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

Here’s a new WIP guys…

The Nintendo Pokemon Mini Handheld!

When I first started this I was planning on doing it opaque not translucent. @HyperspaceMadness suggested I give translucent a try. :grin: (There are a LOT of pieces to this puzzle. :astonished:)

I’m pretty satisfied with the graphic, I’m just trying to figure out how I am going to display it. This is my third, (Or fourth. :wink:) idea.

I am using the bleeding edge version of the shader to put the background over the bezel, (Like an overlay) and have the bezel set up a lot like the glass preset, with reflections turned down a bit.

I am using the DrVenom shader with scanlines and slot masks turned off, have the CRT screen set in add blending mode, and a green backdrop showing through. This allows me to get a different color of green since the palette is built-in on the pokemon mini core.

Here’s a night version using a custom Gel Layer image to give the screen a back-lit appearance.

This is fun!! :partying_face:

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:astonished: :astonished: :astonished: :astonished: :astonished:

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Oooh I like the glow feeling! :star_struck:

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I did some digging into the core settings for this and found that there are multiple palette options available, including a Black & White, and LED backlit options. (Which, frankly, look the same to me.)

Either way, I am going to play with it a bit more.

Hi Digitech; i was watching your post and wondering if there are a psd template for this mame arcade bezel… tks

Thank you for your kind words! :grin:

To be honest, it was tried during the WIP stage and shot down :frowning_face:

The end result was a product of a lot of trial, error, and feedback.

Welcome @oneshout!

This particular MAME bezel is still a WIP and hasn’t been released. I plan on spending some more time on it. :wink: When it is released the source will be included, although they are vector images so there will be a “*.AI” not “*.PSD”.

In the mean time there is alternative MAME artwork in my “Misc-Overlays-Borders-Bezels” repo under “Borders”

https://github.com/Duimon/Misc-Overlays-Borders-Bezels/tree/master/Borders

for the shader and “Overlays” for standard RA overlays. Source is also included in PSD form.

Keep in mind that most of the graphics on this page are intended for HSM’s shader and will require some learning on your part. If you’re inclined, do some reading in my GitHub and on this thread, and follow the link at the top to the shader feedback page for more info.

Have fun!

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Tks a lot @Duimon for the fast answer. i follow your work since the start and its’ really amazing. I’m using most of your work with Launchbox + RA I can say now i’m a fan :wink: Thanks again for the time you spend in.

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You mean the one i did for the TMNT arcade game?

no, the Mame arcade one but i 've got a fast answer from @Duimon :wink: Tks anyway @Digitech :wink:

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That’s amazing work, Duimon! Looks authentic.

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Thank you! (I think you’re referring to the Pokemon mini.)

In many ways the more obscure stuff is the most important to me, it brings this collection closer to completely inclusive, which is my goal.

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Yes I was. Great work!

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Hi @Duimon @HyperspaceMadness

I am struggling with making pixels (actual output emulator picture) sharp for DrVenom version of the shaders. So far I have found these:

[Sharpness] Horizontal Sharpness and [Sharpness] Subtractive Sharpness

However, there seems to be something else.

Could you guys please hint me what if there are some other parameters to make pixels as sharp as possible?

P.S. I use this as a starting point: hsm__MEGABEZEL__3__SIMPLE__GUEST-DrVENOM

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This is a good question, guest-dr-venom is a shader which mimics a crt, so smoothing is an expected result.

One thing we could do is a sort of fake resolution upscaling, I’ll test this out soon, but what I think would work is to increase the [CORE RES SAMPLING] parameters to a high number, perhaps 4 or more.

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@AnonymousAndy

Now you can play your favorite Playstation games on the 5" PSone LCD! :grin:

Still a WIP, I need to find some better sources. (The colors differ from one to the other. :frowning_face:) I am pretty happy with it though. :smile:

Also, there is a pesky LCD Grid bug that produces weird screen artifacts. (@HyperspaceMadness is adding it to his mile long TODO list. :wink:)

When the new shader is released, this one will be set up like a handheld and will be scalable.

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Now that’s what I call “filling gaps”, looking great. I believe you already checked the Evan Amos professional pictures? https://commons.m.wikimedia.org/wiki/User:Evan-Amos/VOGM/PSone

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Nope. :grin: Just what I needed. Thanks!

I did some work on this using the new reference images.

The colors are more accurate now. :grin: It’s not as white as the original because I found it distracting. :wink:

BTW. I have been unhappy with the textures i have been using for walls behind my graphics. (When they need them.)

How does everyone feel about me introducing high resolution raster images as backgrounds into my mission statement?

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Hi, thank you for the quick reply.

Unfortunately no luck for me.

Tried to play with those parameters, the scanlines gen more distinguished but overall picture sharpness did not get better.