Cool! I didn’t know Gambatte supported custom palettes.
Yeah, the bottom two LEDs will be off screen but the one on the hinge will be there! I am going with a green led. Thanks for the shot.
Thank you very much for the information. I’ll do some digging for the palette and follow your instructions. I’ll let you know how it goes. Your screenshot looks great…for me, it’s just not right for the OG Gameboy if it isn’t green…ugly as it may be!
I’ll take a look at the shader parameters, when I looked before I must have missed it…there’s a lot of options in there.
Thanks again for the very helpful reply.
Ok cool, that makes sense. I messed about a bit with presets, combing the experimental HD-Core presets with your graphics for the N64…got that to work but I still have a lot to get my head around.
You’re more than welcome for the screenshot…least I can do is a little googling, given all of the amazing work that’s handed out here!
I have one more question for you. I updated to the latest shader folder you released, so that I can set up the NDS Vertical preset. However, when I try to load it, it’s failing everytime…it’s the only preset that won’t load for me. Any idea what might be causing the issue?
Here is the log error:
[ERROR] [GLCore]: Failed to load LUT "C:\Emulation\Front Ends\LaunchBox\Emulators\RetroArch\overlays\bezel\Duimon\Logo_Advanced\NDS_Vertical_Advanced_Glass.png".
[ERROR] [GLCore]: Failed to create preset: "C:\Emulation\Front Ends\LaunchBox\Emulators\RetroArch\shaders\Duimon\Advanced\NDS_Vertical.slangp".
[ERROR] [GLCore]: Failed to create filter chain: "C:\Emulation\Front Ends\LaunchBox\Emulators\RetroArch\shaders\Duimon\Advanced\NDS_Vertical.slangp". Falling back to stock.
I’m using the DeSmuME core. Looking at the log the core running GLCore for the driver, despite me setting it to Vulkan. The other NDS Shader works no problem though…so I’m not sure the driver is the issue.
EDIT - Figured it out…I hadn’t updated the overlays folder where the new images live. I just updated the presets. First time updating these, lesson learned!
Just wanted to report that the new PalmOS preset loads like this as default;
While the old preset loads as expected by default with exact same settings;
Oops! I had the “BackgroundImage =” path but HSM updated the Standard shader and added back in the “BackgroundVertImage =”.
It is fixed and should be the only preset affected. Thanks for the heads up! 
Here’s a WIP on the 3DS.
There are some really cool details on this thing, like the slider switches. It was a lot of fun. 
In the end I pretty much had to do it from scratch, although I was able to use the controls source from the NDS. (With a fair bit of modification.)
Obviously the screen size and positions are reversed, awaiting an update from @HyperspaceMadness.
BTW. @HyperspaceMadness. My background was upside down and I had to flip the viewport. Is this taken into account with the fix?
Congratulations!! the result It’s beautiful!!!

Thank you. I am pretty happy with it, although I have yet to do my infamous OCD pass. 
After that, the next step is converting it to the Advanced preset, which will mean giving it some color.
This will not be as hard as it once was, thanks to my HSV R&D. Since all the colors in this are already at 0% Hue and Saturation, it will just be a matter of stepping through the objects and layers and changing the Saturation to 50%, then adding some brightness boost when it starts getting washed out.
(There are well over 100 objects though, and most of them have strokes.
)
After that I need to create a Horizontal version, but I am hoping that will only require masking, scaling, and moving some stuff around.
Yeah, basically the preset will need to have flip viewport on, when I update, the 3ds preset should be set up with any of the switches necessary that you can use as reference
I really like the new NDS Vertical Shader presets…except for this bit. I’ve been playing with it and I can’t get the scan lines looking clean and even. I either have banding or uneven scan lines when playing with resolutions and the scan line multiplier parameter.
I think this is an issue that integer scaling is supposed to help you avoid but the HSM shader doesn’t use that and for everything else doesn’t need to. It also seems to be an issue at native res so I’m confused as to where to look to solve this @HyperspaceMadness Any suggestions on how to get a clean image going for the NDS?
