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  1. [INFO] RetroArch 1.22.2 (Git cf30bc2)
  2. [INFO] === Build =======================================
  3. [INFO] CPU Model Name: Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz
  4. [INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE42 AES AVX AVX2
  5. [INFO] Version: 1.22.2
  6. [INFO] Git: cf30bc2
  7. [INFO] Built: Nov 17 2025
  8. [INFO] =================================================
  9. [INFO] [Input] Found input driver: "dinput".
  10. [INFO] [Environ] SET_PIXEL_FORMAT: RGB565.
  11. [INFO] [Core] Version of libretro API: 1, Compiled against API: 1
  12. [INFO] [Core] Geometry: 320x240, Aspect: 1.333, FPS: 60.00, Sample rate: 48000.00 Hz.
  13. [INFO] [Video] Set video size to: fullscreen.
  14. [INFO] [GLCore] Found GL context: "wgl".
  15. [INFO] [GLCore] Detecting screen resolution: 1920x1080.
  16. [INFO] [Video] Fullscreen set to 1920x1080 @ 60Hz on device \\.\DISPLAY1.
  17. [INFO] [WGL] Extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
  18. [INFO] [WGL] Adaptive VSync supported.
  19. [INFO] [GLCore] Vendor: NVIDIA Corporation, Renderer: NVIDIA GeForce GTX 960/PCIe/SSE2.
  20. [INFO] [GLCore] Version: 4.6.0 NVIDIA 581.08.
  21. [INFO] [GLCore] Using resolution 1920x1080.
  22. [INFO] [XInput] Found XInput v1.4.
  23. [WARN] [DInput] Strong rumble unavailable.
  24. [WARN] [DInput] Weak rumble unavailable.
  25. [INFO] [Input] Found joypad driver: "xinput".
  26. [INFO] [GLCore] Using Slang shader backend.
  27. [INFO] [GLCore] Loading stock shader.
  28. [INFO] [GLCore] Building pass #0 (N/A)
  29. [INFO] [GLCore] Not using frame history.
  30. [INFO] [GLCore] Not using framebuffer feedback.
  31. [INFO] [Video] Found display server: "win32".
  32. [INFO] [Audio] Set audio input rate to: 48000.00 Hz.
  33. [DEBUG] [Autoconf] Config files scanned: driver dinput, pad name USB,2-axis 8-button gamepad (0583/2060), phys , affinity 30
  34. [DEBUG] [XAudio2] Requesting 32-bit 2-channel client with WAVE_FORMAT_IEEE_FLOAT samples at 48000Hz 64ms.
  35. [DEBUG] [Autoconf] Config files scanned: driver xinput, pad name Controller (Real Arcade Pro S) (0f0d/00d8), phys , affinity 50
  36. [INFO] [XAudio2] Requesting 64 ms latency, using 64 ms latency.
  37. [INFO] [Audio] Started synchronous audio driver.
  38. [DEBUG] [WASAPI mic] Initialized microphone driver context.
  39. [INFO] [Microphone] Initialized microphone driver.
  40. [INFO] [Display] Found display driver: "glcore".
  41. [INFO] [Playlist] Loading favorites file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_favorites.lpl".
  42. [INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_history.lpl".
  43. [INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_image_history.lpl".
  44. [INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_music_history.lpl".
  45. [INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_video_history.lpl".
  46. [DEBUG] [Audio] Stopped audio driver "xaudio".
  47. [DEBUG] [Autoconf] First unconfigured / unreserved player is 1.
  48. [DEBUG] [Autoconf] Device "USB,2-axis 8-button gamepad " (583:2060) is not reserved for any player slot.
  49. [DEBUG] [Autoconf] First unconfigured / unreserved player is 1.
  50. [DEBUG] [Autoconf] Device "Controller (Real Arcade Pro S)" (f0d:d8) is not reserved for any player slot.
  51. [INFO] [Environ] SET_SUBSYSTEM_INFO.
