Duimon - HSM Mega Bezel Graphics and Presets - Feedback and Updates

That is a very nice video. They seem to really like the night presets! :grin:

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Standard/Advanced IBM 5153 Night preset seem to has a LED layer issue. It looks pretty dim.

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I’ll fix it ASAP. Thanks for the heads up!

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5153s are fixed. Thanks again for your bug reporting!

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The PVM20 presets have all been fixed. They are now using the newer 2D-CYL curvature so look as I originally intended. :grin:

They, and the LCD presets, are the only presets that are using a curvature parameter, I overlooked them when the parameter index changed.

Love the bug reports! :smiling_face_with_three_hearts:

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@Duimon I’m getting a few shaders that fail to load, not sure if it was a recent change or if its been that way for a while. Standard Panasonic 3DO presets 3DO-[STD]-[Guest]-[Bezel]-[Night].slangp and 3DO-[STD]-[Guest]-[Bezel].slangp fail to load. After looking at the presets there seems to be a few typos with the LED, i fixed them and it still failed to load for some reason. The pvm/tm seemed to load fine.

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Posting a log will make it much easier for me to see what is wrong. :grin:

There were indeed a few path errors in the 3DO presets. I think I have them all sorted now.

It had nothing to do with the recent change, they were just lurking about hoping no one would catch them. :wink:

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gbc2player… is this already a thing ? i setup up a 2player game on sameboy but shader fails to load i guess the nintendo_gbc2player folder is missing “…/…/…/Graphics/Nintendo_GBC2Player/ …”

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The preset must be left over from my testing. I haven’t finalized anything.

The gb2player has it’s own core.

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thx, I immediately jump on every new thing you publish. what kind of core is that ? i can’t find it - … 2 player tetris with fantastic shader …can’t wait :smiley:

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I think it’s called exactly that. gb2player [TGM] or something. I am AFK.

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Nintendo - Game Boy / Color (TGB Dual)

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Once more, lots of kudos Duimon! One question though. Why Vectrex leaves so little playing area? I am on 1080p and I can hardly make out the palyfiled. Any chance you can skip the lower part of the overlay with the controller and make the palyfield bigger?

Thank you

While this question is answered in the posts above, this is a VERY long thread, I am glad you asked.

The vast majority of my presets are set up so that the user can scale the screen and the graphics will cooperate.

Default Vectrex…

Increased Non-integer Scale % and Y Position adjustment.

Once you have it where you want it you can save a game preset.


There are a lot of subjective differences in the way users play games. Size of the monitor, distance from the monitor, personal taste, etc. It would be impossible for me to make everyone happy. Thankfully, we can adjust things to our tastes.


That being said, I am not totally opposed to creating zoomed presets for handheld systems and the Vectrex. They generally have a smaller playing field at the default settings, and fewer presets to choose from. A very few would have to be excluded. (Dual screen handhelds in vertical layout etc.)

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I think it would be nice there is a Vectrex shader where it’s just the monitor and the controllers aren’t visible. More viewing area.

Edit: My idea would be to just set it as a monitor shader and not a complete Alt set.

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Yeah… I’m not sure how I feel about this after all.

It took a great deal of time and effort, multiple source exports, source redesign, preset creation, etc. just on my end. Not to mention many shader features the @HyperspaceMadness introduced just to make it possible to change these settings on the fly.

After a certain point, creating a new set of presets so users can avoid changing two parameters, no longer feels like I am doing them a service.

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I can understand that. Ideas are thrown out there, some are taken and some are disregarded.

Edit: Forgotten that there are individual shaders for each Vectrex game. So it’s definitely better just to post that people can make only the monitor visible on screen by changing Position Y and Non-Integer Scale %.

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I don’t know if anybody posted before or figured out this, with glcore the psx shader is upside down but with the vulkan driver the psx is the right way up. I figured that would mean when the glcore is used the Flip Viewport Vertical parameter will have to be set to 1 with all the shaders.

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Can two people compete simultaneously, in the same emulated system?

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