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

PSP graphic is upsidedown in Logo folder for presets. Is this intentional? Because it’s the way some 3d cores render frames but even tho I’m still getting upsidedown result in RetroArch.

Initial shader preset load;

Then tried -Vertical Flip- parameter but this time I’ve got game screen upsidedown :upside_down_face:

After rotating the graphic by 180 in a image editor and flipping it horizontally I’ve got this;

Tweaked -Position Offset Y- parameter to place the game screen to the middle.

Am I missing a parameter again on shader preset to make it more straightforward?

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Yeah, the PSP is a little freaky.

This is exactly why I have the graphic upside down, unlike the other cores the “Flip” parameter also turns the screen upside down.

It should just work. I haven’t tried it with the new shader or RA. What versions are you using for this test?

Edit: Apparently this is fixed in the 1.9.1 RA so my graphic can be normalized. In addition, in the new shader there are separate parameters for the veiwport flip and screen flip, so things like this can be handled gracefully. :grin:

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Great then! Once the new HSM shaders and your updated presets come into play we’re all good :metal:

I always use latest nightly builds, btw. I actually have Steam version installed and keep applying RetroArch_update from buildbot :grin:

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I am about 50% done with my Standard DrVenom prsets. The advanced will take a while longer because I have to separate some backgrounds and export the handhelds with transparency.

I will also have a “Backgrounds” folder with a few 4K backgrounds to choose from. (Things like paint, plaster, stucco, brick, canvas, etc.)

It’s too bad we don’t have an HSV on the background to change the color of the paint. :wink:

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Take your time and don’t burn yourself out. I personally still having a blast with what we currently have thanks to you and HyperspaceMadness :pray:

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Speaking of HSV adjustments.

I also have to generate new base graphics for some systems, (The GBC and Naomi for example.) that will utilize the HSV on the Bezel Image layer to change the color of the console.

This is going to be awesome! :partying_face:

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OK folks. My standard presets are in the repo. The repo readme:


HSM Reflection Shader Graphics Presets

These are presets for the graphics I have created for HSM’s Mega Bezel Reflection Shader.

They are compatible with v0.9.00 of the shader and, barring some unforeseen complication, should remain compatible with future versions. They use the “Logo” versions of my graphics.

The path to the graphics has changed from …Retroarch/overlays/bezel/Logo" to “…Retroarch/overlays/bezel/Duimon/Logo” to allow other artists graphics to be in the same path.

For now I have created presets for only the “Standard” base presets, most use the DrVenom CRT but some use the LCD.

These “Standard” presets use only the generated bezel and frame, with Vintage monitors and custom bezels, (With LEDs and other bling.) being reserved for my upcoming “Advanced” presets.

Other limitations include Decals not being scale-able. Please see HSM’s shader thread and the shader readme for more extensive information on the differences between the base shaders.

To keep installation simple and cohesive, I have archived the presets into a “Presets.zip”. Inside the zip you will find a “shaders” folder. Simply extract that folder onto your existing shaders folder and everything will be in the correct place.

Inside your shaders folder you will now see a “Duimon” folder. This folder contains the presets and can be moved anywhere you want as long as it is under the root Retroarch path, although I recommend leaving it where it is to make future updates painless.

Inside the “Duimon” folder you will find “Standard” and “Advanced” folders. For now only the Standard is populated.

These presets make use of the new Simple Presets feature in RA and new path syntax. This allows you to, for example, copy one of the presets into a core config folder and rename it to a core, game, or content directory preset. Please see RA documentation for information on these types of presets. You can also, of course, use the traditional method of creating these presets.

I have taken the liberty of creating game presets for the Vectrex games. They are in a “VecX” folder inside the “Standard” folder. Copy this folder to your config folder and, as long as your roms share the same names as the presets, they will automatically work. I have used the standard No-Intro naming convention. The Vectrex screen overlays provided are the standard available on the Libretro GitHub, with a few custom exceptions. They can be found on my GitHub in a “Vectrex_Overlays_Standard” folder and must share the same folder structure as my repo. (i.e. “Vectrex_Overlays_Standard” must be inside “Duimon” along side the “Logo” folder. For now they are 1080p and raster.

Knowing we have all levels of user experience, here is a visual reference to make things a bit more clear…

Here is a shot of the Vectrex in action.

I have increased the phosphor persistence, glow, and bloom, and eliminated scanlines to try and help simulate a vector display.

It is with great joy that I celebrate the new shader release with the release of my Vectrex graphic. I hope it brings you equal joy.

The advanced presets will be a much greater undertaking, and involve quite a bit of graphics wizardry. They will include a few fancy bling-filled vintage monitors, scale-able handhelds with independent backgrounds, (I will include a set of these you can choose from or you can use an image of your own.) a phosphor layer on vintage TVs, custom HDR derived screen reflections, color adjustable bodies on some handhelds and consoles. and many things I have yet to discover myself.

