You are correct my friend.
Yeah I got this working at one point, but now it’s currently broken, waiting for me to find the problem and fix it. I do intend to fix it since I really like the effect
Yeah N64 is notorious for the black bars, you could turn on Crop Overscan in the retroarch video settings and see if that helps.
I actually have a feature in mind to help in this scenario. Basically the way I think it will work is to have a parameter which is “Only Crop Black” and then you increase the cropping settings to the maximum cropping possible. Then it will basically crop off all the black under the crop amount.
I have updated the presets.zip, I added the Advanced Gameboy, Game Gear, DOSBox, and the IBM 515x duo.
While I was working on the IBMs I noticed that there was some bad texture references, I fixed them and update all the Standard graphics and the source.
I separated the Background from the IBMs and put it in the Backgrounds folder where it is easy to find, (In case someone wants to use it somewhere else.) I also made the IMBs scale-able. (While I like it the way it is, peoples tastes may vary and we have the freedom in the shader so…)
Oops! Looks like I lost the drop shadow on the monitor. (Fixing it now.)
Woa what drop shadow? hahaha! the number of details is really impressive.
A quick question: I like the Mega Drive (Genesis) frame in black instead of red and I’ve changed:
[BEZEL & FRAME COLOR] Hue -> 0.00 Saturation -> 0.00 Value/Brightness - Def 10 -> 10.00 Noise - Def 30 -> 10.00
Is this the right way to get it?
P.S.: It would be amazing if one day you could make graphics for the Sega Pico. It’s a very colorful and fun console in terms of design.
Since 10% brightness and 0% Hue & Sat is the shader default. The easiest way to change it would be to just delete the lines in my preset that have anything to do with bezel color.
Since it is a simple preset it would return to the base preset default.
The noise parameter is part of my base preset so you would have to edit it, or change the value in it. (\shaders\shaders_slang\Duimon
) this would change the noise value globally back to the default. Keep in mind you would have to change this with every preset update.
Thank you!
In any case, it is back.
Thank you!! and I can see the difference between no-drop shadow and drop shadow now! Awesome!!
Ok! I have deleted the next preset lines:
HSM_BZL_COLOR_HUE = “357.000000”
HSM_BZL_COLOR_SATURATION = “80.000000”
HSM_BZL_COLOR_VALUE = “30.000000”
Niice!!! thanks!!
I would like to but I have a kind of steadfast rule that if I can’t successfully get the emulation working I don’t do the graphic. While the SEGA Pico is supported by PicoDrive, I haven’t had any luck getting the “Magic Pen” to work.
If anyone else has had some luck then maybe you can help me out.
Just a general comment, the best way to manage these presets is to save a new Simple preset, e.g. load the preset, make your changes, save - save preset (With simple presets on). I say this in contrast to taking the original preset and changing stuff in there.
This preset you saved now references the original preset from Duimon, and has your parameter changes which will override what was in his preset.
What happens now is that if Duimon needs to update the preset he can and you can get this and you get his new changes with your parameter adjustments on top.
I understand @HyperspaceMadness maybe It’s a clean way to do the same. Thank you very much.
@Duimon Let me investigate about the Magic Pen functionality with Picodrive on RA.
Good advice! The new preset will save to the root shader folder. I would suggest saving it as a core or content directory preset.
As @HyperspaceMadness says, this would get the changes for you and any updates to my presets wouldn’t break yours. (You gotta love simple presets! )
I tried Sega Pico with Genesis Plus GX and “MD Mouse” controller and seems to work, I’ll keep trying to see which emulator works best.
Did you try it with an actual Pico rom that requires the Magic Mouse?
Taking a closer look at this system I think it would be a challenge to create a graphic for it. Essentially, the TV shows the game and the console has no display. (Which is no different than most other systems I have done.)
In this case I think it would be fun to do some kind of hybrid that has an integrated display, but still reflects the original system. (Complete with the front cover of the booklet that comes with each game.)
Another challenge is that the Mega Bezel shader performs scaling that the core doesn’t know about. This throws off mouse calibration. (The core still sees the screen in it’s original scale.)
Unless the core has the ability to paint a cursor on the screen and map the mouse to a joystick, (Think ScummVM or the Palm Mu core) it may not work well in the shader.
Hmmm. So much fun to be had.
While I couldn’t find a mouse setting in PicoDrive, I did manage to get a Pico rom to run in GX and the mouse does work!
I was able to fill the colors where I wanted. (I would have liked to be able to map a joystick to the mouse but I have a “Couch Mouse”.)
I think it’s a go on this system. I’ll put it near the top because there are a few requests in the queue.
Duimon by chance you won’t have it for MSX, Supergrafxt, Amstrad GX4000 and Famicom Disk System? They are the only systems that I lack to have reflection.
Thanks
Not yet. I haven’t actually committed to doing the FDS because it is really just an add-on for the Famicom, and I have done a graphic for that system.
If I do one it will probably be a bit like my SegaCD graphic and use the Famicom graphic as a base.
The SuperGrafx is something I want to do but it will be kind of strange to work on, a big part of what is going on with the console would be hidden by the bezel, were I to simply slap a SuperGrafx on the screen.
The MSX and the GX4000 are both graphics you will see sooner than later. (They are on my shortlist.)
The challenge with the MSX and MSX2 will be the same as the NEC PC-98. Which of the many systems to use as a source?
While you are waiting, it is fairly simple to take an existing overlay and use it as a background in the shader.
I agree with you with the FDS one, something simple like the mega CD would be enough.
Supergrafx I have never understood why the five games have different resolution, perhaps the solution would be to make a bezel for each one.
The others I am glad to know that they are on your list, by the way how many more are there on your list?
Commodore I’m waiting for Namek to bring out his package which looks amazing.
One last thing, are you uploading all the updates to your github or do you hang it here directly?
Thanks for everything
I told you!! No rush, it was just a proposal for (I think) a beautiful-design console which I have not seen too many overlays out there. Just in case you consider It’s interesting and fun to recreate it into graphics someday!! I’m happy that you showed interest on it!! Thank you!!!
All my graphics are 4K so they are distributed from my GitHub. I post WIP and Final version screenshots here for feedback.
Welcome to the world of the Mega Bezel shader, it doesn’t care what resolution the game is, it handles all the scaling for you. (Unlike overlays, the bezel and frame are dynamic.)
I’m still not quite sold on doing a graphic. Unlike the 32X and SegaCD (Which brought with them enhanced CPUs.) The only thing the the FDS brought was enhanced sound and save states. It’s a little like doing a graphic for the Disney Sound System, Adlib, or Turtle Beach.
Though I probably will do a graphic.(Sometimes it’s about having fun too. ) My TurboExpress, SEGA Nomad, and PSone are each just an alternative way to view the same games.