![]() Parameters = "MDAPTMODE MDAPTPWR VL_LO VL_HI CB_LO CB_HI VL CB DEBUG linear_gamma SGPT_BLEND_OPTION SGPT_BLEND_LEVEL SGPT_ADJUST_VIEW SGPT_LINEAR_GAMMA crt_gamma lcd_gamma levels_contrast halation_weight diffusion_weight bloom_underestimate_levels bloom_excess beam_min_sigma beam_max_sigma beam_spot_power beam_min_shape beam_max_shape beam_shape_power beam_horiz_filter beam_horiz_sigma beam_horiz_linear_rgb_weight convergence_offset_x_r convergence_offset_x_g convergence_offset_x_b convergence_offset_y_r convergence_offset_y_g convergence_offset_y_b mask_type mask_sample_mode_desired mask_specify_num_triads mask_triad_size_desired mask_num_triads_desired aa_subpixel_r_offset_x_runtime aa_subpixel_r_offset_y_runtime aa_cubic_c aa_gauss_sigma geom_mode_runtime geom_radius geom_view_dist geom_tilt_angle_x geom_tilt_angle_y geom_aspect_ratio_x geom_aspect_ratio_y geom_overscan_x geom_overscan_y border_size border_darkness border_compress interlace_detect_toggle interlace_bff interlace_1080i"īeam_horiz_linear_rgb_weight = "1.000000"Īa_subpixel_r_offset_x_runtime = "-0.333333"Īa_subpixel_r_offset_y_runtime = "0.000000" Shader17 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang" Shader16 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang" Shader15 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang" Shader14 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-brightpass.slang" Shader13 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang" Shader12 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang" ![]() Shader11 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang" Shader10 = "shaders_slang/blurs/blur5fast-horizontal.slang" Shader9 = "shaders_slang/blurs/blur5fast-vertical.slang" Shader8 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang" Shader7 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang" Shader6 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang" Shader5 = "shaders_slang/dithering/shaders/sgenpt-mix.slang" Shader4 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass4.slang" Shader3 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass3.slang" Shader2 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass2.slang" Shader1 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass1.slang" "Middle dark filter" (not currently in NSUI): Mario Kart: Super Circuit, Wario Land 4, WarioWare, Inc.Shader0 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass0.slang" Donkey Kong, Metroid Fusion, The Legend of Zelda: Minish Cap "Soft dark filter": Fire Emblem and the Sacred Stones, F-Zero: Maximum Velocity, Mario vs. "Strong dark filter": Kirby and the Amazing Mirror, Super Mario Advance 3: Yoshi's Island If this behavior is fixed, then the values will be: 63, 111, 127 So, to set the above ghosting values in current NSUI, the decimal values you would use are: 62, 110, 126 (respectively) So right now you would instead subtract from 254. Well, in theory, but currently in NSUI everything is shifted, for example if you use the max 254 it sets 0x00 instead of 0x01. ![]() So to convert a GBA VC ghosting value to NSUI's number, convert the value to decimal and subtract it from 255. ![]() Lower values = more ghosting, which NSUI flips. Those are the values directly in the code.bin. ![]() Donkey Kong, The Legend of Zelda: The Minish CapĠx90: Kirby and the Amazing Mirror, Mario Kart: Super Circuit, Metroid Fusion, Wario Land 4, WarioWare, Inc.: Mega Microgame$Ġx80: Super Mario Advance 3: Yoshi's Island There are a few different values that are used:ĠxC0: Fire Emblem and the Sacred Stones, F-Zero: Maximum Velocity, Mario vs. ![]()
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