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

The issue is that you saved a “Full” preset instead of a “Simple” one.

If you know the base preset that you started with, you can add its path as a reference to this code…

GAMMA_INPUT = "1.850000"
gamma_out = "1.850000"
post_br = "1.500000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "50.000000"
HSM_ASPECT_RATIO_MODE = "4.000000"
HSM_ASPECT_RATIO_EXPLICIT = "1.330000"
HSM_NON_INTEGER_SCALE_OFFSET = "113.500000"
HSM_SCANLINE_DIRECTION = "1.000000"
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "600.000000"
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "30.000000"
HSM_CURVATURE_MODE = "3.000000"
HSM_CRT_CURVATURE_SCALE = "75.000000"
SGPT_BLEND_OPTION = "1.000000"
HSM_SCALEFX_ON = "1.000000"
mask_bloom = "0.300000"
shadowMask = "1.000000"
masksize = "0.000000"

…that I extracted from your file.

Here is an example.

#reference "shaders_slang/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp"
GAMMA_INPUT = "1.850000"
gamma_out = "1.850000"
post_br = "1.500000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "50.000000"
HSM_ASPECT_RATIO_MODE = "4.000000"
HSM_ASPECT_RATIO_EXPLICIT = "1.330000"
HSM_NON_INTEGER_SCALE_OFFSET = "113.500000"
HSM_SCANLINE_DIRECTION = "1.000000"
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "600.000000"
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "30.000000"
HSM_CURVATURE_MODE = "3.000000"
HSM_CRT_CURVATURE_SCALE = "75.000000"
SGPT_BLEND_OPTION = "1.000000"
HSM_SCALEFX_ON = "1.000000"
mask_bloom = "0.300000"
shadowMask = "1.000000"
masksize = "0.000000"

I used the SMOOTH-ADV base preset.


That will get the shader up and running.

For the “underwhelming”, I will assume it is mostly color related. You can fine tune that in the “Grade” section of the shader parameters.

IMO, anything that does that will eliminate the scanlines, which would change the flavor of the experience for the worse.

Big thanks, Duimon! You really nailed it by fixing the shader to match the recent update (even the AI just kept pointing out path errors… not exactly helpful). In the end, it was just a few lines, but same result—funny, I remember spending quite a bit of time on it back then… when all it really took was MBZ__0__SMOOTH-ADV.slangp .

Anyway, you totally handled that issue!

As for improving the graphics and smoothing out the edges of the scenery and characters so the pixelation isn’t so harsh—the CRT filter is still a solid option. Maybe in all the available presets, there’s one that makes it feel less like I’m playing on a mess of pixels… Still gotta dig around a bit. Unless there are HD texture mods out there? But I kinda doubt it.

Thanks for everything!

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Any and all shaders are failing to apply.

[WARN] [Shaders]: Could not read shader preset in #reference line: "C:\Games\Retroarch\shaders\shaders_slang\bezel\shaders_slang\bezel\Mega_Bezel\Presets\Base_CRT_Presets\MBZ__3__STD__GDV-MINI.slangp".
[WARN] [Shaders]: Could not read root preset: "C:\Games\Retroarch\shaders\shaders_slang\bezel\Mega_Bezel_Packs\Duimon-Mega-Bezel\Presets\Lite\Nintendo_GBA\GBA-[STD]-[Guest-Mini]-[Bezel]-[Night].slangp".
[ERROR] [Vulkan]: Failed to create preset: "C:\Games\Retroarch\shaders\shaders_slang\bezel\Mega_Bezel_Packs\Duimon-Mega-Bezel\Presets\Lite\Nintendo_GBA\GBA-[STD]-[Guest-Mini]-[Bezel]-[Night].slangp".
[ERROR] [Vulkan]: Failed to create filter chain: "C:\Games\Retroarch\shaders\shaders_slang\bezel\Mega_Bezel_Packs\Duimon-Mega-Bezel\Presets\Lite\Nintendo_GBA\GBA-[STD]-[Guest-Mini]-[Bezel]-[Night].slangp". Falling back to stock.

[WARN] [Shaders]: Could not read shader preset in #reference line: "C:\Games\Retroarch\shaders\shaders_slang\bezel\shaders_slang\bezel\Mega_Bezel\Presets\Base_CRT_Presets\MBZ__1__ADV__GDV.slangp".
[WARN] [Shaders]: Could not read root preset: "C:\Games\Retroarch\shaders\shaders_slang\bezel\Mega_Bezel_Packs\Duimon-Mega-Bezel\Presets\Advanced\Nintendo_GBA\GBA-[ADV]-[Guest]-[Bezel]-[Night].slangp".
[ERROR] [Vulkan]: Failed to create preset: "C:\Games\Retroarch\shaders\shaders_slang\bezel\Mega_Bezel_Packs\Duimon-Mega-Bezel\Presets\Advanced\Nintendo_GBA\GBA-[ADV]-[Guest]-[Bezel]-[Night].slangp".
[ERROR] [Vulkan]: Failed to create filter chain: "C:\Games\Retroarch\shaders\shaders_slang\bezel\Mega_Bezel_Packs\Duimon-Mega-Bezel\Presets\Advanced\Nintendo_GBA\GBA-[ADV]-[Guest]-[Bezel]-[Night].slangp". Falling back to stock.

This path should be…

Retroarch\shaders\Mega_Bezel_Packs\Duimon-Mega-Bezel

You need to move the “Mega_Bezel_Packs” folder into the root shaders folder.

