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

Welcome to the forum! :grin:

The Mega Bezel uses wildcards to detect the current retroarch video driver and apply needed parameters.

There was an interfering retroarch bug that has been fixed in recent builds. My first suggestion is to update your retroarch installation to a more recent build.

If that fails, you can use the “Flip Veiwport Vertical” parameter to set things straight.

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Thanks ! I already had the latest stable version so I flipped the screen in the settings and it works. But I’ve also noticed I only need to flip the screen when the emulator (melonds in this case) core is set to use the opengl renderer, not when this option is off.

holy shit!!! MB2 looks crazy! I assume previous bezels can still be used?

On another note. In the current version, is there a way to use the logo when a game starts instead of the mega bezel logo? I typically have this turned off, but would maybe like to make use of system logos here… (note this is photoshopped, but this is what i want)

You are correct. Melonds should be among the list of wildcards, not Melondsds though.

With my next shader pack update I will also be releasing an updated set of wildcards that can be copied over a Mega Bezel installation for cores that either added HW acceleration or didn’t exist before the last update.

Why not melondsds ? It has the same problem I just tried it.

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If you read my post carefully, you will notice I mentioned cores that were released after the last Mega Bezel update, and cores that added hardware rendering.

Code for the wildcards is hard coded into the Mega Bezel, so of course melendsds has the same issue.:grin:

I will check melons, it may be that the code is missing for it too.

Well I’m not sure to really understand what you mean (English is not my native language btw) but I fully trust you to know what you’re doing.

On a related subject I have a suggestion : let the core manage the rotation for “book” games. Because as it is now, touch screen emulation with the mouse has inverted X and Y axes, due to the core assuming top/bottom display when the shader actually rotates to left/right. Letting the core know the display is rotated, it would then correctly handle mouse inputs.

This also affects the d-pad but that’s very easy to fix. For the mouse I made an Xpadder profile to emulate the mouse with an analogue stick, not ideal but it does the job good enough. I understand this really is not top priority though, I myself have only 3 or 4 games that would benefit from it.

Oh, and another request for when you have to time to spare (which might mean never I suppose) : a preset with the original grey DS, not the Lite one :grin:.

I am afraid it is not possible to “let the core” do the rotation within the Mega Bezel.

I have done a “Book” standard overlay, (Only works with melondsds.) I just haven’t updated the repo yet.

My koko-aio pack has a book graphic (based on the overlay) that can function as a standard overlay.

There is a lot of discussion in the discord retroarch development channel about defining screen bounds and orientation in melondsds when a border shader is used. Not sure how they will handle d-pad rotation though, or when any new code will be finished.

There are a lot of systems on my to do list. (When I get back to it.) Any additions to finished systems will be a lower priority, if they happen at all.

Yes that’s what I thought about the original DS, time will tell then. Too bad for books but that’s no big deal.

Anyway, thanks for taking the time to answer my questions.

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All is not lost on the books. Defining screen boundaries is a new feature of melondsds. I haven’t messed with what is there now, but I think that over time it should solve all of these border shader issues.

When you have choosen and save a shader for the core, go to config and in the core folder (for ex : PUAE), edit the .slangp file (mine is PUAE.slangp)

Add :

HSM_INTRO_WHEN_TO_SHOW = "1.000000"
IntroImage = "../../Graphics/_Common/Duimon_OSD.png"

and change the path for your new logo (i’m not sure about the resolution you need, maybe @Duimon can speak about this)

Exemple :

Hope it will help u :wink:

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What I would do is create an image that uses the native resolution of the system, and adjust it to fit the way you want.

Then add the parameter…

HSM_INTRO_LOGO_HEIGHT = "0.000000"

…to those @oneshout listed above. (It uses the original image resolution.)

Keep in mind that any internal upscaling will essentially shrink the image with this setting.

That being said, it is the easiest way to make sure it does what you want.

The main caveat with the intro image is its location in the shader chain. It will display at the game resolution, so even if you use a high-resolution image, and play with the size parameter to get it to fit, it will look low res.

I’m not positive it isn’t worth trying a high res image though, my intent was to emulate the OSD of a CRT TV.

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Bro. Sexy. Thank you! I’ll give it a try. Is there a way to add logic for multi-core systems? like sega genesis and SNES and Super Famicom?

It’s not the worst…a little fuzzy though

I have this setting HSM_INTRO_LOGO_HEIGHT = “30.000000”

And the image is 639x221 px

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Hey @Duimon

I have a question and was hoping you might be able to help me out.

Now that ShaderGlass is available on Steam, we can finally use your awesome presets with standalone emulators. I’ve already tested them with Dolphin and Xemu. No issues at all there.

However, I’m running into trouble when trying to use the 3DS presets with standalone Citra forks, specifically Azahar (my new go-to for my dumped 3DS games).

The problem is that the two screens don’t line up correctly, and I think there are two main reasons:

  1. Screen stretching: Azahar doesn’t offer a setting to stretch the screens to the edges of my monitor (like RetroArch’s “Full” aspect ratio option). I worked around this by creating a custom aspect ratio in Azahar. It’s a bit tedious, but it does the job.
  2. Independent screen adjustments: Even with the custom aspect ratio, the screens still won’t align with your 3DS presets. I’ve tried tweaking some of the parameters your presets in ShaderGlass: I can get the top screen aligned, but there’s no option to adjust the bottom screen’s aspect ratio independently.

If you have any tips or know a workaround to make this work, I’d really appreciate it. I’d love to fully switch to Azahar since it supports NAND data from my real 3DS, allowing me to play online via Pretendo servers. But right now, the screen alignment is the only thing holding me back.

Thanks a lot, and have a great day!

I have a small question. When loading the enterprise 128 advanced preset I don’t see the graphics.

I just see a monitor. All my other presets work, but I configured them a long time ago. So I must be missing something? Enterprise is configured to run with Vulkan. I have the latest version of the bezel ( v1.1.7.0

never mind. I found it. Turns out I didn’t have the scale to FULL option set :smile:

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Can you post a full screen snapshot of the emulator running by itself, (With your custom aspect) so I can see what the emulator is putting out?

Edit: I played with it myself. For my 4k screen (3840 x 2160) this custom layout replicates what the shader expects. (Has to be full screen.)

The bottom screen is cropped 10% of the total screen width on each side.

I see no reason this shouldn’t work for ShaderGlass.

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Hey @Duimon,

thx so much for taking the time to answer. I played around with the settings myself a bit and came to the exact same values that you provided in your screenshot. Thank you for confirming that I set everything up as it should be:

Now, unfortunately, ShaderGlass puts out this result:

This has nothing to do with your shader preset.It seems that ShaderGlass lacks some of the functionality that this preset relies on, but I’m just guessing here.

If you know how to tweak things to make this work, I’d appreciate you sharing your expertise. Again, the 4:3 presets work just fine with ShaderGlass.

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Everything looks close. (The screens are positioned correctly vertically) You may need to play around with horizontal screen positions and/or split center position.

Dual screen presets can be finicky, but until you get it right, just don’t save a config.

The discrepancy may have something to do with not being able to detect the video card driver for wildcards.

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