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

                           * ***Game Park GP32****

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With @Duimon doing all these graphics, I have found that there are more systems than I thought, a lot more.

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Yes, there are a lot

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I will be doing the GP32 and the Tiger game .com next… I haven’t decided which to do first… they both look fun. :wink:

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The tube shadow was turned on in the presets that use my Game Boy method.

It wasn’t added until after I developed the method, isn’t really intended for non-CRT systems, and I have a shadow baked into my diffuse layer. (Similar to the Game Boy DMG shader.)

So I went in and turned it off. :innocent:

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Here is a WIP on the next graphic.

I decided on the GP32. :grin:

I am designing this with the intent that we can change the color of the body with parameters. (Hence the bright, saturated yellow.)

The final preset will have the color changed to a default very light gray.

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Looking at color possibilities already :wink:

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Here is a look at the Final GP32.

When this is in the repo, I highly recommend leaving the “Colorize” on in the HSV Device Layer settings.

There is a lot going on and without it I can’t guarentee your display will match the color gamut of my display.

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it looks super cute!!! :grinning: What emulator does GP32 in RetroArch use?

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GP32 games can be played with MAME

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you have the rom set gp32? i have in format .smc

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Yeah the GP32 games are in smc format. They are best to be zipped for use with RetroArch.

Check out [Guide] Play Non-Arcade systems with MAME or MESS if you haven’t gotten the GP32 setup for the MAME Core yet.

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Update on the GP32.

I am not happy with the way my highlights disappear when the color is changed. I may go through the effort of darkening up all the yellows so that saturation isn’t the only deference between the normal color and the highlights.

It could take a lot of work. :frowning_face:

It may also not be successful, so I will make the changes on a working copy.

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I tried something different.

I put my highlights on the Top Extra Layer so I have some control over them.

I still need to mask out the LED area, but I think it will work. We can also adjust it’s opacity when night mode is on.

It actually looks pretty slick! :grin:

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OK… I spent some serious time on this. It may have actually been more difficult than simply darkening the yellow, but in the end it looks correct. There was a lot of strange masking I had to figure out. :grin:

It works in Night mode, but since the night mode ignores the Top Layer if it is in Add blending mode, I had to lower the opacity to 3%.

Coloring the device works as expected. I had to mirror the Device HSV parameters to the Top layer.

I think I am happy. :partying_face:

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Hmm, I don’t think that the top layer is ignored if it is in add mode, I think the night lighting is applied to the image which would make the highlight less prominent…

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I’m fairly certain that instead of adding an ambient multiplier to the Top Image, you just set it to not apply the night to it when it was in Add mode. (I think so we could use it as another LED layer.)

Here is a shot with the transparency not set.

Totally not affected by the night layer. :upside_down_face:

BTW, the Top layer is below the CRT and Glass layer. If you were wondering. :wink:

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Hmm, sounds like I should add some parameters here to adjust how much night lighting gets applied…

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Something like opacity?

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Yeah, basically a 0-100 amount of how much the night lighting the top layer received

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