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

It looks like if you are using a saved “Full” preset from “Mega_Bezel_V1.13.0_2023-03-19.zip” and loading it in the current “Mega_Bezel_V1.14.0_2023-04-15.zip” version, this will happen.

I’m not sure why it would happen using my presets and saved simple presets.

It has something to do with the text pass.

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Forgive the late response, I was doing chores.

When I experienced the problem, I had “Mega_Bezel_V1.14.0_2023-04-15” already installed. I still manually un-installed/re-installed that though. The only component actually updated in my case was your Duimon pack (from whatever May’s version was to today’s).

I do use my own saved presets for all my platforms. I’ve been saving them since the start of the year. Not sure if they’re “Full” though. Typically I load one of the Duimon ones, tweak a bunch of values, then save it with “save shader preset as” in the Shader menu.

I’ll keep your lastest post in mind if I come across the problem again. And after tomorrow, I can do any tests if you’d like to use my setup as a guinea pig!

When you are doing this, make sure the top setting “Simple Presets” is enabled.

This will give you a saved preset that looks like this…

#reference "Mega_Bezel_Packs/Duimon-Mega-Bezel/Presets/Standard/Acorn_Archimedes/Archimedes-[STD]-[Guest]-[Bezel].slangp"
shadowMask = "7.000000"
masksize = "2.000000"
masksizeautothreshold = "2100.000000"
maskstr = "0.275000"
mcut = "1.150000"
maskboost = "1.100000"
maskDark = "0.550000"
maskLight = "1.450000"
mshift = "0.500000"
mask_layout = "1.000000"
mask_gamma = "2.450000"
slotmask = "0.050000"

…instead of this snippet.

shaders = "31"
shader0 = "shaders_slang/bezel/Mega_Bezel/shaders/base/add-params-all.slang"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "CorePass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
shader1 = "shaders_slang/bezel/Mega_Bezel/shaders/base/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "DerezedPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/bezel/Mega_Bezel/shaders/base/add-negative-crop-area.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "NegativeCropAddedPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "true"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/bezel/Mega_Bezel/shaders/base/cache-info-all-params.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "InfoCachePass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/bezel/Mega_Bezel/shaders/base/text-std.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "TextPass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/bezel/Mega_Bezel/shaders/base/intro.slang"

The mega Bezel is very complex. When HSM makes changes he may make changes to the individual slang files in the shader passes.

A full preset will load the new slang and it may be, in the very least, out of the new intended order. Or it could be significantly different from the old slang file but use the same file name.

This is the exact reason that @HyperspaceMadness added the “Simple Presets” feature into Retroarch. :grin:

If you run into the same issue again, please post the contents of the preset you are using. It may give clues to what is going on.

If it turns out you are using “Full” presets. Take a look at the “Params_02_Community_Derived_Params” guide (In the Guides folder within my distribution or on GitHub.) for some instruction on converting a full preset into a simple one.

This will save you the time of having to recreate your custom changes.

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Good morning @Duimon, based on what you said…I can confirm all my presets were “Simple”.

If you see the screenshot below, they all follow that same format of “#reference” to your original “slangp” file…then a dozen or so tweaks of individual values.

So in my case, I don’t think it was an issue of “Full” presets.

If it happens again, I will report back to troubleshoot and get to the root of the issue.

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I’m inclined to agree with you. There was a fair bit of optimizing done, and a lot of restructuring from what I can tell, between 1.13 and 1.14. You probably had a jumbled mix of files from both versions.

Although the Mega Bezel can be updated using the “Update Slang Shaders” menu item, I strongly recommend deleting the “shaders/bezel/Mega_Bezel” folder and updating from the GitHub release.

The update feature can leave a lot of garbage in it’s wake. :frowning_face: I have fixed a few issues by deleting my entire “shaders_slang” folder before using the “Update Slang Shaders” feature.

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I know I do this every year, but I am so grateful for all your hard work @HyperspaceMadness @Duimon. Usually I say thanks and feel like I’ve said enough to convey my gratitude, but with this project I feel I can’t say it enough. I appreciate all the time you guys spent on all this, for what it’s worth i feel i should say it means alot to me to re-play these games that remind me of a simpler time in such a grand fashion. Thank You.

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Guys, I discovered this mega bezel universe a few days ago and I’m impressed with the result. I wanted to thank everyone involved.

I would like to ask a question I tried to download the Mega Bezel package in the Nintendo Switch Retroarch but I was unsuccessful I noticed that in the video options there is only GL and Switch is there any way to run it?

Thank you all

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Welcome to the forum!

