Wednesday, June 22, 2011

Solder-less Happ Button Mod for Mad Catz SE Fight Stick

I actually performed this mod about a year ago on my own stick, but never published the pictures or process until now because I didn't think anyone would be interested. However, I've noticed a few threads on the Shoryuken forums with individuals asking for "clickier" alternatives to the sensitive-yet-mushy Sanwa and Seimitsu buttons that are currently preferred by most players, and Happ's products fill that niche quite nicely.

Before I dive in with the mod itself, I'm going to take a few moments to talk about differences between Japanese- and American-style arcade buttons and why someone might prefer one over the other. I'll try to be as objective as possible. If you already know or don't care, feel free to skip straight to the tutorial and pics.

Background

American-style buttons--specifically those from arcade part manufacturers Happ and IL--use a plunger positioned atop a Cherry microswitch, which produces a tangible and audible click when depressed. Japanese-style buttons, on the other hand, use a silent, low-resistance switch that provides little-to-no feedback as to when a button press is registered to the system. This is not to say that Japanese-style buttons are not sensitive, as they are actually significantly more sensitive than the Happ designs, there is simply no indication from the button itself as to when it will register.

Overall, Happ buttons seem to be popular with individuals who also like clicky, mechanical keyboards (like the venerable IBM Model M keyboard, which I use at home), as well as folks who grew up with the American arcade scene (i.e., "old farts," as the kids like to call us).

With that out of the way, lets get started. Some people have laughed at this mod for being "ghetto," but I'll take that over those tacky, overwrought custom sticks so many people seem to favor.

Anyway, as it says in the title, this is a solder-less mod, but you'll still need some additional items (Note: this is a button-only mod; putting a Happ stick into an SE is a much bigger undertaking and I don't recommend attempting it unless you are an experienced modder)

What You'll Need

1. Phillips-head screwdriver. To remove the screws from the bottom of the case.

2. Buttons. I recommend the Happ Competition pushbuttons, which have a low travel distance and convex shape, similar to Japanese-style buttons, but with that same satisfying click as the Happ Classics.

3. .187 quick-disconnects. These connect the stick's board to your buttons. The Japanese-style buttons use .110 quick-disconnects, which are too small for your mighty Happ buttons.

4. Wire. Somewhere around 14 to 16 gauge is good, even a little thicker or thinner should be fine, though you'll want to make sure your quick-releases can grab them properly.

5. Cardboard box. This will be used to make a spacer to provide room for your long-ass American buttons, which run deeper than their Japanese counterparts (/innuendo).

6. Glue. For the aforementioned spacer, which needs to be 2 layers deep. Pretty much any glue should be fine, but you want it to be pretty strong and thick. I used wood glue.

7. Optional. You can use special solderless connectors--like these--to join your wires to the stock wires, but I'll show you a little trick later on that works just fine without any connectors.

Step 1: Remove the bottom plate from the stick

Pretty self-explanatory. Just unscrew the 6 screws (2 in the middle and 1 under each of the 4 rubber feet).

Step 2: Trace the outline of the bottom plate onto your cardboard, twice
Depending on the size of your cardboard, you may have to break down your box. While you're at it, go ahead and draw a second square inside of each, about 1" smaller in each direction.

Step 3: Cut your cardboard

Cut along the lines you just drew such that you have 2x 1" frames of cardboard.

Step 4: Glue the frames together to make your spacer
Put your 2 frames together and glue them. This is your spacer, which provides the necessary clearance for your buttons.

For the next couple of steps, which cover removing the old buttons and putting the new ones in, I recommend replacing 1 button at a time so you don't get the wires mixed up. They're color-coded, but if you lose track of which wires go with which button, you'll have to do a bunch of trial-and-error testing at the end to get everything sorted out. Anyway...

Step 5: Pop out your stock buttons

They have a little clippy thing that holds them in:
If you press it in with a screwdriver or whatever, you should be able to pop them out without much trouble. Make sure you disconnect the wires from the bottoms first.

