Raspberry PI 3b+ BLARGG lr-snes9x
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Raspberry PI 3b+ BLARGG lr-snes9x
by psalmsamuel Mon 23 Dec 2019 - 3:44
Updated*
Blargg NTSC Filter ... s-video (lr-snes9x ONLY)
Shader#0 ... image-adjustment.glsl
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... gb-pass-1.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Shader#2 ... crt-hyllian-sharpness-hack.glsl
Shader#2 Filter ... Don't Care
Shader#2 Scale ... Don't Care
Shader#3 ... barrel-distortion.glsl
Shader#3 Filter ... Don't Care
Shader#3 Scale ... Don't Care
(Onscreen Overlay)
Overlay Preset ... "scanlines.cfg" (from quick menu in overlay/wii)
Overlay Opacity ... 0.06
Overlay Scale ... 1.00
Shader#0 ... image-adjustment
.....................
additional settings for snes
Hi-Res Blending - merge
Audio interpolation - gaussian
reduce slowdown - compatible (some games need, light, or disabled)
reduce flickering - enabled
bilinear enabled from retroarch options
(16:9 default, only try 4:3 or interger scaling if you have problem or don't like 16:9)
(of using mame shooters, use "core provide ratio display option")
.....................
Blargg add higher contrast to the snes palette like real console, it was "blargg" was only added this year 2019.............it only color washes a few games like F-Zero (with diff. color palette), which may be fixed on other emulators or in a future update.
.....................
Shader#0 ... image-adjustment.glsl
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... ntsc-stock.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Shader#2 ... barrel-distortion.glsl
Shader#2 Filter ... Don't Care
Shader#2 Scale ... Don't Care
(Onscreen Overlay)
Overlay Preset ... "scanlines.cfg" (from quick menu in overlay/wii)
Overlay Opacity ... 0.06
Overlay Scale ... 1.00
Shader#0 ... image-adjustment
.....................
Like for F-Zero these settings almost the same with no color wash, also these settings have no color banding, its very minor in some games, only saw using blargg and other other options very minor in Fire Power 2000 ........... future update, another emulator may fix that, for now probably best.
.....................
(same settings for genesis on mame emulators look fine)
Shader#0 ... image-adjustment.glsl
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... ntsc-stock.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Shader#2 ... barrel-distortion.glsl
Shader#2 Filter ... Don't Care
Shader#2 Scale ... Don't Care
Additional Settings for "lr-genesis-plus-gx"
Mega Drive / Genesis FM ... mame (ym2612) ... (should be default)
Blargg NTSC Filter ... svideo
Remove Per-Line Sprite Limit ... enabled
"lr-gpsp"
(Onscreen Overlay)
Overlay Preset ... "scanlines.cfg"
Overlay Opacity ... 0.08
Overlay Scale ... 1.00
Shader#0 ... psp-color.glsl (previous setting, gamma.glsl)
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... linearize.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Shader#2 ... barrel-distortion.glsl
Shader#2 Filter ... Don't Care
Shader#2 Scale ... Don't Care
..........................
lr-nestopia
(Onscreen Overlay)
Overlay Preset ... "scanlines.cfg"
Overlay Opacity ... 0.06
Overlay Scale ... 1.00
Shader#0 ... ntsc-stock.glsl
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... barrel-distortion.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Additional Settings for "lr-nes"
Blargg NTSC Filter ... svideo
Palette ... cxa2025as
Remove 8-sprites-per-scanline limit ... enabled
CPU Speed 2x
Flavored System ... famicom
.....................
"lr-pcsx-rearmed"
(no screen overlay used) (impacts performance)
(no shaders used) (impacts performance)
Additional Settings for "lr-pcsx-rearmed"
PSX CPU Clock ... 70 (50 for alundra 2 to fix saving and, internal section to allow play past black screen after logo)
Sound Interpolation ... gaussian
.....................
Often times what works on one game will work on another so I threw some other ones I use up, recently checked. all these perform great. with lr-snes9x and blargg specifically, i think the armageddon mod has slowdown so you need to use other settings or update to raspberry pi4, for that.
......................
quick menu/onscreen overlay/overlay preset/wii/scanlines.cfg
quick menu/shaders/shader #/shaders_glsl/ntsc/shaders/ntsc-gauss-pass.glsl
quick menu/shaders/shader #/shaders_glsl/misc/color-mangler.glsl
quick menu/shaders/shader #/shaders_glsl/cubic/shaders/linearize.glsl
......................
