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

The Casio PV-1000 and the VTech CreatiVision are in the repo. :grin:

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Here’s a fun WIP.

The Nintendo Playstation Prototype! :grin:

The idea is to use this for playing SNES MSU-1 games, since it had both a cartridge slot and CD player.

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So cool! I just learned that this thing existed a couple of weeks ago

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I did a quick but deep OCD pass on the The Nintendo Playstation Prototype.

It is in the repo. :grin:

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Man it would have been great to play hotel mario on a Nintendo CD system :see_no_evil:

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I thought I’d give everyone a windows into my workflow for my next graphic. I am doing the Arduboy for the Arduous core.

Here are some WIP shots, I am working on the PCB trace.

This is going to be some serious fun. :partying_face:

For those of you who haven’t been here from the beginning, I did the PCB for a transparent GBC cartridge for a LaunchBox project I have in the works.

So I have a little experience. :innocent:

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BTW. Here was the final result of the GBC.

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We have a CPU! :grin:

That’s about it for the baby step shots. I’ll post another shot when things are a bit further along.

I’m not making any promises but I hope to export the PCB, trace, and buttons as separate layers so we can change the colors.

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whenever i use the n64 shader it is upside down and reversed, help?

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That can happen to varying degrees, depending on which RDP engine you use.

There are a few “Flip & Rotate” parameters in the shader, two for the viewport, two for the core image, and a rotate for the CRT.

They should be self explanatory.

When you have it sorted, you can save a core preset or content directory preset.

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thank you mate, all looks normal now

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Here is a WIP on the Arduboy.

All the silicon and porcelain is done. Next I need to do the other surface mount components.


The complexity of this off the charts!

There are 1659 closed paths, 16 compound paths, and 379 clipping masks.

Crazy! :open_mouth: (And I’m only half done.)

The completed GBC PCB had only 845 closed paths.


I kept the shot at the export resolution of over 4000 vertical pixels, in case anyone wants to take a closer look.

It’s pretty accurate but I wouldn’t recommend using it in place of a schematic. (I just realized I forgot a little dot on one of the IC chips. I’ll have to fix that. :innocent:)

Edit: Fixed and updated the shot.

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Has anyone figured out how to get these beautiful shaders configured on a steam deck? Installing RA through EmuDeck blocks out the ability for me to copy the shaders into the proper directory. Thanks!

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You may want to look at this thread and ask @schM0ggi for tips if they didn’t already cover it in the thread.

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Casio PV-1000; quick question… what core to use ? >mame current< presents just a black screen :frowning: thank you !

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MAME current is the correct core. Are you familiar with the standard MAME Software Lists method?

If you post a pre-formatted log we may be able to troubleshoot your issue.

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Thanks for pointing me in the right direction ! Superb work/design as always ! Thank you very much Duimon!

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OK then. The underlying components of the Arduboy are done.

It was quite a battle at times. I had to do surgery on the trace multiple times so it lined up with pins on the components.

I am sure I will have to do more as the shell takes form. (For the screw hole at least. But I am getting rather good at it. :wink:)

We now have 1899 closed paths and 428 clipping masks.

Time for the next layer of coolness. :grin:

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Here is where I am at with the Arduboy.

I think it is in a good place. Here is a reminder shot for comparison.

There was way too much direct lighting on my source. For the shell and buttons I used this reference shot.

Here is a shot of the transparent shell layer.

A transparent shell is much easier than a translucent one. :innocent:

(Not that this was in any way easy. :wink:)

For those who are interested, this now has 2015 closed paths and 448 clipping masks.<— :astonished:

I’ll start exporting separate layers and see how it goes building a preset.

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While I was doing a final OCD pass I noticed that the more solid parts of the shell cast a shadow.

Keeping in mind my front/top down standard lighting style… I added them.

A couple more clipping masks, and my customary 1px final Gaussian blur and here we go.

I’m hoping I can keep the trace and raw PCB as a single combined layer. The green and gold should be close enough on the color wheel that a hue adjustment will look good. If that is the case I can guarantee a decent amount of control for changing the colors in the shader. If that is not the case (And we need separate layers.) we may lose a bit of control over other layer colors.

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