Hello, first of all I want to thank you for your work, I consider you my friend for the joys you have given me. I want to report an error in the art of Amiga A500+, where 3 numbers on the numeric keypad are repeated, and 1, 2 and 3 are missing. Last thing, do you have plans to release the Amiga CD32 Preset? if you do not mind. Again, many thanks to you and the MegaBezel team!!! Greetings.
Welcome to the forum and thank you for the kind words my friend.
Now that’s funny.
That graphic has been in the wild for 2 1/2 years, ported to the Batocera decorations, and survived several major updates.
Nobody caught that before you.
I’ll get that fixed up ASAP. My work is vector so the fix will take about 10 seconds, but migrating the new graphic to the various collections will be an undertaking.
@TheNamec has released a beta version of his presets. The latest (RC4.1) is available by following the link in my first post. " TheNamec - Mega Bezel COMMODORE Pack "
It contains some very well done CD32 presets.
Edit: the Amiga 500 fix is in my local branch. I’ll be doing some updates across my repos very soon.
Thank for the bug report!!
* * * The Duimon-Mega-Bezel repo and release are updated to v1.1.7.0. * * *
Changes:
-
Fixed the recently found numpad error in the Amiga 500 Plus graphic.
-
Fixed a layer issue that prevented the Dreamcast Monitor Night presets from showing a lit center LED.
-
Removed an uneeded reference in the Atari XEGS [Custom-Bezel_001] presets.
-
Updated the TV4 presets, separating the background from the Device layer.
-
Fixed a few paths that weren’t using the new “_Common” folder.
* * * The Duimon-Mega-Bezel-Potato repo and release are updated to v1.1.7.0. * * *
Changes:
-
Fixed the recently found numpad error in the Amiga 500 Plus graphic.
-
Added the missing ZX Spectrum Monitor preset.
-
Updated the TV4 to use the new settings from the main repo.
-
Fixed the broken PrBoom presets.
Any relevant updates were made to the overlay repo.
* * * Ultrawide Potato Presets v1.0.0.0. * * *
I have created a repo with Potato presets that use a 21x9 aspect ratio. The entire cast of characters are present.
Following the example set by the existing Potato presets, the vertical resolution is 1080 pixels.
The link to the current releases are in the first post. Installation/Update instructions are near the end of the second.
now that retroachievements work with dolphin standalone (bot not the retroarch core), it would be cool if there was a way to use your shaders with Dolphin standalone. Is that something that’s even possible (having the BigPEmu emulator in mind).
Also, while we’re at it. Could these shaders somehow be used with any of the eXo projects, like eXoDOS? eXo’s collections are the easiest way to get DOS games up and running, but because he uses different versions of standalone DOSbox standalone, it cannot be used with any of your shaders, which is a shame.
The answer is the same for both questions.
There is nothing the shader developer can do, but the upstream devs could use the librashader libraries to integrate the libretro shader architecture into the emulators.
Given the current attitude by upstream towards retroarch I don’t see this happening anytime soon.
Many of the games provided by eXo need custom compiled versions of DOSBox, but a great, great many can run on the DOSBox Pure core.
There are some threads geared to this, and it isn’t as easy as some think, but with some sweat equity you can get an acceptable collection up and running.
I have 598 games curated from the eXoDOS collection in my current DOS rom set. (And 19 more in progress.)
@Duimon do you still plan on doing custom backgrounds for your Monitor images? I was thinking of combing the Monitor images with PVM backgrounds. If you are doing the custom images I won’t do them then.
It is still on my list.
Probably with some new desktop backgrounds something like the IBM or Macintosh backgrounds. Maybe some boxed games from each system instead of software manuals.
Hi, I’m very impressed with your work.
I downloaded your resources from here.
And I was wondering about one thing, take the gamegear as an example. As you know, the resolution of a gaming gear is 160x144, which has an approximate ratio of 1.11. But your work is 843x634 in 4k, which has an approximate ratio of 1.33. So a user playing with an interger scale will have black space on the left and right, which is a problem.
Game Gear isn’t the only platform that doesn’t have the correct ratio. If this isn’t what you meant, I’ll make sure to clean it up and let you know.
Thanks for your efforts.
The Game Gear has a pixel ratio of 160x144 but a screen aspect of 4x3. (e.g. it has non-square pixels)
Using integer sale with the Potato presets will always lead to black space, because the one Bezel is static.
If you have a decent GPU, use the STD or ADV presets
Please tell me, in terms of quality, which set of shaders is better than Demon-Mega-Bezel or Daimon-Mega-Bezel potato? What is the difference between them?
The differences are mostly in the capabilities to customize the art surrounding the screen. This includes the fact that the bezel is static, and has no reflection.
That being said, the Potato use an older, less full featured version of the Guest crt shader.
Even so, “better”, is a decision only you can make.
Thank you. I didn’t realize the pixels weren’t square.
Either did I until months after I created the original graphic.
I updated it later after community feedback.
I hope I’m not bothering you, but can I ask one more question?
I’ve checked the aspect ratios of the console in addition to the handhelds, and it looks like they are somewhat different except for the PlayStation 1.
If you don’t mind me asking, is this something you intended?
How are you checking the aspect ratios?
Every console preset that uses a bezel is set to 1.33 in the shader settings.
The presets are “boilerplate” multiple reference presets that share a common reference that defines the aspect ratio. It is virtually impossible for them to have different aspects.
As far as the "original aspects go, it is my opinion that in practice they are irrelevant. When viewed on a TV, the consoles all used every pixel of a 4x3 television screen.
The physical aspect of the television didn’t magically change to accommodate the pixel aspect of the console.
The MSX is a computer not a console, so it may be that someone used a monitor instead of a TV.
All that being said, you are free to play around in the shader parameters if you feel the need.
Thaks for answer !
1.Please tell me if it’s worth it or I’ll ask if it makes sense to use it with the preset “SNES-[ADV]-[Guest]-[Custom-Bezel_001].slangp”, some other shader or will there be nothing better in terms of image processing?
2.Please tell me if you have overlays separately, with reflections, but for example, I would be interested in trying image processing with the other two shaders. That is, is it possible to use your frame and add your own shaders from another list?
I got the aspect ratios by using the following python code to get the screen size as the alpha value.
Using shaders, your work looks great on devices with good performance. In fact, I came across your work while searching for resources to use as an overlay on a less powerful device like the 3DS.
It seems to me that consoles are forced to be scaled to the 4:3 physical device that is a TV.
Like GameGear, I learned another thing from you. Thank you!
There is obviously something throwing it off, if it is in fact accurate.
In the shader parameters there is a section that can produce a black & white mask of the screen.
Using the “BW-MASK” mode, and the “TUBE” mask type, (To account for the screen black edge.) and taking a GPU screenshot in Retroarch gives me this.
The black area is 2402x1806 which equals 1.3300110741971207087486157253599
.
So not a perfect 1.3333333333333333333333333333333
but pretty damn close.
At the top of the parameters list is a “Show Resolution Info” parameter.
enabling that will show this info.
Thanks for the detailed explanation. I’m sure your work has inspired and helped many retro fans!
Thank you for the kind words.
Lest we forget though, I just create graphics and construct presets.
The magic, like the aforementioned tools and parameters, is performed by the incredibly thoughtful and talented @HyperspaceMadness.
No other shader creator has included the kind of artist oriented features that are found within the Mega Bezel. These particular tools are indispensable in creating my Potato presets and standard overlays.
I can honestly say that without his efforts, my quality of life would not be the same.