This project is mirrored from https://*****@github.com/libretro/beetle-psx-libretro.git.
Pull mirroring updated .
- 01 Nov, 2021 1 commit
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ds22x authored
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- 22 Sep, 2021 2 commits
- 22 Jul, 2021 1 commit
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Hugo Locurcio authored
These options are intended for mobile devices where aspect ratios wider than 16:9 recently became widespread. If currently using a 21:9 or 32:9 aspect ratio, the user will have to adjust their settings to get their old aspect ratio back.
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- 22 Apr, 2021 1 commit
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Zachary Cook authored
reload widescreen_hack_aspect_ratio_setting where widescreen_hack is reloaded, make 16:9 the default setting when not set, and actually check when widescreen_hack or widescreen_hack_aspect_ratio_setting has changed
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- 13 Dec, 2020 1 commit
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Margen67 authored
Adds an option to set the aspect ratio of the widescreen hack. Choices: 16:10 16:9 (default) 21:9 32:9
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- 03 Oct, 2020 1 commit
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Libretro-Admin authored
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- 27 Sep, 2020 2 commits
- 18 Jun, 2020 1 commit
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stoofin authored
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- 17 Jun, 2020 1 commit
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Libretro-Admin authored
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- 16 Jun, 2020 1 commit
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- 08 Mar, 2020 1 commit
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ggdrt authored
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- 05 Mar, 2020 1 commit
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ggdrt authored
Beetle PSX implementation of "psx.correct_aspect" introduced in Mednafen 1.24.0-UNSTABLE (no relevant code backported from upstream). Additionally fixes aspect ratio scaling issues when cropping overscan or adjusting visible scanlines. "Force 4:3" is left as a legacy option for users preferring the old inaccurate behavior.
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- 01 Mar, 2020 1 commit
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ggdrt authored
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- 25 Feb, 2020 1 commit
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ggdrt authored
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- 21 Feb, 2020 3 commits
- 14 Feb, 2020 2 commits
- 14 Dec, 2019 1 commit
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ggdrt authored
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- 08 Jul, 2019 2 commits
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Libretro-Admin authored
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Libretro-Admin authored
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- 15 Dec, 2018 5 commits
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Hans-Kristian Arntzen authored
64-tap resolve shader, why not?
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
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- 14 Dec, 2018 1 commit
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Hans-Kristian Arntzen authored
Avoids having to rely on software raster to run in parallel with HW rendering.
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- 13 Dec, 2018 5 commits
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Hans-Kristian Arntzen authored
Looks better as we don't have a 16x16 block resolver yet.
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
Removes some pixellation from certain MDEC sequences which feature stark red or blue detail (RE1 for example). This filtering is done in one pass, so it's rather heavy, but the resolution is low enough it shouldn't matter.
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Hans-Kristian Arntzen authored
Looks a bit more coherent with mixed 2D and 3D in cases where adaptive smoothing fails. Also allows CRT-style shaders to work better as they expect 240p input usually. Also fixes a small regression in which shaders are built for downsampling and cleans up some ugly code w.r.t filters.
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- 12 Dec, 2018 1 commit
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Hans-Kristian Arntzen authored
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- 30 Nov, 2018 1 commit
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iCatButler authored
- Calculate and apply offset for quads with flipped UVs earlier. - Reduce offsets applied in software renderer as resolution scaling increases (fixes line artefacts). - Calculate UV limits used for filtering earlier and pass these to the individual renderers.
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- 13 Mar, 2018 1 commit
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Lionel Flandrin authored
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- 17 Oct, 2017 1 commit
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r5 authored
De-hardcode the sample rate, framerate, width/height. Get rid of an awkward function. Style nits here and there.
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- 21 Jul, 2017 1 commit
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Libretro-Admin authored
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