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

Thank you!! I’ve been playing with them and with your answer I’ve seen everything much clearer now. :slightly_smiling_face:

@Duimon please can you take a look at SG-1000_Alt.slangp shader. It’s not working for me both in advanced and Standard. I’ve also noticed the PSP.slangp shader shows the graphics upside down :upside_down_face:

Will do.

Have you updated the PSP graphic? It has changed since the new shader release.

I’ll check the PSP preset also.

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The guide needs to be updated since the new shader release, and yes it is designed for creating presets from scratch.

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The SG-1000_Alt had a bad path. It is fixed.

Presets are update with the x68000 Advanced. Some shots…

These advanced presets use the Bezel Image layer for my CZ-605D Monitor graphic. The Monitor LEDs are using the Decal Image in additive mode.

Since the new IBM graphics appear off center, (Even though they aren’t. :grin:) I have decided to include an alternate x68000 graphic that I did by request and never committed.

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Another Advanced presets update. :grin:

The Amstrad CPC Duo with matching color variations on the CTM 644 Amstrad monitor.

These two use the Bezel Image Layer on top of the frame but using Frame+ masking mode so it doesn’t cover the Generated Bezel, and allows the Generated Frame to peek out from “behind”. (With some tweaking to the bezel color and the frame edge shading, I think it gives a nice beveled look.)

Tricky. :crazy_face:

Unlike the screen shots, the final presets scale the monitor to match the rest of the presets.

On a side note. This game looks much better presented here with cropping on all four sides to scale the game screen and fill the space.

Before cropping. :frowning_face:

(All thanks to @HyperspaceMadness incredible shader magic! :smiling_face_with_three_hearts:)

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Thank you!!! It’s my first use of your shader graphics so I think I don’t need to update it. The PSP Logo graphics seems OK at the overlay Logo folder. :thinking:

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Aww very kind, but really there wouldn’t be anything to show without great artists making this stuff :slight_smile:

The latest posts have been looking great :slight_smile:

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Those Advanced presets looks amazing, great work there! :metal:

While you’re currently doing advanced presets, I’ve tracked down your standard presets to see how you referenced HSM shaders in order to create a basic preset with “MBZ__3__BASIC-BORDER-WITH-REFLECT.slangp” shader, so I can continue playing Chrono Cross for PSX in 2x internal core resolution with less demanding HSM shader along with your graphics :relieved:

The result end up looking like this, bezel hidden somewhere :rofl:

Is there a short way fixing it or should I be waiting basic presets to arrive :thinking:

Director’s cut version of my story:

My poor PC can’t handle advanced presets at all it keeps locking fps to 50 and audio begins to crackling :slightly_frowning_face:

Luckly it can handle Standart shaders but once I increase intrernal resolution above from 1x RetroArch crashes, probably due to high system demand. I was getting the same behavior with before HSM V 0.9.00 preset version anyway. So it isn’t something new to me :upside_down_face:

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Hi, so the basic border presets specifically do not have a dynamically created bezel.

So the bezel needs to be part of the background image.

You can create something yourself as a workaround by loading the standard/advanced preset with a black screen loaded and take a snapshot and use this as the bg image.

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But that wouldn’t let me to use non-integer scale either, right?

Is it possible to copy paste the code/parameter lines from say, a standart preset to make dynamically created bezel for a basic preset?

I can only go to 2X myself. :frowning_face:

I am using one of my Retroarch Overlays as the background. (From my “Retroarch-Overlays” repo) setting the background image aspect to 16:9. changing the RA video aspect to 4:3, and the using one of the overlays from my “Overlay-Hybrid” folder as a standard Retroarch overlay.

I am using a separate RA install location for developing these and I suggest you make a copy of yours as a separate install also. (We will be messing with RA settings and it’s just easier/safer this way.)

I can upload the Playstation preset as an example, (It will be just a matter of changing the image path to create the rest.) but plan on figuring out how to do the RA content directory override for the overlay first, so I can include instructions.

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Unfortunately not, the bezel was specifically removed so that it has better performance.

If you have performance constraints the fastest thing is going to be one of Duimon’s Hybrid presets + Retroarch Overlay.

It might be possible to make something faster that just has the bezel but no reflection, but I’m not sure that’s going to be that interesting to people.

Just a note that on a 1080p screen the default non-integer scale of 82.97 is an integer multiple of exactly 4x for 224p content. So depending on the resolution output by the core your mileage may vary.

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I feel you :frowning_face: but 2x all I want from PSX games and it is makes a lot difference really, especially with jrpgs where all models are tiny and looks more of a mass of polygon mess on a modern screen than anything else :joy:

Thank you both, I’ll try mix and match things around and see if it gets me where I want. It’ll be only workaround for PSX games with combination of basic shader preset and Duimon’s graphic background and decals :grin:

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@Unparallell @HyperspaceMadness

I figured out the content directory override stuff. Apparently you can use the :/ syntax in configuration files too. :partying_face: (I included the overlay image path, the input_overlay_enable = "true" and the aspect_ratio_index = "0" in the override so it should be safe to use it any setup.)

I am also disabling the intro in the Hybrids, it looks pretty funky with the different aspect.

I’ll get the Playstation Hybrid preset uploaded and add some instructions for the override and stuff to the Preset guide ASAP. (Working on it as we speak)

BTW. I managed to get 4x internal resolution with the hybrid preset. (I didn’t try to go higher.)

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The Playstation Hybrid preset, support files, and changes to the README are all committed. I have duplicated my RA Overlays in the shader graphics repo to support these Hybrid presets, I also changed the Overlay-Hybrid folder structure to match the rest of the repo structure.

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Its is really beautiful! :heart_eyes:

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I just wanted to point out that the Atari 7800 preset fails to load. It is looking for a decal.png when one does not exist in the RetroArch\overlays\bezel\logo\Duimon folder.

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You’re right, :hushed: the 5200_Decal.png was also missing. They are missing no longer.

Thanks for the assist. :grin:

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I love this one!! Badass work!! Beautiful and the decals are exactly sized to not distract the player :star_struck:

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