Maybe there are limitations I am not aware off. However, I don't know on what platform you are. So it has to work, this is basic functionality of RetroArch. I hope my explanation was enough to understand. I use this mechanism to differentiate some settings, in example when I use different systems with a single core (gb/gbc). That means every directory with the name "gb" on that core will use this Shader Preset, based on the folder name. As you can see on my Game Boy emulator / core I only use a Directory Preset without anything else. You can check what is currently installed and even delete these Presets you saved within the Shader menu of RetroArch > "Remove":Ī click on it will remove it. And for specific cores, you can have Core Preset that is only active on that core, without having an impact on other cores. The reason for is so that you can have a Global Preset as default for all cores and games. In example if you saved a Shader Preset once as a Global and another one as Game Preset or Directory Preset, than the Global Preset will be ignored. Look if you have saved other Shader presets, which will have higher priority. Useful if you make changes to the Shader settings and want to give a custom filename for better identification.īut it should. Next time when you load a shader, then you can just easily pick this one up. I made borders for existing ones and tweaked stuff around. You can however also "Save Shader Preset As" as a new shader with a custom name you choose. This is a portable pack of various handheld shaders. In example if your Rom is in a directory named "romhacks", then your preset will have the same name. How to fix zoomed in display on console border shaders Technical Support: SOLVED. It will save based on the directory name your Rom is in. "Save Content Directory Preset" is not that commonly used and you maybe don't need it ever. "Save Game Preset" is what you probably expect and saves just for this one ROM. Even if you have a global preset, this one has higher priority. ![]() However you can also save it as a "Save Core Preset", which is then only active for this core. "Save Global Preset" will save to a default place, which every core will from now on use at default. When you are in the Shaders menu, go to "Save" and choose what to save. This is by design and the way it is supposed to work. Meanwhile I've pinged via email and I'll see if he replies.You have to save the shader, otherwise it is temporary. Anyway I'm attaching what I've unearthed from my emails as a text file in case someone thinks they can use it to figure out the video. Load a game, go to shaders menu and browse to shadersshadersslanghandheldhandheld-border. Put the shader folder in the root of your Retroarch and everything will be in the right place. His last note about it said his decoder was working but still missing functionality and he never said if he figured out the audio format. Download links at the end of the post: After downloading the package, unzip it and locate the folder called shaders. ![]() It it's immediatly noticable in that demo sample that the video is noisy.Īnyway, by re-examining my old emails I realized that HCl never actually got around to posting the results from the game extraction itself or whether he completed it at all. The demo seems to use the PCs compression where the game itself used the same re-compression that was done for the PSX. I did some digging and the previous sample I posted was actually from the 3DO demo and not from the game itself. ![]() Click to expand.I don't want to dismiss video quality improvements yet either, but the audio is something we definitely would love to have.
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