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!
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!
OK folks. My standard presets are in the repo. The repo readme:
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!
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. ) will be less likely. I apologize for any inconvenience.
The above post has been edited, omitting reference to them.
This is an amazing release thanks for all your hard work and efforts! Congrats on your new milestone
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
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.
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;
Is there a specific parameter for it that I fail to see?
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.
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.
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.
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.
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.)
I’m loving this preset. Thank you for the good work.
@Diego
Thank you! I may do some editing to this in the near future, a couple of things are bugging me.
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.
Looking at this I think maybe I should set it up so it can be scaled. I shall do so very soon.
Another Advanced presets update. The SEGA Naomi!
Standard.
Advanced.
Here we are using the Bezel Image Layer for the main body of the cabinet, and it’s HSV parameters to change the color of the cabinet. The speakers are included in this image layer and will respond to any changes in brightness, but I don’t think it will be a real problem.
The background is separated and I took the liberty of using HSM’s awesome carbon fiber.
The bezel, cabinet sides, and Naomi Decal are using the Decal Layer.
I am also using Top Extra Layer for a drop shadow image, so it can be hidden if it looks wrong with a background you choose.
In your github repo in the new advanced GBA.slangp file the BackgroundImage line references GBA.png, not GBA_Background_Advanced.png
Naomi looks amazing
Thanks for the heads up. It is fixed.
Here’s a quick sample of the results of my trial run of the BASIC-BORDER-WITH-REFLECT base shader and my Hybrid graphics.
Essentially it looks the same as HSM’s normal shader, which is the point.
For those of you who are unfamiliar with my Hybrid graphics and the method for using them…
Normally we use the RA Video aspect of our monitors for HSM’s shader. Here I am using 4X3 instead of 16X9.
I have used the BASIC-BORDER-WITH-REFLECT preset and the “Use Image For Placement” parameter, to auto scale and position the screen on top of one of my RA Overlays. Then I loaded one of my Hybrid graphics, (Essentially the overlay image with no bezel, only the frame.) as an overlay. Since the shader handles all the screen placement, aspect ratio, and scale, we don’t need to do any of the normal configuring of RA when using an overlay.
After a little tweaking of the non-integer scale and bezel height + width, we have this.
We are also only rendering to a viewport that is 60% of the screen!
This enables the shader to run on fairly low-end hardware. I have had it running like a dream on a GTX 750 2GB.
Since this new method uses the BASIC-BORDER preset, it should provide even better performance than using the previous full shader.
My hope is that the auto placement by image will make it easier to use graphics that are not centered on the screen, and allow me to provide a more complete hybrid set of graphics.
Edit: I am committing to doing a set of Hybrid presets to support the Hybrid graphics.
This is awesome news. Such low demand easy to use presets is great for those of who keep low end hardware for emulation purpose and I know there is many of those people