![borders retroarch borders retroarch](https://4.bp.blogspot.com/-rwn40H940_4/WbU-FSg92EI/AAAAAAAARQA/ZMFmOnwvrNY9jgeRAyJ1qJWIusXGdRHDwCLcBGAs/s1600/snes256x224x4boxes.png)
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.
![borders retroarch borders retroarch](https://3.bp.blogspot.com/-Pz29ofU5xHI/WbPyr-40WFI/AAAAAAAARJ4/7yqeelc-L9w5Q9OHmCvCaxe4oj0Sm5OAQCEwYBhgL/s1600/gg.png)
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. All of them in 720p resolution with scanlines. There is a problem with one of the default gameboy screens. The collection that I have selected from different websites and edited to fit the Retroarch resolution of Playstation Classic. 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. 40K views 3 years ago bezel retroarch overlay. If you have a better idea, please let me know ^.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. But I can only adjust the viewport by a `.05` step, whilst I only need a `.01` step. The overlay images are displayed with transparency over the regular game image, and the. The purpose of this is to allow some kind of input interface that is mouse/touch oriented. In the view port, I am exactly one pixel off in the center which BUGS me. RetroArch supports overlay images for use with hardware accelerated drivers. and then copied the `sgb.slangp` and edited it to use one of them (I picked Silver). Is that possible? I saw the Video Layout option but have so far not found a single resource helping in setting these up - let alone where to get more.Įdit: I fooled around with shader settings. I would love to have a Gameboy border for Pokemon Silver with the GBA color pallette. Unfortunately, when mGBA is in SGB mode, it also renders the game in GBC colours (the night pallete is green instead of dark blue) instead of GBA. I hope this helps you guys out.You can download my console themed overlays here - https://. I am re-visiting Pokémon Silver alongside some friends and I even got to set up mGBA with SGB borders. Ive been getting asked a lot on how to add overlays to Retroarch.