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

Just a quick heads up, NGP and NGPC graphics are missing in Logo folder for use of preset.

I mean from here https://github.com/Duimon/HSM-Reflection-Shader-Graphics/tree/master/Logo

Btw, Game Gear looks even better now! :heart_eyes:

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Oops! :blush:

They are there now. Thanks.

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new retroarch don’t reconize your presets must i wait your new stuff?

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Yes, or use an older version of RA until then. As I said above, it is relatively easy to save a core preset and add the graphic in at the end of the *.slangp. I would do as it says in my guide on GitHub, make some small change and save a full preset. This will give you the example image paths to add at the end of a simple preset.

I will have a guide up on my GitHub shortly that reflects changes in the 1.9.1 RA release. I’m sure @HyperspaceMadness will make some changes to his after the new shader is out.

With the new features in RA, image paths will be MUCH easier to add and edit, and as long as the *.slangp are kept somewhere under the RA root path, in any folder, they will still work. (The paths are now relative to the RA root, not the parent shader.)

Converting my presets would also be fairly simple but makes no sense because the new shader release is imminent.

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I built several of the presets following the new style. After I update retroarch, I’ll need to change them to point to the ADVANCED preset and see if they still work. I can send them over or as pull requests to your repo, if you want something to start with.

  • 2600_GUEST-DrVENOM.slangp
  • 5200_GUEST-DrVENOM.slangp
  • 7800_GUEST-DrVENOM.slangp
  • Dreamcast_GUEST-DrVENOM.slangp
  • Dreamcast_NEWPIXIE.slangp
  • Gamecube_EASYMODE.slangp
  • Gamecube_GUEST-DrVENOM.slangp
  • Genesis_GUEST-DrVENOM.slangp
  • Jaguar_GUEST-DrVENOM.slangp
  • N64_EASYMODE.slangp
  • N64_GUEST-DrVENOM.slangp
  • N64_NEWPIXIE.slangp
  • NeoGeoCD_EASYMODE.slangp
  • NES_GUEST-DrVENOM.slangp
  • NES_GUEST-SM.slangp
  • Playstation_A_GUEST-DrVENOM.slangp
  • Playstation_B_EASYMODE.slangp
  • Playstation_B_GUEST-DrVENOM.slangp
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I appreciate the offer but I have plans that involve nested presets and advanced features. :grin:

I will be doing things a bit differently this time around since it is likely that this next set of presets will be more or less final.

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The badge on the monitors for the IBM 5151 and 5153 have an unfortunate (though funny) typo :smiley:

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:rofl: Maybe I should leave it alone!! (Pretend I did it on purpose.)

I will fix it promptly. Thanks for the heads up. :grin:

OK. Everything is fixed. :grin:

@drstupid Very nice contribution with your first post. Welcome!

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I actually originally came here to tell you that there wasn’t an Intellivision preset, but I saw the new IBM monitors, and then the typo, and forgot! :smiley:

But also I want to say, your work is inspirational. You strive for such high quality, give it all away for free, even not requesting attribution, and you’re polite to a fault to everyone in the thread. I always look forward to your updates and new graphics. I show the new graphics off to my wife each time and she humors me and says “oh, that looks nice,” so, I got that going for me :rofl:

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That is weird. I’m sure there was one before. :thinking:

I have added one just because…

PSP graphic is upsidedown in Logo folder for presets. Is this intentional? Because it’s the way some 3d cores render frames but even tho I’m still getting upsidedown result in RetroArch.

Initial shader preset load;

Then tried -Vertical Flip- parameter but this time I’ve got game screen upsidedown :upside_down_face:

After rotating the graphic by 180 in a image editor and flipping it horizontally I’ve got this;

Tweaked -Position Offset Y- parameter to place the game screen to the middle.

Am I missing a parameter again on shader preset to make it more straightforward?

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Yeah, the PSP is a little freaky.

This is exactly why I have the graphic upside down, unlike the other cores the “Flip” parameter also turns the screen upside down.

It should just work. I haven’t tried it with the new shader or RA. What versions are you using for this test?

Edit: Apparently this is fixed in the 1.9.1 RA so my graphic can be normalized. In addition, in the new shader there are separate parameters for the veiwport flip and screen flip, so things like this can be handled gracefully. :grin:

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Great then! Once the new HSM shaders and your updated presets come into play we’re all good :metal:

I always use latest nightly builds, btw. I actually have Steam version installed and keep applying RetroArch_update from buildbot :grin:

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I am about 50% done with my Standard DrVenom prsets. The advanced will take a while longer because I have to separate some backgrounds and export the handhelds with transparency.

I will also have a “Backgrounds” folder with a few 4K backgrounds to choose from. (Things like paint, plaster, stucco, brick, canvas, etc.)

