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

Another handheld that is no longer cropped.

V.Smile

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The preset should look the same as the original.

While it was already working well in ultrawide, the drop shadow was a tiny bit cropped. This will also allow for more integer scale freedom.

I cannot speak for the accuracy of the elements that were off screen. I had all except for the bottom shadow created and masked but I was concentrating on the visible portions during development.

It should be fairly accurate. :innocent:

In addition, the Virtual Boy also doesn’t respond well to ultrawide mode. It is also another that I will elect to not do.

The Virtual Boy is quite possibly the most detailed graphic I have done… creating it was just crazy. :exploding_head:

Looking at the source I’m not even sure how I did it, I must really have been in a creative zone.

Here is a shot of the graphic in Adobe Illustrator.

And here is a shot with various clipping masks disabled.

The are literally 19 layered strokes making up the corner housing, and 130 distributed shape blends along paths making up the perforations in the foam padding.

I’m fairly certain I couldn’t repeat this if I tried.

In all honesty, my OCD will probably force me to at least try to mask the side bits of foam and create surrounding housing. :rofl: (Maybe eliminate the housing and just have the foam?)

We will see.

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Yep. :grin:

The new VB will look like this on a 21x9 screen.

Hopefully, removing the housing will increase immersion.

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Hey, wanna contact y’all again, since something happened and I couldn’t figure out what was that…

So, I’m using PSP shader for some while, and today I had serious problems booting up Killzone for whatever reason… Tried different graphic options, nothing was stable, except default settings. I even tried to save default settings as game specific config file and still was crashing to desktop. Then I decided to mess around with all my config, still had no success and ended up deleting all of them, and after that game finally started to boot up with majority of different graphic options combinations I’ve tested so far, but I noticed that now, even with highest settings enabled, suddenly I’m getting jugged edges everywhere like on screenshot below (unfortunately, I didn’t made any screenshots before deleting my config files to show exactly how it looked like)

Tried combining different slang shaders, but nothing smoothed these edges I’ve also seen fxaa option enabled in this shader’s parameters, but changing it to different (smaa+linear, for example), didn’t made much difference

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Turns out my previous instructions only apply to CRT systems.

Try editing the preset and replacing the top reference line with this…

#reference "../../../zzz_global_params/Base_Shader/STD_LCD_PASSTHROUGH.slangp"

If you are using highly increased internal resolution you really don’t need a screen shader.

You could also try editing the reference to point to my local override that references the XBR base preset…

#reference "./../../zzz_global_params/Local_Shader/STD_06.slangp"

Personally, I don’t see why it is so important to eliminate all pixelation. We are a “Retro” gaming community so I don’t understand the obsession people have with making the games we play look new.

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* * * The Duimon-Mega-Bezel repo and release are updated to v1.1.6.0. * * *

The Potato repo and release are also updated to v1.1.6.0.

The changes have also been migrated to the overlay repo.

Changes:

  • Updated horizontally cropped handheld graphics and presets to work with ultrawide screen aspects.

  • Updated vertically cropped handheld graphics and presets to enable integer scale and use on portrait screens.

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


Every preset was touched in some way with this update. If you are using the local or global override features, make sure to back up your changes before updating so they can be migrated to the new release.

Thank you in advance for any expected bug reports. :grin:


Time to start work on 21x9 Potato presets. :partying_face:

7 Likes

Thanks for your work. Just a small oddity: A few of them for example GB, GBC, NG Pocket Color, Game Gear are not screen centered vertically (the console body is too much to the right, the background is correclty filled with the grey tapestry on the left and right). I use 1920x1080 + Full screen scaling option and Integer scaling + rounded up integer scaling. With some other presets like Watara or PSP it is perfectly centered. With the old presets it was also centered on all systems. I need those settings because the screen of the console is bigger and that’s easier for my bad eyes.

I’m a bit confused.

and

say two different things.

Can you take a screenshot and post it so I can see what you see? (Press “F8” to get a GPU screenshot in the “Retroarch/screenshots” folder.)

This is what I see with the GBC.

And this is with Integer Scale. (Although I am on a 4K monitor so it will look different.)

AFAIK there is nothing besides the “X position” parameter that could move things to the right, and I only use that on the WonderSwan handheld. (I do use it on a few CRT presets.)

While this GBC screen is not centered “Vertically”, it never was. This just about perfectly recreates the original preset.