Step 6: Connect your new wires to the old button connectors

You can use the aforementioned optional solderless splicers or you can do what I did: strip the end of your new wire, pull back the rubber sleeve thing from the old .110 quick-disconnects, wrap your bare wire around the old quick-disconnects
and then slide the rubber sleeve over the whole thing. The connection will be fine and the sleeve will hold everything in place nice and tight. :D
Step 7: Add your new buttons

Not much to this step. Just stick 'em in there, screw on the included nut until it's tight and then clip in the included Cherry microswitch. It's a tight squeeze in the tiny SE case, so you'll want to take that into consideration. Take a look at my finished layout:
Step 8: Connect your buttons and test it out

Crimp your .187 quick-disconnects to stripped ends of your new wires and then connect them to your new Happ buttons. One wire connects to the bent post on the side of the microswitch and one connects to the nearest post on the bottom, as shown in the previous pic. Important: if the quick-disconnect on the side touches the bottom plate of your stick, it will ground itself and cause a button press to register (this is bad). To prevent it, you can tape/glue a piece of paper or plastic (I used one of those anti-static bags that an old computer motherboard was shipped in) to the inside of the plate, just to be extra-cautious.
At this point, you should be ready to test your buttons out. Make sure the wires are all connected to the correct button (i.e., the buttons execute the correct actions in-game). If any of them act like they're always pressed until you actually press the button (i.e., its response is backwards), then you've attached the wire to the wrong post.

Step 9: Replace the bottom plate

Once you're sure everything works properly, just cram your wires into place and screw the bottom back on. With the spacer, the screws should be just long enough to catch if you press firmly on the bottom plate. However, they probably won't be able to hold the rubber feet in place securely and you'll probably lose them (though I imagine most of you are like me and have long since lost those rubber feet anyway).

Here's what it looks like from the side. Yes, the cardboard is visible (though not particularly noticeable), and yes, people will probably make fun of you for it.
If you have any questions about the process, hit me up in the comments.

UPDATE: Reader sfkingalpha had the clever idea of covering the cardboard edge with duct tape, which greatly improves the appearance compared with nekkid cardboard:
"Aside from aesthetics, I think this also helps with air tightness and cardboard deterioration!"
Looks great, sfkingalpha!

He was also able to keep his rubber feet by getting longer screws, specifically 3/4 SS panheads.

Here's his finished product:

Monday, June 13, 2011

Converting Mods Between SF4 Vanilla and AE

Note: these instructions were written pre-release and are subject to change. They're based on the file structure used in the Xbox 360 version of Super Street Fighter 4 - Arcade Edition but will hopefully apply to the PC version, as well.

The biggest, most obvious difference between vanilla and AE is the fact that AE no longer uses the formerly ubiquitous *.emz bundles--*.cos.emz, *.col.emz and *.cmn.emz--around everything. This makes it easier for us to move costumes around within the character folders, as you no longer have to hex edit the files; just rename them and you're all set. It also means we don't have to muck around with the emz indexes, which really served no purpose and were a total hassle to create from scratch, even with Kensou's SF4tool.

Vanilla to AE

This is the easier conversion of the two, and the only tool you need is piecemontee's Asset Explorer (aka SF4 Viewer).

To get started, find the file(s) you wish to convert and open them in the Asset Explorer. I'll be using my Santa Rufus mod (both cos and col files included) as an example.

Once the files are loaded in the Asset Explorer, click the plus signs to expand them to the point that you see the components of the emz bundles, as pictured:
Then, just go down the line selecting each component file and then right-clicking and choosing 'Raw dump' from the context menu:
Once you have the components busted out of the emz containers, you're all set. Easy, eh?

AE to Vanilla
This one's a little more complicated, but not by much. It also uses just one tool, but this time it's Kensou's SF4tool, which greatly simplifies the creation of emz containers and indexes.