Reminder, to set raspi-config/advanced options/Resolution-set specific screen resolution ........ and set it to 1280x720p, don't need to touch the grey box option (you can set from "retroarch" main menu option, the screen size of your tv with BILINEAR ENABLED in there, to 16x9 or 4:3 ....... 16x9 looks good too ............ for mame shooters you can do core ratio, and save core overrides for overlays, and save core presets for shaders, like that)[/color]
Blargg NTSC Filter ... s-video (lr-snes9x ONLY)
Shader#0 ... image-adjustment.glsl
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... gb-pass-1.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Shader#2 ... crt-hyllian-sharpness-hack.glsl
Shader#2 Filter ... Don't Care
Shader#2 Scale ... Don't Care
Shader#3 ... barrel-distortion.glsl
Shader#3 Filter ... Don't Care
Shader#3 Scale ... Don't Care
(Onscreen Overlay)
Overlay Preset ... "scanlines.cfg" (from quick menu in overlay/wii)
Overlay Opacity ... 0.06
Overlay Scale ... 1.00
Shader#0 ... image-adjustment
.....................
additional settings for snes
Hi-Res Blending - merge
Audio interpolation - gaussian
reduce slowdown - compatible (some games need, light, or disabled)
reduce flickering - enabled
bilinear enabled from retroarch options
(16:9 default, only try 4:3 or interger scaling if you have problem or don't like 16:9)
(of using mame shooters, use "core provide ratio display option")
.....................
Blargg add higher contrast to the snes palette like real console, it was "blargg" was only added this year 2019.............it only color washes a few games like F-Zero (with diff. color palette), which may be fixed on other emulators or in a future update.
.....................
Shader#0 ... image-adjustment.glsl
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... ntsc-stock.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Shader#2 ... barrel-distortion.glsl
Shader#2 Filter ... Don't Care
Shader#2 Scale ... Don't Care
(Onscreen Overlay)
Overlay Preset ... "scanlines.cfg" (from quick menu in overlay/wii)
Overlay Opacity ... 0.06
Overlay Scale ... 1.00
Shader#0 ... image-adjustment
.....................
Like for F-Zero these settings almost the same with no color wash, also these settings have no color banding, its very minor in some games, only saw using blargg and other other options very minor in Fire Power 2000 ........... future update, another emulator may fix that, for now probably best.
.....................
(same settings for genesis on mame emulators look fine)
Shader#0 ... image-adjustment.glsl
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... ntsc-stock.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Shader#2 ... barrel-distortion.glsl
Shader#2 Filter ... Don't Care
Shader#2 Scale ... Don't Care
Additional Settings for "lr-genesis-plus-gx"
Mega Drive / Genesis FM ... mame (ym2612) ... (should be default)
Blargg NTSC Filter ... svideo
Remove Per-Line Sprite Limit ... enabled
"lr-gpsp"
(Onscreen Overlay)
Overlay Preset ... "scanlines.cfg"
Overlay Opacity ... 0.08
Overlay Scale ... 1.00
Shader#0 ... psp-color.glsl (previous setting, gamma.glsl)
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... linearize.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Shader#2 ... barrel-distortion.glsl
Shader#2 Filter ... Don't Care
Shader#2 Scale ... Don't Care
..........................
lr-nestopia
(Onscreen Overlay)
Overlay Preset ... "scanlines.cfg"
Overlay Opacity ... 0.06
Overlay Scale ... 1.00
Shader#0 ... ntsc-stock.glsl
Shader#0 Filter ... Don't Care
Shader#0 Scale ... Don't Care
Shader#1 ... barrel-distortion.glsl
Shader#1 Filter ... Don't Care
Shader#1 Scale ... Don't Care
Additional Settings for "lr-nes"
Blargg NTSC Filter ... svideo
Palette ... cxa2025as
Remove 8-sprites-per-scanline limit ... enabled
CPU Speed 2x
Flavored System ... famicom
.....................
"lr-pcsx-rearmed"
(no screen overlay used) (impacts performance)
(no shaders used) (impacts performance)
Additional Settings for "lr-pcsx-rearmed"
PSX CPU Clock ... 70 (50 for alundra 2 to fix saving and, internal section to allow play past black screen after logo)
Sound Interpolation ... gaussian
.....................
Often times what works on one game will work on another so I threw some other ones I use up, recently checked. all these perform great. with lr-snes9x and blargg specifically, i think the armageddon mod has slowdown so you need to use other settings or update to raspberry pi4, for that.
......................
quick menu/onscreen overlay/overlay preset/wii/scanlines.cfg
quick menu/shaders/shader #/shaders_glsl/ntsc/shaders/ntsc-gauss-pass.glsl
quick menu/shaders/shader #/shaders_glsl/misc/color-mangler.glsl
quick menu/shaders/shader #/shaders_glsl/cubic/shaders/linearize.glsl
......................