It’s too bad we don’t have an HSV on the background to change the color of the paint. :wink:

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Take your time and don’t burn yourself out. I personally still having a blast with what we currently have thanks to you and HyperspaceMadness :pray:

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Speaking of HSV adjustments.

I also have to generate new base graphics for some systems, (The GBC and Naomi for example.) that will utilize the HSV on the Bezel Image layer to change the color of the console.

This is going to be awesome! :partying_face:

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OK folks. My standard presets are in the repo. The repo readme:


HSM Reflection Shader Graphics Presets

These are presets for the graphics I have created for HSM’s Mega Bezel Reflection Shader.

They are compatible with v0.9.00 of the shader and, barring some unforeseen complication, should remain compatible with future versions. They use the “Logo” versions of my graphics.

The path to the graphics has changed from …Retroarch/overlays/bezel/Logo" to “…Retroarch/overlays/bezel/Duimon/Logo” to allow other artists graphics to be in the same path.

For now I have created presets for only the “Standard” base presets, most use the DrVenom CRT but some use the LCD.

These “Standard” presets use only the generated bezel and frame, with Vintage monitors and custom bezels, (With LEDs and other bling.) being reserved for my upcoming “Advanced” presets.

Other limitations include Decals not being scale-able. Please see HSM’s shader thread and the shader readme for more extensive information on the differences between the base shaders.

To keep installation simple and cohesive, I have archived the presets into a “Presets.zip”. Inside the zip you will find a “shaders” folder. Simply extract that folder onto your existing shaders folder and everything will be in the correct place.

Inside your shaders folder you will now see a “Duimon” folder. This folder contains the presets and can be moved anywhere you want as long as it is under the root Retroarch path, although I recommend leaving it where it is to make future updates painless.

Inside the “Duimon” folder you will find “Standard” and “Advanced” folders. For now only the Standard is populated.

These presets make use of the new Simple Presets feature in RA and new path syntax. This allows you to, for example, copy one of the presets into a core config folder and rename it to a core, game, or content directory preset. Please see RA documentation for information on these types of presets. You can also, of course, use the traditional method of creating these presets.

I have taken the liberty of creating game presets for the Vectrex games. They are in a “VecX” folder inside the “Standard” folder. Copy this folder to your config folder and, as long as your roms share the same names as the presets, they will automatically work. I have used the standard No-Intro naming convention. The Vectrex screen overlays provided are the standard available on the Libretro GitHub, with a few custom exceptions. They can be found on my GitHub in a “Vectrex_Overlays_Standard” folder and must share the same folder structure as my repo. (i.e. “Vectrex_Overlays_Standard” must be inside “Duimon” along side the “Logo” folder. For now they are 1080p and raster.

Knowing we have all levels of user experience, here is a visual reference to make things a bit more clear…

Here is a shot of the Vectrex in action.

I have increased the phosphor persistence, glow, and bloom, and eliminated scanlines to try and help simulate a vector display.

It is with great joy that I celebrate the new shader release with the release of my Vectrex graphic. I hope it brings you equal joy.

The advanced presets will be a much greater undertaking, and involve quite a bit of graphics wizardry. They will include a few fancy bling-filled vintage monitors, scale-able handhelds with independent backgrounds, (I will include a set of these you can choose from or you can use an image of your own.) a phosphor layer on vintage TVs, custom HDR derived screen reflections, color adjustable bodies on some handhelds and consoles. and many things I have yet to discover myself.

I anticipate a few growing pains. Please don’t hesitate to post on my forum thread when you run into problems or discover any mistakes I am sure I made.


Now to dive into the Advanced stuff! :partying_face:

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important

I have updated my presets and the 4 base presets are now safely hidden away inside the shaders_slang folder where accidental loading (And possible destruction. :crazy_face:) will be less likely. I apologize for any inconvenience.

The above post has been edited, omitting reference to them.

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This is an amazing release thanks for all your hard work and efforts! Congrats on your new milestone :trophy:

Like the new HSM shader release, your presets and graphics works alongside with old graphics and presets without necessity of overwriting files. Thanks for not using the same file / folder structures :relaxed:

About the Vectrex game presets, I couldn’t successfuly load them at first but after running plenty of debug tests and trial and errors, I finally found the issue that was causing RetroArch crash when I try to load a Vectrex game.

Since logs wasn’t helping to pinpoint the error I decided to try it on a clean version of RetroArch and it did load the Vectrex games presets and then checked the VecX.opt file inside \RetroArch\config\VecX directory and it turns out that my main RetroArch Vectrex core setting was set to be “Software” instead of “Hardware” so I’ve changed it to “Hardware” and viola!

My personal advise is that before you place Vectrex presets inside \RetroArch\config\VecX make sure Vectrex core settings in RetroArch Quick Menu > Options > Use Hardware Renderer option is set to “Hardware”.

Also note that Vectrex (vecx) core always picks glcore renderer.

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