Here we go!
Great project and thanks for doing this!
I’ve been trying to set up your shader presets but couldn’t get it working with my folder structure following your instructions available here Duimon - HSM Reflection Shader Graphics - Feedback and Updates
Which says;
These presets depend on the graphics being in the overlay directory and a bezel subdirectory keeping the repo folder structure. So… the complete path to the images is “\RetroArch\overlays\bezel\Logo”.
Copy the presets into your shader folder. (\RetroArch\shaders).
This was the error log I get after;
In the end, I’ve manage to make it working in cost of turning my RetroArch shaders folder structure into a
For the record;
- I did follow HSM Mega Bezel Reflection Shader installation instructions correctly and it was working.
- I did clean install of RetroArch and followed the instructions accordingly.
Conclusion;
I think the guide on the link I posted above regarding your presets setup is somehow irrelevant or outdated to what actual presets files are looking for which can be seen in the log image I provided.
I’m really looking forward to see the complete system presets completed and so far you’re doing gorgeous stuff with the graphics. Keep up the great works pal! From now on I’m following this thread very closely
@mrchrisster I have not, but I am certainly willing. I think an IBM 5150 graphic would pair up well with the monitor. Since I have already done a DOSBox graphic, and an alternate, I will put it at the bottom of the list and do it after the rest of the cores are complete. Thanks for the request!
The “Presets” part of the path leads me to believe you have HSM’s shader installed in the wrong folder. Also, make sure you are not using the GitHub version of the shader, but the shader linked to in HSM’s thread.
awesome thanks! that’s great to hear
First Attempt: Upon taking a closer look at your post. I believe you have actually copied the “Presets” folder into “\RetroArch\shaders” instead of just the contents of the folder. I think my instructions may not have been very clear. Just the *.slangp need to be copied into the “\Retroarch\shaders” folder.
Second attempt: It looks like the “overlays” folder is inside the “shaders” folder so your path to the graphics is “\Retroarch\shaders\overlays…” instead of “\Retroarch\overlays…”
Third attempt: Now HSM’s shaders are in “\shaders\Presets…” instead of “\shaders…”
Conclusion:
Please start over, following HSM’s instructions, as you previously did, and just copy the *.slangp from my “Presets” folder, into “\Retroarch\shaders”
I have updated my instructions and also added them to a Readme.md in the repo folder.
Thank you for your comments, hopefully they have smoothed the road for future users.
just copy the *.slangp from my “Presets” folder, into “\Retroarch\shaders”
Wow! I feel like a dummy now and thanks for explanation, it sure helps for those dummies like me
I want to add a bit extra explanation on top of that which might helpful for the others who want to use your presets in future.
- To set up preset graphics, first create a ‘bezel’ folder inside of \RetroArch\overlays and place the ‘Logo’ folder into it. The final folder structure should be like this… \RetroArch\overlays\bezel\Logo
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Is there a short way to change just the used hsm__MEGABEZEL__0__GUEST-DrVENOM.slangp in your presets? Because it seems not every core works with it while it can get work if it’s was hsm__MEGABEZEL__3__SIMPLE__GUEST-DrVENOM.slangp instead.
These cores for example are not working with your presets and leads to ctd because of use of ‘…0__GUEST-DrVENOM.slangp’ in your own presets;
- Beetle PCE (PCEngine core)
- Flycast (Dreamcast/NAOMI core)
- DeSmuME (NDS core) Ps: I’ve changed to melonDS core and it loaded your preset but had some other issues explained in last section.
…and ther could be more.
In this regard, is it possible to just change ‘…0__GUEST-DrVENOM.slangp’ to say less demanding ‘…__3__SIMPLE__GUEST-DrVENOM.slangp’ preset from your presets?
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Lastly, I want to report that I had an issue with NDS preset, however, setting the ‘[ROTATE] Rotate CRT Tube’ from 0 to 1 made the graphics show but game screens of course get rotated. Tried to tweak some other paramaters but couldn’t make it look as intended. Any idea why?
Also tried ‘NDS_4K Vertical.slangp’ but kept giving folder structure error yet again
Sorry for the long post but tried to be more clear on my issue and provide as much info as I can to clear any confusion. Thanks in advance.
Ps: Also had to upload multiple images to imgur since I’m new user here and system didn’t allow me to upload more than one image and two links so had to do a workaround
There is no easy way to change the base preset using the release version of the shader and the stable release of RA. Soon (hopefully) when the new versions are released it will get much easier.
As far as your new problem. It appears you are using the steam version of RA. You can manually edit the paths in the preset to reflect the new path to RA.
The paths in the presets are relative and they depend on folder depth. The Steam version has a deeper path.
