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

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.

Fantastic Job!

A+++, even the improvements make it worthwhile! The PSOne sucked compared to the “FAT” Models (just like every PlayStation “Slim” Line), but that screen was ingenious (especially for us kids who’ve only had “One TV” in the house)

While I’m here, I’d like to post a link to a bunch of High Quality Phillips CRT TV Renders I posted a while back (but never saw used):

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While using images as content doesn’t fit into my mission statement. I’m sure other members of the community will be glad to have them for their projects. Very nice!

I am planning on doing a series of vintage TVs down the road a ways. If you run across a favorite vintage, please post a pic.

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I would really appreciate more vintage TVs done by you!

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Here’s an idea of what I can do with a high quality seamless texture as a background.

It does increase the file size quite a bit. I’ll have to play around and see if the format of the imported image improves it.

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I know this isn’t the scope of this thread nor Retroarch’s really, at least it wasn’t in the beginning, but overlays became its own thing for years now, people like you and so many others that deal with shaders and overlays. It would be really nice to evolve this aspect in Retroarch, giving artists more tools and freedom to create layered overlays, like the background for your last overlay, it would be really nice to be able to switch it on the fly, so the user would decide what fits better, much like shaders that can be switched back and forth. Seeing that overlays were specifically meant for touch devices, it’s amazing how it’s being used for graphical overlays for years, if this became more user friendly, not needing to “fit” the video to the borders, etc,etc, that would be a dream.

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This is well within the scope of this thread. :grin:

I am doing these first and foremost for HSMs shader, although I do RA standard overlay versions for most.

Since we are using the shader, after the next shader update, all graphics that do not fill the screen themselves, (And require a background.) will have the background separated from the rest of the graphic using layers. If you scroll up to the Vectrex shot you will see that I have a custom background in most and the shader default Carbon Fiber in another.

This will also enable the user to scale the foreground independent of the background if they choose, using the parameters dialog.

For the graphic, all that needs to be done is a simple manual edit to the preset file.

Sometime in the future, (Fingers crossed.) @HyperspaceMadness may succeed in letting us browse for graphics from the shader parameters dialog.

So… wish granted. :wink:

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