Wow thx, I’ll try that out soon =)
How do I change from green screen to pocket grayish on GB? How do I change the green casing on the GBC to another color?
You will need to edit the preset. Here is an example using my Gameboy-[STD]-[LCD-GRID].slangp
preset file.
Change this line… (In the // DEVICE :: CRT
section.)
#reference "../../../res/crt/GB.params"
…to this.
//#reference "../../../res/crt/GB.params"
Commenting it out and nullifying the reference.
That will give you this.
Then use a core that has internal palettes to get the color you want.
That is a bit easier. If we look at the image layers we can see that the body is the Device layer.
The raw image actually looks like this. (Without the black background.)
I have used the Device layer’s HSV parameters to change the color.
You can do the same.
Here are some device/case color overrides you can copy paste into your slangp files:
// BEZEL
// ----------------------------------------------------------------------------------------------------------------
HSM_BZL_COLOR_VALUE = "14.000000"
// DEVICE
// ----------------------------------------------------------------------------------------------------------------
HSM_DEVICE_COLORIZE_ON = "1.000000"
HSM_DEVICE_HUE = "235.0"
HSM_DEVICE_SATURATION = "185.0"
HSM_DEVICE_BRIGHTNESS = "100.0"
// DEVICE
// ----------------------------------------------------------------------------------------------------------------
HSM_DEVICE_COLORIZE_ON = "1.000000"
HSM_DEVICE_HUE = "1.000000"
HSM_DEVICE_SATURATION = "194.000000"
HSM_DEVICE_BRIGHTNESS = "170.000000"
HSM_DEVICE_GAMMA = "0.960000"
// DEVICE
// ----------------------------------------------------------------------------------------------------------------
HSM_DEVICE_COLORIZE_ON = "1.000000"
HSM_DEVICE_HUE = "32.000000"
HSM_DEVICE_SATURATION = "197.000000"
HSM_DEVICE_BRIGHTNESS = "185.000000"
// DEVICE
// ----------------------------------------------------------------------------------------------------------------
HSM_DEVICE_COLORIZE_ON = "1.000000"
HSM_DEVICE_HUE = "264.0"
HSM_DEVICE_SATURATION = "130.000000"
HSM_DEVICE_BRIGHTNESS = "100.000000"
// DEVICE
// ----------------------------------------------------------------------------------------------------------------
HSM_DEVICE_COLORIZE_ON = "1.000000"
HSM_DEVICE_HUE = "225.0"
HSM_DEVICE_SATURATION = "43.000000"
HSM_DEVICE_BRIGHTNESS = "65.000000"
// DEVICE
// ----------------------------------------------------------------------------------------------------------------
HSM_DEVICE_COLORIZE_ON = "1.000000"
HSM_DEVICE_HUE = "10.000000"
HSM_DEVICE_SATURATION = "198.000000"
HSM_DEVICE_BRIGHTNESS = "180.000000"
// DEVICE
// ----------------------------------------------------------------------------------------------------------------
HSM_DEVICE_COLORIZE_ON = "1.000000"
HSM_DEVICE_HUE = "355.0"
HSM_DEVICE_SATURATION = "177.0"
HSM_DEVICE_BRIGHTNESS = "200.0"
HSM_DEVICE_GAMMA = "1.20"
And these are the same as Duimon showed you above for reference sake:
— Green —
// DEVICE
// ----------------------------------------------------------------------------------------------------------------
HSM_DEVICE_COLORIZE_ON = "1.000000"
HSM_DEVICE_HUE = "116.000000"
HSM_DEVICE_SATURATION = "126.000000"
HSM_DEVICE_BRIGHTNESS = "36.000000"
— Cyan (default image) —
// DEVICE
// ----------------------------------------------------------------------------------------------------------------
HSM_DEVICE_COLORIZE_ON = "0.000000"
HSM_DEVICE_HUE = "0.000000"
HSM_DEVICE_SATURATION = "100.000000"
HSM_DEVICE_BRIGHTNESS = "100.000000"
I also have some for Gameboy Advance if you want.
