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

Hey Duimon, love your work I have your (no curve) night bezel for every console now. However reason I’m messaging would you be able to do an Alt PlayStation 2 bezel as the ratio seems off? It perfectly aligns with the glass MB shader but not the standard as it’s just slightly off, see attached image hopefully you can see the issue and also I hope it’s not a problem my end but as all other bezels have been perfect I don’t think so and it would seem the ps2 with the MB shader (non-glass) has slightly smaller dimensions:

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Welcome to the forum, and thank you for the kind words!

The “no_curve” are overlays, meant to be used with other shaders, not the Mega Bezel.

If you want to use the Mega Bezel I would suggest setting a global “Graphics” override in my pack and enable the “batocera_nocurve.params” in the file referenced by this line in my presets.

#reference "../../../zzz_global_params/Graphics/user.params"

user.params

// DUIMON MEGA BEZEL GRAPHICS AND PRESETS | https://duimon.github.io/Gallery-Guides/ | [email protected]
// SOME RIGHTS RESERVED - RELEASED UNDER CC BY NC ND LICENSE https://creativecommons.org/licenses/by-nc-nd/4.0/deed
// ----------------------------------------------------------------------------------------------------------------

// GLOBAL GRAPHGICS :: BEZEL
// Custom Parameters specific to the [Bezel] presets.
// ----------------------------------------------------------------------------------------------------------------


//#reference "/params/batocera.params"
//#reference "/params/batocera_nocurve.params"  <<< remove // from the beginning of this line
//#reference "/params/batocera_hud.params"

You can just edit the one file and all the “Bezel” presets will change.

You can read my “Boilerplate_Introduction.md” guide for more info.

Here is a sample of the change.

If you have never installed my Mega Bezel pack, the installation instructions are in the second post of this thread.

You will also have to disable overlays in RetroArch. In the end your life will be a lot easier. :grin:

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But I lose the bezel with those shaders

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The easiest way to using my pack with “Variation” presets, is to take advantage of my “Params” folder. This folder contains presets that have no reference to a base preset. The basic steps are as follows…

  1. Open the Variation preset and save a core preset.

  2. Navigate to the config folder and rename the preset. (e.g. Mupen64Plus-Next.slangp >>> Mupen64Plus-Next_1.slangp

  3. Load a preset from my pack. (e.g. N64-[ADV]-[Guest]-[Bezel]-[Night].slangp) and save a core preset.

Open the newest core preset in a text editor.

Mupen64Plus-Next.slangp

#reference ":/shaders/Mega_Bezel_Packs/Duimon-Mega-Bezel/Presets/Advanced/Nintendo_N64/N64-[ADV]-[Guest]-[Bezel].slangp"

Edit the path, changing “/Presets/” to “/Params/” and “.slangp” to “.params”.

Mupen64Plus-Next.slangp

#reference ":/shaders/Mega_Bezel_Packs/Duimon-Mega-Bezel/Params/Advanced/Nintendo_N64/N64-[ADV]-[Guest]-[Bezel].params"

Copy the contents of this file to the clipboard and open the first core preset. (The one we renamed.)

Paste the contents of the clipboard as a second reference.

Mupen64Plus-Next_1.slangp

#reference ":/shaders/shaders_slang/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_4_Super-Smooth.slangp"

#reference ":/shaders/Mega_Bezel_Packs/Duimon-Mega-Bezel/Params/Advanced/Nintendo_N64/N64-[ADV]-[Guest]-[Bezel].params"

Delete the new core preset and rename the first back to the original name.

You now have a core preset using my pack and a “Variation” base preset.

Feel free to load the preset, make changes, and save a new core preset.

  • Note that when you make changes and save a new core preset, the second reference will be replaced with parameters and image paths, converting the multiple reference preset into a simple preset.

Presets in the same “Class” can be selected by modifying my presets. (As detailed in my Boilerplate Introduction guide.) Additional guides give more information, and other methods for using alternative or community presets.

I will be adding the instruction in this post to a new guide… Params_Folder_Basics.md

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Apologies for my previous post, I found the correct settings from help in the MegaBezel forum. All sorted now for FB-NEO as below

1942 - Vertical

1944 - Horizontal

However both MAME cores I use 2003+ & Current don’t seem to use the vertical graphic and default to Horizontal causing the vertical games to strech as below

This doesn’t happen if I use the default ADV MegaBezel preset with these cores. Any thoughts?

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Make sure you have the rotation in the MAME core set to “Internal”.

“Libretro” or “None” may work using the default but mine is set up to use a specific wildcard/rotation-detection.

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I think it’s a problem with the MAME-[ADV]-[Guest].slangp

I’ve just tried to other presets (Cab / Cab - No Tilt) and the MAME 2010 variants and they all work as expected, in both 2003+ & Current cores. So for now I’m using the default 2010 preset.

I did notice that the 2010 preset had this setting

// DEVICE :: SCALING #reference “…/…/…/res/scale/MAME/$CORE-REQ-ROT$.params”

Whereas the “non-working” preset has

// DEVICE :: SCALING #reference “…/…/…/res/bezel/bezel.params”

The first uses “Libretro” rotation, which is the default unless the core has an option to change it, like MAME Current.

The second doesn’t need a wildcard because it uses “Internal” rotation and the Mega Bezel has always supported that.

The wildcards are a new way of handling non-MAME Current rotation methods that used to need separate presets.