So, to get started, collect all of the component files from an AE character (*.obj.emo, *.shd.emo, *.nml.emb and *.bsr for a cos.emz bundle, *.obj.emm and *.col.emb for a col.emz bundle or *.skl.emo, *.skl.emm, *.obj.ema, *.fce.ema, *.cam.ema, *.bac and *.bac for a cmn.emz bundle) and put them in an easily-accessible folder (your Desktop works just fine for now). Again, I'll be using my Santa Rufus mod, which I just converted for AE a few minutes ago.

Next, we'll open Kensou's SF4tool. If your SF4tool folder does not already have a folder in it named 'emz' go ahead and create one now and drag our desired component files into it. This probably goes without saying, but we have to work with the cos and col components separately; you can't just dump them all in there at once.

Now, open SF4tool. It should look like this:
Then, in the big window area on the right that shows your file structure, double-click on the emz folder (the one we just created if it didn't exist, remember?) and click the left-hand button (the one crudely circled in red in my screenshot). It should automatically populate the smaller window area with our component files, like this:
Unfortunately, Kensou's tool doesn't know the appropriate order for our emz bundles, so we'll have to move some of the components around to suit. Just click right into that little window and edit the entries that are there until they're in the right order. You might want to open a normal vanilla file in the Asset Explorer first to see which order things should be in (obj, shd, nml, and bsr for a cos bundle).

Once everything is in order, click on the right-hand button (the one that ends in emb) to bundle everything up. This window should pop up if you did it correctly:
Now, back in your emz directory, you should have a shiny new file named "newpack.emz." Just rename that to match the numbers of the component files (in my case, CHB_01) and to reflect the type of file you just created (cos, col, cmn, etc) and you should be all set.

Sunday, June 5, 2011

Cg Shader Tutorial For Emulators

copyright Hans-Kristian "Themaister" Arntzen
04.06.2011 (reposted with permission)

Introduction

This document is for a (fresh) shader developer that wants to develop shader programs for use in various emulators. Shader programs run on your GPU, and thus enables very sophisticated effects to be performed on the picture which might not be possible in real-time on the CPU. Some introduction to shader programming in general is given, so more experienced developers that only need reference for the specification may just skip ahead.

Current emulators that supports the specification explained here to a certain degree are:
– SSNES
– Various PlayStation 3 emulators (SNES9x, Genesis GX, FCEU, VBA)
– SNES9x Win32

There are three popular shader languages in use today:
– HLSL (High-Level Shading Language, Direct3D)
– GLSL (GL Shading Language, OpenGL)
– Cg (HLSL/GLSL, nVidia)

The spec is for the Cg shading language developed by nVidia. It «wraps» around OpenGL and HLSL to make shaders written in Cg quite portable. It is also the shading language implemented on the PlayStation 3, thus increasing the popularity of it. The specification itself can be found here:

The Rendering Pipeline

With shaders you are able to take control over a large chunk of the GPUs inner workings by writing your own programs that are uploaded and run on the GPU. In the old days, GPUs were a big black box that was highly configurable using endless amount of API calls. In more modern times, rather than giving you endless amounts of buttons, you are expected to implement the few «buttons» you actually need, and have a streamlined API.

The rendering pipeline is somewhat complex, but we can in general simplify it to:
– Vertex processing
– Rasterization
– Fragment processing
– Framebuffer blend

We are allowed to take control of what happens during vertex processing, and fragment processing.

A Cg Program

If you were to process an image on a CPU, you would most likely do something like this:
for (unsigned y = 0; y < height; y++) {
for (unsigned x = 0; x < width; x++) {
out_pixel[y][x] = process_pixel(in_pixel[y][x], y, x);
}
}
We quickly realize that this is highly serial and slow. We see that out_pixel[y][x] isn't dependent on out_pixel[y + k][x + k], so we see that we can parallelize quite a bit.

Essentially, we only need to implement process_pixel() as a single function, which is called thousands, even millions of time every frame. The only purpose in life for process_pixel() is to process an input, and produce an output. No state is needed, thus, a «pure» function in CS terms.

