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

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!

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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.

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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:

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

Getting pretty close. :wink:

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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.)

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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:

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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.

What preset are you using? I just tried Mega Man 7 on Mesen-S and He blinks like he is supposed to. (No invisibility)

Here are a couple of shots of the AG-500R set up in the shader.

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MBZ_0_SMOOTH-ADV.slangp

Edit: Damn I’m sorry, this has nothing to do with the shader, as soon as I disabled shaders I keep getting invisible when I get hurt, I don’t have any idea why

Edit²: SOLVED! I had to disable "Sync to Exact Content Framerate (G-Sync, FreeSync)

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Here is a shot of the Advanced AG-500R VCR Alternate preset, serving it’s intended purpose… watching vintage 4x3 video. :grin:

The ADV presets are integrated into my boilerplate. Lite, Potato, Standard, and DREZ still need to be created.

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All the presets, except the Potato, are integrated into my boilerplate.

More accurately, they WERE integrated. :wink: With the addition of a Decal layer and some parameter magic, I have created 16x9 presets for the versions with a control panel door.

I still need to go through and finish creating/integrating them. :innocent:

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Looks very cool, Duimon.

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On the game boy, the gridlines are a little strong for my liking, how can i turn them down, I’ve messed with several settings, and it doesn’t seem to make a difference and I prefer not to guess anymore.

I found another gameboy preset shader on the internet that I would like to match these settings in megabezel, I feel that it’s a little closer to how i remember the gameboy being, The shaders params in that preset, i feel, are very limited though.

The Mega Bezel preset uses the LCD-GRID shader as its base. LCD-GRID uses an RGB grid and it can’t be turned down. :frowning_face:

In the past the Mega Bezel used the Gameboy DMG preset as its base, but it became problematic. I think @HyperspaceMadness has plans to integrate @kokoko3k’s pixel shader sometime in the future.

If you want something that both looks more like the original Gameboy, and has a lot of parameter choices, I recommend trying the Gameboy preset in my koko-aio preset pack. It uses the same graphic as the Mega Bezel pack and has the extra freedom.

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Thanks for the reply, I checked out the koko-aio shader pack that you had mentioned and ran into different issues (part of it may be my ignorance) but it seems like much tinkering would be needed to achieve the look…but I did find where i was able to reduce the grid image. If the DMG preset is going to be implemented with this pack i think it’d like to stay with it. The screenshot below is where i landed.

On a different note. Is there a way to change the color of the game boy color…color instead of the forest green?

I also would like to change the hue color of the sega genesis bezel as well…the reddish bezel looks kinda cool, but i think it ultimately clashes with the overlay.