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Screen Shaders and Effects

Baggio94 edited this page Nov 13, 2026 · 1 revision

Screen, Shaders & Effects

The screen options of each system are set in START → Settings → Systems → [system]. Each game can have its own, from Game Menu → Settings → Screen or with SELECT + Y while playing. The game stays visible while you change them.

Screen Size

Value What it does
Integer Scales the picture by a whole number, so every game pixel has the same size. The sharpest option. On screens narrower than 4:3, NES and Super Nintendo use the next size up and lose a few pixels at the edges.
Original Ratio Fills the screen's height and keeps the system's shape.
Stretch Fills the whole screen.

At Original Ratio, the NES, Super Nintendo and Mega Drive show in 4:3, as on a TV. On screens narrower than 4:3 (such as square screens), NES and Super Nintendo show in 8:7 with square pixels instead, and the NES hides 8 lines at the top and bottom, as a TV did.

In game, SELECT + Up / Down change the size. On Game Boy, Game Boy Color and NES, L1 / R1 do it too.

When the picture already has the shape of your screen (Game Boy Advance on a 3:2 screen), the Screen Size row is not shown.

Shaders

A shader changes how the picture is drawn, for example to imitate an LCD grid or a CRT TV. SELECT + A / B switch to the next or previous shader while playing.

Game Boy Advance: Off, Sharp Bilinear, LCD1x, LCD3x, zfast LCD, Simpletex, Dot, LCD Grid V2, Grid V2 + GBA, AGB-001, AGS-001.

Game Boy Color: Off, Sharp Bilinear, Grid, LCD1x, LCD3x, zfast LCD, Simpletex, Dot, LCD Grid V2, Dot Matrix Color.

Game Boy: Off, Sharp Bilinear, Grid, LCD1x, LCD3x, zfast LCD, Simpletex, Dot, LCD Grid V2, Dot Matrix.

NES, Super Nintendo, Mega Drive: Off, zfast-crt, fakelottes, crt-pi, crt-easymode, crt-hyllian, crt-aperture, GDV Trinitron, CRT Geom Deluxe, crt-royale, Super Eagle, xBR-lv2, SABR. The CRT shaders come first, from the lightest to the heaviest, then the pixel art smoothers.

A few notes:

  • LCD3x is the default on the Game Boys and zfast-crt on the home consoles.
  • Most LCD shaders keep every game pixel the same width at any screen size, by blending only the screen pixels that sit between two game pixels.
  • Grid V2 + GBA includes its own GBA colours: Color Correction then shows BUILT-IN.
  • Simpletex draws the picture on a paper texture.
  • Dot Matrix draws the original Game Boy's dots in your palette's colours. Dot Matrix Color is its Game Boy Color version.
  • Heavier shaders such as crt-royale need a more powerful GPU. If a game slows down, try a lighter shader or set Frame Pacing to RESPONSIVE (Settings → Emulation).

Color Correction

Game Boy Advance and Game Boy Color. ON adjusts the colours to look closer to the original screen, which was less saturated than a modern one. Default: OFF.

GB Palette

Game Boy only. When ON (default), Game Boy games are coloured with a palette. There are 49: mGBA's palettes plus TWB64 Game.com, the default. SELECT + L2 / R2 change the palette while playing.

Bezel

An overlay around the picture: the slot. bezel on Game Boy and Game Boy Color, and Watomsk's designs for every system.

System Choices
Game Boy Advance OFF, GBA CLASSIC, GBA, GBA SP, GBA ALT
Game Boy Color OFF, SLOT., COLOR
Game Boy OFF, SLOT., GAME BOY, POCKET
NES OFF, NES, NES SILVER
Super Nintendo OFF, SNES, SNES ALT, SNES SILVER, SNES SILVER ALT
Mega Drive OFF, GENESIS CLASSIC, GENESIS, MEGA DRIVE

The row only appears when your screen leaves room beside the picture.

LCD Effect

Game Boy, Game Boy Color and Game Boy Advance. Matt Akins' effects, adapted with his permission.

Value What it does
Off No effect (default).
Pixel Transparency The screen's backing shows through the pixels, as on the original LCD.
Sunlight Shimmer Pixel Transparency with a light reflection that moves as you tilt the handheld.

Frame Blending

Some games flicker sprites on and off every other frame to draw shadows or transparency. On the original screens this looked smooth; on a modern screen it can look like flashing.

Value What it does
Off Each frame as it is (default).
Mix Each frame is blended with the previous one. The flicker becomes a steady transparency.
Ghosting Each frame keeps a fading trace of the previous ones, like a slow LCD.

Dither Blending

Mega Drive only. Many Mega Drive games used striped or checkered patterns (dithering) for water, shadows and glass, which a TV blurred into a see-through colour. ON blends these patterns the same way. It uses Sp00kyFox's GDAPT, with the author's permission. Default: OFF.

Game Boy Advance Video

Game Boy Advance Video cartridges have their own Screen page:

  • Shader: the Game Boy Advance list. Default: LCD3x.
  • Upscaler: Off, Bilinear, FSR (default), Anime4K Fast, Anime4K. Upscales the video before the shader. Anime4K asks the most of the GPU.
  • Color Correction, Screen Size and Bezel, as above.

They have no LCD Effect or Frame Blending.

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