The shader requires glcore or Vulkan. If they aren’t an option then no. :frowning_face:

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I understand thank you very much

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FWIW, Wikipedia lists Nintendo Switch as supporting Vulkan.

https://en.wikipedia.org/wiki/Vulkan

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Hello! I’d like to suggest adding a simulation preset for Watara Supervision TV-Link. It was a device that allowed Watara Supervision to connect to TV, basically like Super Game Boy. It had only one border and only one pallette.

Osman Celimli has exctracted exact data from TV-Link’s chip and posted it in his Twitter. It’s a 256x256 bitmap, of which leftmost 240x200 is used as a border. It also stores the pallette (that dirt in the bottom left corner): #000000, #004855, #0091AA, #FFFFFF. By default, the palette is inverted, i.e. lightest color on Supervision is black on TV and vice versa.

Frame_pallette

Also, when 240*200 picture is shown on TV, it looks distorted, as the original has a 6:5 aspect ratio.

For example, thet’s how Dream World looks on emulator:

And that’s how it shows on TV-Link (photo from AtariAge):

I guess, the TV-Link preset should be able to do the following:

  1. Control aspect ratio (6:5 or 4:3)
  2. Make an option to use “non-inverted” pallette (where white is white and black is black). Here’s how it might look (picture from AtariAge):

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I think this is a great idea.

A preset for each shouldn’t be an issue.

Palette will have to be controlled by the core. The Mega Bezel has no “Invert” parameter.

Some quick and dirty shots.

Of course there is the question about what to use as a background.

I will be out of commission for a few weeks for surgery on my arm. I will get to it ASAP.

3 Likes

It might be possible to use the palette in the image as a LUT. I’ll do some testing.

Edit: I cut the palette and flipped it horizontally to invert it, here is what we get.

Since the palette is only 4 colors, it might take some magic that I am unaware of to get it to work correctly as a lut, but it IS inverted. :grin:

So… I took the “inv-trinitron-lut.png” from the guest luts.

loaded my 4 color palette into GIMP and converted it to indexed color, which makes the palette available.

Then I loaded the guest lut and converted it to indexed color using the first palette.

Then I made an inverted copy by rotating the image 180 degrees.

Normal.

Inverted.

I think I want to see what happens if I use dithering during the color conversion.

If anyone has any ideas on converting a 4 color palette to a lut I would welcome the input.

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So I redid the color conversion using dithering. Then applied a Gaussian blur.

Normal.

Inverted.

I think it looks pretty good. :grin:

Of course we still have all the Grade parameters to tweak it with.

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wow i really like this one i do play my n64DD roms with retroarch and i wonder can you make N64DD bezel/overlay thanks

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From second post in the thread. :wink:

The following is a new list, all of which I consider optional systems. After I take a break from new graphics to accomplish other related tasks, I will make a plan for the future.


RA Cores


  • 64DD
  • Amiga 1000
  • Amiga 2000
  • Amiga 4000T
  • fds
  • MSX 2+
  • MSX Turbo R
  • NEC TurboDuo
  • Satallaview
  • Sharp C1 (Famicom Alternate)
  • Sharp 14G-SF1 (Super Famicom Alternate)

MAME Software Lists


  • APF M1000/Imagination Machine
  • Bandai RX-78 Gundam
  • Bandai Super NoteClub
  • Bandai Super Vision 8000
  • Casio PV-2000
  • Epoch Game Pocket Computer
  • IBM PCjr
  • M&D Monon Color
  • Mattel Aquarius
  • Nintendo Family Basic
  • NEC PC-6001
  • PDP VG Pocket (Max)
  • Phillips VG-5000
  • RCA Studio II
  • Sharp MZ-2500
  • Sord M5
  • Timetop Gameking
  • Ultimate Products Zone

Thanks to everyone for the feedback and requests over the last three years! Your input means a great deal to me!

TBH though, even after I recover from my imminent surgery, I have quite a few things that will take priority over this list.

Do not be disheartened, the original project took three years. :grin:

I will complete the new list eventually.

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I had some concerns with the blurred lut, so I loaded it and converted it into a 16 color indexed image. Then I repeated my earlier steps with guest.r’s lut.

My main concern was the lack of a distinct line between frames. This has been addressed.

Inverted…

While it has more colors than the real thing, I think it looks really good!

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Sounds great Keep the good work

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I have some good news!

I just met with a surgeon, and he is not recommending surgery.

To be clear, he is not recommending “rushing” into surgery.

I have a significant tear in my bicep tendon but he wants to give it a chance to heal on it’s own.

If it goes well I should feel fairly normal in only 6 weeks, when we will get back together and discuss things.

Physical therapy and exercise should seal the deal.

14 Likes