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

man are these amazing!

Duimon & Friends, what is the respective parameter to disable the reflection/bezel? Thanks in advance!

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Hey guys!

Is there a setting to use integer scaling for consoles that weren’t true 4:3 resolution (SNES for example)? (I use the “Night TV3” presets for all consoles, maybe it is handled in platform specific presets?)

Are the presets for handhelds (like GBA) pixel perfect with integer scaling?

Keep up the amazing work!

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Do you want to disable both the bezel AND the reflection?

If just the reflection, it is the global reflection amount parameter.

If both (Which might look strange.) you can turn the bezel opacity to zero.

You can set the aspect ratio to PAR or the vertical axis to integer scale.

This will work for all the presets except the TV presets, since the alignment with the background is important.

None of the presets use integer scale. You can adjust the non-integer scale % until things look good though. (Fake integer scale.)

The biggest issue with integer scale is that the screen may get too small or to large on a 1080 monitor.

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That worked! Thanks again Duimon :smiley:

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@Duimon, could you add a Panasonic AG-500R to your tv graphic list.

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Well… that sure is an interesting TV. Lots of good source images for it too. (Along with the almost identical 500-E.)

It would be my pleasure.

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I played some of my first video games on one of those. Enchanted Scepters might have been the first.

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@p3st brought it up over on a Discord server and I thought it would be a good graphic.

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@Duimon are there any plans for a game boy light & a game boy pocket overlay?

I would like to copy your custom hsv overrides in these screenshots, if you please.

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Those originals didn’t use overrides… they were that red color. (Although my original designs were grey.) I went back into the source and changed them back to grey after the “colorize” parameter was added to the shader. (Before that you couldn’t add color to anything that wasn’t saturated.)

If you turn on “Colorize” for the appropriate layers, and increase gamma a bit, you should get close. (The default is “0” on the color wheel… which is red.)

You just need to play around a bit. :grin:

Edit: Looking at the date of the post, I don’t think I did presets that far back. I just released graphics and let the community set them up in the shader.

Even if I did presets, “Simple” presets weren’t yet introduced into Retroarch so an “override” wasn’t a thing. :wink: I didn’t give preset creation equal weight in my project until they were, and I didn’t create my version of @TheNamec’s boilerplate until after the shader and my project were both v1.0.0.

If you’d like to see what my pre-boilerplate presets were like, they are in my Duimon-Mega-Bezel-Legacy repo.

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Hey Duimon, is it possible to create a LCD grid version of NDS_Hybrid-[DREZ]-[Native]-[ADV]-[Guest] ? I’ve been playing a lot of DS emulation lately and this would be a fantastic option for playing on a TV.

Also, will any of these shaders work rotating screen’s orientation at 90? Thanks!

While it would certainly be possible, it could never look good. The smaller screen has no way of being close to integer scale (Especially on a 1080 display.) and LCD-GRID tends to need something fairly close to look good. 4k is a bit more forgiving.

If you mean physically rotating the screen, then yes. Either of the vertical presets will work but you will need to adjust the non-integer scale % and do some positioning.

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By the way, this image is a bit inaccurate for PC-Enilgine and PlayStation and even SNES and I think Sega CD to some extent as those consoles, especially the PC-Engine and the PlayStation used several different resolutions. Good examples to test on the PC-Enilgine are Ys Book I & II, Ys IV: The Dawn of Ys, Ninja Spirit and Shadow of the Beast. Also the BIOS screen for all Turbo Duo CD games.

Hi @Duimon, I was wondering if you ever released a “No curvature / Plain / Night” version of your overlays, is it available somewhere?

I am really loving the Bezel Project Presets and have been slowly setting them all up for each of my systems. I have made it to Game Boy and I noticed that when I enable the preset, the screen is black and white instead of that greenish screen the original Game Boy had. When I use your Mega Bezel Preset for Game Boy, it has the greenish screen that I am used to. How would I be able to make it so that I can keep the layout from your Bezel Project Preset, but have the screen look like your Mega Bezel Preset? Thanks.

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There is a ton of Mega Bezel trickery to get the result you see in my preset. Too much to go into here in detail.

The easy way would be to use a Game Boy core that supports color palettes and select one you like.

Hey there @Duimon I’m having an issue using your Duimon-Mega-Bezel-Potato v1.1.7.0. I am trying to use the latest @Hyllian Hylian/Uborder v0.0.7 shaders and something is going wrong with the download of the pack. Specifically using the Installation using git instructions of yours the cmd promt throws an error like:

...\shaders\Mega_Bezel_Packs>git clone https://github.com/Duimon/Duimon-Mega-Bezel-Potato

Cloning into 'Duimon-Mega-Bezel-Potato'...

remote: Enumerating objects: 12240, done.

remote: Counting objects: 100% (34/34), done.

remote: Compressing objects: 100% (30/30), done.

error: RPC failed; curl 18 transfer closed with outstanding read data remaining

error: 3461 bytes of body are still expected

fetch-pack: unexpected disconnect while reading sideband packet

fatal: early EOF

fatal: fetch-pack: invalid index-pack output

and nothing is downloaded. The same happens when i try to download using the browser by clicking the “Duimon-Mega-Bezel-Potato_v1.1.7.0.zip)”

I know this hasn’t updated recently but can you check what is going on there, in-case is something wrong on my end. :slightly_smiling_face:

Thank you in advance and for ALL of the hard work all those years, your graphics look just AMAZING!

You are welcome, and thank you for the kind words!

I just successfully performed both methods.

A quick google search implies it might be a memory issue on your end.

Try using the "<> Code" >> "Download ZIP" method.

You may have to do some renaming if you want things to look as intended. (Remove “-master” from the file/folder name.)