For the Cg program, we need to implement two different functions.

main_vertex() takes care of transforming every incoming vertex from camera space down to clip space. This essentially means projection of 3D (coordinates on GPU) down to 2D (your screen). Since we're dealing with old school emulators here, which are already 2D, the vertex shading is very trivial.

Vertex shaders get various coordinates as input, and uniforms. Every vertex emitted by the emulator is run through main_vertex which calculates the final output position. For our emulators this is just 4 times, since we're rendering a quad on the screen :D 3D games would obviously have a lot more vertices.

While coordinates differ for each invocation, uniforms are constant throughout every call. Think of it as a global variable that you're not allowed to change.

Vertex shading can almost be ignored altogether, but since the vertex shader is run only 4 times, and the fragment shader is run millions of times per frame, it is a good idea to precalculate values in vertex shader that can later be used in fragment shader. There are some limitations to this which will be mentioned later.

main_fragment() takes care of calculating a pixel color for every single output pixel on the screen. If you're playing at 1080p, the fragment shader will have to be run 1920 * 1080 times! This is obviously straining on the GPU unless the shader is written efficiently.

Obviously, main_fragment is where the real action happens. For many shaders we can stick with a «dummy» vertex shader which does some very simple stuff.

The fragment shader receives a handle to a texture (the game frame itself), and the texture coordinate for the current pixel, and a bunch of uniforms.

A fragment shaders final output is a color, simple as that. Processing ends here.

Hello World!

We'll start off with the basic vertex shader. No fancy things are being done. You'll see a similiar vertex shader in most of the Cg programs out there in the wild.
void main_vertex(
float4 pos : POSITION,
out float4 out_pos : POSITION,

uniform float4x4 modelViewProj,

float4 color : COLOR,
out float4 out_color : COLOR,

float2 tex : TEXCOORD,
out float2 out_tex : TEXCOORD
)
{
out_pos = mul(modelViewProj, pos);
out_color = color;
out_tex = tex;
}
This looks vaguely familiar to C, and it is. Cg stands for «C for graphics» after all. We notice some things are happening, notable some new types.

float4 is a vector type. It contains 4 elements. It could be colors, positions, whatever. It's used for vector processing which the GPUs are extremely efficient at.

We see various semantics. The POSITION semantic means that the variable is tied to vertex coordinates. We see that we have an input POSITION, and an output (out) POSITION. We thus transform the input to the output with a matrix multiply with the current model-view projection. Since this matrix is the same for every vertex, it is a uniform. Remember that the variable names DO matter. modelViewProj has to be called exactly that, as the emulator will pass the MVP to this uniform. It is in the specification.

Since we have semantics for the POSITION, etc, we can call them whatever we want, as the Cg environment figures out what the variables mean.

The transformation happens here:
out_pos = mul(modelViewProj, pos);
The COLOR semantic isn't very interesting for us, but the example code in nVidias Cg documentation includes it, so we just follow along :)

TEXCOORD is the texture coordinate we get from the emulator, and generally we just pass it to the fragment shader directly. The coordinate will then be linearly interpolated across the fragments. More complex shaders can output (almost) as many variables they want, that will be linearly interpolated for free to the fragment shader.

We also need a fragment shader to go along with the vertex shader, and here's a basic shader that only outputs the pixel as-is. This is pretty much the result you'd get if you didn't run any shader (fixed-function) at all.

float4 main_fragment(uniform sampler2D s0 : TEXUNIT0, float2 tex : TEXCOORD) : COLOR
{
return tex2D(s0, tex);
}
This is arguably simpler than the vertex shader :D Important to notice are:

sampler2D is a handle to a texture in Cg. The semantic here is TEXUNIT0, which means that it refers to the texture in texture unit 0. This is also part of the specification.

float2 tex : TEXCOORD is the interpolated coordinate we received from the vertex shader.

