Our 3 protagonists are a copy/paste job ripped streight from the Naruto series. Where as VC 1 gave us an interesting ragtag band of militia soldiers, VC 2 puts us in the most cliche highscho.*ahem* "Military Academy" that you've ever seen, complete with school uniforms and short skirts. All of that is virtually scrapped in VC 2. The story of VC 1 was cheesy but it was also endearing and very engaging. Virtually everything about it is a downgrade. Cg metashaders also only work with Cg files - I know there's a way to do the same thing with XML shaders but my knowledge of those is limited.Īlso, I've committed a couple compatibility changes to the Gameboy shader if anyone with a Radeon card wants to give it a try.I own VC2 for the PSP and trust me when I say this people: This game is NOT worth porting at all. It just may not work sometimes and the output may not be what you expect. This is mostly an issue if the shaders make assumptions about the size of the incoming texture, which happens with shaders that upscale the texture for processing then downscale it to fit on the screen at the end.īasically, it's designed to combine multiple passes into a single ubershader, but you could give it a shot at stacking arbitrary shaders as well. cgp file) you can chain multiple shaders together on the condition that the output from the previous shader is compatible with the input to the next shader. RetroArch :: CG error: The compile returned an error.ĭ:/Games/Console/Nintendo/Game Boy Color/Tools/gameboy_shader/shader_files/gb_pass_0.cg(166) : warning C7011: implicit cast from "fixed4" to "fixed3"ĭ:/Games/Console/Nintendo/Game Boy Color/Tools/gameboy_shader/shader_files/gb_pass_0.cg(143) : error C5043: profile requires index expression to be compile-time constantĭ:/Games/Console/Nintendo/Game Boy Color/Tools/gameboy_shader/shader_files/gb_pass_0.cg(161) : error C5043: profile requires index expression to be compile-time constantįrom a Cg metashader (the. I must be doing something wrong, because this just ain't working. Oh, and the included backgrounds are pretty lame, but I haven't been able to find a decent image yet. cg shader files found in the /shader_files/ directory in notepad and play around with the variables for those if you want. I've also toned down a few of the effects like motion blur and shadows for this release, but you can open up the. I'm currently working on a couple new gimmicky solutions that might do the trick. If you need one, you can get an older version of Gambatte here: Additionally, you'll need a Gameboy emulation core for RetroArch which outputs grayscale video (ie it doesn't emulate GBC's automatic colorization of classic Gameboy games). Make sure you run it in OpenGL mode with integer scaling enabled and auto aspect ratio. Shadow of the Colossus and Zone of the Enders 2 are some of the most resource intensive games to emulate so far that actually reach playable/beautiful states with enough power.Īlright, I got the Gameboy shader into decent enough shape that people should be able to use it without too many problems. And is also playable at native with software mode. Ratchet and Clank is a nice game to see how buggy things can get. Sprites/characters are often higher resolution per pixel than backgrounds, which is seen as taboo by many people for games with pre-rendered backgrounds such as FF7-9. So hardware with texture filtering forced off can lead to a headache very quickly. Now, since you asked in the emulation general instead of in the genre of your liking, such as JRPG, I'll list technically interesting ones instead.įFX, FFXII, and Xenoblade look absolutely beautiful in comparison with higher resolution versus native hardware.Īr Tonelico and some other GUST games are amusing in the fact that they're 2D, yet completely non-integer scaled to the output, even the fucking menus. /lgbt/ - Lesbian, Gay, Bisexual, & Transgender.
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