Just to be clear. If you use the regular MAME preset with any core other than MAME Current, the rotation will not work.

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I’ve just done an update of my MAME-Current core and I now have the Rotation option which I didn’t previously and the regular preset now works with that core (although I need to leave the rotation to default of Libreto as changing it to Internal rotates it 90 degrees!)

So for clarity I should carry on using the 2010 preset for MAME 2003+ ?

Oddly though the CAB versions of the regular preset worked even before I updated the core which is confusing as they don’t have the variable in either.

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Something is still set wrong, because “Internal” should give the correct behavior on MAME Current.

Are you using the current (V1.14.0_2023-04-15) version of the Mega Bezel?

It may be that @HyperspaceMadness has core detection wildcards ($CORE$) set up for MAME 2003+. In my tests any of the presets work just fine for any MAME core.

Hey, I am somewhat new to RA, I know my way around it (albeit not effortlessly) and absolutely love this pack of bezels and shaders. Unfortunately, I am running into an issue no matter the slangp I pick. When I try loading a preset, it causes RA to lock up for aboyt 45 seconds then gives a message saying it failed to apply. I am not sure if this is an issue with RA, my computer or user error. Any suggestions would be greatly appreciated.

I am running the vulkan driver before anybody asks and my computer is an i7 7700, 32gb ram, gtx 1080ti fe and RA is being ran from an m.2 to avoid as much bottleneck and overhead as possible.

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Which core are you using?

Could you please post a log so we can see what’s going on.

How to play PS2 with Shop ClockworkPi uConsole Kit RPI-CM4 Lite | ClockworkPi?

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Welcome to the forum.

While I’m not sure this is the place to ask, the RPI-CM4 is, essentially, a Raspberry Pi 4.

While I have seen the Orange Pi 5 do PS2 I don’t think you will have much success trying it on a Pi 4.

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Sorry for the delayed response. I have a migraine and have been avoiding screentime. I am using the MAME core. I have both MAME 2016 and the most current version of MAME (0.258 at the time of writing). Ok, so after typing out an extremely long-winded response here, I re-read your comment and checked the logs folder, it was empty, so I turned it on and ran it again to log the error. Well, after looking over the log, I saw what was happening. Somehow the driver was changed back to dx12, I switched it to vulkan>restarted RA>loaded the game>loaded the tigercom shader and it worked but now, the border is displaying in 4:3 on my 4k tv. :confused:

Edit: so I kinda figured out my issue to get it to show fullscreen for my tiger gamecom games. It looks great in fullscreen. Now I am trying to get 3ds setup and though I got it working, it defaulted to the 4:3 format and, I am not seeing the layout that I saw in a screenshot, which I am struggling to even find now and I saw it yesterday. ugh. lol

Edit 2: Found the layout, I was picking the wrong one. User error :sweat_smile:. Ok so I am getting my head wrapped around what I am doing wrong, so my final question is, how do I add the lcd grid to the “3DS-[ADV]-[Guest]” preset? I like the lcd grid of “3DS_Vertical-[ADV]-[LCD-GRID]-[Integer]” and love the layout and bezel of “3DS-[ADV]-[Guest]”. I tried appending “lcd-grid-v2” (not sure if this is a default shader but I really liked the slight “rainbowing” of the lcd screen this shader does as it is really close to the way a 3ds looks IRL, I used that shader before I tried your pack) but it looks bad. :confused:

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You can use the same method I detailed in this post.

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Thanks @Duimon. Just to confirm I did a fresh install, latest MAME current core, latest Mega Bezel and latest build of your Bezel

MAME 2003+ with MAME_2010-[ADV]-[Guest] works as expected

MAME - Current with rotation set to internal and using MAME-[ADV]-[Guest] doesn’t work (stretches horizontally). It does the same if I set ti to Libreto too but I expected that after your explanation above.

My only solution at the moment is to use to MAME_2010-[ADV]-[Guest] preset with the current core which works whether it’s set to Libreto or Internal.

As an aside, are there any advantages to using internal rotation over libreto in the current core (i,e. what am I missing using the MAME_2010-[ADV]-[Guest] with current?

I tested before I posted and had no issues at all. I’ll test again but I don’t expect different results.

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Well, I continue with mine, trying and trying, I have been touching the “Alternate Renderer” option to increase the internal resolution, when the option is disabled there is no problem, you can see the scanlines and everything, if I activate the option and increase the resolution the scanlines disappear, Obviously, it is logical that at a higher resolution the lines should disappear, in fact it seems like a good thing to me and for vector games I recommend activating it because it looks better.

Here is a sample of Williams’ Robotron.

Alternate Renderer disabled

Alternate Renderer Enabled

With the option activated, since the scanlines are not shown, everything looks clearer and sharper.

The truth is that I had never considered using bezels and shaders without scanlines but it is another possibility that anyone who wants can use.

Regarding my work, I’m working on it, I have discovered graphic errors in the vertical graphics that’s why I wanted to test, I can’t give an exact date when I will publish it but it’s almost there :+1:

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Thank you for (patiently) referring me to the instructions/documentation. I am sure you have to do this a lot. So I apologize for being lazy. I am going to do a fresh install of RA and install your pack. I have way too many configs and edits from too long ago for me to feel confident about my setup. I have a crap load of bezels I had setup that pale in comparison to yours and Soqueroeu’s packs and so many systems that it is more prudent to start anew. So I can really dig in and acclimate myself to RA in a way I haven’t done prior.

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