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

I am afraid it is not possible to “let the core” do the rotation within the Mega Bezel.

I have done a “Book” standard overlay, (Only works with melondsds.) I just haven’t updated the repo yet.

My koko-aio pack has a book graphic (based on the overlay) that can function as a standard overlay.

There is a lot of discussion in the discord retroarch development channel about defining screen bounds and orientation in melondsds when a border shader is used. Not sure how they will handle d-pad rotation though, or when any new code will be finished.

There are a lot of systems on my to do list. (When I get back to it.) Any additions to finished systems will be a lower priority, if they happen at all.

Yes that’s what I thought about the original DS, time will tell then. Too bad for books but that’s no big deal.

Anyway, thanks for taking the time to answer my questions.

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All is not lost on the books. Defining screen boundaries is a new feature of melondsds. I haven’t messed with what is there now, but I think that over time it should solve all of these border shader issues.

When you have choosen and save a shader for the core, go to config and in the core folder (for ex : PUAE), edit the .slangp file (mine is PUAE.slangp)

Add :

HSM_INTRO_WHEN_TO_SHOW = "1.000000"
IntroImage = "../../Graphics/_Common/Duimon_OSD.png"

and change the path for your new logo (i’m not sure about the resolution you need, maybe @Duimon can speak about this)

Exemple :

Hope it will help u :wink:

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What I would do is create an image that uses the native resolution of the system, and adjust it to fit the way you want.

Then add the parameter…

HSM_INTRO_LOGO_HEIGHT = "0.000000"

…to those @oneshout listed above. (It uses the original image resolution.)

Keep in mind that any internal upscaling will essentially shrink the image with this setting.

That being said, it is the easiest way to make sure it does what you want.

The main caveat with the intro image is its location in the shader chain. It will display at the game resolution, so even if you use a high-resolution image, and play with the size parameter to get it to fit, it will look low res.

I’m not positive it isn’t worth trying a high res image though, my intent was to emulate the OSD of a CRT TV.

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Bro. Sexy. Thank you! I’ll give it a try. Is there a way to add logic for multi-core systems? like sega genesis and SNES and Super Famicom?

It’s not the worst…a little fuzzy though

I have this setting HSM_INTRO_LOGO_HEIGHT = “30.000000”

And the image is 639x221 px

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Hey @Duimon

I have a question and was hoping you might be able to help me out.

Now that ShaderGlass is available on Steam, we can finally use your awesome presets with standalone emulators. I’ve already tested them with Dolphin and Xemu. No issues at all there.

However, I’m running into trouble when trying to use the 3DS presets with standalone Citra forks, specifically Azahar (my new go-to for my dumped 3DS games).

The problem is that the two screens don’t line up correctly, and I think there are two main reasons:

  1. Screen stretching: Azahar doesn’t offer a setting to stretch the screens to the edges of my monitor (like RetroArch’s “Full” aspect ratio option). I worked around this by creating a custom aspect ratio in Azahar. It’s a bit tedious, but it does the job.
  2. Independent screen adjustments: Even with the custom aspect ratio, the screens still won’t align with your 3DS presets. I’ve tried tweaking some of the parameters your presets in ShaderGlass: I can get the top screen aligned, but there’s no option to adjust the bottom screen’s aspect ratio independently.

If you have any tips or know a workaround to make this work, I’d really appreciate it. I’d love to fully switch to Azahar since it supports NAND data from my real 3DS, allowing me to play online via Pretendo servers. But right now, the screen alignment is the only thing holding me back.

Thanks a lot, and have a great day!

I have a small question. When loading the enterprise 128 advanced preset I don’t see the graphics.

I just see a monitor. All my other presets work, but I configured them a long time ago. So I must be missing something? Enterprise is configured to run with Vulkan. I have the latest version of the bezel ( v1.1.7.0

never mind. I found it. Turns out I didn’t have the scale to FULL option set :smile:

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Can you post a full screen snapshot of the emulator running by itself, (With your custom aspect) so I can see what the emulator is putting out?

Edit: I played with it myself. For my 4k screen (3840 x 2160) this custom layout replicates what the shader expects. (Has to be full screen.)

The bottom screen is cropped 10% of the total screen width on each side.

I see no reason this shouldn’t work for ShaderGlass.

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Hey @Duimon,

thx so much for taking the time to answer. I played around with the settings myself a bit and came to the exact same values that you provided in your screenshot. Thank you for confirming that I set everything up as it should be:

Now, unfortunately, ShaderGlass puts out this result:

This has nothing to do with your shader preset.It seems that ShaderGlass lacks some of the functionality that this preset relies on, but I’m just guessing here.

If you know how to tweak things to make this work, I’d appreciate you sharing your expertise. Again, the 4:3 presets work just fine with ShaderGlass.

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Everything looks close. (The screens are positioned correctly vertically) You may need to play around with horizontal screen positions and/or split center position.

Dual screen presets can be finicky, but until you get it right, just don’t save a config.

The discrepancy may have something to do with not being able to detect the video card driver for wildcards.

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@Duimon,

this is the closest I have gotten:

I had to change these three settings, but it’s not perfect (and it’s worse when using the vertical preset where the screens have the same layout as the real 3DS. I’m pretty much unable to set the correct aspect ratio for the second screen):

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I’ll have to give it a try myself when I have the time. Any advice on parameters until then would only be a guess.

I may find some time tonight or tomorrow night. :wink:

If you want a guess, I would try 16:9 aspect on the first screen and “Same as 1st Screen” on the second. (Cropping takes care of the edges to make it appear a different aspect.)

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@Duimon,

as you can see in my previous post, these are the exact settings I used (top screen 16:9, bottom screen same as top). But this still results in both screens being too large and cut off (see screenshot). Also the bottom screen is out of proportion, but this is less visible with this preset.

Here is a screensot with a different 3DS preset, where you ca see the problem better. As you can see, even with 16:9, the top screen is still a bit too big, and the bottom screen is way too large.

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You can scale and position each screen independently, but I suspect it will take more tweaking than that. (I suspect that “Same as 1st” negates that. Oops. :innocent:)

I am a bit confused as to why this doesn’t work OTB.

I am quite busy ATM but I will try to get some time to test it myself.

Edit: It just occurred to me that PAR is probably the correct setting for the second screen, except that the shader get’s that info from Retroarch so it isn’t available here.

Given this, although for now I’m thinking it is still possible, I wouldn’t be surprised if dual screen presets with different aspect screens just doesn’t work.

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This is the correct answer.

The issue is with PAR being one of only two options. It appears that Shaderglass treats PAR as the full width of the screen.

Using 1.67 as the aspect ratio for the top screen, and “Same as 1st” for the second… then scaling the second… we can get this.

But it isn’t correct… the second screen should be 4x3, not 15:9 like the first.

Until such a time as @HyperspaceMadness adds an explicit aspect ratio for the second screen, this is as good as we can get.

Although not as good as the Mega Bezel (It uses my standard overlay) my koko-aio 3ds preset should work if you set the custom aspect ratio correctly.

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@Duimon

Thx so much for taking the time and confirming that what I’m trying to do is simply not possible right now. I’ll check out your settings and also the koko-aio 3ds preset. This may be good enough for me to just leave it for the time being.

Are there plans to add more options for the second screen? Maybe in the HSM 2.0 update?

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That would be a question for @HyperspaceMadness. There may well be a very good reason he didn’t add more options, or it could just be that they aren’t needed in Retroarch.

If adding them is possible, I’m not sure that letting Shaderglass define his roadmap is appropriate.

What I can tell you is that I’m sure he never considered the dual screen method " complete".

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