Reminder, to set raspi-config/advanced options/Resolution-set specific screen resolution ........ and set it to 1280x720p, don't need to touch the grey box option (you can set from "retroarch" main menu option, the screen size of your tv with BILINEAR ENABLED in there, to 16x9 or 4:3 ....... 16x9 looks good too ............ for mame shooters you can do core ratio, and save core overrides for overlays, and save core presets for shaders, like that)[/color]
psalmsamuel- Witch
- Since : 2018-12-20
Re: Raspberry PI 3b+ BLARGG lr-snes9x
by psalmsamuel Sat 28 Dec 2019 - 1:02
(ended up preferring this for all SNES games, lr-snes9x) 3b+
blargg-enabled
image-adjustment.glsl (gb-pass-1.glsl, does nothing)
ntsc-stock.glsl
barrel-distortion.glsl
..............
..............
The other settings, raise the contrast blargg uses for snes, or, for slight differences per game, so its becomes not important. Examples like this:
(F-Zero, has minor hue in color change when using the above or minor hue change in this)
blargg-enabled
vba-color.glsl
psp-color.glsl
crt-hyllian-sharpness-hack.glsl
barrel-distortion.glsl
(or this is fixed for F-Zero, but 3b+ too slow to support and the phosphore shader needs fix for diagonal color banding)
blargg-enabled
crt-hyllian-sharpness-hack.glsl
vba-color.glsl
phosphor-normalgamma.glsl
barrel distortion
................
................
(problems arised)
.............."super mario RPG" too slow with BLARGG (overclocking isn't a good alternative, get minor results not work it, hardware burn-in):
no blargg used
image-adjustment.glsl
ntsc-gauss-pass.glsl
barrel-distortion.glsl
Thats a good alternative with "PGO" version of "lr-snes9x" (doesn't have blargg option) (add the core manually), its still a good play, you will notice the "whites" are not as white.
................
................
(some shaders produce artifacts or color bands...f-zero on track//fire power 2000 in the first level sand are common spots if that is happening a lot...now because "blargg" makes the whites "whiter" it cuts down in color bleeding and that is common in emulators................)
(BLARGG was only added to lr-snes9x this year 2019 on the "pi")
..............
..............
..............
was going to add .............. that, color bleeding and pixel distortion adds to the effect ....... i don't see a lot of things working right no the HI-RES version of snes. lost of development need ed there. INSTEAD, the native resolution of the lcd tv, and higher resolution, add a kinda like, effect, it does seem sharper. there are some, but it does also seem like, double processing an emulated game with frame over frame within a few pixels could be similar to hi-res, if the goal was to reduce color bleeding and pixel distortion not remove it completely.
blargg-enabled
image-adjustment.glsl (gb-pass-1.glsl, does nothing)
ntsc-stock.glsl
barrel-distortion.glsl
..............
..............
The other settings, raise the contrast blargg uses for snes, or, for slight differences per game, so its becomes not important. Examples like this:
(F-Zero, has minor hue in color change when using the above or minor hue change in this)
blargg-enabled
vba-color.glsl
psp-color.glsl
crt-hyllian-sharpness-hack.glsl
barrel-distortion.glsl
(or this is fixed for F-Zero, but 3b+ too slow to support and the phosphore shader needs fix for diagonal color banding)
blargg-enabled
crt-hyllian-sharpness-hack.glsl
vba-color.glsl
phosphor-normalgamma.glsl
barrel distortion
................
................
(problems arised)
.............."super mario RPG" too slow with BLARGG (overclocking isn't a good alternative, get minor results not work it, hardware burn-in):
no blargg used
image-adjustment.glsl
ntsc-gauss-pass.glsl
barrel-distortion.glsl
Thats a good alternative with "PGO" version of "lr-snes9x" (doesn't have blargg option) (add the core manually), its still a good play, you will notice the "whites" are not as white.
................
................
(some shaders produce artifacts or color bands...f-zero on track//fire power 2000 in the first level sand are common spots if that is happening a lot...now because "blargg" makes the whites "whiter" it cuts down in color bleeding and that is common in emulators................)
(BLARGG was only added to lr-snes9x this year 2019 on the "pi")
..............
..............
..............
was going to add .............. that, color bleeding and pixel distortion adds to the effect ....... i don't see a lot of things working right no the HI-RES version of snes. lost of development need ed there. INSTEAD, the native resolution of the lcd tv, and higher resolution, add a kinda like, effect, it does seem sharper. there are some, but it does also seem like, double processing an emulated game with frame over frame within a few pixels could be similar to hi-res, if the goal was to reduce color bleeding and pixel distortion not remove it completely.
psalmsamuel- Witch
- Since : 2018-12-20
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