  52. [DEBUG] Subsystem ID: 0
  53. Special game type: Super Game Boy
  54. Ident: sgb
  55. ID: 4353
  56. Content:
  57. [DEBUG] Game Boy ROM (required)
  58. [DEBUG] Super Game Boy ROM (required)
  59. [DEBUG] Subsystem ID: 1
  60. Special game type: BS-X Satellaview
  61. Ident: bsx
  62. ID: 4368
  63. Content:
  64. [DEBUG] BS-X ROM (required)
  65. [DEBUG] BS-X BIOS ROM (required)
  66. [DEBUG] Subsystems: 2
  67. [INFO] [Core] Using content: "D:\EMU\RetroArch FINAL\ROMs\# NO-INTRO#\Nintendo - Super Nintendo Entertainment System\Nintendo - Super Nintendo Entertainment System\Super Mario World 2 - Yoshi's Island (USA) (Rev 1).zip".
  68. [INFO] [Core] Unloading core...
  69. [INFO] [Core] Unloading core symbols...
  70. [DEBUG] [Video] Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
  71. [INFO] RetroArch 1.22.2 (Git cf30bc2)
  72. [INFO] === Build =======================================
  73. [INFO] CPU Model Name: Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz
  74. [INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE42 AES AVX AVX2
  75. [INFO] Version: 1.22.2
  76. [INFO] Git: cf30bc2
  77. [INFO] Built: Nov 17 2025
  78. [INFO] =================================================
  79. [INFO] [Input] Found input driver: "dinput".
  80. [INFO] [Environ] SET_SUBSYSTEM_INFO.
  81. [DEBUG] Subsystem ID: 0
  82. Special game type: Super Game Boy
  83. Ident: sgb
  84. ID: 4353
  85. Content:
  86. [DEBUG] Game Boy ROM (required)
  87. [DEBUG] Super Game Boy ROM (required)
  88. [DEBUG] Subsystem ID: 1
  89. Special game type: BS-X Satellaview
  90. Ident: bsx
  91. ID: 4368
  92. Content:
  93. [DEBUG] BS-X ROM (required)
  94. [DEBUG] BS-X BIOS ROM (required)
  95. [DEBUG] Subsystems: 2
  96. [INFO] [Core] Loading dynamic libretro core from: "D:\EMU\RetroArch FINAL\cores\bsnes_libretro.dll".
  97. [INFO] [Override] Core-specific overrides found at "D:\EMU\RetroArch FINAL\config\bsnes\bsnes.cfg".
  98. [INFO] [Config] Loading config: "D:\EMU\RetroArch FINAL\retroarch.cfg".
  99. [INFO] [Config] Appending override config: "D:\EMU\RetroArch FINAL\config\bsnes\bsnes.cfg".
  100. [INFO] [Override] Redirecting save file to "D:\EMU\RetroArch FINAL\saves\bsnes\Super Mario World 2 - Yoshi's Island (USA) (Rev 1).srm".
  101. [INFO] [Override] Redirecting save state to "D:\EMU\RetroArch FINAL\states\bsnes\Super Mario World 2 - Yoshi's Island (USA) (Rev 1).state".
  102. [INFO] [Environ] GET_CORE_OPTIONS_VERSION.
  103. [INFO] [Environ] GET_LANGUAGE: "0".
  104. [INFO] [Environ] SET_CORE_OPTIONS_V2_INTL.
  105. [INFO] [Environ] GET_LOG_INTERFACE.
  106. [INFO] [Environ] SET_SUBSYSTEM_INFO.
  107. [DEBUG] Special game type: Super Game Boy
  108. Ident: sgb
  109. ID: 4353
  110. Content:
  111. [DEBUG] Game Boy ROM (required)
  112. [DEBUG] Super Game Boy ROM (required)
  113. [DEBUG] Special game type: BS-X Satellaview
  114. Ident: bsx
  115. ID: 4368
  116. Content:
  117. [DEBUG] BS-X ROM (required)
  118. [DEBUG] BS-X BIOS ROM (required)
  119. [INFO] [Environ] SET_CONTROLLER_INFO.