tex2D(s0, tex); simply does texture lookup and returns a COLOR, which is emitted to the framebuffer. Simple enough. Practically every fragment does more than one texture lookup. For example, classic pixel shaders look at the neighbor pixels as well to determine the output. But where is the neighbor pixel? We'll revise the fragment shader and try to make a really blurry shader to demonstrate. We now need to pull up some uniforms. We need to know how to modify our tex coordinates so that it points to a neighbor pixel.
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
float frame_count;
};

float4 main_fragment(uniform sampler2D s0 : TEXUNIT0, uniform input IN, float2 tex :
TEXCOORD) : COLOR
{
float4 result = float4(0.0);
float dx = 1.0 / IN.texture_size.x;
float dy = 1.0 / IN.texture_size.y;

// Grab some of the neighboring pixels and blend together for a very mushy blur.
result += tex2D(s0, tex + float2(-dx, -dy));
result += tex2D(s0, tex + float2(dx, -dy));
result += tex2D(s0, tex + float2(0.0, 0.0));
result += tex2D(s0, tex + float2(-dx, 0.0));
return result / 4.0;
}
Here we use IN.texture_size to determine the the size of the texture. Since GL maps the whole texture to the interval [0.0, 1.0], 1.0 / IN.texture_size means we get the offset for a single pixel, simple enough. Almost every shader uses this. We can calculate these offsets in vertex shader to improve performance since the coordinates are linearly interpolated anyways, but that is for another time ... ;)

Putting It Together

The final runnable product is a single .cg file with the main_vertex and main_fragment functions added together. Not very complicated. For the icing on the cake, you should add a license header. It's just a comment ;)
/*
Stupid blur shader.
Author: Your friendly neighbor.
License: We don't have those things! :(
*/

struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
float frame_count;
};

void main_vertex(
float4 pos : POSITION,
out float4 out_pos : POSITION,

uniform float4x4 modelViewProj,

float4 color : COLOR,
out float4 out_color : COLOR,

float2 tex : TEXCOORD,
out float2 out_tex : TEXCOORD
)
{
out_pos = mul(modelViewProj, pos);
out_color = color;
out_tex = tex;
}

float4 main_fragment(uniform sampler2D s0 : TEXUNIT0, uniform input IN, float2 tex :
TEXCOORD) : COLOR
{
float4 result = float4(0.0);
float dx = 1.0 / IN.texture_size.x;
float dy = 1.0 / IN.texture_size.y;

// Grab some of the neighboring pixels and blend together for a very mushy blur.
Result of the shader shown:
As you can see, it's not a practical shader, but it shows the blurring effect to the extreme :)

Expanding Further

It doesn't stop here. A single .cg shader like this is by far the most common way to distribute a shader, but it has some problems.

– There is no way to set the filtering used for the texture. Some filters require nearest filtering, some require linear, although nearest is by far the most common.
– No way to set custom output scale. We're forced to output to full viewport size, which hurts some filters like HQx and friends.
– No way to use multiple shaders. (multi-pass, FBO).
– No way to grab external lookup textures. (Borders, etc)

This has been solved in various ways for the different emulators. The way to do metadata like this varies for the Cg implementations. As of writing, SNES9x Win32 hasn't addressed this, but will hopefully in the near future.

SSNES and the PS3 emulators solve this with a config file.

Lookup textures

We'll first mention a very popular feature among the PS3 emulators, the ability to access external textures. This means we have several samplers available for use. In the config file, we define the textures as so:
textures = "foo;bar"
foo = path_foo.png # In SSNES this is relative, but PS3 emus are absolute path for now.
bar = bar_foo.png
foo_linear = true # Linear filtering for foo.
bar_linear = true # Linear filtering for bar.
PS3 emus use PNG as the main format, SSNES can use whatever if Imlib2 support is compiled in. If not, it's restricted to lop-left ordered, non-RLE TGA.

