You really can’t stop, right?! thanks for these nice new udpates!
Well I could… but I won’t.
Creating the missing elements of cropped handhelds has been on the to do list for years now. The recent talks about ultrawide Potato presets made this the perfect time to get it done.
I was just playing a little GBA goodness.
I wanted to clarify that, like the old preset, the layers are separated so the “Device” layer color parameters can be changed.
For the best results use the “Colorize” parameter and a frugal amount of gamma adjustment.
Can’t wait for this update. Been playing a few GBA games and would love to recreate the pink GBA i had growing up.
The current GBA preset also lets you control the color.
Here is a WIP of the new Atari Lynx graphic.
This system is really weird. Aside from all the strange edges etc, it is not symmetrical from top to bottom.
To make things easier on myself I am making it symmetrical anyway.
Here’s another WIP.
The D-Pad is done. That is one funky D-Pad.
It will never be perfect, but I think it’s pretty good. I had done some work on the little buttons, but I did a bit more to try and bring them up to my current standards.
About the only thing I am not going to touch is the glass. (Glass is hard. ) I like what I did before and I don’t really think I could do better.
It’s getting pretty close.
I’m thinking I won’t redo the vertical presets. They are based on my old graphic, with some custom elements. If the user wants, although the light won’t be perfect, they can rotate this whole thing with parameters.
I will do the alternate Lynx after I finish this one.
Edit: I just noticed that my second artboard is not centered with my first. This means that the Lynx isn’t rendering in the center. (It is too high.)
That has been fixed.
Edit 2: Here is peek at what the new default preset will look like. (Absent a few still missing details.)
The screen will be a little smaller, but there is off screen stuff that will show in ultrawide or when scaled.
One last WIP for today.
This should be done. I will sleep on it and take a look with fresh eyes after work tomorrow. It still needs my customary drop shadow.
The funkiness of the system didn’t stop with the D-Pad. The action buttons just had to get larger and wider than the D-Pad. Plus the outside buttons square off and almost meet the edge seam.
It’s like the designers knew I would be doing this someday and just wanted to get in a good laugh.
I did an OCD pass.
Changes:
- Updated the artboard so it had a 16:9 ratio to match the backgrounds in my pack.
- Changed to color of the text and logo to more accurately match my reference photos.
- The outside action buttons aren’t supposed to “almost” meet the edge seam, they exactly meet it. That has been fixed.
- I changed the center shading in the action buttons to 90 degrees. (They had suffered when I rotated the buttons.)
- Misc. general tweaks like 1px Gaussian blur where it was needed to give my usual raster look.
I will work on getting it set up with the shader next.
The basic preset construction is done.
I had enough image layers so the main body, the lynx logo, the “POWER” text, the LED, the Atari logo, and the glass reflection, are all on separate layers.
If a user wanted to, they could scale and move the needed layers to exactly replicate the old preset. (If they found the new screen size too small.) I may add a local override to do just that.
Next I need to integrate it into my boilerplate.
Got to take it 1 step at a time.
Are you going to release all the redesigned handhelds at once @Duimon?
Yes I am, there aren’t very many horizontally cropped systems. After the Lynx alternate there is only the SEGA Game Gear.
I will probably do the vertically cropped Game Boy and GBC but that can wait until after I get the 21:9 ultrawide Potato presets done.
I actually did the Game Boy a few years ago but I’m not using the newest version in the current preset.
The new Lynx is integrated into my boilerplate and local branch.
I did include a local override to try and recreate the scale and positioning of the old preset.
To make it happen I had to add in an LCD override section near the end of the boilerplate.
I hesitate to add the lines to every preset but I probably will, along with some comment modification along the way. (The updates to the handheld presets will allow for more of this type of tweaking.)
This means that every preset will be touched in some way with the update. It won’t effect any saved core, game etc. presets.
More on this LCD override topic.
Right now the local and global overrides are geared towards CRT systems, with comments urging users to not use them outside of the “bezel” style presets.
If @HyperspaceMadness ever chooses to integrate @kokoko3k’s LCD and dot matrix emulation into the Mega Bezel there will be a lot more customizing that can be done with the LCD presets.
At such a time there would be some weighty changes to my boilerplate to accommodate the new flexibility.
Yeah, I am hoping to do that at some point, probably after V2 is done…
We have nothing but time my friend.
Since we both went v1.0.0.0 I have approached this whole thing with a much more relaxed attitude. (Boy things were crazy for the 6 months before that. )
When I do graphics now I do them in bit’s and unhurried pieces. I think the time spent between sessions provides unforced inspiration, and the constantly fresh set of eyes makes for higher quality results. (It is also nice to have free time for some RL.)
By using your assets @Duimon , I made these background images of the Nintendo handhelds for my 19.5:9 phone. What do you think? I know the layout doesn’t match how the devices actually look, but I liked filling the screen on the sides without cropping buttons or such. As a beginner, I’m sure you, being a master, could do much, much better. It might be an idea for an alternative redesign of the handhelds you’ll create.
My presets will be the same as the 16:9 but the background wallpaper (Usually a brown or blue canvas) will fill the screen. It is what happens automatically in the Mega Bezel.
The only handhelds I am redesigning are ones that are horizontally cropped and don’t play nice with auto ultrawide.
You did a fair job of using the raster assets. My work is all vector so I can just move, scale, etc. the individual pieces as I see fit. I also never lose the ability to change colors, stroke width, shading etc. Nothing is raster until I render it.
Any idea as to what I can do to eliminate bleed through of my desktop background (very faint)? I have tried changing bezel opacity to no effect, perhaps I have not found the correct toggle yet.
Welcome to the forum!
I have no idea what would be causing this.
If you turn the opacity of every layer to 0%, or turn off shaders completely, the background would be the black that Retroarch generates as a background.
My thought is that this has nothing to do with the shader, but some other Retroarch setting.
Every layer in the shader is produced by a shader pass using a frame buffer. These frame buffers shouldn’t even be aware of your desktop background.
I just tested with a black and white tiled desktop background and none of my Gameboy presets suffer from this on my system.
Some more info would be helpful.
Are you running in “Fullscreen Mode”, “Windowed Fullscreen Mode” or “Windowed Mode”?
If “Windowed”, is your window opacity set to 100?
What kind GPU are you using and maybe some other system specs.
Is your Mega Bezel version updated to the newest available?
What is your Retroarch version?
Yep searched high and low to try to find solution before resorting to posting, I am suspicious that it may be a retroarch setting as well.
Windows 10 gpu = nvidia 4070ti 555.99 retroarch = 1.19.1 Duimon Mega Bezel = v1.1.5.5
Update It was indeed a retroarch setting with windowed fullscreen opacity set a 99 Any attempt to change to 100 would crash, the solution was a new retroarch install. Looks proper now.