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Retroarch disable borders1/29/2024 ![]() ![]() I’ll edit with what I find when I have my console in front of me. But now you know about how things work, it wouldn’t be too different. I can’t remember if it has any options to change aspect ratios. Experiment to find out what work for you! You may need to return it to a 4:3 ratio if using a border, since it’s essentially outputting what a SNES would output to a TV, which would be a different ratio to a game boy console. For Pokémon yellow though, you’re in luck. If you use mgba, if should load up the super game boy enhanced borders. You will then have borders around your screen and will be playing in a postage stamp window. If you do this, turn off bilinear filtering in the menu one screen back. ![]() Even thoughĬhanging it to integer scale mode means it will only scale it using whole number multiples. It might still look crappy, since it’s trying to interpolate half pixels, stretching it to a weird shape. You can even change things on a per game basis. To chance it within a core, start a game in the desired core, go back to the menu, which should take you to the quick menu, then scroll down to find the appropriate settings to change. ![]() 4 Votes.) Some settings might only apply with xmb. You can specify to have the core set the aspect ratio instead. Game Boy Color retroarch settings: integer scale off, viewport x 670. Keep in mind, this is changing it globally across all systems that use Retroarch. I think the game boy is actually close to a square, using a 10:9 ratio. GitHub - libretro/common-overlays: Collection of overlay files for use with libretro frontends, such as RetroArch. cfg override files or make then read-only.Assuming you’re using mGba, if you go in the settings>video>scaling within Retroarch, you can change the aspect ratio. Collection of overlay files for use with libretro frontends, such as RetroArch. cfg overrides is that the settings in them can get deleted by retroarch whenever you select “Save Core Overrides” in retroarch. If you don’t want the overrides at all anymore, you can delete that file. You can handle your override files however you want. This forces 16:9, disables overlays (since I use a GB border shader instead of overlays to get borders), enabled run-ahead with 1 frame and second instance, and also enables shaders. You can edit it with a text editor like Notepad if you want to remove settings from it that you don’t want to get overriden or you can also add more by hand (if you know the name of the setting.)įor example, my SameBoy.cfg file looks like this: aspect_ratio_index = "1" For SameBoy, the file is: /config/SameBoy/SameBoy.cfg This override file will be saved in the core’s config folder. This will create an override for just that core that forced aspect ratio to 16:9. The best way to handle the aspect ratio setting is to create a retroarch config override for the core.įor example if you use the SameBoy core, then first start a game, then go to Settings->Video->Scaling->Aspect Ratio and set it to 16:9 (or whatever your display is.) Then go back to the “Quick Menu”, select “Overrides” and then choose “Save Core Overrides”. Sameboy is/was my go-to for proper GB/GBC emulation and integration with RetroArchs features. Sameboy is the core to use for proper Super Gameboy support (v1 & v2) and borders, but sadly it looks like RetroPie-Extras removed it from their repo because of some recent build issue on the Pi. ![]() The shader will apply its own color correction and LCD emulation, so if you also have those options enabled in the core, those effects will be applied twice, resulting in wrong color, wrong brightness and wrong LCD ghosting emulation. I never had that issue with GBA games in mgba. You need to configure the core to output a raw image. 16:9 for example, if you use a 16:9 display.įurthermore, you need to make sure you have configured the core to disable any and all color correction or LCD emulation settings. Game Boy shaders to work correctly, you need to set the aspect ratio in retroarch to match your screen. ![]()
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