-of-Rage-Glow.png EDIT 2: Looking at this same image on my work monitor I can barely see it at all. My home monitor is obviously setup with higher contrast because it's really apparent there; it's also about twice the size so there's that too...
  13. lordmonkus said The Ghouls N Ghosts screen I posted in that other thread was from my Mame HLSL setup.
    Yeah, I know - that's why I posted my MAME HLSL in the last image. Wink
    lordmonkus said Also a displays colour calibration can effect them a fair amount.
    True. I use a THX calibration tool for calibrating all of my TVs. I usually spend a couple hours whenever I get a new one tweaking color balance, temperature, contrast etc.
    lordmonkus said That glow you are talking about with Royale-Kurozumi is really noticeable and offputting on screenshots and even more so when it's on a pure black background like in the screenshot but once you are actually in game with lots of colours in motion and a quick response monitor it becomes unnoticeable.
    Ehh...less noticeable? Yes. Unnoticeable? No, not for me. It's distracting enough that it made me look for alternatives in the first place.
    lordmonkus said I do agree with you on the Easymode-Halation though, that does look really good. I will have to give that one another shot for an extended period.
    Out of everything, I prefer my MAME HLSL settings the most, but Easymode-Halation is actually pretty similar and has been the one that I keep coming back to in Retroarch. Like you said, it's all subjective, but to me it's just the most consistently good looking for all situations (other than vertical shooters of course).
  14. Yeah I like Kurozumi's Royale quite a bit as well, and it does indeed look like complete garbage on vertical shooters :( CRT-Easymode works in any orientation because of how its aperture grill is setup - basically it's squares rather than scanlines so it works either way. CRT-Easymode-Halation is actually my preferred CRT shader overall for Retroarch, even over Kurozumi, but it does not look correct when rotated unfortunately. The thing that's always bugged me about Royale (including the Kurozumi version) is how overblown and generally pretty ugly the glow effect is. It almost looks like an additional sprite or something that's slapped on top. I remember you posting some screenshots from the Ghouls 'N Ghosts menu screen so I'll use that as an example. Obviously these all need to be viewed fullscreen... No shader: Ghouls-N-Ghosts-No-Shader.png CRT Royale: Ghouls-N-Ghosts-CRT-Royale.png CRT Royale Kurozumi: Ghouls-N-Ghosts-Kurozumi-CRT-Royale.png CRT Easymode Halation: Ghouls-N-Ghosts-CRT-Easymode-Halation.png Take a look at the text in the lower portion of the screen in these. Notice the glow? See how garish it is on the two Royale shaders? I generally prefer Kurozumi over normal Royale but for this particular issue it's worse - there's almost no gradation at all and it just looks like somebody opened up photoshop and took a circular brush, white color, and about 10% opacity and just smeared it over the text... Now look at the CRT Easymode Halation screenshot. The glow is still there (compare to the shot with no shader) but it's much more subtle and doesn't look like a photoshop paintbrush. If I were sitting halfway across the room from my monitor, I'd prefer Kurozumi, but I'm using a 40" Vizio TV as my monitor and I sit about 2' away from it so that glow is just so garish and over the top that it bugs the hell out of me. Just for giggles, here's a shot from MAMEUI with my HLSL settings: Ghouls-N-Ghosts-MAMEUI.jpg
  15. @Jason I reported an issue a while back about two emulators (CCS64 and MAMEUI) not closing via the controller automation key combination. I did some experimenting and discovered that they actually do close via that combination if you add in the old autohotkey script for closing on "ESC" into their emulator entries. The problem is, doing so causes other problems for using both of these emulators:
  16. In the case of CCS64 you need to have access to ESC for navigating some of its menus.
  17. In the case of MAMEUI when you close via the AHK script it doesn't save changes you've made in the MAME UI (like button reassignments, for example). MAMEUI is setup to close normally on ESC anyway (and retains changes you make), but the problem is that for whatever reason that particular emulator doesn't recognize keyboard inputs when played via Steam Link, but controller inputs (including Launchbox controller automation inputs) work just fine.
  18. Basically, adding in the AHK script makes the controller automation close function work, but I need to be able to use controller automation without using this script (and least in association with the ESC key) because of other problems that it creates... I thought maybe this information would help narrow things down a bit. I hope so anyway Confused For CCS64 all that's really necessary for it to work is for the existing AHK + Controller Automation functionality to function as-is but be piped to a button other than ESC. Changing the script to "End", for example, makes pressing the End key close the emulator just fine, but then the controller automation close no longer works. For MAMEUI I basically just need the controller automation combination to send an "ESC" input. Sorry for the information overload Frown AHK Script:
    Spoiler
    ; This section closes [platform name] when pressing Escape $Esc:: { Process, Close, {{{StartupEXE}}} }
    Also...thank you for all the bug fixes! You definitely knocked out some biggies there. Thanks!
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