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

The issue with the MAME-[ADV]-[Guest] is an incorrect reference. (And a missing file to reference to.)

Something must have dropped through the cracks when I did the wildcard update.

I must have fixed it locally so my tests didn’t show the error. You can change the aspect ratio parameter to “Auto” for now but I am in the middle of adding wildcards to this and some other presets to eliminate the need for any “BackgroundVertImage” or “DeviceVertImage” in my presets.

Because of the expected, more involved changes, I won’t be simply updating this parameter myself.

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AH, fair enough, glad it wasn’t me doing something wrong!

I will leave it on the 2010 preset for now until you update it :slight_smile:

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Welcome to the Forum!! :grin:

The second shot is from my Bezel Project Pack.

If you have followed the installation instructions, you appear to have installed the Bezel Project in an existing installation instead of a temp installation.

If you aren’t using my Pack, I highly suggest to try it.

You need to turn OFF "On-Screen Overlays in the RA “On-Screen Display” settings.

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I just forgot to put complete in scaling everything works great

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I’m going to try to create quite a few bezels, really great job

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duimon mega bezel fails to load

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We’ll need a bit more information than that my friend. :grin:

Please, a log would be the most important piece of info, but Retroarch version, shader version, and which preset/presets you were trying to load as well.

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hey all, just wondering if there’s a way to make all the text appear correctly, looks like the top and bottom lines of pixels are missing. As always thanks for your time and for all that you guys do. So this has to do with rendering height and width in retroarch mame options, not sure if it’s correct but fixed this with setting alternate rendering to on and choosing a larger resolution.

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Sounds like you are using the MAME core. Try the dedicated watara core.

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awesome dude, thanks i didn’t know this core existed, for anyone else it’s called potator,

looks better now, thanks again :+1:

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@Duimon Hey man, I have been getting my hands dirty since you last helped me and I have comeback to A) praise your work. Your work is phenomenal, I cannot stop toying around with your shader presets. and B) I got the idea of have a custom splash akin to your Duimon_OSD.png file for each system I am emulating. However I cannot seem to figure out which file to edit to tell it to grab the custom png (3DS_Duimon_OSD.png). I found the “On”, “Off”, “Default On”, and “On no image” param files, made a copy of “on.params”>renamed it to 3ds_on.params>opened it in VS Code>edited line 19 to the the intro image, using the exact naming for the 3ds logo/splash I made, yet when I start a game, I get absolutely no splash whatsoever, even after reverting back to normal. I am currently using the “3DS-[ADV]-[Guest].slangp” preset. So, can you please enlighten me on what I am missing?

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I get no splash image either, just the static intro.

When I load the preset and look at the parameters I see no setting that should interfere. Weird!

It could be something on HSM’s end. @HyperspaceMadness what do you think sir?

Otherwise… your methods are sound and should work for every other system.

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So you get the static but no logo image shown?

Did it originally show the Mega Bezel logo?

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I think so, at least I assume it did.

I just loaded your 3DS variation, saved a core preset and loaded content again. Static but no logo.

The NDS preset shows a logo so I’m unsure why this would not.

Personally I don’t like intros on such small screens and disable them on some of the smallest, but this is weird.

Hey man, @Duimon and @HyperspaceMadness. I appreciate both of you taking time out of your day to talk with me and see what my issue could be and helping troubleshoot this issue. You guys rock! Also, I apologize for the delayed response. I am on bass-ackwards sleep schedule, work overnights while trying to sleep during the day and that is compounded by me being a full-time single father so needless to say, time is a luxury for me most of the…well…time.

Ok so to start off Duimon, my take away from this is that I am on the correct path for creating custom splash screens, I just happened to pick the one system that is having issue. Am I correct in assuming so? Oh, and I agree with your sentiment with smaller screens but using the hybrid preset looks great and then using custom textures for some of the games, it is just like playing a home console on my 4k TV. Seriously, it looks so damn beautiful in combination with the LCD Grid shader(a custom preset I made).

Next, to answer your question HyperspaceMadness, no, it never showed the splash logo to begin with but I figured that perhaps the was set to use the “on_no_image.params”, so I tried backing that up and renaming my modded “on.params” to on_no_image" and it still wouldn’t display a splash.

I feel it is prudent to mention that I am a total noob to the world of RetroArch, shaders, presets and whatnot and that I am just poking around so I can get a solid grasp the entire structuring of the code and file structure of the Mega Bezel Project before using the 60fps gifs. If successful, I would like to release this to the community as an add-on pack to yours and HSM’s work and as a loving “thank you” to all of the guys and you and HSM, for your tireless and seemingly endless hours of hard work.

My ultimate goal isn’t to just use a static png for the splash. I was initially testing my theory out, that I can have a custom splash without harming or ruining the original files and once I got it working. I was going to test out to emulating the console experience using a 60fps gif that has the tv on animation with the electron beam firing up that transitions to tv static then the screen turning black showing AV1 in the top left corner in the same green text that you are using then the console’s bios/system startup and finally launching the game. I am sure this is an extremely lofty and overly ambitious goal. So, at the very least, if I can use a gif, I will use it to emulate the console’s startup before the game loads.

Anyhow, I have been waffling on long enough and will give this a go with another system in a bit, once I am finished with my start of the shift duties.

That is a no go. :frowning_face: There is no animated GIF support in Retroarch. We have tossed around a few solution ideas for the future, such as sprite sheets.

I get it, I raised my children alone for 13 years.

A bit of advice if I may… the PC will always be there later, your time with your children is passing. Looking back I regret the time lost more than anything.

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Well that’s it, I have already published my work, I hope you don’t mind if I leave the link here Duimon.

https://forums.libretro.com/t/akuma22-mega-bezel-arcade-mame-and-systems-presets/42818

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It is much more than OK to post here.

I have added your thread to the list of esteemed members in the first post.

BTW. The list is alphabetical, so you are at the top. :grin:

Also. . . I love your logo. :star_struck:

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I had thought about asking you to put me on but then I thought that decision was yours.

Thank you so much :smile:

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Duimon_MB_Logo

* * * The Duimon-Mega-Bezel repo and release are updated to v1.1.5.0. * * *

The Potato repo is also updated.

Changes:

  • Eliminated BackgroundVertImage and DeviceVertImage using wildcards to future proof eventual changes in the shader.

  • Added Watara Supervision Bezel preset.

  • Due to unfortunate core behavior, the wildcards have been removed from the Atari Lynx presets. Horizontal, vertical, and vertical 270 presets have been created in their place.

  • Potato BackgroundVertImage references still exist for current compatibility but will eventually be ignored by the shader.

The link to the current releases are in the first post. Installation/Update instructions are near the end of the second.


The Duimon-BigPEmu repo and release are updated to v1.1.0.0.

Changes:

  • Updated presets to include No-Reflect and Potato versions.

To insure compatibility when recompiling, the required version of the Mega Bezel and Royale blurs have been included in the source folder.

The link to the current release is in the first post.


Many of these updates and additions are a couple of months old and in progress while I have been recovering. Please bear with me if I missed something or made a few mistakes. :innocent:

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