As an alternative, I don’t see any reason why the MAME core couldn’t be used. I think the roms would just have to be in a specifically named folder. (And perhaps named to SL standards.)
I was trying to scale up screen frame with non-integer scale parameter but it doesn’t scale decal logo along with frame. However, that is possible with previous presets.
Old preset with non-integer scale
New preset with non-integer scale
There is only two parameters under Standard Image Layers;
- Top image opacity
- Top extra image blend mode
Is there a specific parameter for it that I fail to see?
No, actually this was removed.
The Advanced preset has lots of fancy scaling features in it.
But we can evaluate if some things should be moved back like scaling the decal, or scaling the top layer image so LEDs can be put on the frame.
That would be really nice.
While you’re here @HyperspaceMadness, I was thinking the reflections on the frames looks a bit more reflective as you can see the Mode Selection text reflecting on top and cuts off quite harsh and makes it a bit distract the focus. I know it’s probably adjustable in parameters but imho the old one is a bit more convenient as a get go setting.
Yeah I’ll take a look at what’s happening, this wasn’t on purpose, so I would like to adjust the default to be more similar to what it was originally.
Yeah, there isn’t a Decal actually. I am using the Top Extra Image Layer. While I think that frame LEDs and Scale-able Decals are great. I don’t think they are essential.
I also think we need to maintain some feature distance.
Hello everyone.
The Presets.zip has been updated with the addition of the first Advanced preset, the Game Boy Color.
Here’s a shot of the Standard preset.
A shot of the Advanced preset.
And a shot of the Advanced preset scaled.
As you can see I have used the Bezel Image Layer HSV adjustment to color the handheld one of the more popular colors. You can change it to whatever color pleases you by adjusting this parameter. The image is actually a fairly saturated Yellow. Scaling is done by simply using the Non-integer Scale % parameter and Position Y parameter. Everything else follows the screen as it scales.
To avoid having to hunt and peck for graphics, all the graphics that aren’t shared by the Advanced and the Standard presets are in a “Logo_Advanced” folder. The background is a canvas background, (The first of many backgrounds to come.) and can be found in a “Backgrounds” folder. The graphics repo and HDD file structure is and will remain identical.
I will continue to update one at a time as I complete the presets so you don’t have to wait to try them. (At least the few that use a lot of advanced features.)
I’m loving this preset. Thank you for the good work.
@Diego Thank you! I may do some editing to this in the near future, a couple of things are bugging me.
I have updated the Presets.zip.
I did some surgery on the GBA. The standard graphic has changed just a bit, most of the work was done on layer structure in the source so I could do something advanced with it.
There was at least one request for a different color version in the last year so although it didn’t make sense to add scaling, (It is already as zoomed in as it can be.) I did separate the body so we could do HSV adjustments on it.
Some shots…
Default…
With reduced Saturation & Brightness…
And some fun with increased Saturation and some Hue offset.
This can all be done by adjusting the Bezel Image Layer parameters.
Looking at this I think maybe I should set it up so it can be scaled. I shall do so very soon.
Another Advanced presets update. The SEGA Naomi!
Standard.
Advanced.
Here we are using the Bezel Image Layer for the main body of the cabinet, and it’s HSV parameters to change the color of the cabinet. The speakers are included in this image layer and will respond to any changes in brightness, but I don’t think it will be a real problem.
The background is separated and I took the liberty of using HSM’s awesome carbon fiber.
The bezel, cabinet sides, and Naomi Decal are using the Decal Layer.
I am also using Top Extra Layer for a drop shadow image, so it can be hidden if it looks wrong with a background you choose.
In your github repo in the new advanced GBA.slangp file the BackgroundImage line references GBA.png, not GBA_Background_Advanced.png
Naomi looks amazing
Thanks for the heads up. It is fixed.
Here’s a quick sample of the results of my trial run of the BASIC-BORDER-WITH-REFLECT base shader and my Hybrid graphics.
Essentially it looks the same as HSM’s normal shader, which is the point.
For those of you who are unfamiliar with my Hybrid graphics and the method for using them…
Normally we use the RA Video aspect of our monitors for HSM’s shader. Here I am using 4X3 instead of 16X9.
I have used the BASIC-BORDER-WITH-REFLECT preset and the “Use Image For Placement” parameter, to auto scale and position the screen on top of one of my RA Overlays. Then I loaded one of my Hybrid graphics, (Essentially the overlay image with no bezel, only the frame.) as an overlay. Since the shader handles all the screen placement, aspect ratio, and scale, we don’t need to do any of the normal configuring of RA when using an overlay.