  120. [DEBUG] Port 1:
  121. [DEBUG] "SNES Joypad" (1)
  122. [DEBUG] "SNES Mouse" (2)
  123. [DEBUG] Port 2:
  124. [DEBUG] "SNES Joypad" (1)
  125. [DEBUG] "SNES Mouse" (2)
  126. [DEBUG] "Multitap" (257)
  127. [DEBUG] "SuperScope" (260)
  128. [DEBUG] "Justifier" (516)
  129. [DEBUG] "Justifiers" (772)
  130. [INFO] [Environ] SET_INPUT_DESCRIPTORS.
  131. [DEBUG] Port 1:
  132. [DEBUG] "D-Pad Up" => "D-Pad Up"
  133. [DEBUG] "D-Pad Down" => "D-Pad Down"
  134. [DEBUG] "D-Pad Left" => "D-Pad Left"
  135. [DEBUG] "D-Pad Right" => "D-Pad Right"
  136. [DEBUG] "B Button (Down)" => "B"
  137. [DEBUG] "A Button (Right)" => "A"
  138. [DEBUG] "Y Button (Left)" => "Y"
  139. [DEBUG] "X Button (Top)" => "X"
  140. [DEBUG] "Select Button" => "Select"
  141. [DEBUG] "Start Button" => "Start"
  142. [DEBUG] "L Button (Shoulder)" => "L"
  143. [DEBUG] "R Button (Shoulder)" => "R"
  144. [DEBUG] Port 2:
  145. [DEBUG] "D-Pad Up" => "D-Pad Up"
  146. [DEBUG] "D-Pad Down" => "D-Pad Down"
  147. [DEBUG] "D-Pad Left" => "D-Pad Left"
  148. [DEBUG] "D-Pad Right" => "D-Pad Right"
  149. [DEBUG] "B Button (Down)" => "B"
  150. [DEBUG] "A Button (Right)" => "A"
  151. [DEBUG] "Y Button (Left)" => "Y"
  152. [DEBUG] "X Button (Top)" => "X"
  153. [DEBUG] "Select Button" => "Select"
  154. [DEBUG] "Start Button" => "Start"
  155. [DEBUG] "L Button (Shoulder)" => "L"
  156. [DEBUG] "R Button (Shoulder)" => "R"
  157. [DEBUG] Port 3:
  158. [DEBUG] "D-Pad Up" => "D-Pad Up"
  159. [DEBUG] "D-Pad Down" => "D-Pad Down"
  160. [DEBUG] "D-Pad Left" => "D-Pad Left"
  161. [DEBUG] "D-Pad Right" => "D-Pad Right"
  162. [DEBUG] "B Button (Down)" => "B"
  163. [DEBUG] "A Button (Right)" => "A"
  164. [DEBUG] "Y Button (Left)" => "Y"
  165. [DEBUG] "X Button (Top)" => "X"
  166. [DEBUG] "Select Button" => "Select"
  167. [DEBUG] "Start Button" => "Start"
  168. [DEBUG] "L Button (Shoulder)" => "L"
  169. [DEBUG] "R Button (Shoulder)" => "R"
  170. [DEBUG] Port 4:
  171. [DEBUG] "D-Pad Up" => "D-Pad Up"
  172. [DEBUG] "D-Pad Down" => "D-Pad Down"
  173. [DEBUG] "D-Pad Left" => "D-Pad Left"
  174. [DEBUG] "D-Pad Right" => "D-Pad Right"
  175. [DEBUG] "B Button (Down)" => "B"
  176. [DEBUG] "A Button (Right)" => "A"
  177. [DEBUG] "Y Button (Left)" => "Y"
  178. [DEBUG] "X Button (Top)" => "X"
  179. [DEBUG] "Select Button" => "Select"
  180. [DEBUG] "Start Button" => "Start"
  181. [DEBUG] "L Button (Shoulder)" => "L"
  182. [DEBUG] "R Button (Shoulder)" => "R"
  183. [DEBUG] Port 5:
  184. [DEBUG] "D-Pad Up" => "D-Pad Up"
  185. [DEBUG] "D-Pad Down" => "D-Pad Down"
  186. [DEBUG] "D-Pad Left" => "D-Pad Left"
  187. [DEBUG] "D-Pad Right" => "D-Pad Right"
  188. [DEBUG] "B Button (Down)" => "B"
  189. [DEBUG] "A Button (Right)" => "A"
  190. [DEBUG] "Y Button (Left)" => "Y"
  191. [DEBUG] "X Button (Top)" => "X"
  192. [DEBUG] "Select Button" => "Select"
  193. [DEBUG] "Start Button" => "Start"
  194. [DEBUG] "L Button (Shoulder)" => "L"
  195. [DEBUG] "R Button (Shoulder)" => "R"
  196. [INFO] [Content] Core requires uncompressed content - extracting archive to temporary directory...