I also didn’t touch the NeoGeo Pocket Color.

Just a note about the new handheld presets.

Since the whole device is present, just outside the screen edges, you now have total freedom to use the screen size and position parameters to scale the game screen larger. (Or smaller as requested by users with very large TVs. :grin:)

Sorry with vertically i meant horizontally :grimacing: As you can see in the screenshots the consoles are too far to the right.

"screen size and position parameters " … Maybe this will solve my effect. I will play a little bit with it when I have time.

Nope. This has nothing to do with the shader or presets.

Where do you have integer scale enabled? It needs to be disabled in RetroArch and enabled in the shader. (If you want to use integer scale)

I would also check the RetroArch aspect ratio settings while one of the these is running, to verify you don’t have an override messing with things.

Thanks for the advice. Never touched those settings in the shader and thought RA would do it better by default. Strange that it worked with your old version so far.

Case closed

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Just wanna say, love this! Before I found this I loved the idea of bezels, but rarely used them since allot cut off sometimes huge parts of the screen (i didnt know you could adjust or move the display before) so often didnt use them. But i found mega bezels recently and fell in love and found yours and a few other packs and now almost all games i play with bezels! Even the psp, which was close enough to 16:9 that i never even considered playing with a bezel.

One question though: how do i change the color of the gameboy? I notice theres a few colors in the SS, but only one preset in the pack. I figure its a parameter, but cant seem to find the correct one to fiddle with

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Thank you. I love doing it! :grin:

I know what you mean. Nice art is worth sacrificing some screen real estate if you have a large screen. (I use a 32 inch monitor.) I also think something that reflects the original sysytem helps immersion. (But my opinion is obviously biased. :innocent:)

If you want to change the color, you’ll need to use the DMG-01 preset, it is the only Game Boy that is set up for that.

Once you are in the parameters dialog… press the letter “S” on your keyboard to search…

type

[ Device

…to get to the Device layer section. Then use the Hue, Saturation, and Value parameters. Gamma is also quite useful.

Various other elements can be adjusted using the appropriate layer. (Top, Decal, Glass, etc.)

Take a look at the images in this folder…

/Duimon-Mega-Bezel/Graphics/Nintendo_Game_Boy
Gameboy_DMG01_Decal_Alt.png
Gameboy_DMG01_Device.png
Gameboy_DMG01_Device_Alt.png
Gameboy_DMG01_Glass.png
Gameboy_DMG01_LED.png
Gameboy_DMG01_Top.png
Gameboy_DMG01_Top_Alt.png

… to get an idea of the layers. Viewing the image will show you what the layer contains.

If you want to get really creative… the background and ambient lighting (For the Night presets.) also have color parameters. :wink:

Good luck and happy gaming!

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@Duimon Arcade Cabinet doesn’t show the CRT Layer because Curvature Mode is set to 3. If the Tilt Angle is set to 0 or Curvature Mode is set to 4 the CRT Tube is visible again. When the Tilt Angle is changed the CRT Tube can be seen shrinking.

I think it’s most likely on Mega Bezel’s side.

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That is odd. I have been spending a lot of quality time with my presets and I didn’t notice anything wrong. I’ll check when I get a chance.

Hmmm. I can use any type of curvature… and tilt the screen from -120…

to 120.

And the CRT layer goes nowhere.

So I think it has nothing to do with the Mega Bezel.

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It seems that it is my graphics card. I changed the Video driver to glcore and it works fine but on vulkan it doesn’t.

Hello Duimon, Thank for the work you put in on this mega bezel pack. I really love the tv3-[std]-[guest]-[night].slangp shader. It’s pretty epic how it picks up on the colors coming from the game your playing and you can see them actively light up the bezel around the tv screen. This really give it a realistic old school feel. I was trying to set this shader on retroarch for the ps3. but retroarch on the ps3 only has GL as the video driver. is there a way to get this shader to work with the GL driver? or are my hopes about to be crushed?

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I am afraid so. There is probably someone who could convert the slang to GLSL. (The author of BigPEmu created a compiler but it is proprietary.)

Manually converting it would be all but impossible. In the words of hunterk… “The Mega Bezel is a complex machine with a lot of moving parts.”

I’m not even sure it falls within the abilities of the Mega Bezel creator himself… the great shader wizard @HyperspaceMadness.

With a modest gaming PC costing ~$600 to build today, I would say your hopes just need to be put on hold for a bit. :grin:

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