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JL-Mod

50 bytes added, 13:12, 6 January 2022
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; → <i>Add support of external shaders filters</i>
 
Shaders are GPU microprograms that affect the game in one way or another in order to improve it or replicate the visual features of some on-screen devices, such as displays on portable consoles or old tube TVs. Shaders can significantly alter the game, but also reduce performance. In addition, shaders can have customizable parameters, if there are such an icon for accessing them will be displayed on the far right side and opposite the name of the selected shader.
 
Only [[PPSSPP]] (.vsh format) shaders are supported, to put them in the <code>JL-Mod/shaders</code> folder in the working folder of the emulator, further in the game settings, select the graphics output mode: <code>HW acceleration (OpenGL ES)</code> and select the shader of interest A small collection of compatible shaders [https://github.com/woesss/ppsspp_shaders Here]
4. Hardware Surface - Available since Android 6.0+ uses the interface that is usually used for video output
 
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<b>Q.</b><i> Shaders<br/></i>
<b>A.</b> Shaders are GPU microprograms that affect the game in one way or another in order to improve it or replicate the visual features of some on-screen devices, such as displays on portable consoles or old tube TVs. Shaders can significantly alter the game, but also reduce performance. In addition, shaders can have customizable parameters, if there are such an icon for accessing them will be displayed on the far right side and opposite the name of the selected shader.
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=Mascot Capsule 3D=
<i>{| class="wikitable mw-sortable"|-|[[File:Mascot capsule 3d.jpg|200px|center]]
* The two 3D API on Sony Ericsson mobile phones are Hi Corporation's Mascot Capsule 3D V3 and JSR-184, which describes the Mobile 3D Graphics (M3G) API for the Java 2 Mobile Edition (J2ME). Both API support high-quality model rendering, using transparent color blending and appearance properties, plus applying texture maps to the model's surfaces. Mascot Capsule V3 had already been field tested and offers opportunities to migrate 3D applications from existing BREW CDMA or DoJa/i-mode devices to the J2ME platform on GSM/UMTS phones. Each of these API takes a different approach to solving the same problem of rendering 3D models quickly while consuming few platform resources.
* The Mascot Capsule should not be confused with normal JSR-184 implementations. Normally the Mascot Capsule was exclusive to Sony Ericsson and Samsung, Nokia versions (which were generally brutally inferior to Sony Ericsson, in any Java ME standard) used to use normal JSR-184, as for example in Worms Forts or Asphalt 3 3D
* Sony Ericsson phones. That used Mascot Capsule 3D ([https://minexew.github.io/2018/12/29/mascotcapsule.html MBAC / MTRA]) technology, which makes launching / modding games for SE 3D even more affordable!|}</i>
; → {| class="wikitable mw-sortable"|-|<b> Fishlabs Entertainment GmbH</b>
[[File:Fishlabs.jpg|250px|center]]
Mascot Capsule 3D was/is used by multiple studios but the one who made the most use of this standard was the relatively popular Fishlabs Entertainment GmbH studio is a German mobile game development company established in 2004. It has been committed to the development and leading 3D mobile games developer, using its Abyss Engine 1.0/2.0 on smartphones. Such as Galaxy on Fire 3D series, Heli Strike 3D, Robot Alliance 3D, Tank Raid, Blades & Magic or Robot Alliance, among others 3D games.
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; → {| class="wikitable mw-sortable"|-| <b>Mascot Capsule 3D Engine<small> (Micro3D Edition / Polygon 3D)</small></b>
[[File:Hi_corp.png|200px|center]]
HI Corporation announced that the company has executed a worldwide license agreement with Sony Ericsson Mobile Communications AB ( Sony Ericsson) for its 3D rendering engine "Mascot Capsule Engine".
Mascot Capsule Engine represents real-time 3D rendering software that enables a full 3D perspective for content display, applications running on a wide variety of embedded devices such as mobile phones, handheld games, arcade game equipment, including the background etc. Already implemented in Japanese devices such as NTT DoCoMo's i-mode 504i and 505i series handsets, Vodafone KK/[https://www.itmedia.co.jp/promobile/spv/0906/08/news097.html Softbank 934SH] Vodafone Live!, J-SKY's [http://tech.sina.com.cn/it/t/68401.shtml?from=wap J-PHONE] handsets and au/KDDI's EZweb (BREW) handsets, [https://www.itmedia.co.jp/mobile/articles/0807/03/news131.html WILLCOM 9]/[https://www.bandainamcoent.co.jp/corporate/press/bandainetworks/news/index.php?view=489&ref=200603 series], [https://www.itmedia.co.jp/mobile/articles/0803/24/news125.html EMOBILE H11T] and overseas mobile phone terminals such as [https://web.archive.org/web/20031220213742/http://neasia.nikkeibp.com/wcs/leaf?CID=onair/asabt/news/258657 Motorola], Sony Ericsson Mobile Communications, [https://www.itmedia.co.jp/bizmobile/spv/0507/14/news102.html Samsung Electronics], etc. Micro3D Edition has been embedded in over 20 million handsets shipped. With its adoption by Korea's largest mobile carrier [https://bizmakoto.jp/bizmobile/articles/0507/22/news063.html SK Telecom's] SK-VM, Mascot Capsule Engine is gaining recognition around the world as the mobile standard for 3D rendering engine software. There are more than 300 3D games released. BREW version of Mascot Capsule Engine for use on the model A5304T (manufactured by Toshiba), the first BREW-embedded mobile telephone handset released by KDDI. The number of "Mascot Capsule" installed is said to be about 2:1 in Japan and overseas.
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<center><big><u>Mascot Capsule 3D</center></big></u>
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