I anticipate a few growing pains. Please don’t hesitate to post on my forum thread when you run into problems or discover any mistakes I am sure I made.


Now to dive into the Advanced stuff! :partying_face:

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important

I have updated my presets and the 4 base presets are now safely hidden away inside the shaders_slang folder where accidental loading (And possible destruction. :crazy_face:) will be less likely. I apologize for any inconvenience.

The above post has been edited, omitting reference to them.

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This is an amazing release thanks for all your hard work and efforts! Congrats on your new milestone :trophy:

Like the new HSM shader release, your presets and graphics works alongside with old graphics and presets without necessity of overwriting files. Thanks for not using the same file / folder structures :relaxed:

About the Vectrex game presets, I couldn’t successfuly load them at first but after running plenty of debug tests and trial and errors, I finally found the issue that was causing RetroArch crash when I try to load a Vectrex game.

Since logs wasn’t helping to pinpoint the error I decided to try it on a clean version of RetroArch and it did load the Vectrex games presets and then checked the VecX.opt file inside \RetroArch\config\VecX directory and it turns out that my main RetroArch Vectrex core setting was set to be “Software” instead of “Hardware” so I’ve changed it to “Hardware” and viola!

My personal advise is that before you place Vectrex presets inside \RetroArch\config\VecX make sure Vectrex core settings in RetroArch Quick Menu > Options > Use Hardware Renderer option is set to “Hardware”.

Also note that Vectrex (vecx) core always picks glcore renderer.

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As an alternative, I don’t see any reason why the MAME core couldn’t be used. I think the roms would just have to be in a specifically named folder. (And perhaps named to SL standards.)

I was trying to scale up screen frame with non-integer scale parameter but it doesn’t scale decal logo along with frame. However, that is possible with previous presets.

Old preset with non-integer scale

New preset with non-integer scale

There is only two parameters under Standard Image Layers;

  • Top image opacity
  • Top extra image blend mode

Is there a specific parameter for it that I fail to see?

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No, actually this was removed.

The Advanced preset has lots of fancy scaling features in it.

But we can evaluate if some things should be moved back like scaling the decal, or scaling the top layer image so LEDs can be put on the frame.

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That would be really nice.

While you’re here @HyperspaceMadness, I was thinking the reflections on the frames looks a bit more reflective as you can see the Mode Selection text reflecting on top and cuts off quite harsh and makes it a bit distract the focus. I know it’s probably adjustable in parameters but imho the old one is a bit more convenient as a get go setting.

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Yeah I’ll take a look at what’s happening, this wasn’t on purpose, so I would like to adjust the default to be more similar to what it was originally.

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Yeah, there isn’t a Decal actually. I am using the Top Extra Image Layer. While I think that frame LEDs and Scale-able Decals are great. I don’t think they are essential.

I also think we need to maintain some feature distance.

Hello everyone. :grin:

The Presets.zip has been updated with the addition of the first Advanced preset, the Game Boy Color.

Here’s a shot of the Standard preset.

A shot of the Advanced preset.

And a shot of the Advanced preset scaled.

As you can see I have used the Bezel Image Layer HSV adjustment to color the handheld one of the more popular colors. You can change it to whatever color pleases you by adjusting this parameter. The image is actually a fairly saturated Yellow. Scaling is done by simply using the Non-integer Scale % parameter and Position Y parameter. Everything else follows the screen as it scales.

To avoid having to hunt and peck for graphics, all the graphics that aren’t shared by the Advanced and the Standard presets are in a “Logo_Advanced” folder. The background is a canvas background, (The first of many backgrounds to come.) and can be found in a “Backgrounds” folder. The graphics repo and HDD file structure is and will remain identical.

I will continue to update one at a time as I complete the presets so you don’t have to wait to try them. (At least the few that use a lot of advanced features.)

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I’m loving this preset. Thank you for the good work.

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@Diego Thank you! I may do some editing to this in the near future, a couple of things are bugging me. :innocent:


@Everyone

I have updated the Presets.zip.

I did some surgery on the GBA. The standard graphic has changed just a bit, most of the work was done on layer structure in the source so I could do something advanced with it.

There was at least one request for a different color version in the last year so although it didn’t make sense to add scaling, (It is already as zoomed in as it can be.) I did separate the body so we could do HSV adjustments on it.

Some shots…

Default…

With reduced Saturation & Brightness…

And some fun with increased Saturation and some Hue offset.

This can all be done by adjusting the Bezel Image Layer parameters.

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Looking at this I think maybe I should set it up so it can be scaled. I shall do so very soon. :grin:

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Presets.zip update. GBA can now scale. :grin:

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