![]() ![]() In case you do not yet know what RetroArch is: it’s a frontend for multiple video game system emulators. Let’s get to the juicy bits! Using shaders in RetroArch to emulate a CRT But I think we can all agree that this has been enough boring introduction. It would seem that the game developers (and especially artists) from those days specifically abused the quirks of NTSC to achieve some specific visual effects. With NTSC being used in both the United States and Japan, it should be no surprise that many games from the SNES era seem to be “tuned” to NTSC’s visual artifacts. NTSC was one of the three big standards used around the globe to encode analogue television data. The important part is that with those analogue signals, the data going across had to be compressed, losing some information of the image in the process. This is a whole different topic, and a large one at that. TV signals back then were analogue, as opposed to digital. I reckon some higher end devices could get pretty sharp as well, but my family did not have any of those :) The CRTs alone were not the only ingredient to this funky recipe, of course. ![]() In contrast to LCDs, where pixels are all (usually) quite crisp, consumer CRT monitors or televisions from the 90s all had a certain blur to it. ![]() Back when consoles like the SNES were popular, however, this technology wasn’t readily available to consumers. Nowadays we have liquid crystal displays (or even OLED) in pretty much every device that features a display. While emulating the SNES hasn’t been an issue for a long time now, I think one core aspect of the experience is often forgotten: emulating the look and feel you would get from playing these games on a CRT. I regularly come back to some old classics to play them again, like The Legend of Zelda: A Link to the Past, Terranigma, Super Metroid and Donkey Kong Country. My favorite console from “that time” is the SNES. Pixel art is cool, and so are retro games. Want to skip straight to the download and instructions? This way, please! If this is not what you mean then if you can tell me the filename of the affected border and I will fix it and re-upload.« Home Emulating CRT visuals in RetroArch Here is a screenshot from bsnes showing this. Do you mean the embossed effect on the mario picross border? If so that is how it's supposed to look, it actually lines up with the picross title screen to complete Mario's face - not a good idea in my opinion but it is how it was made. Regarding the watermark - not sure what you mean. I fixed it for the 4:3 fill since i am using it.īet that was a lot of work, shame the borders aren't named in a way that would allow an automatic solution. The light gray one that is also in mario picross. There is a problem with one of the default gameboy screens. I did mess up on several that i had to go back and fix. Took me forever to make all the individual config files and then test them all to make sure i didnt mess up some of the. Here's a few examples of the said in Super Gameboy Border overlays - complete just thought i would let you know i am using the 4:3 fill. I haven't tested it yet but if you add the following to the config files I think it should work (I'll double check later).Įdit: Tested on retropie with 1080p resolution and works perfectly with the config additions below. You will need to edit the retroarch.cfg file for gameboy/gameboy color to make sure that the viewport matches the window in the borders. I've only tested them on windows so far but they should work on retropie just the same. The only dowsnside is you will have to select them manually in retroarch for each game but you should then be able to create a per game config so it loads the next time automatically (you'll need to change some settings in retropie for per game configs I believe). There are 850 pngs in total and each one has an associated cfg file to enable them to work in retroarch. Below is a link to download them from mega. I found a complete set of Super Gameboy borders at vgmuseum and have used some batch tools/scripts to create overlays for use with retroarch. ![]()
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