After a little tweaking of the non-integer scale and bezel height + width, we have this.
We are also only rendering to a viewport that is 60% of the screen!
This enables the shader to run on fairly low-end hardware. I have had it running like a dream on a GTX 750 2GB.
Since this new method uses the BASIC-BORDER preset, it should provide even better performance than using the previous full shader.
My hope is that the auto placement by image will make it easier to use graphics that are not centered on the screen, and allow me to provide a more complete hybrid set of graphics.
Edit: I am committing to doing a set of Hybrid presets to support the Hybrid graphics.
This is awesome news. Such low demand easy to use presets is great for those of who keep low end hardware for emulation purpose and I know there is many of those people
Preset update.
TV6. (The HMV Ambassador 26)
I have been wanting to make this version available for months now.
Default.
Scaled.
This one has a custom screen reflection. I modeled a 4x3 sheet of dark glass using an HDRI environment and used the result for the reflection. I have included 3 different renderings in the Logo_Advanced folder. One of them is intended for this graphic in night mode.
I made sure it was subtle. You’ll only really see it when the screen goes dark.
There is also a phosphor layer that responds to the night mode, so it is darker when the lights are out. The phosphor layer, much like reality is not black but dark green, so has the effect of reducing the contrast of the screen. It is improved when the night mode is on. (Just like a real CRT. )
For the phosphor layer, I created a graphic,
then applied it using the Cabinet Glass Layer, placing it below the CRT, and used additive blending mode on the CRT layer. The same way the TRON example shows a backdrop behind the game screen.
Besides the vignette I used on the phosphor image, I am also using Dogway’s vignette, which works without dimming the screen.
This preset is really cool using night mode with the lights off!
Presets.zip has been updated. 44 presets have been added to the Advanced:
- 2600
- 5200
- 7800
- ChannelF
- Dreamcast
- Famicom
- Gamecube
- Genesis
- Genesis_Alt
- Intellivision
- MarkIII
- N64
- NES
- NES_Alt
- PC_Engine
- PC_Engine_CD
- PC-FX
- Playstation
- Playstation_Alt
- Saturn
- ScummVM
- SEGA32X
- SEGA32X_Alt
- SEGACD
- SEGACD_Alt
- SEGACD32X
- SEGACD32X_Alt
- SG-1000
- SG-1000_Alt
- SMS
- SMS_Alt
- SNES
- SNES_SGB
- Super_Famicom
- Super_Famicom_Alt
- Super_Famicom_SGB
- TurboGrafx_CD
- TurboGrafx_CD_Alt
- TurboGrafx16
- TV1
- TV2
- TV4
- ZX_Spectrum
- ZX_Spectrum_Alt
Everyone of these really only benefited from the, (@Unparallell) scale-able Decal Layer and/or the masked LED layer. Both settings which @HyperspaceMadness (In his infinite wisdom. ) enabled by default. All I had to do was change the shader reference and rename the Top Image Layer to the Decal Layer. A very few (e.g. ChannelF) didn’t benefit at all but I added them anyway. (Maybe I’ll add a vintage monitor or Decal later.)
Hi @Duimon, first of all I want to congratulate you on your work! such a beautiful and easily usable pack for all of us who like to enjoy this hobby but have (very) limited knowledge (or that we have the time almost completely consumed by our babies )
I’m trying to load your graphics + shader presets and after reading the documentation I doubt if I should do steps 4 and 6 or if that steps are for those who want to create a preset from scratch:
-
Once it is working, make a small change in the parameters. (I usually change the “[BEZEL & FRAME COLOR] Color Value/Brightness - Def 10” from the default of 10 to 9.80. Save a shader core preset.
-
Navigate to the shader preset you saved in step #4. e.g. “D:\Games\RetroArch\shaders\presets\Beetle PSX HW\Beetle PSX HW.slangp”, and open it in a text editor. At the end of the file modify this line, to the path of my graphics. e.g. BackgroundImage = "BackgroundImage = “…\overlays\bezel\Logo\Playstation.png”.
If I copy your HSM-Reflection-Shader-Graphics from “Duimon\Logo” to the “Retroarch\overlays\bezel\Duimon\Logo” folder and after that I copy/unzipped the “Presets\Presets.zip” to “Retroarch” I can use them OTB by selecting them from the Retroarch -> shaders option like the presets from HSM? or is it mandatory to do the steps 4 and 6?
Sorry if it’s an obvious question
@JuRaSSiCBoY Yes, you can just skip these parts it’s not mandatory. And yes, you can load Duimon’s presets just like HSM shader presets but of course, you have to have HSM shaders installed first which Duimon’s preset feeds on