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

Neither can I. :grin: I suppose I should get to work on converting my presets so they will be ready, if @HyperspaceMadness thinks the parameter names are pretty final.

That, combined with the roadmap I posted, should keep me busy for a while. :upside_down_face:

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OK… I think this is final. :innocent:

I added some drop shadows to the buttons to give them dimension, (They were looking very flat. :frowning_face:) and made some magic happen with the reflection.

If you look at the night version above you will see that the graffiti area reflects on the bezel, which wouldn’t happen, so I used the Gel layer to cover it with black at the crt level. All is better now. :grin:

I mentioned that this is hard to get running. Specifically, the coordinate system places the screen buttons relative to the veiwport so you have to click with your invisible mouse cursor on the screen where you guess the button would be if you were using the core at full screen. (NOT very elegant.)

The solution is to turn on “Left joystick as mouse” in the core options. This gives you an on-screen cursor that you can click with. The cool thing is, since I am covering the graffiti area with my own graphic, I can hide the cursor under it while playing a game. (VERY nice! :star_struck:)

There are a lot of well done games for the Palm!

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:innocent:

I thought it needed a stylus. Opinions?

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Hey guys, just an FYI.

I don’t know about the stock version, but @hunterk’s Dolphin core build supports the new RVZ compression. I used the standalone emultator to convert from GCZ and saved 122GB on 300 games! :exploding_head:

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@Duimon oh, it’s an excellent new, you guys are really amazing :wink: (tks a lot to @HyperspaceMadness for the hard work on shaders)

@TheNamec The idea come from Ms. Pacman (Animated) - MAME 0.227… just a modif of the pacman.cpp (Driver source), a mame recompiled (i’ve done a mame rebuild and a retroarch mame core to for the test) with the last version and the good animated overlay

If you want to test and don’t have time to recompile (take a long…long time, near a night for me for just 1 rebuild :wink: ), i share my rebuild here (mame64 + retroarch core 0.227 : Mame rebuild

The link for the animated overlay from the video : Ms Pacman Overlay

For the P-UAE, i prefer using FS-UAE (with Launchbox) to manage all my ADF roms, WHDload, CD32 and all my compils :wink: i’m using an overlay with all leds activated to. Of course, no shaders but this emulator is incredible

I know they were a WIP FS-UAE core for retroarch but he is based on the 2.8.1u5 version ( 4 years old), too old for me

@HyperspaceMadness yep, i’m loading a mame bezel in the mame core :wink: i love testing stuff that i usualy not to use

PS : Maybe it can help to test the new shaders incoming with this kind of bezel :wink:

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@TheNamec FS-UAE overlay i’m using with full Leds + floppy sound but be sure i will test the new P-UAE core :wink: :

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I’m. In. Love. :heart_eyes: we need this on libretro PUAE!

PS: am I the only one hearing Chris Huelsbeck intro theme in my mind as soon as this image popped out in the thread!? :partying_face:

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a bit off topic but …Chris Huelsbeck, one of the best composer for C64 and Amiga :grin:

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Here’s a new WIP…

Fairchild Channel F!

Although I am happy with the result, I wish there was more that wasn’t hidden by the bezel. This is one of those times I felt I needed to modify the default bezel settings. Thanks :grin: @HyperspaceMadness that it is so easy to do.

A vintage monitor would work really well here.

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I did a really quick OCD pass.

I did some work on the game cartridge, and actually dimmed the screen a bit using grade parameters. (This system is REALLY bright.)

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Here’s another new WIP.

Elektronika BK-0010! :grin:

These simpler systems all seem to beg for some brightness reduction. (They hurt your eyes.)

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Here’s a real work in progress! (And a first for this project.)

I’ve been having so much fun with the PICO-8 (retro8 core) that I thought I’d see what kind of imaginary handheld I could create for it. (The screen resolution is so low I thought this would be the perfect way to play these games.)