  197. [INFO] [Content] Content successfully extracted to: "D:\EMU\RetroArch FINAL\ROMs\# NO-INTRO#\Nintendo - Super Nintendo Entertainment System\Nintendo - Super Nintendo Entertainment System\Super Mario World 2 - Yoshi's Island (USA) (Rev 1).sfc".
  198. [INFO] [Content] Content loading skipped. Implementation will load it on its own.
  199. [INFO] [Environ] SET_PIXEL_FORMAT: XRGB8888.
  200. [DEBUG] [Environ] GET_VARIABLE: bsnes_aspect_ratio = "1:1"
  201. [DEBUG] [Environ] GET_VARIABLE: bsnes_ppu_overscan_v = "8"
  202. [DEBUG] [Environ] GET_VARIABLE: bsnes_blur_emulation = "OFF"
  203. [DEBUG] [Environ] GET_VARIABLE: bsnes_hotfixes = "OFF"
  204. [DEBUG] [Environ] GET_VARIABLE: bsnes_entropy = "Low"
  205. [DEBUG] [Environ] GET_VARIABLE: bsnes_cpu_overclock = "100"
  206. [DEBUG] [Environ] GET_VARIABLE: bsnes_cpu_fastmath = "OFF"
  207. [DEBUG] [Environ] GET_VARIABLE: bsnes_cpu_sa1_overclock = "100"
  208. [DEBUG] [Environ] GET_VARIABLE: bsnes_cpu_sfx_overclock = "100"
  209. [DEBUG] [Environ] GET_VARIABLE: bsnes_ppu_fast = "ON"
  210. [DEBUG] [Environ] GET_VARIABLE: bsnes_ppu_deinterlace = "ON"
  211. [DEBUG] [Environ] GET_VARIABLE: bsnes_ppu_no_sprite_limit = "OFF"
  212. [DEBUG] [Environ] GET_VARIABLE: bsnes_ppu_no_vram_blocking = "OFF"
  213. [DEBUG] [Environ] GET_VARIABLE: bsnes_mode7_scale = "4x"
  214. [DEBUG] [Environ] GET_VARIABLE: bsnes_mode7_perspective = "ON"
  215. [DEBUG] [Environ] GET_VARIABLE: bsnes_mode7_supersample = "OFF"
  216. [DEBUG] [Environ] GET_VARIABLE: bsnes_mode7_mosaic = "OFF"
  217. [DEBUG] [Environ] GET_VARIABLE: bsnes_dsp_fast = "ON"
  218. [DEBUG] [Environ] GET_VARIABLE: bsnes_dsp_cubic = "OFF"
  219. [DEBUG] [Environ] GET_VARIABLE: bsnes_dsp_echo_shadow = "OFF"
  220. [DEBUG] [Environ] GET_VARIABLE: bsnes_coprocessor_delayed_sync = "ON"
  221. [DEBUG] [Environ] GET_VARIABLE: bsnes_coprocessor_prefer_hle = "ON"
  222. [DEBUG] [Environ] GET_VARIABLE: bsnes_sgb_bios = "SGB2.sfc"
  223. [DEBUG] [Environ] GET_VARIABLE: bsnes_run_ahead_frames = "OFF"
  224. [DEBUG] [Environ] GET_VARIABLE: bsnes_touchscreen_lightgun = "ON"
  225. [DEBUG] [Environ] GET_VARIABLE: bsnes_touchscreen_lightgun_superscope_reverse = "OFF"
  226. [DEBUG] [Environ] GET_VARIABLE: bsnes_hide_sgb_border = "OFF"
  227. [DEBUG] [Environ] GET_VARIABLE: bsnes_video_filter = "None"
  228. [DEBUG] [Environ] GET_VARIABLE: bsnes_video_luminance = "100"
  229. [DEBUG] [Environ] GET_VARIABLE: bsnes_video_saturation = "100"
  230. [DEBUG] [Environ] GET_VARIABLE: bsnes_video_gamma = "150"
  231. [DEBUG] [Environ] GET_VARIABLE: bsnes_ppu_fast = "ON"
  232. [INFO] [Environ] GET_SAVE_DIRECTORY: "D:\EMU\RetroArch FINAL\saves\bsnes".