PACK 7 is out. The presets can now be done.

PM isn’t working for me. That’s why I posted it here.

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Hi @Duimon is there a line to add in the preset file, like for background images (BackgroundImage = “image,png”) to add the night and led overlays? Could you tell me what it is?

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There are several image layers, here is a mostly complete list.

BackgroundImage
BackgroundVertImage
CabinetGlassImage
DecalImage
DeviceImage
DeviceVertImage
DeviceLEDImage
FrameTextureImage
IntroImage
* LEDImage
* NightLightingImage
* NightLightingImage2
ReflectionMaskImage
ScreenPlacementImage
TopLayerImage
TubeDiffuseImage
TubeColoredGelImage
TubeStaticReflectionImage

I’ve marked the images you mentioned.

1 Like

Thanks really appreciate it!

Hi HyperspaceMadness, I hope your fine.

I got the same problem as him, I tried your solutions and changed driver from Vulkan to GL and GLCORE and didn’t worked for me like it worked for him, I swear I tried so much stuff and I could swear it worked with Vulkan at some point in the past, but now I can’t make it work. I just want to play Game Gear with Dulmon Bezel + Shadder.

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If you are using Vulkan or GLCORE, slang shaders should be visible. If they aren’t, first make sure you restart Retroarch after you change the driver, then double check after restart that the driver is indeed Vulkan or GLCORE.

It could be that some global override is keeping it on GL.

Oh yeah, that is it! worked now!

It’s was you who made the bezel, right? absolute amazing, loved it!

Thank you very much!

2 Likes

Hey guys, why the Wii game shows Black Border on screen? Is it supposed to be like this even in real hardware? If yes, are there somehow I can increase the borders of the bezel to make it cover the black part?

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The Wii was capable of displaying both 4x3 and 16x9 aspect ratio. Not all games support 16x9. (Or the widescreen hack in core settings)

In this case the Wii will display the game with black bars.

I have 16x9 forced on this preset. If you use the “Cropping” parameters to get rid of the black bars, the game will be stretched and not look correct.

One solution would be to set the core settings to display 4x3, save a game override, and use my 4x3 preset.

Personally, I play all my Wii and Gamecube games in 4x3 to eliminate this issue. Here is how it looks for me. (Using one of my 4x3 presets.)

At this point you could use the cropping parameters to get rid of the top and bottom bars and save a game preset.

One more point…

When asking a support question, please give the name of the rom you are trying to run, it took me a bit to puzzle this out. :grin:

Thanks for answer, I’ll try it.

Sorry for not share the .iso I was playing, I’ll try to not forget it next time.

1 Like

Looky here everyone!

I have a new WIP to show you.

The Panasonic AG-500R.

There is an awful lot of work to be done, but I like how it’s coming together. :grin:

5 Likes

Here is tonight’s update on the AG-500R.

Getting pretty close. :wink:

3 Likes

Almost done here.

I did my usual OCD pass. I found some highly detailed shots that gave me some needed info.

Here is a shot that shows that the glass covering the bezel doesn’t fit snug with the chassis front and uses two mounting notches across the top. The inner bezel has an outer channel to accommodate this.

Along the bottom edge is a magnet and spring assembly.

If you look closely at both shots, you can see both the glass edge and the edge of the inner bezel.


I did a fair bit of R&D for this graphic.

One of the issues I had was that a lot of the shots available on the interwebs are for the AG-500 (AG-500-E?)

The AG-500R has some distinct differences.

Besides the logo on the video controls panel, it also lacks an ON/OFF symbol by the power button. (It also uses a different style line to connect the button and LED.

image

Also, the tracking controls had a pair of suspiciously LED-like objects that are not on the 500R.

image


Besides tracking down the differences, I made a few special color choices.

Apparently, the buttons were made from an ABS that yellowed over time. For the sake of contrast, I kept a small bit of yellowing where appropriate. For the blue and green, I tried to guess the original color.


I will have several versions of this preset. One with the PLAY, TAPE, and tape counter LEDs on, one with them off, and two of the same with an open (Yet to be created.) video controls panel.


After this bit of work is done, I have to create the presets and integrate them into the boilerplate.

Next on my list is a surprisingly complex Soviet television that should be quite a challenge. (I’ll keep its’ identity a secret for now.)

7 Likes

Here is a shot without the video controls panel door.

The vast majority of pics and videos of this TV show it missing the door, so I chose that route. :innocent:

I think this is fairly complete. Now I just need to resize the canvas, add a drop shadow, do a few exports, set it up in the shader, and integrate it into my boilerplate. :wink:

7 Likes

That thing is crazy. I don’t remember ever seeing one.

Hey guys, I’m playing Mega Man 7 on SNES but I realized that when I took damage, instead of fast blinking, Mega Man gets “invisible” until he stops blinking, I guess I could solve stuff like this adding some ghost effect like mGBA does or reducing LCD responsiveness like handheld shader does, but I can’t figure out what can I do on this CRT case, Mesen for Super Nintendo does not give any option for ghosting in core options, and I searched for anything to change screen responsiveness in shader parameters, but couldn’t find it there either.

Are there something I can do? This is a annoying problem in boss fights when I need fast response to move Mega Man in a safe place to avoid next attack, but can’t predict where he is because he gets invisible at the same time it takes the knock back of the damage.