Lots of details still missing but I like it enough to commit to the idea. :grin:

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OK, I think it’s done. :innocent:

This was really fun. Normally I have a bunch of source images cluttering up my project folder. This time I had none. :grin: I am glad I changed my mind about doing a PICO-8 graphic.

I purposefully left the buttons unlabeled, I may yet change my mind. (Opinions?)

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Here’s one idea. :upside_down_face:

Since I added arrows outside the d-pad, I removed that inside arrows. I think it adds a unique style.

BTW. The official PICO-8 logo uses square pixels so apparently the developers agree with my LCD idea. :innocent:

I like this design. I think it looks more refined.

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OK. Final version. :wink:

I did some work on the shading and highlights, changing my whites and blacks to derivations of the body color. I also re-positioned the select and start buttons to take advantage of the some subtle new shading. Finally, I changed the background color mode so we get true black!

Does anyone think it needs an LED or two to take advantage of night mode?

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Looks cool, I always like an LED or two personally :slight_smile: :grin:

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As do I my friend. :grin:

BTW. This is one of the best breakout games I have ever played. :exploding_head:

This core is far from complete, but it showcases the vision of the RA developers in encouraging the inclusion of non-emulation cores.

Looking at these screenshots, I will probably change the LED label font to the same size as the select/start labels.


One cool thing about this graphic is that I have a growing library of source that I can borrow from, which I did. A lot of what I used was repurposed from earlier graphics and modified. That means that other artists can use my source in the same way. This makes me happy. :grin:

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In response to a request on Discord, I have added the Pokemon Mini to my repo. For now it uses no advanced features of the alpha shader, only release shader and core options.

I have also created a preset and RA overlay.

I will probably add all of my recent graphics to the repo in case anyone wants to archive the current set and shader version.

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I like the pico handheld concept!

I’ve been using your bezel artwork in my setup. I found the presets can use other presets as a reference, with settings that override the “referenced” preset. I think your presets could do the same to make maintaining them against HSM’s changing presets/shaders a lot easier. Here’s an example of the PS1 alt preset I have just inside the shader folder, that uses your overlays and sets some overriding overscan parameters.

Playstation_B_EASYMODE.slangp:

#reference "shaders_slang/bezel/MBZ__0__EASYMODE.slangp"

BackgroundImage = "../overlays/bezel/Logo/Playstation_Alt.png"
BackgroundImage_mipmap = "true"
BackgroundImage_linear = "true"

DecalImage = "../overlays/bezel/Logo/Playstation_Alt_Decal.png"
DecalImage_mipmap = "true"
DecalImage_linear = "true"

LEDImage = "../overlays/bezel/Logo/Playstation_Alt_LED.png"
LEDImage_mipmap = "false"

// Parameters
// Crop Overscan 0 0 256 1
HSM_CROP_OVERSCAN_TOP = "8"
HSM_CROP_OVERSCAN_BOTTOM = "8"
HSM_CROP_OVERSCAN_LEFT = "10"
HSM_CROP_OVERSCAN_RIGHT = "10"

I have most of my game systems set up using these override presets now. All except for these because you don’t have bezels for them yet :wink:

  • Amiga CD32
  • Atari 5200
  • Atari 7800
  • Atari Jaguar
  • NEC Super Grafx
  • SNK Neo Geo CD
  • SNK Neo Geo Pocket

I’m also still working through your Lynx preset as an override. I think I’ll need to get the default parameter settings so I can do a diff to see your changes easier.

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Hi @robbforce, it looks like you’re using the retroarch nightly or the alpha build from my github (which is great :slight_smile: ), this is why you can use the simple preset you pointed out.

Glad you are enjoying the simple preset workflow! It’s something I added to help manage presets easier and stop things from breaking when the root preset changes.

If anyone is interested in how the new feature works you can find help on it here https://docs.libretro.com/guides/shaders/

The reason @duimon’s presets aren’t set up this way is because this feature is not yet in a released version of Retroarch. :slight_smile: Which we all hope comes sometime soon, it’s been delayed because the Retroarch people have been working super hard on ironing out all the new infrastructure setup.

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