  233. [INFO] [SRAM] Skipping SRAM load.
  234. [INFO] [Core] Version of libretro API: 1, Compiled against API: 1
  235. [INFO] [Core] Geometry: 256x224, Aspect: 1.143, FPS: 60.10, Sample rate: 48000.00 Hz.
  236. [INFO] [Video] Set video size to: fullscreen.
  237. [INFO] [GLCore] Found GL context: "wgl".
  238. [INFO] [GLCore] Detecting screen resolution: 1920x1080.
  239. [INFO] [Video] Fullscreen set to 1920x1080 @ 60Hz on device \\.\DISPLAY1.
  240. [INFO] [WGL] Extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
  241. [INFO] [WGL] Adaptive VSync supported.
  242. [INFO] [GLCore] Vendor: NVIDIA Corporation, Renderer: NVIDIA GeForce GTX 960/PCIe/SSE2.
  243. [INFO] [GLCore] Version: 4.6.0 NVIDIA 581.08.
  244. [INFO] [GLCore] Using resolution 1920x1080.
  245. [INFO] [XInput] Found XInput v1.4.
  246. [WARN] [DInput] Strong rumble unavailable.
  247. [WARN] [DInput] Weak rumble unavailable.
  248. [INFO] [Input] Found joypad driver: "xinput".
  249. [INFO] [Shaders] Specific shader preset found at "D:\EMU\RetroArch FINAL\config\bsnes\bsnes.slangp".
  250. [INFO] [GLCore] Using Slang shader backend.
  251. [DEBUG] [Autoconf] Config files scanned: driver dinput, pad name USB,2-axis 8-button gamepad (0583/2060), phys , affinity 30
  252. [DEBUG] [Shaders] Load parameter value: "fr_zoom" = 37.799999.
  253. [DEBUG] [Shaders] Load parameter value: "bz_ref_str" = 0.350000.
  254. [DEBUG] [Shaders] Load parameter value: "bz_inner_bezel_x" = 0.000000.
  255. [DEBUG] [Shaders] Load parameter value: "bz_inner_bezel_y" = 0.000000.
  256. [DEBUG] [Shaders] Load parameter value: "bz_middle_bezel_x" = 0.060000.
  257. [DEBUG] [Shaders] Load parameter value: "bz_middle_bezel_y" = 0.037000.
  258. [DEBUG] [Shaders] Load parameter value: "bz_outer_bezel_x" = 0.000000.
  259. [DEBUG] [Shaders] Load parameter value: "bz_outer_bezel_y" = 0.000000.
  260. [DEBUG] [Shaders] Load parameter value: "bz_radius" = 0.015000.
  261. [DEBUG] [Shaders] Load parameter value: "bz_red" = 50.000000.
  262. [DEBUG] [Shaders] Load parameter value: "bz_green" = 50.000000.
  263. [DEBUG] [Shaders] Load parameter value: "bz_blue" = 50.000000.