The scanlines and grids can be removed by tapping the parameters, the scanlines can be removed and just above the scanline parameters are the parameters of the grid effect.
Playing with these parameters you can leave the image clean.
It turned out great, great job.

I’m not sure about that. I think the LCD-GRID shader just wasn’t intended for screens this small.
And the HSM shaders CAN use integer scaling, it just won’t work when you need to set the screen size this accurately.
So…
If anyone has been following along with the NDS Vertical drama,
here is the first WIP of my redesign.
This uses integer scaling so the LCD-GRID works as expected. I also found a happy medium between a realistic representation, and something that uses pretty close to the ideal gap. (Within a pixel or two.)
I even manged to make a few improvements to the design along the way, not to mention that the whole console is visible. (Which looks pretty cool.)
Honestly, it takes far more work than you may think to effect this kind of change to an existing graphic. Happily, I am not the same artist I was a short time ago. A year ago It may have taken me 10 times as long. 
Here’s hoping the 3DS doesn’t give me as much trouble. 
I still need to do an OCD pass, (I see a couple of things that will keep me awake at night if I don’t fix them) but it’s pretty close. Then I need to do the work to convert it to the Advanced shader etc.
Haha, I’m in these forums two minutes and I’ve got drama attached to me…it’s the supportive, appreciative kind of drama, I promise!
The new design looks great, genuinely excited to get it going and also the 3DS. Got a few games I’m keen to play through on both and this set up is going to make it excellent.
I can’t say I know how much work you’ve got to do, however, I can relate to how it feels to put in a ton of work to build something and have people not realize what went into it. I like to think that if it works so well that they take it for granted, then I nailed it. Thankless satisfaction haha.
In this case though…thank you very much for all the effort and fantastic work. I’ve figured out night mode now too and it all got even cooler! Thanks @akuma22 for the guidance there.
Don’t worry about a thing.
Actually half the drama was about the ideal screen gap. The game developers designed the games around a screen posture that would put the screens 64 pixels apart. Problem is, when the thing is folded flat open, the screens are about 90 pixels apart. 
So I had to find a compromise there also.
It’s all good, if I didn’t love doing this I wouldn’t do it. 
Is there a way to use the [3]DS presets with a monitor in portrait mode?
To do it - not that it works, but what I do for other programs/games (pinball) - I rotate the screen (in W10 you can right click the desktop > display settings, “display orientation”, or actually I run an app that adds hotkeys when I want to do it,) and obviously also rotate the monitor physically… and in RetroArch you can change the aspect ratio from 16:9 to 9:16, which I’m guessing you would want to do, but like I said it’s not really working as expected so maybe not, idk 
Hi @Duimon
I did not dig deeply into the drama)))
Just wanted to share some thoughts regarding “the whole console is visible” sentence. If I understand correctly the reason for redesign was to overcome some imperfections in LCD grid with screen size/scaling.
IMHO its it is not so important to have the whole console in frame, but rather have the game screen big enough and without graphical artifacts)))
Yep, that is the issue isn’t it. 
In a perfect world we would go into the shader parameters and switch the “No screen artifact” parameter to “ON”.
In the real world, the solution was to turn on integer scaling. This leaves us with only one screen size that both actually fits on the screen and isn’t minuscule.
Integer scaling works by using exact multiples of the screen resolution so you never have a stretched pixel.
So turning on integer gives you this:
As you can see, there is really only one option. #2
I did what I had to do to make it work. At the same time I managed to get the screen gap to within a pixel or two of ideal.
The 3DS will present an almost impossible task since the only choice I have with integer scaling leaves only a pencil thin space for anything between the screens.
@HyperspaceMadness has expressed willingness to try a different LCD shader in the pipeline, but every existing shader suffers from the same malady, they all require integer scaling when the screens are this small.
I am exploring other options.
(Including just abandoning/deleting the vertical stuff entirely.)
If you scroll back through the last weeks posts you will see that it was my original intention to only do vertical graphics for just that type of setup. I have an existing 4K Vertical NDS graphic that, using the new dual screen method, is a LOT easier to configure that the old implementation.