A more elegant way of doing it would be to create a PARAMS file containing these changes and add it to the local override section…
// LCD GRAPHICS :: OVERRIDES
…using the // GRAPHICS :: OVERRIDES
just above it as a path and method template, taking advantage of the “Boilerplate” design.
Alternatively, you could save a CORE, GAME, or CONTENT DIRECTORY preset and paste the values in there.
Throwing my two cents in:
To get the Game Boy Pocket color just comment out the GB.params as recommended by Duimon and using a Core that can set Game Boy Palette to Game Boy Pocket, ie mGBA.
I have created a topic specifically for changing colors of Duimon’s work. The settings can put in a slangp file and put in Duimon’s override folder.
#reference "../../Duimon-Mega-Bezel/Presets/Standard/Nintendo_Game_Boy_Color/GBC-[STD]-[LCD-GRID].slangp"
HSM_NON_INTEGER_SCALE = "48.370000"
HSM_DEVICE_HUE = "249.000000"
HSM_DEVICE_SATURATION = "100.000000"
HSM_DEVICE_BRIGHTNESS = "100.000000"
How can I move the game image to the left? I can adjust a bunch of settings in Video > Effect Options but for the life of me I cannot find anything to just slightly move the entire game screen slightly left.
I’ve tried adjusting so many things in there and have moved and re positioned various things but I cannot for the life of me figure this out within BigPEmu.
Thanks
I really need help with the potato version of duimon mega bezels, my pc can’t handle the regular version so i use potato. however, there is a problem. I cannot flip my core image , and when i flip my viewport it flips the shader and the screen, leaving my game either flipped or with backwards shaders. How can i fix this?
Please… what core and which rom?
Ahh… sorry I forgot to say about that
I’m having these issues with the dolpin, swanstation and mupen64 cores (there may be more but these are the ones i’m using). Is there any other information i need to give?
I am having the same issues using glcore. I don’t remember the flip core image not working… I think it is supposed to work… so I am unsure what the issue is.
I am going to revert to an earlier version of RA to see if it is a new issue.
Alright, update me if you ever figure out a fix
As a temporary fix, if you have any image editing skills, you could just flip the background image of whichever preset you pick.
There was a time, back in the early days of the Mega Bezel, when this was the only fix available.
BTW, this is only needed if you are using the glcore video driver. The cores you motioned should be all able to use the Vulkan driver. (If you’ve got Mupen configured correctly.)
I did some digging. This looks like a bug that has been around for a while and just got missed. I don’t know if @HyperspaceMadness will have the time in the near future to provide a fix.
The most recent version that works correctly (The Potato Core Image Flipping works and is independent from Viewport Flip.) is Mega_Bezel_V1.13.0_2023-03-19.zip
.
Go to the Mega Bezel GitHub release page here and download that version.
Any changes since then will most likely not affect the Potato presets.
Thank you so so much, this message is delayed as i still need approval to send messages, i just wanted to say you are awesome
ahh yes, when i change my video driver to something else the problem is fixed. thank you sm for ur help
Maybe I’m not seeing it but I can’t find the EU Sega Mega Drive (model 1) that doesn’t have the red on it.
Nope. There were several variations I could choose from, and I chose one.
Counting the Genesis and Mege Drive variations, and the 32x and CD with the same Mega Drive variations… I have created more graphics for the “Mega Drive” than any other system.
But none without the red.
If you look at my bezel colors though, it is easy to see that I like the red. (Which is why I chose it.)
Yep I noticed the red hahaha
No worries, not complaining at all there’s so much in your pack that I’m more than happy! I’ve been enjoying your work since I recently discovered them.
Hey everyone!
Just a heads up to any artists here who have a current Adobe CC subscription.
This was just shipped to my doorstep.
The Logitech MX Creative Console.
It retails for ~$200 and includes 3 free months of Adobe CC, even for current subscribers.
Adobe CC = ~@60 per month… 3 x $60 = $180… so I paid $20 plus taxes. ($16.00)
Just in case you’ve been thinking about getting one.