  264. [DEBUG] [Shaders] Load parameter value: "bz_shine" = 0.150000.
  265. [DEBUG] [Shaders] Load parameter value: "bz_shine_size" = 0.850000.
  266. [DEBUG] [Shaders] Load parameter value: "h_cornersize" = 0.020000.
  267. [DEBUG] [Autoconf] Config files scanned: driver xinput, pad name Controller (Real Arcade Pro S) (0f0d/00d8), phys , affinity 50
  268. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\support_shaders\koko-ambi-standalone\0_koko-ambi-stock.slang".
  269. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #0.
  270. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\support_shaders\koko-ambi-standalone\1_koko-ambi-avglum.slang".
  271. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #1.
  272. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\support_shaders\koko-ambi-standalone\2_koko-ambi-temporal.slang".
  273. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #2.
  274. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\support_shaders\original.slang".
  275. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #3.
  276. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\misc\shaders\grade.slang".
  277. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #4.
  278. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\stock.slang".
  279. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #5.
  280. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\content_bezel_shaders\crt\guest\advanced\afterglow0.slang".
  281. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #6.
  282. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\pre-shaders-afterglow.slang".
  283. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #7.
  284. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\ntsc\ntsc-pass1.slang".
  285. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #8.
  286. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\ntsc\ntsc-pass2.slang".
  287. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #9.
  288. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\ntsc\ntsc-pass3.slang".
  289. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #10.
  290. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\custom-fast-sharpen.slang".
  291. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #11.
  292. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\stock.slang".
  293. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #12.
  294. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\avg-lum-ntsc.slang".
  295. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #13.
  296. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\linearize-ntsc.slang".
  297. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #14.
  298. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\crt-guest-advanced-ntsc-pass1.slang".
  299. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #15.
  300. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\hd\gaussian_horizontal.slang".
  301. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #16.
  302. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\gaussian_vertical.slang".
  303. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #17.
  304. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\hd\bloom_horizontal.slang".
  305. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #18.
  306. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\bloom_vertical.slang".
  307. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #19.
  308. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\content_bezel_shaders\crt\guest\advanced\crt-guest-advanced-ntsc-pass2.slang".
  309. [INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #20.
  310. [INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\content_koko_ambi\crt\guest\advanced\deconvergence-ntsc.slang".
  311. [INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #21.
  312. [INFO] [GLCore] Building pass #0 (N/A)
  313. [INFO] [GLCore] Building pass #1 (avglum_pass)
  314. [INFO] [GLCore] Building pass #2 (ambi_temporal_pass)
  315. [INFO] [GLCore] Building pass #3 (OriginalFake)
  316. [INFO] [GLCore] Building pass #4 (N/A)
  317. [INFO] [GLCore] Building pass #5 (StockPass)
  318. [INFO] [GLCore] Building pass #6 (AfterglowPass)
  319. [INFO] [GLCore] Building pass #7 (PrePass0)
  320. [INFO] [GLCore] Building pass #8 (NPass1)
  321. [INFO] [GLCore] Building pass #9 (N/A)
  322. [INFO] [GLCore] Building pass #10 (N/A)
  323. [INFO] [GLCore] Building pass #11 (NtscPass)
  324. [INFO] [GLCore] Building pass #12 (PrePass)
  325. [INFO] [GLCore] Building pass #13 (AvgLumPass)
  326. [INFO] [GLCore] Building pass #14 (LinearizePass)
  327. [INFO] [GLCore] Building pass #15 (Pass1)
  328. [INFO] [GLCore] Building pass #16 (N/A)
  329. [INFO] [GLCore] Building pass #17 (GlowPass)
  330. [INFO] [GLCore] Building pass #18 (N/A)
  331. [INFO] [GLCore] Building pass #19 (BloomPass)
  332. [INFO] [GLCore] Building pass #20 (N/A)
  333. [INFO] [GLCore] Building pass #21 (N/A)
  334. [INFO] [GLCore] Building pass #22 (N/A)
  335. [INFO] [GLCore] Not using frame history.