From here on, «foo» and «bar» can be found as uniforms in the shaders. The texture coordinates for the lookup texture will be found in TEXCOORD1. This can simply be passed along with TEXCOORD0 in the vertex shader as we did with TEXCOORD0. Here we make a fragment shader that blends in two background picture at a reduced opacity. Do NOT assign lookup textures to a certain TEXUNIT, Cg will assign a fitting texture unit to the sampler.
float4 main_fragment(uniform sampler2D s0 : TEXUNIT0,
uniform sampler2D foo, uniform sampler2D bar,
float2 tex : TEXCOORD0, float2 tex_lut : TEXCOORD1) : COLOR
{
float4 bg_sum = (tex2D(foo, tex_lut) + tex2D(bar, tex_lut)) * 0.15;
return lerp(tex2D(s0, tex), bg_sum, bg_sum.a); // Alpha blending. :D
}
In the PS3 emus there is a magic «bg» sampler that is assigned to the current border selected in the menu. It is not needed to define this in any config file.

Here's an example of what can be achieved using borders (which are just a simple lookup texture):

Multipass

It is sometimes feasible to process an effect in several steps. SSNES and PS3 emus differ here.
SSNES uses the same config file where you can do:
shaders = 2
shader0 = pass1.cg
shader1 = pass2.cg

scale_type0 = source
scale0 = 2.0
filter_linear0 = true
filter_linear1 = false
The PS3 emulators handle the same case in the menu generally. There is however a new config system on the way that will handle these kinds of configs.

Game-aware Shaders

This is a new and exiting feature. It allows shaders to grab data from the emulator state itself, such as RAM data. This is only implemented for SNES so far, but the idea is quite extendable and portable.

The basic idea is that we capture RAM data in a certain way (semantic if you will) from the SNES, and pass it as a uniform to the shader. The shader can thus act on game state in interesting ways.

As a tool to show this feature, we'll focus on replicating the simple tech demo shown on YouTube:

What happens is that when Mario jumps in the water, the screen gets a «watery» effect applied to it, with a rain lookup texture, and a wavy effect. When he jumps out of the water, the water effect slowly fades away.

We thus need to know two things:
– Is Mario currently in water or not?
– If not, how long time was it since he jumped out?

Since shaders do not have state associated with it, we have to let the environment provide the state we need in a certain way. We'll call this concept a semantic.

To capture a RAM value directly, we can use the «capture» semantic. To record the time when the RAM value last changed, we can use the «transition» semantic. We obviously also need to know where in RAM we can find this information. Luckily, the guys over at SMW Central know the answer:

We see:
$7E:0075, byte, Flag, Player is in water flag. #$00 = No; #$01 = Yes.

Bank $7E and $7F are mapped to WRAM $0000-$FFFF and $10000-$1FFFF respectively. Thus, our WRAM address is $0075.

In the config file, we can now set up the uniforms we'll want to be captured in the config file.
imports = "mario_water;mario_water_time"
mario_water_semantic = capture # Capture the RAM value as-is.
mario_water_wram = 0075 # This value is hex!
mario_water_time_semantic = transition # Capture the frame count when this variable last
changed. Use with IN.frame_count, to create a fade-out effect.
mario_water_time_wram = 0075
The amount of possible «semantics» are practically endless. It might be worthwhile to attempt some possibility to run custom code that keeps track of the shader uniforms in more sophisticated ways later on. Do note that there is also a %s_mask value which will let you bitmask the RAM value to check for bit-flags more easily.

Now that we got that part down, let's work on the shader design. In the fragment shader we simply render both the full water effect, and the «normal» texture, and let a «blend» variable decide. We can say that 1.0 is full water effect, 0.0 is no effect. We can start working on our vertex shader. We will do something useful here for once.
struct input
{
float frame_count; // We only need frame count. :D
};

void main_vertex(
float4 pos : POSITION,
out float4 out_pos : POSITION,
uniform float4x4 modelViewProj,
float4 color : COLOR,
out float4 out_color : COLOR,
float2 tex : TEXCOORD0,
out float2 out_tex : TEXCOORD0,
float2 tex1 : TEXCOORD1,
out float2 out_tex1 : TEXCOORD1,

