SixWingedFreak has made several color variation borders from Blue Amnesiac work. Old border background pictures (without lighting on the consoles but an effect on the glass): SuperVision border filtered with a crt effect, will work best at 4x and maybe above: Old cg version with the LCD v1 shader (for people with a non Nvidia GPU having problems with the LCD shader v2 from the standard version). 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. These shaders anti-alias the sharp pixel edges to maintain the sharpest possible image without uneven sizes (which manifests as "shimmering" during scrolling).This is a portable pack of various handheld shaders. "pixellate" or one of the later versions with faster performance (e.g., sharp-bilinear) or more mathematically correct processing (e.g., bandlimit-pixel). The best compromise for sharp pixels without these drawbacks is to use a shader from the 'interpolation' directory, such as the o.g. Unfiltered, nearest neighbor is as sharp as you can get, but it can cause uneven pixel sizes with non-integer scale factors, which means you have to use less of your screen and/or suffer from inaccurate aspect ratios. It's all a taste thing, but as time goes on (and fewer and fewer people have actually seen these games in their original context), users are more accepting of and express a preference toward ultra-sharp pixels. Sometimes a CRT scanline shader looks even better than a LCD/Grid shader, it gives a SNES-style look that's often even better than a GBA shader. Like someone said, CRT Shaders also make GBA games look good. Though it depends on the game and the release date, and on which GBA revision hardware it was made for. The color palettes were made to be viewed through the dull screen, which is why they over-saturated them. You mentioned you like the saturated colors, but keep in mind it's usually not what the artists intended. They're like scanline filters but a grid mimicking LCD handhelds. Combined with that GBA-Color, you want LCD 3x or LCD 2x, sometimes these are listed as "Grid".You want GBA-Color shader, assuming the core feature for adjusted GBA colors is turned off.Bilinear filtering makes pixel art look horrible, though many people don't realize this (usually because they're comparing it with raw unfiltered pixels, which is also wrong and bad).
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