Hey everyone!
Here’s a little peek at what I’ve been working on lately for melonDS-android 👇
I’ve been implementing librashader to allow melonDS-android to load existing RetroArch .slangp shaders directly.
This means:
More visual customization inside the emulator without relying on RA.
A unified shader parser and runtime.
Future support for per-display shader configuration (for DS top/bottom screens).
Right now the library is fully integrated, shaders parse correctly, and the texture bindings are set up.
However, there’s still a rendering bug that causes the screen to turn black once the shader pipeline is applied, I’m currently debugging it and narrowing down which stage is breaking presentation.
By popular request from patrons, I’m also porting this shader directly into the native code as a built-in preset.
This will make it possible to:
Enable it instantly from the in-app video menu.
Adjust parameters like grid intensity, color separation, and motion blur strength later on.
Preserve a realistic DS Lite LCD look even on external displays.
There’s a special APK for patrons included with this post 🎁
You can test the new LCD Grid (DSLite) shader right now.
It’s selectable in Video → Built-in Shader → “LCD Grid (DSLite)” inside melonDS-android.
✅ librashader integration (parse + texture binding)
✅ Built-in shader loader (internal preset system)
⚠️ Black screen issue during render (under investigation)
This feature exists thanks to your support and votes!
The goal is to bring RetroArch-level shader flexibility directly into melonDS-android, without leaving the emulator.
Expect beta builds once the rendering path is fixed.
Víctor Redondo
2025-11-01 10:08:11 +0000 UTCBilly Naing
2025-10-29 03:58:04 +0000 UTCmatthday
2025-10-24 20:12:21 +0000 UTC