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

@Unparallell @HyperspaceMadness

I figured out the content directory override stuff. Apparently you can use the :/ syntax in configuration files too. :partying_face: (I included the overlay image path, the input_overlay_enable = "true" and the aspect_ratio_index = "0" in the override so it should be safe to use it any setup.)

I am also disabling the intro in the Hybrids, it looks pretty funky with the different aspect.

I’ll get the Playstation Hybrid preset uploaded and add some instructions for the override and stuff to the Preset guide ASAP. (Working on it as we speak)

BTW. I managed to get 4x internal resolution with the hybrid preset. (I didn’t try to go higher.)

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The Playstation Hybrid preset, support files, and changes to the README are all committed. I have duplicated my RA Overlays in the shader graphics repo to support these Hybrid presets, I also changed the Overlay-Hybrid folder structure to match the rest of the repo structure.

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Its is really beautiful! :heart_eyes:

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I just wanted to point out that the Atari 7800 preset fails to load. It is looking for a decal.png when one does not exist in the RetroArch\overlays\bezel\logo\Duimon folder.

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You’re right, :hushed: the 5200_Decal.png was also missing. They are missing no longer.

Thanks for the assist. :grin:

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I love this one!! Badass work!! Beautiful and the decals are exactly sized to not distract the player :star_struck:

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Thank you so much for doing this, much appreciated! :metal:

After digging some parameters, I’ve noticed that it doesn’t support non-integer scaling so I did use _3__SIMPLE__GUEST-DrVENOM as a HSM shader and applied some bezel size adjustments with non-integer scale and 2d curvature parameters to please my ultimate liking :relieved:

Afterwards, I took “Playstation” and “Playstation_Decal” graphics from Logo folder then merged them down and tweaked decal position to match with shader bezel. Also made a hole in the middle screen area to make a room for shader bezel. In the end, I used it as overlay on top of _3__SIMPLE__GUEST-DrVENOM shader and here is the initial result;

And here I tweaked some more and used Crop Overscan parameter to fit the game screen to bezel;

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Very nice!. You are becoming quite fluent in using the shaders. :star_struck:

Hopefully your results will let others know that they don’t have to be dependent on my presets, they can create there own, tweaked to their liking.

BTW. I have updated the CPC Monitor graphics, the power buttons and text were off center. I also added a bit of feathering to ease the transition into the generated frame.

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Thanks to you guys who made this possible from the beginning and also great support from you guys helped a lot :relaxed:

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Hi again, I did a custom preset with game specific stickers :star_struck:

Any idea what parameter makes the first image graphic darker versus my previous image post? Tried to find the culprit but with no luck :thinking:

https://forums.libretro.com/uploads/default/original/3X/7/8/783b3684f8a8fd7771aa521d1f22ffe3c031c377.jpeg

FYI;

  • I’m using “_3__SIMPLE__GUEST-DrVENOM” as a shader preset from previous release of HSM shaders,
  • Thanks to 'Simple Preset' option, I saved shader as a 'Game Preset',
  • Added custom graphic which has stickers, decal and led images path to simple preset as you can see below,

BackgroundImage = “:/overlays/bezel/Duimon/Logo/Playstation_Chrono-Cross.png”

TopLayerImage = “:/overlays/bezel/Duimon/Logo/Playstation_Decal.png”

LEDImage = “:/overlays/bezel/Duimon/Logo/Playstation_LED.png”

  • I guess “_3__SIMPLE__GUEST-DrVENOM” doesn’t support decals so it didn’t show up on top of bezel, so, as a workaround I made it overlay instead :grin: And for night mode, lowered opacity from 100 to 40 so it blends with night mode quite well.

Btw, @HyperspaceMadness do you think it is possible for RetroArch devs to expand the number of overlay use more than one? So we can place sticker images on screen. It would be great feature to have.

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Probably viewport vignette.

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Yes, thank you it was [BG Image] Vignette Opacity. I kinda like it actually.

I just wanted to point out that the parameter names are different between the old (from last August) and the new one. Is there a reason you want to use the old shader vs the new one?

If I haven’t already, I’m going to turn off the viewport vignette by default, it is definitely what you want when you have a regularly textured background, but when you have a custom graphic background like the ps1 it is rarely what you want.

I haven’t used overlays in a detailed way. One thing to mention is that the overlay feature was primarily created to create control overlays for touch screens, think buttons you can see and touch on the screen. Take a look at the overlays which come with Retroarch, this ability to add and place individual graphics may already be there.

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There are a few reason;

  • Decal logo images has individual layer system in new releases and it doesn’t follow bezel when I use non-integer scale which I do a lot :grin:

  • I guess the old shader bezel reflections looks a bit more pleasant to my personal taste by default.

  • My poor system also couldn’t benefit from new advanced fancy features. It locks to 50fps even on Pokemon Mini system and audio crackling follows :upside_down_face: Even with Standard shader I’m unable to use 2x internal resolution on PSX same with the old high tier shaders. So I’ve decided to stick with current setup instead of starting all over again which I just recently finished all system setup with old shader presets. Therefore even old shaders are still new to me :hugs:

Ah, you’re right maybe I need to load a PNG that contains at least two sticker as an overlay image and play around Horizontal/Vertical Separation and X/Y Offset values to place images around the screen. Thanks for the heads up, I’ll give it a try.

Thanks for explaining why you are using the older shader

So I’m bringing this back to the STANDARD preset

This is something I’m going to fix, I calibrated them to look like the old one, but then working on the new one they changed at some point, I just need to tweak them so they are like they were originally

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Man, I do feel bad now just because this brought you more work to do :slightly_frowning_face:

Thanks anyway for all your amazing work and effort up until today, same goes with @Duimon

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Here’s an Advanced preset WIP.

The NDS! :grin:

I reworked the source to make it one of the more popular colors. (Or close anyway, it was surprisingly difficult.)

I am using the Bezel Image Layer for the main body and buttons so it can be colored using the HSV parameters.

Lowering the Saturation and Value gives you something like the Standard preset.

Or you can go really light and get almost metallic looking.

(Although the logo gets a bit washed out. :frowning_face: I may put a thin outline around the white text.)

The logo, LEDS, and other details like text, are using the Cab Glass Layer.

I have the Standard buttons as the Decal layer and they can be partially transparent to darken the buttons, or fully opaque to look like the Standard. (If you switch to multiply blending mode you can make them black.)

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Are some missing graphics for systems coming after once Advanced presets will be finished? If so would you give priority to these two classic system :relieved:

  • ColecoVision
  • Commodore 64
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I’ll have to check past posts, I think I have fulfilled all the requests, so my request list is clear. I am still putting off any Commodore stuff until the end, in deference to @TheNamec and his set. I will put ColecoVision at the top. I have been looking forward to it since it has very much in common with the Intellivision. (So much that I’m wondering if it is a derivative in some way.)

Edit: I think I have actually committed to doing the WonderSwan Duo next. It will take some time because they have vertical games also and will require two graphics. (Although the B&W and the color have as much in common as the NGP & NGPC.) (And in all honesty I will just have to rotate and scale them. :upside_down_face:)

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WonderSwans would be great too :grin:

Any estimation for MSX/2, Odyssey2, Super Famicom Disc System, Virtual Boy :upside_down_face:

Thanks for mentioning about TheNamec, btw! I wasn’t aware of his works now I see why you haven’t included Amiga/Commodore 64 stuff which I’ve found it weird at first tbh. You’re indeed have a good reason.

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