uniform float mario_water, // Even if the data should have been int, Cg doesn't seem to
support integer uniforms :(
uniform float mario_water_time,
uniform input IN,
out float blend_factor // Blend factor is passed to fragment shader. We'll output the
same value in every vertex, so every fragment will get the same value for blend_factor
since there is nothing to interpolate.
)
{
out_pos = mul(modelViewProj, pos);
out_color = color;
out_tex = tex;
out_tex1 = tex1;
float transition_time = 0.5 * (IN.frame_count – mario_water_time) / 60.0;
if (mario_water > 0.0)
blend_factor = 1.0; // If Mario is in the water ($0075 != 0), it's always 1 ...
else
blend_factor = exp(-transition_time); // Fade out from 1.0 towards 0.0 as
transition_time grows larger.
}
All fine and dandy so far, now we just need to use this blend_factor in our fragment shader somehow ... Let's move on to the fragment shader where we blend :D
const float2 src0 = float2(0.6, 0.7);
const float2 src1 = float2(0.9, 0.9);
const float2 src2 = float2(-0.6, 0.3);
const float2 src3 = float2(0.1, 0.4);
const float2 src4 = float2(0.1, 0.4);
const float2 src5 = float2(0.5, 0.5);
const float2 src6 = float2(-1.0, 1.0);
float apply_wave(float2 pos, float2 src, float cnt)
{
float2 diff = pos - src;
float dist = 300.0 * sqrt(dot(diff, diff));
dist -= 0.15 * cnt;
return sin(dist);
}
// Fancy shizz to create a wave.
float4 water_texture(float4 output, float2 scale, float cnt)
{
float res = apply_wave(scale, src0, cnt);
res += apply_wave(scale, src1, cnt);
res += apply_wave(scale, src2, cnt);
res += apply_wave(scale, src3, cnt);
res += apply_wave(scale, src4, cnt);
res += apply_wave(scale, src5, cnt);
res += apply_wave(scale, src6, cnt);
return output * (0.95 + 0.012 * res);
}
float4 main_fragment
(
uniform input IN,
float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0,
uniform sampler2D rain, float2 tex1 : TEXCOORD1,
in float blend_factor // Passed from vertex
) : COLOR
{
float4 water_tex = water_texture(tex2D(s0, tex), tex1, IN.frame_count);
float4 normal_tex = tex2D(s0, tex);
float4 rain_tex = tex2D(rain, tex1);
// First, blend normal and water texture together,
// then add the rain texture with alpha blending on top :)
return lerp(lerp(normal_tex, water_tex, blend_factor), rain_tex, rain_tex.a *
blend_factor * 0.5);
}
The SNES9x-PS3 config file:
imports = "mario_water;mario_water_time"
mario_water_semantic = capture
mario_water_time_semantic = transition
mario_water_wram = 0075
mario_water_time_wram = 0075
textures = rain
rain = "/dev_hdd0/game/SNES90000/USRDIR/borders/Centered-1080p/overlays/none-overlay.png"
rain_linear = true
The shader itself could be added to this config, but it can also be used from the regular menus in case you want to test different approaches to the same RAM value.

SSNES config file:
shaders = 1
shader0 = mario.cg
filter_linear0 = true
imports = "mario_water;mario_water_time"
mario_water_semantic = capture
mario_water_time_semantic = transition
mario_water_wram = 0075
mario_water_time_wram = 0075
textures = rain
rain = rain.tga
rain_linear = true
As you can see, these formats are very similiar. The differences are mostly for historical reasons, and might become closer in the future.

How to test when developing for SNES9x-PS3?

To develop these kinds of shaders, I'd recommend using SSNES w/ Cg support, and bSNES as a SNES debugger to peek at RAM values (build it yourself with options=debugger). After written, the shader should translate nicely over to SNES9x-PS3 with some slight changes to the config.

Here are some screenshots of the mario effect we developed. Obviously this is a very simple example showing what this thing can do :) It's not confined to overlays. The imagination is the limit here.

Before water ...
In water :D

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