@Duimon, could you add a Panasonic AG-500R to your tv graphic list.
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.
I played some of my first video games on one of those. Enchanted Scepters might have been the first.
I would like to copy your custom hsv overrides in these screenshots, if you please.
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.
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. 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.
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.
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.
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.
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.)
Thank you for the info, I had successfully manage to download the pack later this afternoon using the Git method from my other pc.
Sorry for the inconvenience
I am using the C64 Dreams project that uses Launchbox and would like to change the default bezels that it uses to the duimon’s bezels. If anyone here is also using C64 Dreams and has done this, I would appreciate if someone can explain how to do this. Thanks in advance.
Don’t know exactly, but C64 Dreams uses a custom configured instance of Retroarch, so what you could probably do is set up Duimon’s shaders in this custom version of Retroarch, load a game, change the shader preset from C64 Dreams’ to Duimon’s and save the preset.
how do you use the overrides_shader in your shader because someone in discord wants to have some ntsc options & base mega bezel crt shaders does not have those the professorbraun_shadowmask_ntsc & professorbraun_slotmask_ntsc.params
There is a detailed guide here, make sure to change the base preset to a ntsc variety. (Read this guide for info on changing the base if the instructions in the preset comments aren’t clear enough.)
FYI those params files don’t add anything to the shader, they are just tweaks to existing parameters.
My thanks again to @ProfessorBraun for sharing them.