For NDS you need to set the screen layout in the core to “left/right” (If I’m remembering correctly, I’m on my phone right now.)
One more thing. The vertical NDS preset is a bear to set up. I recommend using my preset instead of manually trying to set it up.
Btw. There is nothing magical about my presets. They are just edited versions of HSMs presets. There is a rudimentary guide on my GitHub if you want to create your own.
Thanks! Horizontal NDS preset is now works.
FYI, I’m using Nightly build updates on my Steam version of RetroArch because otherwise RetroArch doesn’t let Online Updater menu appear on Steam version, and I’m actually testing everything first on a non Steam version clean install of Nightly RetroArch build. NDS_4K Vertical preset presists with same error on this RetroArch setup as well.
Also I have to add a note for dummies that they should set Simple Presets options to OFF in order to properly get full content shader .slangp file instead of just a reference shader. It took me some time to figure out the problem when I was keep getting reference shader file instead while following the guide instructions step by step
A heads up information about this option in the guide would be helpful for other newbies.
Take care, man and thanks a lot for your guidance here. Appreciated
Hey there, basically because of the gap in Retroarch releases there is a big difference between the released Retorarch 1.9.0 and the nightlies. The 1.9.0 does not have the simple presets option. So we are in a transitionary phase with providing people with presets and tutorials for things.
I added the simple presets option to RetroArch to make it easier to work with these presets and avoid them breaking when the base shaders update. The workflow to work with these presets is different with the latest Nightlies vs the 1.9.0 release. Basically if you have the option of Simple Presets this avoids things breaking on you because you have a reference to the core presets. Then you can add just the texture lines to your simple preset and voila you get a different texture without a copy of the entire preset (which will break on you in the future)
So basically once you have the option of Simple presets it is the feature you should use, unless you want to put your fingers in the machine and make your own presets by actually changing around the passes and such. The problem with this is that your fingers can get caught in the machine and then things can break in the future if the base shader changes…
Thanks for the heads up! That’s neat feature then, great to know. HSM Reflection Shader are great shaders, btw.
Yes! They are.
Game Gear graphic is perfect square screen, is that normal? I was using another shader from Tatsuya79 which I believe the screen ratio on this one is more faithfull to the original system but I like your graphics a lot.
However, it’s kinda feels like images looks more accurate on perfect square screen as if the games designed around that aspect ratio and non perfect square screen kinda feels distorted, custom aspect ratio.
This article…
https://www.gamesasylum.com/2012/10/26/the-exciting-world-of-handheld-aspect-ratios/
Shows the Game Gear at 1.111. Just about square. This is the aspect that HSM’s “Auto” aspect produces, the “Explicit” defined in my preset, and what Reroarch “PAR” gives you.
Most screenshots of the device make it seem like the screen was almost 4x3, but that’s just not true.
BTW.
Some of you may know I that while a few of you have awesome vintage console collections, I have a vintage computer collection. My IBM collection far outnumbers my Commodore, Apple, or any other brand.
I have over a dozen IBM PS/2’s from a system 20 to System 90, a couple PS/1’s, a portable PS/2, two IBM 5160’s and a single IBM 5150. (Not to mention the last model that used the proprietary BIOS and the first to use the Award BIOS.)
My point is, I just couldn’t resist…
Even though I said it would be at the bottom of the list.
There is still some work to be done. I also took some liberties and made it a bit less curvy to ease setup. (I also added some background decorations, to balance everything, while still letting the actual screen be centered horizontally.)
This is the 5151 monitor, a green monochrome. I will also do the 5153, a CGA. (They are almost identical on the outside.)
This will give us my original DOSBox graphic for playing VGA DOS games, and one each for Monochrome and the three color CGA.
Your art is a perfection
So I’m wondering if perhaps the lcd elements on the original game gear LCD screen are perhaps stretched and not square, so while the resolution’s aspect ratio with square pixels is 1.11 perhaps the physical screen was more like 4:3 because the LCD elements were not square.
When I look at this image, all the text appears to be extra wide looking…
It appears fortune has smiled upon you
Indeed it is and I’m still don’t know how could I possibly miss these including your amazing HSM Reflection Shaders more than a year.
I had that thought myself.
From the Game Gear Wikipedia page…https://en.wikipedia.org/wiki/Game_Gear
"Its screen measures 3.2 inches on the diagonal and is able to display up to 32 colors at a time from a total palette of 4096 colors, with a frame rate of 59.922751013551 Hz at “a display resolution of 160 × 144 non-square pixels.”
I think the LCD preset will stretch the pixels if we manually set the aspect. (Since it has the resolution.)
It appears I must edit my Game Gear graphic and preset.
Thanks @Unparallell. You’ve contributed much in a very short time!