  336. [INFO] [GLCore] Using framebuffer feedback for pass #1.
  337. [INFO] [GLCore] Using framebuffer feedback for pass #2.
  338. [INFO] [GLCore] Using framebuffer feedback for pass #6.
  339. [INFO] [GLCore] Using framebuffer feedback for pass #13.
  340. [INFO] [Video] Found display server: "win32".
  341. [INFO] [Audio] Set audio input rate to: 47921.08 Hz.
  342. [DEBUG] [XAudio2] Requesting 32-bit 2-channel client with WAVE_FORMAT_IEEE_FLOAT samples at 48000Hz 64ms.
  343. [INFO] [XAudio2] Requesting 64 ms latency, using 64 ms latency.
  344. [INFO] [Audio] Started synchronous audio driver.
  345. [DEBUG] [WASAPI mic] Initialized microphone driver context.
  346. [INFO] [Microphone] Initialized microphone driver.
  347. [INFO] [Display] Found display driver: "glcore".
  348. [INFO] [Environ] SET_SUBSYSTEM_INFO.
  349. [DEBUG] Subsystem ID: 0
  350. Special game type: Super Game Boy
  351. Ident: sgb
  352. ID: 4353
  353. Content:
  354. [DEBUG] Game Boy ROM (required)
  355. [DEBUG] Super Game Boy ROM (required)
  356. [DEBUG] Subsystem ID: 1
  357. Special game type: BS-X Satellaview
  358. Ident: bsx
  359. ID: 4368
  360. Content:
  361. [DEBUG] BS-X ROM (required)
  362. [DEBUG] BS-X BIOS ROM (required)
  363. [DEBUG] Subsystems: 2
  364. [DEBUG] [Shaders] Load parameter value: "fr_zoom" = 37.799999.
  365. [DEBUG] [Shaders] Load parameter value: "bz_ref_str" = 0.350000.
  366. [DEBUG] [Shaders] Load parameter value: "bz_inner_bezel_x" = 0.000000.
  367. [DEBUG] [Shaders] Load parameter value: "bz_inner_bezel_y" = 0.000000.
  368. [DEBUG] [Shaders] Load parameter value: "bz_middle_bezel_x" = 0.060000.
  369. [DEBUG] [Shaders] Load parameter value: "bz_middle_bezel_y" = 0.037000.
  370. [DEBUG] [Shaders] Load parameter value: "bz_outer_bezel_x" = 0.000000.
  371. [DEBUG] [Shaders] Load parameter value: "bz_outer_bezel_y" = 0.000000.
  372. [DEBUG] [Shaders] Load parameter value: "bz_radius" = 0.015000.
  373. [DEBUG] [Shaders] Load parameter value: "bz_red" = 50.000000.
  374. [DEBUG] [Shaders] Load parameter value: "bz_green" = 50.000000.
  375. [DEBUG] [Shaders] Load parameter value: "bz_blue" = 50.000000.
  376. [DEBUG] [Shaders] Load parameter value: "bz_shine" = 0.150000.
  377. [DEBUG] [Shaders] Load parameter value: "bz_shine_size" = 0.850000.
  378. [DEBUG] [Shaders] Load parameter value: "h_cornersize" = 0.020000.
  379. [INFO] [Playlist] Loading favorites file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_favorites.lpl".
  380. [INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_history.lpl".
  381. [INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_image_history.lpl".
  382. [INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_music_history.lpl".
  383. [INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_video_history.lpl".
  384. [DEBUG] [Audio] Started audio driver "xaudio" (is_shutdown=false)
  385. [DEBUG] [Autoconf] First unconfigured / unreserved player is 1.
  386. [DEBUG] [Autoconf] Device "USB,2-axis 8-button gamepad " (583:2060) is not reserved for any player slot.
  387. [DEBUG] [Autoconf] First unconfigured / unreserved player is 1.
  388. [DEBUG] [Autoconf] Device "Controller (Real Arcade Pro S)" (f0d:d8) is not reserved for any player slot.
  389.  
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